The Necronomicon

Created by Nathan Cavaliere

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Uncover visions of eldritch realms beyond the boundaries of fathomability within this supplement detailing lovecraftian character options and monsters for the world's greatest role-playing game

-----------An Introduction-----------

This project has been completed, but it is open to change as a result of feedback

Beyond the gates of the laws of magic and nature as we know it, or perhaps hiding under it just out of view, insidious forces are at work. Ones of nearly unspeakable power which none but the wisest could ever hope to comprehend. Lurking just outside of where our minds can reach, in realms just beyond our grasp, they lie. In places where the Great Old Ones and the Other Gods dwell, weirdness and insanity reigns supreme.

And none compare to the nearly unfathomable power of them. There are somethings that makes Asmodeus shiver upon hearing a mere whisper of the very name. Places which Demogorgon himself takes the greatest caution to never enter. Creatures which Count Strahd will not dare to look upon.

And what are these you may ask? What places give nightmares to the most powerful beings known to multiverse? What creatures are so unspeakable that their very presence threatens the multiverse?

If you are willing to risk your sanity in the process, than I can tell you of many things. Strange races of deformed humanoids which are told to sometimes go out into the world. Ways to dedicate yourself to these eldritch forces in exchange for untold power. Manners in which you may alter yourself and your mind to improve your combat and exploraratory prowess. Odd beasts which you may employ into your service. But most of all, I can talk of horrendous monsters which exist beyond in the darkest recesses of the known world.

Please note that the information here is not strictly adherent to the actual canon of Lovecraft's work. Artistic liberties where taken when necessary to best fit the creatures to a setting for D&D. Usually this is done by adding detail to an otherwise vaguely described creature or by replacing elements of science fiction with things more suitable to fantasy setting. Expect some of the monsters to not include some of their original elements (such as the migo's ability to perform brain surgery) or to have features which their originals did not so that they are better suited to use in most D&D campaigns.

And who am I that is telling you of all these forbidden secrets? I go by many names really. Most probably know me as Abdul Alhazred. I go by many other names too, undoubtebly all of them more dramatic than the last. But my most accurate title of them all though, it would have to be the Dungeon Master

Regardless, you have suffered from my flare for dramatic introductions enough already. Let us begin...

None of the images found throughout this document were created by me. All but one of them were made by a DeviantArt user named Kingovrats.

-----------Chapter 1: Races-----------

If you wish to know more about any of these races, then please look for the corresponding monster's description in the bestiary chapter of this document.

Deep One

as a a deep one, you gain the following features

Ability Score Increase. Your constitution score increases by 2 and your intelligence score increases by 1.

Age. Deep ones are well known for the longevity of their lifespans and there are even some legends that they are immortal. Such tales are massive exagerrations of the truth, but deep ones do live quite longer than the average human. They became mature in their late teens as normal, and most live up to 200 years, but is also quite common for one to grow to be as old as 500.

Size. Most deep ones are more squat than the average human, but not to a major extent. Due to your piscene nature you never seem to stop growing with age, so you will probably start out the size of a runt halfling newborn but grow to be as tall as a goliath in its prime by the time you are old enough . Your size is medium

Speed. Your walking speed is 30 ft. and you have a swimming speed of 30 ft.

Amphibious. You can breath in both air and water.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dweller of the Depths. You have resistance to cold damage and Immunity to bludgeoning damage from underwater pressure.

Slippery. You have advantage on saving throws and ability checks against being grappled or restrained.

Languages. You know Common, Deep Speech and Aquan

Chapter 6.1: Deep One Lore

Dweller of Leng

as a a dweller of Leng, you gain the following features

Ability Score Increase. Your charisma score increases by 2 and your constitution score increases by 1.

Age. The people of Leng do not age signifigantly different from that of a normal human, nor is there life cycle different. This means you will go through puberty in your teenage years and die of old age by 100.

Size. Although you may have some oddly proportioned body features, such as elongated limbs and a malformed head, you really aren't much taller than a human. Your size is medium.

Speed. Your base walking speed is 30 feet.

Desert Fortitude. You have become accustomed to the severe heat of the desert, granting you resistance to fire damage. In addition, you have advantage on saving throws and ability checks against being exhausted.

Goat Legs. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. In addition, you have advantage on saving throws and ability checks against being knocked prone.

Illusory Appearance. You can use an action to cover yourself in an illusion that makes you look like an oddly proportioned but relatively normal human or revert to your true appearance. This illusion doesn't alter your facial features, so you are still recognizable by people who have seen you with one appearance but not the other.

Horns. The horns on your head are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Languages: You know Common, Abysall and Infernal.

Chapter 6.3: Dweller of Leng Lore

Ghoul

as a a ghoul, you gain the following features

Ability Score Increase. Your dexterity score increases by 2 and your constitution score increases by 1.

Age. Ghouls typically live hard lives in nearly inhospitable environments, so their lifespans are shorter than that of most humanoid races. They reach maturity early at about 13 and can live up to 70 years old, but most die before then from unnatural causes.

Size. For the most part you are about the same size as a human, but odds are that you have a hunched figure which makes you seem smaller. Your size is medium

Speed. Your walking speed is 30 feet.

Ambusher. You have proficiency with the stealth skill.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Deformed Limbs. Climbing and crawling no longer takes extra movement.

Grave Walker. You have resistance to poison damage and you have advantage on saving throws against being poisoned.

Gnarled Hide. While unarmored, your AC=13 + your dexterity modifier

Languages. You know Common and Undercommon.

Chapter 6.6: Ghoul Lore

Nightgaunt

as a night gaunt, you gain the following features.

Ability Score Increase. Your dexterity score increases by 2 and your strength score increases by 1.

Age. Night-gaunts age at roughly half the rate in which humans do, which means that they reach mental maturity at 40 years and die at about 200 years. By the time that one is 15 though, they appear almost the same for the rest of their life.

Size. While not technically larger than is physcially possible for a human, night-gaunts are typically very tall, between six and seven feet usually. Your size is medium.

Speed. Your walking speed is 15 feet and you have a flying speed of 30 feet.

Blind Senses. Night gaunts have no eyes or nose, so you have learned to essentially "feel" the presence of any nearby objects and creatures using your highly sensitive skin. You have blindsight out to a 60 foot radius. These senses cannot pick up on extremely precise details though, so you cannot read words, analyze symbols or write using it. Thusly, you have disadvantage on any ability checks which requires you to properly examine small, exact physical details. If a spell or feature requires you to be able to see a specific target, than so long as you would be able to see said target if you had normal vision and darkvision you can use that spell or feature regardless of the sight requirement.

Beyond the range of your blindsight though, out to a 150 foot radius, you can sense the basic layout of the terrain around you. These senses are even less detailed than your normal blindsight though and can only detect the general outlines of small-sized or larger figures, so unless the object has a very distinct shape, than it is unlikely that you can determine what the object is. You cannot target a creature beyond your blindsight radius (60 feet) with an attack or spell. Finally, you cannot discern colors through any of these senses, only shades of gray.

Faceless. You are immune to the blinded condition and the effects of any feature or spell which require you to be able to see the person imposing those effects, regardless of whether they are negative or positive.

Voiceless. You can understand Common and Undercommon but can only communicate through gestures and body language. Conveying a message through this method takes twice as long as speaking it normally would. In addition to that, you ignore any of the verbal components required to cast spells.

Chapter 6.11: Night Gaunt lore

-----------Chapter 2: Classes-----------

The Deep Spawn

A twisted figure, horribly deformed up to the point that her body is closer to that of a fish's than a human's, levels her glaive at the bloodied gnoll. From atop the mutant's shoulder a ghostly vulture takes flight and hovers over the bestial monster's shoulders. With a weird gurgling noise the transformed human charges the gnoll, her polearm's blade enveloped in shadows as it fells the former hunter.

The half orc, covered in strange tribal tattoos which glow an unnatural shade of blue, points toward the ravenous umber hulk standing over his ally. Seemingly out of nowhere the specter of a merrow appears and launches its harpoon at the beast, pulling it into range of the orc's waiting axe.

An elf, whose emaciated flesh is stretched against her sharp bones, spreads her hands out in front of her before the charging legionnaires. Out from her fingers a blast of some sort of freezing liquid coats the legionnares and eats through their armor like an acid.

Some forms of magic were never meant to be on the Material Plane, for if they are then great ruin proceeds. The natural laws are violated and twisted by the mystical energies of the other planes. But within the depths of forgotten oceans, the veil between the Material Plane and the rest of multiverse is broken. Some mortals have discovered the forbidden knowledge from the other planes, and by doing so they may draw upon unearthly arcane power. Those that can do so without failing in willpower or body are granted potent magical abilities and assume a new title; they become a Spawn of the Deep.

Otherworldly Powers

Unlike most spellcasters, Deep Spawn do not manipulate the magic of the weave, but harness magical energies from another plane of existence. Manifestations of a Deep Spawn's powers may be natural to the plane which they draw from, but within the Material Plane this magic is completely alien. There is something clearly wrong with a Deep Spawn, and this may even be sensed before they are seen. Plants wither when exposed to a Spawn's magic, docile animals shun them as if they were a plague, and vile beasts such as hyenas, piranhas, sharks, spiders and ravens take fiendish delight in the Spawn's terrible presence.

Twisting of the Body and Mind

While the transformation to a Deep Spawn's body might not appear too strongly as they are fledgelings to their power, over time the extended exposure to other planes will warp the Spawn's form. As to how this precisely looks depends on which planes the they are in contact with. A Spawn with a strong connection to the Far Realm may begin to take on monstrous features and appear as a different race than they really are. Those who utilize the magic of the Shadowfell will begin to look more and more like a corpse; their skin and hair will gray, their eyes will lose its bright flicker of life, and they may appear to not breathe.

As for a Spawn which draws upon the Feywild, they will notice much less malign changes as they begin to take on the features of animals or plants such as the hoofs of a goat, rough skin that resembles bark, or hair like moss.

But the body of a Deep Spawn doesn't just change; so does their mind itself. These mental alterations may help the Spawn in its endavours or hinder its abilities. A Spawn who is an Embodiment of the Far Realm may act on strange dreams and speak of things which no one else can understand or even undergo fits of psychosis. Those with the magic of the Shadowfell will start losing touch with their emotions as they stop using using body language. Spawn who are touched by the Feywild may start to grow distrustful of others, stop caring about honor or similar social laws, or gain a strong sense of hatred and vengeance.

http://homebrewery.naturalcrit.com/share/SkP2ftAjGX

The Aberration (Fighter Martial Archetype)

Most soldiers rely on their might, martial skill, and sometimes magical power to succeed in combat, but the aberration takes a far different approach. They do not simply wield magic and fighting talent, they infuse themselves with insidious mystical energies and embrace horrid physical alterations to become the perfect warrior, both by body and mind. Whether they voluntarily sought out these capabilities or it was somehow forced upon them, aberrations draw upon eldritch powers far beyond the comprehension of those that live in the natural world. Not only do they excel in combat though, aberrations have learned to utilize the sinister powers of the unknown to gain a deeper understanding of the workings of the realms around them that transcends the constraints formed by the limiting internal thoughts of mortal creatures.

Alternative Fighting Style (level 3)

At level three, if you chose the defense fighting style, than you may swap that out with the following fighting style instead.

Natural Defense: While you are wearing no armor, you gain a +1 bonus to AC.

Unarmored Defense (level 3)

Parts of your skin are covered by a thin sheen of fish-like scales, a tough carapace, or some other form of natural protection. While you are not wearing any armor, your armor class equals 13+ your dexterity or constitution modifier (your choice) . You can use a shield and still gain this benefit.

Natural Weapons (level 3)

You can use a bonus action on your turn to create a natural weapon which takes up both of your free hands. You can choose the form that this weapon takes from the list below each time you create it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. These weapons are attached to your body and cannot be removed or disarmed.

Claws: A set of claws sprout from both of your hands. They can take on the appearance of the claws of any animal you choose, including a crab's. These simple melee weapons deal 1D6 slashing damage and have the finesse and light property.

Maw: Your body is temporarily restructured so that your head can support a collection of deadly teeth. How this appears is up to you; you can decide to simply grow a set of bat-like fangs or have your entire head morphed into that of a shark’s. Your maw counts as a simple melee weapon that deals 1D12 piercing damage and, despite the fact that it is not actually taking up any hands, effectively has the two-handed property.

Tentacle and Biotic Shield: One of your arms transforms into a grotesque tentacle and the other turns into some sort of shield made of organic substances such as bone, chitin or scales. The tentacle, which is a simple melee weapon, deals 1D8 bludgeoning damage and has the finesse property while the shield behaves the same as a mundane shield.

Throwing Quills: Both of your hands become covered in a layer of lethal quills that you can throw extremely far away. These quills count as a simple ranged weapon that deal 1D8 piercing damage and have the ammunition property (range 80/320). You have 20 of these quills, and all lost quills regrow when you finish short or long rest. Despite the fact that these quills form over both of your hands, instead of having the light property they effectively have the two-handed property.

Your unnatural weapons disappear if you use this feature again or if you dismiss the weapon (no action required).

Awakened Mind (level 3)

You can use magic to telepathically communicate with any creature you can see that is within 30 ft. of you. You don't need to share a language with the creature for it to telepathically communicate with you, but the creature must be able to understand at least one language. A creature without telepathy can recieve and respond to telepathic messages but can't initiate or terminate a telepathic conversation.

You can end the telepathic contant at any time. The contant is broken if the person your are communicating with falls out of range or if you contact a different creature. You can initiate or terminate a telepathic conversation on your turn (no action required), but while you are incapacitated you can't initiatie a telepathic contant and any current contact is terminated.

Eldritch Ambusher (level 7)

Your form has been altered by strange forces, allowing you to contort your body in seemingly impossible ways and be unaffected by phenomena which would normally debilitate other people. Climbing, swimming and crawling no longer costs you extra movement. Also, moving through non-magical difficult terrain costs you no extra movement.

To add on, you are acclimated to all altitudes and naturally adapted to all climates. Also, you are considered to effectively have a swimming speed for the purpose of determining the effects of certain cirumstances and features. This does not mean that you can breathe underwater though.

Cursed Arsenal (level 10)

The unnatural affliction which plagues you now spreads to the weapons you wield and bestows them with a vile curse. Whenever you are wielding a weapon, it gains the following benefits while you are holding it.

•The weapon is considered magical for the purpose of overcoming resistance and immunity to non-magical damage.

•Instead of the weapon dealing its normal damage type, you can instead choose to have it deal acid, cold, necrotic or poison damage whenever you attack with it.

•When you score a critical hit with the weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. This extra damage though is psychic damage instead of whatever damage type the weapon would normally deal. You gain an amount of temporary hit points equal to the psychic damage dealt by this attack.

Impregnable Mind (level 15)

The horrific powers which have infected your mind have strengthened your willpower and made you more resilient to magical effects which assault your mental capabilities. You have advantage on all intelligence, wisdom, and charisma saving throws against magic and are immune to the charmed and frightened condition.

To add on, your thoughts cannot be read by telepathy or other means. Whenever a creature who is not an aberration tries to do this they must make a wisdom saving throw with a DC that equals 8 + your proficiency bonus + your intelligence modifier. If they fail the save, than they suffer long-term madness (see DMG) as terrifying visions of alien realms of existence assault their mental stability. Regardless of whether they fail the save or not, your thoughts still cannot be read.

Psychotic Howl (level 18)

Extended exposure to otherworldly forces has given you the ability to temporarily evoke fell powers that induce insanity and madness upon your foes. You can use your action to envelop yourself in sinister, magical energy that gives you a horrid illusionary appearance and allows you to emit a hideous shriek that tears at the mental stability of your foes. Every hostile creature that can hear you must make a wisdom saving throw with a DC that equals 14+ your intelligence modifier. Friendly or neutral creatures hear the screech but do not suffer the same psychological effect, nor do they see your illusionary appearance. Aberrations and creatures which have immunity to being deafened or frightened are not affected by this feature. On a failed save an enemy takes 2d10 psychic damage and enters a mad delirium upon hearing the horrid call of unfathomable forces completely beyond their comprehension. On a successful save a target takes half damage but takes none of the other effects of this feature.

A delirious creature (one that fails the saving throw) is wracked with terrible illusions which cause it to panic and recklessly lash out at the new threats which are all around it. The target then uses its following action(s) to make a weapon or spell attack against the closest creature to it, choosing the most threatening target or picking randomly if there are several close by. In this panic they are willing to rashly expend all their valuable resources over a short amount of time in an attempt to defend themselves. Creatures inflicted with this insanity cannot take bonus actions or reactions.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. If it fails, then the creature takes the damage once again and remains delirious .

Once you use this feature, you must finish a long rest before you can use it again.

College of Insanity (Bard College)

All bards have a deep comprehension of how to effect emotions, but very few of them decide to walk down the path of the darker arts and learn how to use their powers to sow terror and berserk violence. The few that follow the college of insanity though use their knowledge of the words of creation in the world to evoke horror upon their enemies. In one way or another they have become twisted by the unnatural cacophanies of beings which live outside of the gates of human comprehension. When your instrument plays it does not simply sing of joy and delight, it weeps of macabre visions of fear and pain. When your arrows strike a foe they do not simply draw blood, they fruther inspire the steel of your allies to continue their solemn mission, whether it be for good, gold glory or god.

Bonus Proficiencies (level 3)

You gain proficiency with martial ranged weapons, scimitars and whips.

In addition, you can use a quiver of ranged ammunition as a spellcasting focus.

Song of Terror (level 3)

Witnessing horrifying forces beyond the laws of nature has given you the knowledge to replicate their terrifying nature. Using your instrument you can play a series of discordant notes laced with arcane energy which induce crippling fear upon your enemies. You can use your action to choose one target within 60 feet of you that can hear you. That target must succeed on a charisma saving throw or become frightened of one of your allies that is within 60 feet of it for 1 minute. The target may remake the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). All expended uses are restored after a long rest.

Evoke Bloodthirst (level 6)

You have discovered how to influence the the mentality of your allies by feeding their urge to kill with violence of your own. Whenever you hit a creature with a weapon attack, you can expend one of your bardic inspiration die to deal an extra amount of pyschic damage equal to the number you rolled on that die. Once you do this choose one ally within 60 feet of you. Both you and that target each then gain an amount of temporary hit points equal to the pyschic damage dealt by this feature.

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Summon Abomination (level 14)

After spending so much time in contact with planes of unfathomable nature, you now have the power to summon extraplanar abominations from the hellish realms in which they reside. You can spend one minute performing a strange ritual which conjures forth your choice of either one chuul, grell, otuygh or spectator, two gibbering mouthers or four flumphs on an unoccupied space within 120 feet of you of your choosing. These monsters persist for one hour after you summoned them, and you must maintain concentration (as if you were casting a spell with the concentration tag) to keep them bound to your current plane. The aberration dissapears back to its home plane either when this feature's duration ends, when you drop concentration or when the monster is reduced to 0 hit points.

The aberration is friendly to you and your companions for the duration. The aberration acts directly after your turn in initiative order. It obeys any verbal or telepathic commands that you issue to it (no action required by you) without question and with an almost mindless sense of servitude. If you don't issue any commands to the aberration, it defends itself from hostile creatures but otherwise takes no actions.

Once you use this feature, you cannot use it again until you complete a long rest.

Oath of Knowledge (Paladin Oath)

Paladins that follow the path of knowledge strive to become the ultimate masters of combat. They do not simply focus on strength of arms, for those that swear the the oath of knowledge gain expertise in the art of war. There is more to combat than the clashing of steel, and a true warrior knows this. Knowledge paladins unceasingly study strategy, military tactics, and to a lesser extent the arcane, seeking to achieve supreme excellence in combat. Knights who follow this oath rise to become expert generals and tacticians. Very few can challenge the superiority of a Knowledge paladin.

Tenets of Knowledge

While most paladin oaths are based on the ideals of courage and goodnes, the tenent of knowledge focus much more on the concept of efficiency and success instead.

Pursue Knowledge: Information is a valuable weapon and you should strive to obtain more of it whenever possible.

Restraint: Always do what is best and never bow to your emotions or impulses. Through logical thinking you shall find success

Mind over Matter: Physical might is important of course, but the mark of a true warrior is their intelligence, discipline and strategic ability.

Know Your Enemy: To obtain supreme victory you must meticulously study your enemy and learn their every weakness. If you know yourself and you know the enemy, you need not fear the results of a hundred battles.

Uphold the Truth: While acts of deceit may be necessary to achieve your goals, you should never keep any sorts of secrets for selfish purposes. The intentional with-holding of knowledge that could be used to improve other areas is a heinous crime. Lieing without reasonable purpose is cowardice in its purest form.

Oath Spells (level 3)

You gain oath spells at the paladin levels listed.

Oath of Knowledge Spells
Level Spells
3rd Comprehend Languages, Identify
5th Augury, Detect Thoughts
9th Clairvoyance, Speak with Dead
13th Arcane Eye, Divination
17th Scrying, Telepathic Bond

Channel Divinity (level 3)

When you take this oath at 3rd level, you gain the the following two channel divinity options.

Eyes of the Tactician: Choose one living creature that you can see. You learn all of the following statistics about that target: damage vulnerabilities, damage resistances, damge immunities, condition immunities, armor class, maximum hit points and current hit points. You also choose one ability score and learn the total bonus the target gets to saving throws that test that ability. Using this feature costs no action of any type.

Cripple the Arcane: As an action you present your holy symbol and speak a prayer that debilitates creatures which are heavily attuned to magical forces. Each aberration or elemental that can see or hear you within 30 feet of you must make a charisma saving throw. If the creature fails its saving throw, then it is incapacitated for 1 minute. While incapacitated this way the target's speed is halved and it can't benefit from any bonus to its speed. A creature affected by this feature may remake the saving throw at the end of each of its turn, ending all the conditions on a success.

Aura of Vigilance (level 7)

You and friendly creatures within within 10 feet of you gain a bonus to perception, investigation and initiative checks equal to your charisma modifier (mimimun of +1) while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Evasion (level 15)

You have become hyper aware of your surroundings and can respond with extreme haste. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mantle of the Commander (level 20)

Using your action, you temporarily steel yourself and transform into an avatar of co-ordination and strategy and thusly gain the following benefits for 1 minute. Once you use this feature you cannot use it again until you complete a long rest.

  • Using a bonus action on each of your turns, you can direct one of your allies that can see or hear you to strike. That creature can automatically use its reaction to take the attack action or make a spell attack.
  • The movement of your allies within 60 feet of you does not provoke oppurtunity attacks
  • You instantly cast Longstrider at 1st level and Mirror Image on yourself simultaneously using the same action you activated this feature on. Doing so expends no spell slots and any spell cast this way does not require concentration if it normally would. All of these spells end when this feature comes to an end.

Unfathomable Occultism (Sorcerous Origin)

You have been afflicted with strange, eldritch powers imposed upon you by some sort of magical phenomenon in your past or during your birth. There is a myriad of different ways this could occur, but the most likely reason is propably that your ancestors before you procreated with an extraplanar being and corrupted your bloodline. It is possible that you could have actually had a parent who was some sort of arcane abomination. Perhaps instead of that you encountered an otherworldy creature or plane which warped your soul itself alongside your figure. Regardless of the cause though, reality seems to be moldable towards your very will. Somehow you have found ways to bypass the natural laws of material existence.

Aura of Dread (level 1)

Your very presence is intensely unnatural, up to the point where creatures within close proximity to you almost seem to have their vitality sapped from them. While you are conscious, an aura of vile arcane energy emenates from you out to a 10 foot radius. This area is considered to be difficult terrain for any hostile creature that tries to travel through it. Mundane plants within the aura wither after one minute.

In additon to that, any creature of the beast or plant type that starts its turn within the aura must succeed on a wisdom saving throw with a DC equal to your spell save DC or become frightened for one minute. The target may remake the saving throw at the end of each of their turns, ending the condition on a success. A creature which succeeds on the saving throw is immune to the conditions of this effect from you for 24 hours. If the creature ever steps outside of the range of your aura, then the condition automatically ends.

Amorphous Transformation (level 1)

You can use your action to mold yourself into a medium sized ooze-like being. Any items you were wearing or carrying are engulfed into your slimy form and become unacessable. While under the effects of this feature, you gain the following traits.

  • While in this form you can move through a space as narrow as 1 inch wide without squeezing.
  • You cannot speak, hold anything, or take any actions while using this feature, though it is still possible for you to move.
  • While morphed this way your AC is reduced to 10 and you cannot benefit from any bonus to your AC.
  • You gain resistance to acid, poison, bludgeoning, piercing and slashing damage from non-magical sources (silvered weapons bypass this)
  • You gain immunity to being grappled, paralyzed, poisoned, knocked prone, restrained and stunned.

At any point you may use an action to turn back to your normal shape. You can only maintain this form for 1 hour before you automatically revert back to your humanoid anatomy. Once you use this feature, you cannot use it again until you complete a short or long rest.

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Entropic Assault (level 6)

Whenever you roll a 1 on the D20 for a spell attack roll, you may choose to turn that miss into a critical hit. The extra damage done through this feature deals psychic damage though instead of whatever damage type that spell would normally inflict.

Planar Stride (level 14)

You are no longer bound to the physics of the natural world and can seemingly phase in and out of the Ethereal Plane at will. You can use a bonus action on each of your turns to instantly teleport up to 15 feet away from your current position to an unoccupied space that you can see.

Illusionary Displacement (level 18)

Whenever you roll for initiative, an illusionary duplicate of yourself appears in your space. The duplicate moves with you and mimics your actions, shifting it's position so it's impossible to track which image is real. Each time a creature targets you with a ranged attack roll, roll a D20. If you roll an 11 or higher then the attack instead targets your duplicate instead of you. A duplicate has an AC equal 10 + your charisma modifier. If the attack would hit the duplicate, then it is destroyed and this feature is temporarily disrupted. Under the conditions that your duplicate has been destroyed, than you can manifest a new one using your choice of either an action or bonus action.

Creatures with truesight or a similar trait are immune to the effects of this feature.

The Great Old One: (Warlock Patron Variant)

Intelligent Spellcasting (level 1)

Instead of having charisma as your spell-casting ability for your warlock spells, you can instead use your intelligence to cast spells with. In addition to that, any invocation which uses your charisma modifier to determine its effects can instead use your intelligence modifier. Whenever you gain a level in any class you can decide to activate or deactivate this feature.

Additional Spells (level 1)

The Great Old One lets you choose from an expanded list of Spells when you learn a warlock spell. The following Spells are added to the warlock spell list for you.

Great Old One Expanded Spells
Spell Level Spells
1st Dissonant Whispers, Hideous Laughter
2nd Detect Thoughts, Phantasmal Force
3rd Clairvoyance, Hunger of Hadar
4th Confusion, Phantasmal Killer
5th Dominate Person, Dream

Visions of the Other Worlds (level 1)

Every night, your dreams are haunted by the sight of abominations of arcane origins. You have began to analyze and learn more about these monsters. Whenever you make an intelligence check to re-call information about or relating to aberrations, fiends, monstrosities, oozes or undead, you have advantage on the check.

If you spend at least 1 minute recalling information about a creature of any those types outside of combat, then you automatically learn its damage vulnerabilities, resistances and immunities alongside any condition immunities it has.

Deranged Whispers (level 6)

Whenever a creature targets you with an attack roll you can use your reaction to magically generate a disturbing cacophany of discordant gibbering, screaming and crying. Until the beginning of your next turn, attack rolls against you are made with disadvantage.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Superior Telepathy (level 10)

You can communicate telepathically with any creature within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Whenever you telepathically communicate with a creature, they can reply to you using telepathy, but they can only do so directly after you state your message.

You can use your action to establish a telepathic bond with a willing creature that you have been within 120 feet of for at least an hour. A bonded target can telepthically communicate with you beyond any distance, even if you are on different planes of existence. A bonded target can send telepathic messages to you at any time. You can only be bonded with one creature at a time. This bond ends whenever you use this feature to create a bond with another creature, or if you consciously decide to drop it on your turn (no action required).

Psychic Drain (level 14)

You can use a bonus action on your turn to target a creature within 60 feet of you who you can see and who is under the effects of an enchantment, illusion or necromancy spell cast by you. That target takes 2d8 psychic damage and you gain an amount of temporary hit points equal to the damage dealt by this feature. If the creature gets to remake a saving throw to resist a spell whenever it takes damage, than it has disadvantage on the roll when trigerred by the damage of this feature.

You can use this feature up to a number of times equal to your intelligence or charisma modifier (minimum of once). Whichever ability score this uses corresponds to what your warlock spellcasting ability currently is. All expended uses are regained after you complete a long rest.

------------Chapter 3: Feats------------

Agonizing Assault

Prerequisite: strengh or dexterity ability score of 13 or higher.

You have learned to enchant your weapons with strange magics that not only physically damage your opponents, but shatter their willpower and sanity with every blow.

  • Whenever you hit a creature with a weapon attack, you can choose to turn up to half of the damage dealt from that hit into pyschic damage instead of whatever damage type that weapon would normally do.
  • Whenever you score a critical hit on a weapon attack against a creature, it must succeed on a wisdom saving throw or become frightened of you until the end of its next turn. While frightened this way, the creature is also stunned. The DC of this saving throw equals 8+ your proficiency bonus + your strength or dexterity modifier.

Semi Amorphous Form

Your body has become less defined in shape and composition and your flesh has became closer to that of an ooze's.

  • You gain resistance to acid damage
  • Whenever you roll to determine whether you can sucessfully escape being grappled or restrained, you can add your constitution modifer plus proficiency bonus to the check instead of your bonus to athletics checks.
  • You have advantage on saving throws and ability checks against being grappled or restrained.

Deep Dweller

You have somehow been corrupted by strange forces lurking deep beneath the blackest abysses of the primordial ocean, granting you amphibiousness and altering your body.

  • You gain resistance to cold damage.
  • You gain a swimming speed of 30 feet.
  • You can breathe in both air and water.
  • You have advantage on athletics checks made to swim.

Iron Will

To protect your mind from assault, you have found a way whether through magic or meditation to steel your willpower and mental fortitude.

  • You gain resistance to psychic damagae
  • You have advantage on saving throws and ability checks against illusion and enchantment spells, alongside features which have similar effects.

Monstrous Mutations

You have undergone horrendous mutations which have deformed you arms into biological weapons, making you appear to be a humanoid monster.

  • While unarmored, your AC=13+ your dexterity modifier.
  • Natural weapons, which you can use to make unarmed strikes with, form over both of your arms. Your unarmed strikes deal an amount of bludgeoning, piercing or slashing damage equal to 1d6+ your strength modifer. You choose which damage type these attacks do when you take this feature, and you must always deal that same damage type.
  • Your natural weapons have the light property.

Telepathic

Prerequisite: intelligence ability score of 13 or higher.

The deepest recesses of your mind have been awakened, allowing you to whisper messages into the minds of others.

  • You can you can send telepathic messages to any creature you can see within 30 feet of you. You need to share a language with that creature for them to understand you. A creature cannot send telepathic messages back to you by using this feature though.

Unnatural Resilience

Prerequisite: constitution ability score of 13 or higher.

Greivous wounds which would kill or cripple those of mortal existence do not seize your rampage, for you do not die as easily as others would.

  • When an amount of damage less than 15 reduces you to 0 hit points, you can make a consitution saving throw which has a DC equal to 5+ the damage taken. On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by a critical hit or by radiant damage. Once you use this feature, you cannot use it again until you complete a long rest.
  • When you take damage, you can use your reaction reduce the damage by a number equal to your constitution modifier. After you use this trait, you can’t use it again until you finish a short or long rest.

Weird Endurance

Prerequisite: constitution ability score of 13 or higher

No longer do you have a need for simple comforts necessary for that of a normal person, you have found a way so that you are not hampered by the essential needs of the human body.

  • You suffer no drawbacks from being in extreme temperatures or altitudes.
  • You are immune to the effects of non-magical diseases and poisons.
  • Taking a day's worth of food and water is enough to sustain you for a month.
  • You no longer need to breathe

-------chapter 4: Other Content-------

Conjure Aberration (Spell)

6th-level Conjuration

Classes: sorcerer, warlock and wizard

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon an aberration, which appears in an unoccupied space that you can see within range. The aberration disappears when it drops to 0 hit points. The conjured monster may be your choice of either a chuul, gibbering mouther, grell, otyugh or spectator.

The aberration is friendly to you and your companions for the duration. Its turn in initiative order is directly after yours. It obeys any verbal or telepathic commands that you issue to it (no action required by you) without question and with an almost mindless sense of servitude. If you don't issue any commands to the aberration, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the aberration
doesn’t disappear. Instead, you lose control of the
aberration, it becomes hostile toward you and your
companions, and it might attack. An uncontrolled
aberration can’t be dismissed by you, and it
disappears 1 minute after you lost control of it.

Colour Out of Space (Environmental Hazard)

This is structured like a Dungeon Hazard that would be seen on page 105 of the DMG.

The colour from out of space is a deadly and mysterious substance originating from other planes of existence. Although it is not clear what the so called "colour" really is, it shares many common characteristics with similar hazardous dungeons molds. It exists in patches which can be large enough to consume an entire house. Dead plants and the withered husks of animals can be found strewn throughout the area of the colour.

This strange material slowly sucks the life force out of anything that it comes into contact with. When a creature first moves onto a spot with the colour or starts it turn in there, it must succeed on a DC 12 Constitution saving throw or take 1d10 necrotic damage.

After staying in a place for weeks or months on the Material Plane, eventually the colour will move on to another plane of existence. The colour is notoriously hard to forcefully remove until this time is up. Only magic that could banish it or send it to another plane of existence are effective at removing it. For the purposes of such spells, the colour is considered to be a creature. One of the most common ways of handling the Colour is through the Banishment spell, because for some unknown reason it does not return back to the dimension where the spell was cast even after the spell runs its duration like it would for other creatures.

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The Necronomicon (Magic Item)

Wondrous Item, Legendary (requires attunement)

Legends tell of a mysterious book which holds the secrets of the ancient insane gods known as the Great Old Ones and the Outer Gods. Within this tome of forbidden lore one can find knowledge of the most eldritch places and monsters. Its very words are enough to bring most men to insanity and madness. The text originally written by Abdul Alhazred has since been picked up by a myriad of other authors striving to record down as much information as possible before they descended into their own madness and lost their sanity alongside their humanity. Many people claim that this book is none other than the Book of Vile Darkness, but compared to The Necromicon, such a text pales in comparison. If one dares to look into the accursed contents of The Necronomicon, than they shall learn of things which no other mortal has dared to learn before. If one is willing to stare into the depraved pages of The Necronomicon, than they are destined to hold more knowledge than the gods themselves, but at a terrible cost.

Attunement: A creature attuned to the book must spend 80 hours reading and studying it to comprehend its contents and reap its benefits.

Random Properties: The necronomicon has the following random properties.

  • one major beneficial property
  • one minor beneficial properties
  • two minor detrimental property
  • one major detrimental property

Increased Intelligence: After you spend the requisite amount of time reading and studying this book, your intelligence score increases by 4, to a maximum of 24. You can't gain this benefit from the book once more.

Knowledge Expertise: You gain proficiency with the arcana, history, and religion skills. If you already had proficiency with any of these skills before reading this book, than you instead gain expertise in that skill instead.

Languages You learn Abysall, Deep Speech, and Infernal.

Esoteric Lore: You can reference the necronomicon whenever you make an intelligence check to recall information about or related to aberrations, fiends, monstrosities, oozes or undead. When you do so, you gain advantage on the check.

Dark Rituals: The necronomicon holds a collection of vile rituals of power that are permeated with aspects beyond the comprehension of human sanity. You can use your intelligence modifier to cast your choice of any 6th level or higher wizard spell at its highest possible level (up to 9th) without expending any spell slots. Once you are finished casting a spell in this manner you must make a Wisdom saving throw. On a failure you take 40 (7d10) psychic dmage and suffer from short- term madness, but on a success you take half as much damage and suffer none of the other effects. Once you use this feature, you cannot use it again until you complete a long rest.

Tome of Madness: At the end of every long rest you spend being attuned to this item, make a charisma saving throw with a DC equal to 5 + the number of times you made the saving throw against this feature (the DC cannot rise above 20). On a failure you are inflicted with a form of indefinite madness. You can recieve multiple forms of madness in this manner. When rolling on the table to determine which form of madness you get, if you roll on an effect which is already present on you then re-roll until you get a result which you are not currently experiencing. Nothing short of a Wish spell or magic of camparitive power can cure you of this madness. If you somehow recieve all ten forms of madness, then you transcend into a Great Old One and the DM takes control of your character.

Deities of the Cthulhu Mythos

Deity Epithet Alignment Suggested Domains Symbol
Azathoth The Sultan of Ultimated Chaos CN Death, Trickery Withered Nautilus Shell
Bastatan The Master of Decay N Death, Nature Decaying Crab Claw
Bokrug The Great Water-Lizard LN Tempest, War Jade Lizard Statue
Cthuhlhu The Dreaming Priest CE Knowledge, Trickery Tentacle Wrapped Around Eye
Dagon The Leviathan of the Black Depths LN Nature, Tempest Blue-Gold Spiked Crown
Nyarlathotep The Black Pharoah NE Death, Trickery Ornate Crossed Sickles
Yig The Father of Serpents LN Nature, Trickery Swarm of Snakes
Yog-Sothoth The Guardian of the Gate LN Light, Knowledge Broken Purple Hourglass
Shub-Niggurath The Black Goat of the Woods CE Life, Nature Wood Goat Idol

----------Chapter 5: Familiars----------

You can summon and control the following creatures using the Find Familiar spell.

Cat of Ulthar

Tiny Monstrosity (Familiar)


  • Armor Class 13
  • Hit Points 3 (1d6)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 4 (-3) 6 (-2) 12 (+1) 6 (-2)

  • Skills acrobatics +5, perception +4, stealth +5,
  • Senses passive perception 15, darkvision 60 ft.
  • Languages Common
  • Challenge 0 (10 XP)

Agility. If the cat 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 .

Planar Step. The cat can use a bonus action to teleport up to 30 feet to an unnocupied space that it can see.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 slashing damage.

" Carter knew at last that the old village folk were right when they made low guesses about the cryptical realms which are known only to cats, and to which the elders among cats repair by stealth nocturnally, springing from high housetops. Verily, it is to the moon’s dark side that they go to leap and gambol on the hills and converse with ancient shadows, and here amidst that column of foetid things Carter heard their homely, friendly cry, and thought of the steep roofs and warm hearths and little lighted windows of home.... Now much of the speech of cats was known to Randolph Carter, and in this far, terrible place he uttered the cry that was suitable. But that he need not have done, for even as his lips opened he heard the chorus wax and draw nearer, and saw swift shadows against the stars as small graceful shapes leaped from hill to hill in gathering legions.... Carter now spoke with the leaders in the soft language of cats, and learned that his ancient friendship with the species was well known and often spoken of in the places where cats congregate. He had not been unmarked in Ulthar when he passed through, and the sleek old cats had remembered how he petted them after they had attended to the hungry Zoogs who looked evilly at a small black kitten."- The Dream Quest of Uknown Kadath


Magah Bird

Tiny Beast (Familiar)


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 20 ft., fly 40 ft.

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

  • Skills survival +5
  • Senses passive perception 11
  • Languages understands Common but cannot speak
  • Challenge 0 (10 XP)

Bird's Eye. The bird has advantage on any percption or investigation check which relies on sight.

Elusive. The bird can fly outside of an enemy's reach without provoking oppurtunity attacks.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1 piercing damage.

"Around him he wrapped another blanket, for the nights are cold in Oriab; and when upon awaking once he thought he felt the wings of some insect brushing his face he covered his head altogether and slept in peace till roused by the magah birds in distant resin groves."- The Dream Quest of Unknown Kadath


Young Albino Penguin

Small Beast (Familiar)


  • Armor Class 12
  • Hit Points 5 (1d10)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 4 (-3) 12 (+1) 4 (-3)

  • Skills survival +5
  • Damage Resistances cold
  • Condition Immunities blinded
  • Senses passive perception 11, blindsight 60 ft. (blind beyond this radius)
  • Languages understands Common and Undercommon but cannot speak
  • Challenge 0 (10 XP)

Arctic Camoflouge. The penguin has advantage on stealth checks made to hide in snowy or pale, rocky terrain.

Hold Breath. The penguin can holds its breath for up to an hour.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1 piercing damage.

"As the white shape sidled into a lateral archway to our left to join two others of its kind which had summoned it in raucous tones. For it was only a penguin — albeit of a huge, unknown species larger than the greatest of the known king penguins, and monstrous in its combined albinism and virtual eyelessness. When we had followed the thing into the archway and turned both our torches on the indifferent and unheeding group of three we saw that they were all eyeless albinos of the same unknown and gigantic species. Their size reminded us of some of the archaic penguins depicted in the Old Ones’ sculptures, and it did not take us long to conclude that they were descended from the same stock — undoubtedly surviving through a retreat to some warmer inner region whose perpetual blackness had destroyed their pigmentation and atrophied their eyes to mere useless slits."- At the Mountains of Madness


Zoog

Tiny Fey (Familiar)


  • Armor Class 12
  • Hit Points 4 (1d8)
  • Speed 35 ft., climb 35 ft.

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

  • Skills perception +4, stealth +4
  • Condition Resistances charmed, unconscious
  • Senses passive perception 14, darkvision 60 ft.
  • Languages Common, Elvish, Sylvan
  • Challenge 0 (10 XP)

Forest Recall. The zoog can perfectly recall any path it has travelled in any thickly wooded terrain.

Create Moon-Wine. The zoog can choose to spend a long rest in any lush terrain gathering ingredients and magically enchanting them to make a special wine. This ritual produces one pint of moon wine. A creature that drinks the moon wine has advantage on saving throws against being poisoned for 1 hour. After creation the wine must be drunk within 24 hours before it spoils and loses its magical properties.

Actions

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

"In the tunnels of that twisted wood, whose low prodigious oaks twine groping boughs and shine dim with the phosphorescence of strange fungi, dwell the furtive and secretive zoogs;... Certain unexplained rumours, events, and vanishments occur among men where the zoogs have access, and it is well that they cannot travel far outside the world of dream. But over the nearer parts of the dream-world they pass freely, flitting small and brown and unseen and bearing back piquant tales to beguile the hours around their hearths in the forest they love. Most of them live in burrows, but some inhabit the trunks of the great trees; and although they live mostly on fungi it is muttered that they have also a slight taste for meat, either physical or spiritual, for certainly many dreamers have entered that wood who have not come out."- The Dream Quest of Unknown Kadath

----------Chapter 6: Monsters----------

Deep Ones

Additional Statistics

Several times throughout this bestiary you will see additional statistics known as condition resistances. A creature that has resistance to a condition has advantage on saving throws and ability checks against that condition.


Deep One

Medium Humanoid


  • Armor Class 15 (scales, shield)
  • Hit Points 15 (2d8+6)
  • Speed 30 ft., swim 30 ft.

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

  • Damage Resistances cold
  • Damage Immunities bludgeoning from underwater pressure
  • Condition Resistances grappled, restrained
  • Senses passive Perception 12, darkvision 120 ft.
  • Languages Common, Aquan (Primordial), Deep Speech
  • Challenge 1/2 (100 XP)

Amphibious. The deep one can breathe in both air and water.

Speak with Aquatic Beasts. When the deep one speaks in Aquan, it can communicate with any beast that can breathe underwater as if they shared a language.

Dagon's Teachings. When the deep one hits with a javelin, it deals 1d10 damage instead of 1d6 (this is included in the attack).

Soldier's Tactics. The deep one has advantage on attack rolls against a creature if at least one of the deep one's allies is within 5 feet of the creature and that ally isn't incapacitated.

Steadfast. The deep one has advantage on saving throws against being frightened while it can see an allied creature within 30 feet of it.

Actions

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 7 (1d10 + 2) piercing damage.

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Deep One Variant: Warlock

Certain deep ones do more than simply worship their gods and instead have formed a pact with them so that they may harness some of their power. To represent such monsters, give the following statistics to a normal deep one, none of which alter its CR.

Saving Throws: wisdom +4 and charisma +3

Languages: telepathy 30 ft.

Spell-Casting: The deep one warlock is a 1st level spell-caster (warlock). Its spell-casting ability is intelligence (spell save DC 15, +5 to hit with spell attacks). The deep one has the following spells prepared.

cantrips (at will): Eldritch Blast, Minor Illusion

1st level (1 slot): Dissonant Whispers, Hideous Laughter

"I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked ... They were the blasphemous fish-frogs of the nameless design - living and horrible."- The Shadow Over Innsmouth

Hiding among the darkest recesses of the world just outside of the sight of mortal eyes, the deep ones lie. Legends tell of an ancient race of humanoids, older than most of the gods themselves, with traits of both a human and that of a prehistoric fish. Many believe the deep ones to simply be a legend, a myth, a tale. But in the areas where no man dares to look, or perhaps simply hiding among the places they least expect to look, the legions of the deep ones still dwell along the bottoms of ancient oceans and lakes.

Dwellers in the Darkness. Schools of deep ones always prefer areas secluded from the rest of the world. You are most likely to find them at the bottom of the ocean, living in coral reefs and establishing lonely colonies on them. They are also known to inhabit underwater caverns deep beneath the surface of the world. Sometimes though instead of completely isolating themselves a colony of these fish people will prefer to hide in plain sight by actually living in towns just off the shores of mortal kingdoms. To make sure that the locals are tolerable of them, they are likely to offer food, wealth and knowledge to settlements which are so desperate that they have little other choice but to accept these pacts. Even when they do this though such towns will still have most of their activity in underwater buildings of stone which are carefully hidden from view.

Sometimes these pacts will result in the interbreeding of humanoids and deep ones, generating hybrid children. Typically these newborns will start out appearing as their humanoid parent, and then gradually become more and more like their deep one parent. Eventually they will become full blooded deep ones and dive into the ocean to join their people beneath the waves.

One with the Hive. Ever since they are first born a deep one hatchling or newborn is taught that survival is dependent on strength in numbers. Deep ones gather together in massive schools so as to protect themselves from threats which would be able to easily defeat an individual or...

...small group of them. This results in a sort of hive mind mentality which makes cases of a deep one showing signs of individuality rather rare.

Legionaires and Tacticians. Whenever deep ones feel the need to fight, they never do it alone. Schools will always gather in massive groups in an attempt to overwhelm and swarm their enemies by sheer numbers. This does not mean they simply form a mindless mob and attack their enemies though. They are likely to instead form tight packed tactical formations and fight as one impersonal mass of shields and spears. A deep one school will seek to use their environement to their advantage and thusly prefer to fight near or on sources of water. They are more than willing to capatilize on a humanoid's fear of the ocean and unknown by creating strange noises and movements beneath the surface to decieve their enemies and make them afraid, paranoid and restless.

Servants to Strange Gods. Another notable trait about deep one culture is that they actually tend to be very pious in their devotion and worship of whatever deities they use as their religion. As to what precisely this deity is it varies. Most of them will worship Dagon, the father of the deep ones, or other similar Great Old Ones such as Mother Hydra and Lord Cthulhu. It is not unlikely that they would also choose to worship other powerful extraplanar creatures, such as demon lords, elder brains of ilithid colonies or fey lords and ladies.

Hivelords. While most deep ones die cannot survive after 500 years there are some rare cases in which one is seemingly immortal. These special examples typically grow to a massive size up to almost 10 ft. tall which is larger than most ogres are. Beyond just their physical size though, their intellect also grows and they develop latent psionic powers. It is almost guaranteed that hivelords like these recieve positions of religious, military and politcal power.



Deep One Hivelord

Large Aberration


  • Armor Class 14 (scales)
  • Hit Points 114 (12d10+48)
  • Speed 35 ft., swim 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 20 (+5) 16 (+3) 14 (+2)

  • Damage Resistances cold
  • Damage Immunities bludgeoning from underwater pressure
  • Condition Resistances grappled, restrained
  • Skills religion +7
  • Senses passive Perception 13, darkvision 120 ft.
  • Languages Common, Aquan (Primordial), Deep Speech,
  • Challenge 3 (700 XP)

Amphibious. The hivelord can breathe in both air and water.

Speak with Aquatic Beasts. When the hivelord speaks in Aquan, it can communicate with any beast that can breathe underwater as if they shared a language.

Commander's Tactics. The hivelord has advantage on attack rolls against a creature if at least one of the hivelord's allies is within 5 feet of the creature and that ally isn't incapacitated.

Telepathic Aura. The hivelord radiates an aura out to 60 ft. If at least one other Deep One is in the aura, then all Deep Ones (including the hivelord) within the aura can telepathically communicate with each other, have resistance to psychic damage, immunity to being charmed and frightened and advantage on insight, perception and investigation checks.

Actions

Multiattack. The hivelord makes three attacks; one with its bite and two with its claws, and uses its Command if it is possible.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) magical piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft. , one target. Hit 5 magical slashing damage.

Call Lightning. One target within 120 ft. of the hivelord must succeed on a DC 14 dexterity saving throw or take 14 (4d6) lightning damage.

Command (Recharge 5-6). The hivelord commands a Deep One which it can telepethically communicate with to take the attack or cast a spell action.

Byakhee


Byakhee

Large Aberration


  • Armor Class 13
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft., burrow 20 ft., fly 40 ft., swim 40 ft.

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

  • Damage Resistances cold, lightning, thunder
  • Skills perception +3
  • Condition Resistances paralyzed, stunned
  • Senses passive Perception 9, darkvision 60 ft.
  • Languages understands Abyssal and Deep Speech but cannot speak
  • Challenge 4 (1,100 XP)

Confer Amphibiousness. Anyone riding the byakhee can hold their breath as long as the byakhee can and has resistance to cold, lightning and thunder damage.

Hold Breath. The byakhee can hold its breath for up to 10 hours.

Tunneler. The byakhee can burrow through solid rock at half its burrowing speed.

Aberrant Fortitude. If damage reduces the byakhee to 0 hit points, it must make a constitution saving throw with a DC of 5+the damage taken. On a success, the byakhee drops to 1 hit point instead. This feature does not work if the damage is fire damage or from a critical hit.

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

Revulsive Appearance. If a creature within 30 ft. of the byakhee starts its turn looking directly at it, then that creature must succeed on a DC 13 wisdom saving throw or become poisoned until the start of their next turn.

Actions

Multiattack. The byakhee makes three attacks; one with its beak and two with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 15 (2d10 + 4) magical piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 8 (1d8 + 4) magical slashing damage.

"There flopped rhythmically a horde of tame, trained, hybrid winged things that no sound eye could ever wholly grasp, or sound brain ever wholly remember. They were not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings; but something I cannot and must not recall. They flopped limply along, half with their webbed feet and half with their membranous wings; and as they reached the throng of celebrants the cowled figures seized and mounted them, and rode off one by one"- The Festival

Throughout the planes there are many monsters with disturbing anatomy, but few of them creatue the pure sense of revulsion caused by the sight of a byakhee. While they may not be the most dangerous aberration, they are certainly the most alien in appearance. Their bodies are shaped in such a weird way that they don't seem to die as easily and effects which would normally incapacitate a mortal only seem to leave small chunks of their body paralyzed.

Animal Intelligence. Despite their gross apperances, the byakhee are hardly as evil as they look. In fact, they do not have the mental capacity for good or evil. The level of sapience possessed by them is only that of a cow's. They only seek to live the next day, or if they are tamed, to please their masters. Even certain animals with higher intelligence, such as dogs or dolphins, are genius in comparison to them.

Hideous Steeds. While they are some packs of byakhee who live in the wild, most of them are actually domesticated. Certain races have discovered that by partially sinking into a byakhee's pudgy body that they can almost physically connect to it in a way, allowing them to share its breath. This seems to heavily imply that their is some subtle magic within their bodies. Byakhees are especially favored by the Deep Ones, who have trouble adjusting to land and do not care about their unsightly appearance.

Obedient Mounts. The physical connection between a byakhee and a rider though also extends to their minds. A byakhee can almost hear the thoughts of their rider. This makes it extremely easy for a byakhee's master to communicate with it and give it commands. The byakhee tends to listen to these commands without question or resistance, and most of them actually prefer having their thinking done by another being. This is especially useful in combat because their strength can be used in a strategically effective manner when directed by a rider, which the byakhee would normally be too simple minded to execute by itself.

Dweller of Leng


Arcanist of Leng

Medium Humanoid


  • Armor Class 12
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 16 (+3)

  • Damage Resistances fire
  • Saving Throws wis +2, cha +5
  • Skills arcana +5, deception +7
  • Condition Resistances exhausted, prone
  • Senses passive Perception 10
  • Languages Common, Infernal, Ignan (Primordial)
  • Challenge 2 (200 XP)

Goat Legs. The arcanist's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Illusory Appearance. The dweller of leng can use a bonus action to cover itself in an illusion that makes it look like an oddly proportioned but relatively normal human or vice versa.

Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 11 (2d8+2) bludgeoning damage.

Firebolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit 13 (2d12) fire damage.

Sculpt Flames (recharge 4-6). The arcanist casts a blazing inferno, causing anything in its area of effect to make a DC 13 dexterity saving throw. On a failure a target takes 13 (2d12) fire damage, but on a success they take half as much damage. Whenever the arcanist uses this feature, it chooses the area of effect of these flames from the following list....

1) A 30 ft. sphere originating from a point within 120 ft. of the caster

2) A 60 ft. cone originating from the caster.

3) A 5 by 120 ft. line originating from the caster

4) A 20 ft. radius, 40 ft. high cylinder originating from a point within 120 ft. of the caster

5) A 30 ft. square originating from a point within 120 ft. of the caster.

Sleep. One target within 60 ft. of the arcanist must succeed on a DC 12 wisdom saving throw or fall unconscious for 1 hour. The target awakens if it takes damage or someone uses an action to wake them up.

"The mouths of the men who came from it to trade were too wide, and the way their turbans were humped up in two points above their foreheads was in especially bad taste. And their shoes were the shortest and queerest ever seen in the Six Kingdoms.... They leaped as though they had hooves instead of feet, and seemed to wear a sort of wig or headpiece with small horns. Of other clothing they had none, but most of them were quite furry. Behind they had dwarfish tails, and when they glanced upward he saw the excessive width of their mouths. Then he knew what they were, and that they did not wear any wigs or headpieces after all. For the cryptic folk of Leng were of one race with the uncomfortable merchants of the black galleys that traded rubies at Dylath-Leen."- The Dream-Quest of Unknown Kadath"

Sometimes the most dangerous monsers are not the most obvious, and the dwellers of Leng are the most prominent example of this. When they deal with mortals, they appear simply as humans with odd features and behavior. But beneath the illusion hides a humanoid with a form closer to a goat than of a man.

People of the Lost Platuea. The dwellers of Leng are named that because they come from a place known as the Platuea of Leng. As to where precisely that is, only the men of Leng and certain other extraplanar creatures know. Some say that it was a demiplane, or possibly an entire plane, created by a demon or god. Others say it is an actual place on the Material Plane, saturated with strange magic. Ultimately it is uknown precisely where such a location is.

Deceitful Nature. The actual intentions of what the dwellers of Leng are is also unknown to many, but on several occasions they do travel into the Material Plane. Typically their mission is one of monetary gain, no matter how unscrupulous the means. A Lengite will always take advantage of the situation without honor, both inside and outside of combat. This means that many of them favor using the arcane arts if they find bloodshed prudent. They have an intrinsic aptitude for manipulating fire, so many (but not all) of them rely on pyromancy to defeat their foes.

Elder Thing


Elder Thing

Large Aberration


  • Armor Class 16 (unnatural anatomy)
  • Hit Points 171 (18d10+72)
  • Speed 30 ft., fly 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 24 (+7) 24 (+7) 20 (+5)

  • Damage Resistances cold
  • Condition Resistances paralyzed, stunned,
  • Condition Immunities blinded, deafened
  • Senses passive Perception 17, blindsight 120 ft. (blind beyond this radius).
  • Languages Aquan (Primordial), Deep Speech, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Ethereal Sight. The elder thing can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Far Traveller. The elder thing can breathe in any environment.

Magic Resistance. The elder thing has advantage on saving throws against spells and similar magical effects.

Planar Step. The elder thing can use a bonus action on its turn to magically teleport up to 120 ft. to an unnocupied space it can sense.

Actions

Multiattack. The elder thing makes three attacks; one with its psychotic whistle and two with its tentacles.

Tentacles. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit 14 (2d6+7) magical slashing damage. This attack is considered to be a critical hit on a roll of 18-20.

Psychotic Whistle. The elder thing forces a creature within 120 ft. of it to make a DC 16 wisdom saving throw. On a failure the creature is under the effects of the Confusion spell for one minute. The target may repeat the saving throw at the end of each of its turn, ending the effect on a success. Aberrations and creatures which can't currently hear are immune to this attack.

Etherealness. The elder thing enters the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

"Six feet end to end, three and five-tenths feet central diameter, tapering to one foot at each end. Like a barrel with five bulging ridges in place of staves. Lateral breakages, as of thinnish stalks, are at equator in middle of these ridges. In furrows between ridges are curious growths – combs or wings that fold up and spread out like fans. . . which gives almost seven-foot wing spread." — At the Mountains of Madness

There are times that the oldest of creatures were never around to witness. Eras forgotten to the most learned of scholars. The creatures of those generations and their cities lost to time and casted off as myth and legend. But there is an organism which lives eternal, a race which never met its end as everything else around it fell. In their ancient basalt towers and arctic pyramids the elder things, primordial beings which are neither plant nor animal, forever remain. For that is not dead which can eternal lie.

Unfathomable Mind. Even the gods themselves are not as old as the elder things. Their thought processes are entirely incomprehendable to almost every creature. Time is virtually meaningless to them, and they always tend to respond to things at the weirdest possible times. This odd way of thinking does not make them inherently agressive or malicious, but it does make them very mysterious which can terrify certain people. Their method of communication is also extremely unordinary as it relies mostly on telepathy and weird quivering motions with their tentacles and wings. Many people who witness an elder thing are filled with terror, even if the elder things are not intentionally doing so. This makes them reluctant to speak to creatures other than aberrations.

A horrific Abomination. The elder thing's main strategy is to unleash a horrendous pipping screech which disorients their enemies and drives them mad while using its extremely long tentacles to savagely slice through any creature which comes too close to it. If the elder thing has any allies to work with than it will prefer to take cover and let them preoccupy the enemies as it devestates them while remaning relatively safe from a distance.

Ghast (variant)


Ghast

Medium Monstrosity


  • Armor Class 14
  • Hit Points 39 (6d8+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 6 (-2) 8 (-1) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances necrotic
  • Condition Immunities charmed, frightened
  • Senses passive Perception 9, darkvision 120 ft.
  • Languages understands Undercommon but can't speak
  • Challenge 1 (200 XP)

Dweller of Zihnn. Magical darkness doesn't impede the ghast's darkvision.

Kangaroo Legs. The ghast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Bloodlust. As a bonus action, the ghast can move up to its speed toward a hostile creature that it can see.

Blood Frenzy. The ghast has advantage on weapon attacks against creatures which have less than half of their hit point maximum.

Aversion to Sunlight. If the ghast starts its turn in direct sunlight than it must make a DC 13 constitution saving throw, instantly dying and disintegrating on a failure and taking 10 (3d6) radiant damage on a success. (On a success this feature effectivelly does 20 radiant damage due to the ghast's damage vulnerability)

Actions

Multiattack. The ghast makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) slashing damage.

"The ghasts, those repulsive beings which die in the light, and which live in the vaults of Zin and leap on long hind legs like kangaroos... about the size of a small horse hopped out into the grey twilight, and Carter turned sick at the aspect of that scabrous and unwholesome beast, whose face is so curiously human despite the absence of a nose, a forehead, and other important particulars."- Dream-Quest Of Unknown Kadath

Down in the depths of the darkest caverns far away from where the light ever shines hordes of ghasts hunt in the shadows. As they scour the black rocks the beasts silently bay and howl amongst each-other, constantly reminding themselves of their own unending rage.

Unceasing Hunger. Ghasts live in areas where food is hard to come by and prey is few and far between. Sometimes they may spends months on end without being able to eat anything. Thusly Hunger is the predominant driving force of them. It forms the basis of their animalistic culture and nature. They need to devour any creature they came across or risk starvation. Many creatures in the caverns which they live are dangerous though and individually more powerful than a ghast, so to ensure that they can kill everything they come across they gather in large groups. Everything is prey to the ghasts, regardless of their power and strength. The only creature which is not suitable for consumption are other ghasts, and even that rule must be broken in times of desperation.

Relentless Predators. Whenever a ghast sees any living organism they automatically run after it and attack it. They take the most direct path to their target and then overwhelm them as a raging mass of slashing claws. Even if most of them have been defeated the monsters still pursue their goal and fight until the bitter end. Ghasts take massive casualties while hunting, so they reproduce in massive amounts to keep their population stable.

Mindless Rage. Although the ghasts have very little willpower, some may be surprised by their mental fortitude. When experiencing the thrill of the hunt a ghast enters a sort of mad delirium where nothing else is important. It is impossible to scare the ghast away or placate it while it is in this state, even with the assisstance of magic.

Ghoul (variant)


Ghoul

Medium Humanoid


  • Armor Class 13
  • Hit Points 52 (7d8 + 21)
  • Speed 35 ft., climb 35 ft.

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

  • Damage Resistances poison
  • Condition Resistances poisoned
  • Skills athletics +4, perception +4, stealth +7, survival +4
  • Senses passive Perception 14, darkvision 120 ft.
  • Languages Common, Undercommon
  • Challenge 1 (200 XP)

Bestial Senses. The ghoul has advantage on perception and investigation checks which rely on hearing or smell.

Dweller of Zihnn. Magical darkness doesn't impede the ghoul's darkvision.

Spider Climb. The ghoul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tracker. The ghoul automatically succeeds on ability checks made to track any creature which doesn't have all its hit points.

Agility. If the ghoul 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.

Ambusher. The ghoul has advantage on attack rolls against any creature it has surprised in combat.

Actions

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

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 slashing damage.

Throw Stone. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 11 (2d8 + 2) bludgeoning damage.

“ The madness and monstrosity lay in the figures in the foreground- for Pickman's morbid art was pre-eminently one of demoniac portraiture. These figures were seldom completely human, but often approached humanity in varying degree. Most of the bodies, while roughly bipedal, had a forward slumping, and a vaguely canine cast. The texture of the majority was a kind of unpleasant rubberiness."- Pickman's Model

Many a wise sage has asked what would happen to a person if they lived forever in the darkest caves and dungeons, far away from where the sun's rays ever shine upon. While most would like to cast off these theories as senseless and irrelevant, there is a certain degree of truth in those stories. For there was once a race of such humans which delved into the bowels of the earth to never return. Their bodies adapted to the terrain to become more similar to that of a rat than of a man's. The exact reason as to why the first people who would come to be ghouls decided to inhabit such a desolate land and where precisely this land was has been lost to time.

Subterranean Lairs. The favored habitats of ghouls are the rat-infested underground vaults found in ruins, catacombs and sewers. While it is certainly not unlikely for them to go to ancient dungeons to live out their bleak lives, many recognize that areas part of human settlements attract more rats and other pests which the ghouls feed on. When they do this though they are careful to make sure that they are not realized, for they fear that people will react to their presence with violence.

Ambush Predators. The most crucial combat strategy of a ghoul is to always launch a surprise attack on their enemies. They will frequently hide behind rocks to lay ambushes and hunt down their enemies to launch night raids. When ghouls are forced to fight, they will always favor guerilla tactics. While mercy may be something that ghouls understand, honor is something that they cannot afford to show.

Gug


Gug

Huge Giant


  • Armor Class 16 (constitute defense)
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2)

  • Saving Throws int +2, wis +7, cha +2
  • Skills investigation +8, perception +9
  • Senses passive Perception 19, darkvision 120 ft.
  • Languages Undercommon
  • Challenge 7 (2,900 XP)

Dweller of Zihnn. Magical darkness doesn't impede the gug's darkvision.

Agressive. As a bonus action, the gug can move up to its speed toward a hostile creature that it can see.

Bloodied Fury. While it has 85 hit points or fewer, the gug has advantage on attack rolls.

Reckless. At the start of its turn, the gug can gain advantage on all weapon attack rolls it makes on that turn, but attack rolls against it have advantage until the start of its next turn.

Sunlight Sensitivity. While in area of direct sunlight, the gug has disadvantage on ability checks and attack rolls.

Actions

Multiattack. The gug makes five attacks; one with its bite and four with its fists.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (1d10+7) piercing damage.

Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 8 bludgeoning damage.

Throw Boulder. One target within 120 ft. of the gug which it can see must succeed on a DC 15 dexterity saving throw or take 34 (5d10+7) bludgeoning damage.

"It was a paw, fully two feet and a half across.... After it came another paw, and after that a great black-furred arm to which both of the paws were attached by short forearms. Then two pink eyes shone, and the head of the awakened gug sentry, large as a barrel, wabbled into view. The eyes jutted two inches from each side, shaded by bony protuberances overgrown with coarse hairs. . That mouth had great yellow fangs and ran from the top to the bottom of the head, opening vertically instead of horizontally."- The Dream-Quest of Unknown Kadath

Somewhere in the desolate subterranian realms deep within the bowels of the earth an uncharacteristically massive creature clambers along the rocks. You might see a shape vaguely that of an ape's climbing around the solid rock walls and trudging through the stalagmites. This creature is known as the horrendous Gug, a goliath beast of belligerent desposition and immense might. Few creatures can match the raw strength of the Gug.

Underground Habitats. The last thing most people expect to see while spelunking is a creature such as the gug. Their lanky limbs and long powerful arms allow them to climb through the many pits and ridges found in their underground terains. Gugs can go months without food so that they may survive in such wastelands.

Offensive Attackers. Food is difficult to find in the places where gugs live, so they have learned that killing their opponent is more important than protecting themselves. Whenever they see a creature which could be consumed they charge towards it with a berserk mentality and viciously pummel them with their fist. They do not care how many wounds they take, their prime goal is to demolish their prey. Gugs are as resilient as they are mighty though so even as they relentlessly beat down their enemy it is unlikely they will suffer any meaningful damage.

Transmuted Gorillas. The behavior and physical form of a gug bears a striking similarity to that of gorillas, leading some to believe that gugs may be the descendents of gorillas which had adapted to cavernous terrains or were subjected to a strange magical phenonomen which altered their form.

The Tomb Hound



The Tomb Hound

Medium Undead


  • Armor Class 13
  • Hit Points 162 (25d8+50)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0)

  • Damage Immunities necrotic, poison
  • Skills investigation +7, perception +6, stealth +6
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, poisoned
  • Senses passive Perception 16, darkvision 120 ft.
  • Languages understands the languages it new in life but can't speak
  • Challenge 8 (3,900 XP)

Bound. The hound is bonded to one object of its choice. Until this object is touched, the hound is unconscious and indistinguishable from a human skeleton. If the object is ever moved, then the hound awakens. The hound knows the direction and distance of the object, even if it is on a different plane of existence than the object

If the object is returned to its Resting Place, then the hound returns to its Resting Place and becomes unconscious until the object is disturbed again.

If the object is destroyed, then the hound dedicates itself to killing the people who destroyed it. Once it has killed all of its targets, the hound disintegrates.

Devil's Sight. Magical darkness doesn't impede the hound's darkvision.

Undead Nature. The hound doesn't need to breath, eat or drink to survive.

Magic Resistance. The hound has advantage on saving throws against magic and similar effects

Rampage. When the hound reduces a creature to 0 hit points with an attack on its turn, it can use its reaction to move up to half its speed and make a claw attack.

Shadow Stealth. While in dim light or darkness, the hound can take the hide action as a bonus action.

Turn Immunity. The hound is immune to effects which Turn Undead.

Rejuvanation. If the hound is destroyed, then its body slowly reforms at its Resting Place. While reforming this way the hound is unconscious and regains 27 (5d10) hit points every 24 hours. The hound reawakens when it takes damage or regains all its hit points. Pouring holy water on the hound while it is reforming permenantly kills it and causes the body to disintegrate.

Actions

Multiattack. The hound makes three attacks: one with its bite and two with its claws, and uses its howl if it can.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 19 (3d10 + 3) magical piercing damage and the hound may force the target to succeed on a DC 14 strength saving throw or be grappled (escape DC 14). While grappling the target, the hound has advantage on attack rolls against it, and it can't use this attack against other targets.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) magical slashing damage.

Howl (recharge 6). Every creature within 30 ft. of the hound must make a DC 14 charisma saving throw or become frightened. While frightened in this manner, A creature must spend its turns trying to move as far away from the hound as it can. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the dodge action. The target remakes the saving throw at the end of every turn, ending all the effects on a success.

"For crouched within that centuried coffin, embraced by a close-packed nightmare retinue of huge, sinewy, sleeping bats, was the bony thing my friend and I had robbed; not clean and placid as we had seen it then, but covered with caked blood and shreds of alien flesh and hair, and leering sentiently at me with phosphorescent sockets and sharp ensanguined fangs yawning twistedly in mockery of my inevitable doom. And when it gave from those grinning jaws a deep, sardonic bay as of some gigantic hound, and I saw that it held in its gory, filthy claw the lost and fateful amulet of green jade, I merely screamed and ran away idiotically, my screams soon dissolving into peals of hysterical laughter."- The Hound

Sometimes people are not willing to part with their most precious belonging, even after death. By subjecting themself to a necromantic ritual, someone can bind their soul to a specific object and become a monster known only as a "Tomb Hound". In doing so the hound can personally protect their property for eternity.

Deathless Slumber. A person who becomes a tomb hound is granted immortality, but unlike other undead, that person is rendered a catatonic skeleton. But if anyone touches the item whom the tomb hound's soul is bonded to, shadows envelop themselves around the skeleton, turning the seemingly harmless corpse into a terrifying monster. This undead will dedicate itself to protecting the object, and if it fails, then it will spend its existence trying to reclaim the object.

Migo


Migo

Medium Plant


  • Armor Class 13
  • Hit Points 68 (8d8 + 32)
  • Speed 30 ft., fly 30 ft., burrow 5 ft.,

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

  • Damage Immunities poison,
  • Skills investigation +7, medicine +7, religion +7, stealth +5,
  • Condition Resistances paralyzed
  • Condition Immunities blinded, deafened, poisoned
  • Senses passive Perception 13, blindsight 120 ft. (blind beyond this radius)
  • Languages Common, Deep Speech
  • Challenge 2 (450 XP)

Ethereal Sight. The migo can see 60 ft. into the Ethereal Plane.

Bioillumination. The migo sheds dim light out to a 10 ft. radius. It can use a bonus action to activate or deactivate this trait.

Regeneration. The migo regains 8 hit points at the start of its turn, unless it has 0 hit points. If the migo takes cold or necrotic damage, this trait doesn't function at the start of its next turn.

Spores. A creature that touches the migo or hits it with a melee attack while within 5 ft. of it must make a DC 14 constitution saving throw. On a failure the target takes 9 (2d8) poison damage and is poisoned until the end of its next turn, but on a success they take half as much damage and aren't poisoned.

Actions

Multiattack. The migo makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 magical bludgeoning damage. This attack is considered to be a critical hit on a roll of 18-20.

Invisibility. The migo psionically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the migo wears or carries is invisible with it.

"They were not human, despite some superficial resemblances in size and general outline... They were pinkish things about five feet long; with crustaceous bodies bearing vast pairs of dorsal fins or membraneous wings and several sets of articulated limbs, and with a sort of convoluted ellipsoid, covered with multitudes of very short antennae, where a head would ordinarily be... "- The Whisperer in the Darkness

There are many strange creatures in the world but few compare to the insidious migo. These crustaceous nightmares with hideous wings and flesh closer to that of a fungus than of an animal are indeed quite a sight to behold. Their alien minds have been tainted by the promise of arcane power and driven to madness and destruction. For one day the dreams of the migo will come true and they will become the most powerful of all the races. They hide in the most inhospitable of areas as they plot the downfall of all those who stand in their way.

Dark Devotion. Migo have found that the best way to recieve power is by worshippping evil extraplanar creatures. A group of migo will form its own cult for a specific deity so that they may siphon power from it. The elder brains of mind flayer colonies, evil gods, ancient dragons, powerful elementals, fey lords and ladies, demon lords, archdevils, mighty giants, massive oozes and vampire counts are all the favored centers of a migo religious circle. They worhsip these creatures with a fanatic fervor in hopes of earning rewards in return. Very vew servants are as loyal and dutiful as the migo.

Eldritch Rituals. Although the mi-go can not inherently cast spells, they are very intelligent and knowledgable on matters of the arcane. They have a tendency to know exactly what sort of components are needed for a specific ritual or spell. Frequently they will join alongside the other servants of their god's cult and will assist them in the preparation and executions of rituals of summoning or other similar sorts of magic. They are well suited to the task of seeking out and gathering specific components and resources, capturing people to use as sacrifices and assassinating those enemies who would be able to discover and seize these esoteric ceremonies.

Moon Beast


Moon Beast

Large Aberration


  • Armor Class 14
  • Hit Points 94 (9d10+45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 14 (+2) 14 (+2) 10 (+0)

  • Condition Resistances frightened,
  • Condition Immunities blinded, deafened
  • Senses passive Perception 12, blindsight 120 ft. (blind beyond this radius)
  • Languages Deep Speech, Infernal
  • Challenge 4 (1,100 XP)

Expand/Contract (1/day). Using a bonus action, the moon beast psionically increases its size to huge or decreases its size to medium, along with anything it is wearing or carrying, for one hour or until it uses a bonus action to return to large size. If the moon beast lacks the room to become huge, it attains the maximum size possible in the space available.

Frog Legs. The moon beast's long and high jump is up to 30 feet, with or without a running start.

Slow Regeneration. The moon beast regains 1 hit point at the end of every minute while it is standing in an area of direct moonlight, even if it is at 0 hit points. Having hit points restored in this manner ends the poisoned condition. One can prevent a dead moon beast from reviving by pouring holy water on its corpse.

Javelineer. When the moon beast hits with a javelin, it deals 2d10 damage instead of 1d6 (this is included in the attack).

Terrifying Piping. The aberration trills a strange cacophany of pipping and whistling capable of shattering the willpower of an enemy. Any hostile creature that starts its turn within 30 feet of the moon-beast must succeed on a DC 14 charisma saving throw or be frightened until the start of their next turn. On a successful saving throw, the creature is immune to the piping of all moon-beasts for 1 hour.

Actions

Multiattack. The moon beast makes two javelin attacks.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 120 ft., one target. Hit 15 (2d10+4) magical piercing damage.

"For they were not men at all, or even approximately men, but great greyish-white slippery things which could expand and contract at will, and whose principal shape—though it often changed—was that of a sort of toad without any eyes, but with a curiously vibrating mass of short pink tentacles on the end of its blunt, vague snout."- The Dream-Quest of Unknown Kadath

On the great gray rocks of the highest of mountains the moonlight shines upon a strange abomination, unholy in its nature and its demeanor. Its form is that of an immense and vaguely humanoid toad with a writhing mass of tentacles instead of a head. In one hand the hideous moon-beast holds a javelin and in the other a heavy chain linked to a long line of slaves. For there are valuable resources to be mined and riches to be gained, and greed comes before morality.

Worshippers of the Night. The moon-beasts were given there name because of their obsession with the moon. It is central to the concepts of their culture and considered to be sacred to them. Their monotheistic religion is even based around the worship of the moon. Because of this they will always build their settlements in places where moonlight easily shines down upon, especially high mountains where they are closer to the celestial figure whom they are devoted to. This obession most likely stemmed from their ability to heal while standing in moonlight.

Monstrous Slavers. Gems and other valuable minerals which shine in starlight are the predominant trade comodity for the moon-beasts. Their bodies are not developed to dealing with the hard work of mining though so they prefer to have slave labor forces do the mining for them. The moon-beasts will typically trade their gems and the complex pieces of jewelry and art made from them for more slaves, but they are certainly willing to raid settlements and force the survivors to be their labor pool. Frequently moon-beasts will have their humanoid allies do the actual trade transactions for fear of how people will react to seeing their aberrant form.

Ranged Combatants. When a moon-beast fights it will always prefer to stay far away from its enemies and hurl their lethal javelins at them from covered positions. Even when it is forced into melee combat the moon-beast is likely to put itself in a favorable position by leaping away from enemies which are frozen in fear by its horrible song of terror.

Night Guant


Night Gaunt

Medium Monstrosity


  • Armor Class 13 (15 while flying)
  • Hit Points 136 (21d8 + 42)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Saving Throws wis +3
  • Skills acrobatics +6, athletics +6, stealth +6
  • Condition Immunities blinded
  • Senses passive Perception 10, blindsight 120 ft. (blind beyond this radius).
  • Languages understands Common and Undercommon but cannot speak
  • Challenge 5 (1,800 XP)

Far Senses. Out to a 600 ft. radius the night gaunt can sense the basic layout of the terrain around it. This sense can only detect the indistinct outlines of small or larger figures.

Night Camoflouge. The night-guant has advantage on stealth checks when it is in complete darkness.

Ambusher. The night-gaunt has advantage on attack rolls against any creature it has surprised.

Dive. If the night-gaunt is flying and moves at least 20 feet straight toward a target and then hits it with a weapon attack, that attack deals an extra 7 (2d6) damage.

Hollow Bones. If the night gaunt takes more than 10 bludgeoning damage from a single attack, it must succeed on a DC 13 constitution saving throw or suffer a -1 reduction to its AC, strength saving throws and constitution saving throws until it completes a long rest.

Swift Movements. The night-guant doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Multiattack. The night gaunt makes three attacks: two with its talon and one with its tail.

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 12 (2d8 + 3) piercing damage. If both talons hit the same target one the same turn, the night gaunt may choose force the target to succed on a DC 15 strength saving throw or be grappled (escape DC 15). While grappling the target, the night gaunt has advantage on attack rolls against it, and it can't use this attack against other targets.

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

"His captors, which were indeed shocking and uncouth black things with smooth, oily, whale-like surfaces, unpleasant horns that curved inward toward each other, bat wings whose beating made no sound, ugly prehensile paws, and barbed tails that lashed needlessly and disquietingly. And worst of all, they never spoke or laughed, and never smiled because they had no faces at all to smile with, but only a suggestive blankness where a face ought to be. All they ever did was clutch and fly and tickle; that was the way of night-gaunts."- The Dream-Quest of Unknown Kadath

Credit: K.L. Turner

In the darkest dungeons and deepest caves, black wings flap in the everlasting subterranean night. Within such domains packs of night guants glide through the stone buildings and stalactites. At a distance the hideous beasts may appear to be that of a flying human, but upon closer inspection it is quite obvious that they are closer to that of a gargoyle of flesh than a man. Their faceless heads never seem to turn so that they may look at their surroundings, for is unnecessary to do so, their slippery skin can feel their surroundings and guide their way through the darkness.

Cavernous Realms: While some night-gaunts may see the surface world, most of them spend their lives in lightless underground vaults. Their charcoal skin and blind senses are best adapted to such domains after all. Many of the creatures there are unable to defend themselves from aerial assault, and the night-gaunts are more than likely to take advantage of this and establish themselves as the apex predator wherever they go, instilling fear among all the other denizens.

Limited Sentience: Although it is true that they have their own sort of language which is dependent more on smell and feeling and are indeed intelligent enough to communicate with other humanoids, their sapient ability does not go any farther than that. Their minds are primitive and simple and they will always take the most direct solution to a problem, only tempered by the most basic and predatory of tactics. Their thought processes although similar to that of a humans are not as expansive and innovative, scarcely even enough to reach that of neanderthalic intellect. Rare exceptions to this trend do exist, but most of these cases find it difficult to live with the rest of their packs, flocks or legions.

Shantak


Shantak

Huge Fiend


  • Armor Class 17 (scales)
  • Hit Points 202 (15d12 + 105)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 24 (+7) 4 (-3) 12 (+1) 4 (-3)

  • Damage Resistances fire, lightning, thunder
  • Senses passive Perception 11, darkvision 60 ft.
  • Languages understands Common, Deep Spech and Infernal but cannot speak
  • Challenge 9 (5,000 XP)

Bird's Eye. The shantak has advantage on perception and investigation checks which rely on sight.

Frightful Steed. If an ally within 60 ft. of the shantak makes an intimidation check against someone who can see the shantak, then the intimidation check is made with advantage.

Siege Monster. The shantak deals double damage to objects and structures.

Magic Resistance. The shantak has advantage on saving throws against spells and similar magical effects.

Rampage. When the shantak reduces a creature to 0 hit points with an attack on its turn, the shantak can take a bonus action to move up to half its speed and make a bite attack.

Reckless. At the start of its turn, the shantak can gain advantage on all weapon attack rolls it makes on that turn, but attack rolls against it have advantage until the start of its next turn.

Wounded Fury. While it has 40 hit points or fewer, the shantak has advantage on attack rolls.

Actions

Multittack. The shantak makes three attacks; one with its beak and two with its talon.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 24 (5d6 + 7) piercing damage.

Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 14 (2d6 + 7) slashing damage. If both talons hit the same target on the same turn, the shantak may choose to force the target to succed on a DC 16 strength saving throw or be grappled (escape DC 16). While grappling the target, the shantak has advantage on attack rolls against it, and it can't use this attack against other targets.

"Winged and whirring, those forms grew larger each moment, and the traveller knew his stumbling was at an end. They were not any birds or bats known elsewhere on earth or in dreamland, for they were larger than elephants and had heads like a horse's. Carter knew that they must be the Shantak-birds of ill rumour, and wondered no more what evil guardians and nameless sentinels made men avoid the boreal rock desert... the Shantak-bird has scales instead of feathers, and those scales are very slippery."- The Dream-Quest of Unknown Kadath

The immense wings and hippocephalic heads of the Shantak, a bird larger than an elephant and more agressive than a raging bull, are a harbinger of terror in the deserts where they live. This monster is unmatched in ferocity and power allowing them to dominate any land they come across. Few things strike fear into the hearts of the brave as much as a flock of these enraged beasts.

Trained for War. Several empires living in desert areas have learned to tame these vicious beasts and use them as steads. They are unruly though and do not bow down easily though, so only the strongest of forces could hope to capture, contain and breed a population of them. The dwellers of Leng are especially fond off using Shantaks to supplement their forces. Many other militaries seek after Shantaks though because their combination of raw destructive power mixed with aerial capability makes them extremely difficult for enemies to successfully counter.

Pugnacious but Disciplined. Shantaks are typically trained ever since their hatching to follow the orders of their trainer. That being said though, they are also intensely agressive and this makes them hard to control in the midst of combat. While bringing soldiers into a war zone is easy for them, controlling them during combat is a much more difficult task. Those who use shantaks for combat prefer to let them loose and simply let them tear into their enemies instead of staying mounted on them during battle.

Bestial Warriors. Very little strategic thought is used by a Shantak in defeating its foe. They are most likely to strike out against the most seemingly powerful target, finding them the biggest threat to their dominace. Typically they don't even try to be defensive, and they instead rely on their ability to defeat their foes before they can attack to keep them alive.

Yithian



Yithian

Large Aberration


  • Armor Class 15 (wise defense)
  • Hit Points 76 (8d10 + 32)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 18 (+4) 30 (+10) 24 (+7) 24 (+7)

  • Condition Immunities charmed, frightened, prone
  • Senses passive Perception 17
  • Languages Deep Speech, two other languages (probably Common and Undercommon), telepathy 120 ft.
  • Challenge 6 (2,300 XP)

Ethereal Sight. The yithian can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Inscrutable. The yithian is immune to the effects of any divination spell or similar feature which it does not willing accept.

Quadroclopian. The yithian has advantage on perception and investigation checks that rely on sight. In addition, It has disadvantage on saving throws against being blinded.

Actions

Multiattack. The yithian makes three attacks: one with its shocking blast and two with its claws.

Shocking Blast. One target within 120 ft. of the yithian that it can see must succeed on a DC 15 dexterity saving throw...

or take 10 (3d6) lightning damage and be stunned until the end of its next turn.

Claw. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit 5 (1d6 + 2) magical bludgeoning damage.

Etherealness. The ghost enters the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Read Thoughts. The yithian psionically reads the surface thoughts of one creature it has a telepathic contact with. While the target is in range, the yithian can continue reading its thoughts, as long as the yithian's concentration isn't broken.

Possession (recharge 6). One creature that the yithian can see within 60 ft. of it must succeed on a DC 16 charisma saving throw or be possessed by the yithian; the yithian then disappears, and the target is incapacitated and loses control of its body. The yithian now controls the body but doesn't deprive the target of awareness. The yithian can't be targeted by any attack, spell, or other effect. It retains its personality, Intelligence, Wisdom and Charisma scores and its immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge.

The possession lasts until the body drops to 0 hit points, the yithian ends it as a bonus action, or the yithian is forced out by an effect. When the possession ends, the yithian reappears in an unoccupied space within 60 ft. of the body. The target is immune to this yithian's possession for 24 hours after succeeding on the saving throw or after the possession ends.

"The Great Race's members were immense rugose cones ten feet high, and with head and other organs attached to foot-thick, distensible limbs spreading from the apexes. They spoke by the clicking or scraping of huge paws or claws attached to the end of two of their four limbs, and walked by the expansion and contraction of a viscous layer attached to their vast, ten-foot bases."- The Shadow Out of Time

There are many wizards and wise men out there, each with vast libraries, but none of them compare to the vaults of the Great Race of Yith. No creature alive can measure itself against the genius of them. In their immense cities of stone one can find forbidden secrets and untold information lost to everyone else.

Strategic Minds. Yithians are not exactly very known for their belligerence, but when the time calls for it they reveal to be masters of the art of war. Their bodies are not physically honed to do direct combat, so they typically prefer to serve as tacticians on the sidelines while their allies head into the midst of the fighting. If in a position where they must fight directly, yithians resort to channeling magic lightning through one of their appendages and shooting it at their foes.

Eldritch Possession. If information proves too difficult to recieve, then the yithians are willing to have one of their own take control of the body of a different race to infiltrate other cultures and steal their knowledge. This means that certain yithians may begin to specialize in the studies of a particular race and be more likely to communicate with such peoples.

Cultist (variant)



Cultist

Medium Humanoid


  • Armor Class 13 (leather armor)
  • Hit Points 13 (2d8 +4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)

  • Damage Resistances psychic
  • Saving Throws wis +2, cha +2
  • Skills deception +2, religion +5, stealth +4
  • Condition Resistances charmed, frightened
  • Senses passive Perception 10
  • Languages Common, one other standard language (probably Elvish) and one other exotic language (probably Deep Speech).
  • Challenge 1/4 (50 XP)

Inscrutable. The cultist has advantage on saving throws and ability checks against any divination spell or similar feature which it does not willing accept.

Limited Telepathy. Using telepathy, the cultist can psionically communicate with any other cultist of the same Occult Circle within 60 feet of it.

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

Arcane Attacks. When the cultist hits with its scimitar, it deals an extra 1d8 elemental damage, but the scimitar itself does minimum damage (this is included in the attack).

Occult Circle. Every cultist worships a specific entity or force who is related to a specific occult circle. There are three circles for a cultist to choose from; the Circle of the Depths, the Circe of Flames and the Circle of Shadows. Each of these circles will mention a damage type and the name of a spell. A cultist of that circle has resistance to the listed damage type and the extra elemental damage dealt by its scimitar is also of that damage type. In addition to that, a cultist may cast the spell which corresponds to its circle at will (+5 to hit with spell attacks).
Circle of the Depths: cold damage, Ray of Frost
Circle of Flames: fire damage, Firebolt
Circle of Shadows: necrotic damage, Chill Touch

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 3 slashing damage plus 4 (1d8) elemental damage.

Reactions

Parry. The cultist adds 2 to its AC against one melee attack that would hit it. To do so, the cultist must see the attacker and be wielding a melee weapon.

“In a natural glade of the swamp stood a grassy island of perhaps an acre’s extent, clear of trees and tolerably dry. On this now leaped and twisted a more indescribable horde of human abnormality... (they were) braying, bellowing, and writhing about a monstrous ring-shaped bonfire; in the centre of which, revealed by occasional rifts in the curtain of flame, stood a great granite monolith some eight feet in height; on top of which, incongruous in its diminutiveness, rested the noxious carven statuette. From a wide circle of ten scaffolds set up at regular intervals with the flame-girt monolith as a centre hung, head downward, the oddly marred bodies of the helpless squatters who had disappeared. It was inside this circle that the ring of worshippers jumped and roared, the general direction of the mass motion being from left to right in endless Bacchanal between the ring of bodies and the ring of fire.”- The Call of Cthulhu

"Fainting and gasping, I looked at that unhallowed Erebus of titan toadstools, leprous fire, and slimy water, and saw the cloaked throngs forming a semicircle around the blazing pillar. It was the Yule-rite, older than man and fated to survive him; the primal rite of the solstice and of spring’s promise beyond the snows; the rite of fire and evergreen, light and music. And in the Stygian grotto I saw them do the rite, and adore the sick pillar of flame, and throw into the water handfuls gouged out of the viscous vegetation which glittered green in the chlorotic glare."- The Festival

Shoggoth



Shoggoth

Huge Ooze


  • Armor Class 19 (oozy form)
  • Hit Points 263 (17d12 + 153)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 4 (-3) 28 (+9) 6 (-2) 6 (-2) 2 (-4)

  • Damage Resistances cold; bludgeoning, piercing and slashing.
  • Damage Immunities acid, poison; bludgeoning, piercing and slashing from non-magical, non-silvered weapons.
  • Condition Immunities blinded, deafened, exhausted, grappled, paralyzed, poisoned, prone, stunned, restrained
  • Senses passive Perception 8, blindsight 120 ft. (blind beyond this radius)
  • Languages understands Abyssal and Deep Speech but can't speak
  • Challenge 17 (18,000 XP)

Amphibious. The shoggoth can breathe in both air and water.

Amorphous. The shoggoth can move through a space as narrow as 5 ft. wide without squeezing.

Siege Monster. The shoggoth deals double damage to objects and structures.

Avoidance. If the shoggoth 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.

Regeneration. The shoggoth regains 20 hit points at the start of every turn, even if it has 0 hit points. It only dies when a source of radiant damage reduces it to 0 hit points or hits it while it has 0 hit points.

Acidic Body. A creature that touches the shoggoth or hits it with a melee attack while within 5 ft. of it must succeed on a DC 20 constitution saving throw, taking 14 (4d6) acid damage on a failure and half as much damage on a success.

Unstoppable. The shoggoth can move through the space of anything which is large or smaller. Whenever it does this anything in the path of its movement is pushed completely out of the way and must make a DC 20 strength saving throw, taking 14 (4d6) bludgeoning damage on a failure and half as much damage on a success. A creature pushed this way must succeed on a DC 10 strength saving throw or land prone, regardless of whether it succeeded on the previous check or not.

Actions

Multi-attack. The shoggoth makes two attacks with its psuedopod.

Psuedopod. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 18 (4d8) acid damage.

"Formless protoplasm able to mock and reflect all forms and organs and processes - viscous agglutinations of bubbling cells - rubbery fifteen-foot spheroids infinitely plastic and ductile - slaves of suggestion, builders of cities - more and more sullen, more and more intelligent, more and more amphibious, more and more imitative! Great God! What madness made even those blasphemous Old Ones willing to use and carve such things- At the Mountains of Madness

Of all the eldritch abominations which lurk in the weird realms of the Great Old Ones, the shoggoth is the most hideous. Its form is never consistent and constantly changes and shifts, either towards their will or the will of those who shape them. The shoggoth act as servants to the most evil of creatures and behave like living siege engines.

Mindless Abominations. Shoggoth are completely bereft of any form of personality. They have no sort of sense of self and most are not even aware of their own existence. The only thing they are sapient enough to do is to follow the directions layed out to them by their masters. When left on their own, they simply mindlessly devour and crush everyhing in their path, whether it be building or living organism. This makes them especially potent tools for warfare and they are sometimes sent to assault groups of massed soldiers who are entirely incapable of defending themselves from this mass of acidic mockeries of flesh.

Unstoppable Rampage. The only combat strategy that the shoggoth have is to charge directly at the closest enemy and trample them underneath their formless bodies. They relentlessy charge forward against their enemy, constantly pushing them back. A shoggoth will always aim to move forward, only stopping if pushing itself forward does not bring it closer to its opponents.