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Troubleshooting

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License

Death Denied is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Goblin and Cover Art by

Rae Elderidge

Monsters
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Spells

Aboleths

It is ordinary, perhaps even inevitable, that the intelligent races of the material plane imagine and investigate the circumstances of their species' origin, and the origin of their plane more broadly. Creation myths vary across cultures, but such disagreements are dismissed easily enough by those devoutly convinced of one story or another. The aboleths have no such creation myths. They do not speculate. They remember.

They remember the arrival of each sapient species that has arisen on the material plane, along with the unremarkable extinction of the overwhelming majority of them. They remember mountains rising and crumbling, seas forming. They remember the creation of the gods themselves. Each of these is a mere passing curiosity to the aboleths, a dream melting into the ether. Each creation of this world will pass in time, and the aboleths will persist.

The aboleths live in memory as much as they do in physical space, and in their memories they find the final repugnant truth of reality; that most creatures of this world are purposeless accidents, and those created with purpose are no better off, slaves to the meaningless whims of their creators. The aboleths have an alternative to offer. Their whims are far from meaningless.

Aboleth Lore

Arcana DC 15: As with creatures native to the outer planes, aboleths do not truly die when killed. Instead, they are born into a new aboleth body in the elemental plane of water.
Arcana DC 20: Aboleths are powerful telepaths and can learn a creature's deepest desires through even the most casual telepathic communication. Their mind control abilities require concentration in the early phases of enslavement, but they have a way of discharging this need if given time.
History DC 15: Aboleths are intelligent amphibious creatures that predate humanoid creatures in the material plane. They are known to have powerful mind control abilities.
History DC 25: Aboleths report having no memory of the origin of the Ilithid race, leading some to theorize that the Ilithid are time travelers from some far future, perhaps even descendants of aboleths themselves, or a creation of theirs.
Nature DC 15: Aboleths are coated in a slimy mucous that immediately begins to transform the bodies of creatures exposed to it, making them more suited to aquatic life as enslaved servitors. This disease can be cured only by magical means once it has taken hold.
Nature DC 20: Larger, more powerful aboleths are able to mintuely control the pigmentation of their skin, making them extremely difficult to spot at a distance, particularly underwater.
Nature DC 25: Despite their amphibious nature, an aboleth deprived of water will dry to a leathery texture over the course of 24 hours, entering a state of torpor called "The Long Dreaming". Aboleths in this state can lay dormant for decades, returning to full vigor when submerged in water.
Religion DC 15: Aboleths once ruled the world before the rise of gods, and hope to one day reclaim it. They hold the gods in extreme disdain.
Religion DC 20: Aboleths have an eidetic memory, and pass down all of their memories to their offspring. They report recollections of events that predate all known creation myths, though religious scholars typically lend these assertions little credence.

Aboleth

Mark Behm

Aboleth Hatchling Tactics

The hatchling cannot effectively defend itself outside of its defensive telepathy, so if encountered alone will try to appear cute and nonthreatening, even friendly. When supporting a more mature aboleth, it uses its weaken mind on whichever PC the aboleth is going to target on the following turn, or attempts to dash out of harm's way otherwise.

Aboleth Lasher Tactics

Aboleths open engagements first socially, attempting to coax creatures into telepathic communication so they can learn and exploit their deepest desires, seeking either to gain voluntary service, or to lure the creatures into the water where they can be subdued and controlled.

In combat, an aboleth opens with its Dominate ability against the PC with the lowest Wisdom saving throw, or against the one with the greatest faculty at fighting underwater. It will attempt to use its range, mucous and swim speed to stay out of melee range, taking attacks of opportunity if necessary. Early in the fight, the aboleth will attempt to infect whichever PC it is most interested in acquiring with its tentacles, ensuring that if the party retreats they must leave the aboleth's prize behind.

Aboleth Behemoth Tactics

Like the lasher, the behemoth wants to make use of its range and swim speed to protect it from melee attacks. Unlike the lasher, however, the behemoth the behemoth wants to lure the PCs into bunching up so it can affect as many of them as possible with its Tentacle Whirlwind, so rather than fleeing directly away it may be wiser to circle around, keeping backliners close with the threat of opportunity attacks and getting the frontliners to double back, ideally needing to dash to reach the aboleth. When its Reactive Camouflage triggers, the aboleth will usually flee.

Aboleth Overseer Tactics

The overseer wants to leave as much of the fighting to its dominated creatures as possible, and whenever it can will alternate between Dominate and Enslave while staying as far away from the fight as it can. If it feels like it has the fight in hand and is particularly interested in an acquisition, it may direct a Dominated and infected PC to swim into the deepest, darkest corner of its lair to prevent the possiblity of the party freeing them, particularly if the party can not breathe underwater.

Aboleth Mindtaker Tactics

The mindtaker combines traits and tactics of the behemoth and overseer. It prefers to let its servitors do most of the fighting for it, but will stay close enough that it can dive into combat if it sees a good opportunity to use its tentacle whirlwind.

Encounter Groups

A typical encounter might include an Aboleth Lasher and its coterie of ensnared adventurers; or an Aboleth Overseer, the kuo-toa that worship it, and a Chuul servitor.

CR 11 Encounter 3,350 XP

  • 1 Aboleth Lasher (CR 6)
  • 1 Warlock Initiate (CR 2)
  • 1 Barbarian Initiate (CR 1)
  • 1 Bard Initiate (CR 1)
  • 1 Rogue Initiate (CR 1)

CR 19 Encounter 8,000 XP


Aboleth Hatchling

Tiny aberration, lawful evil


  • Armor Class 14
  • Hit Points 7 (1d10 + 1)
  • Speed fly 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 9 (-1) 12 (+1) 18 (+4) 15 (+2) 18 (+4)

  • Skills Perception +4
  • Senses Darkvision 120 ft, Passive Perception 14
  • Languages Deep Speech, Telepathy 120 ft
  • Challenge 1 (200 XP)

Amphibious. The aboleth can breathe air and water.

Defensive Telepathy. A creature that attempts to harm the hatchling must succeed on a DC 14 Wisdom saving throw or be Charmed by the hatchling for the next minute. A creature Charmed by the hatchling has disadvantage on Wisdom saving throws.

Actions

Weaken Mind. One creature within 30 ft. that the hatchling can see must make a DC 14 Charisma saving throw. On a failure, the target must roll a d4 and subtract it from the total of the next saving throw it makes before the end of the hatchling's next turn.


Aboleth Lasher

Large aberration, lawful evil


  • Armor Class 17
  • Hit Points 135 (18d10 + 36)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws CON +6, INT +5, WIS +6
  • Skills Perception +10
  • Senses Darkvision 120 ft, Passive Perception 20
  • Languages Deep Speech, Telepathy 120 ft
  • Challenge 6 (2,300 XP)

Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the area in a 10 foot radius around the Aboleth counts as difficult terrain for non-aberrations.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns, in broad terms, the creature's greatest desires.

Actions

Multiattack. The aboleth makes three tentacle attacks. It may replace one of these with a use of its compel.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target must make a DC 14 Constitution saving throw or become diseased. A diseased creature can only breathe water and can't regain hit points while outside of water. After 1 minute, a diseased creature's skin begins to turn slimy and translucent. A creature that fails this save by 5 or more gains vulnerability to the next source of bludgeoning damage it takes in the next minute.

Compel. One creature charmed by the aboleth makes a weapon attack or casts a cantrip, targeting a creature of the Aboleth's choice.

Dominate (Recharge 5-6, concentration). 30 ft. range, targets 1 creature the aboleth can see. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed and under the aboleth's control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.


Aboleth Behemoth

Huge aberration, lawful evil


  • Armor Class 17
  • Hit Points 190 (20d10+80)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 18 (+4) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws CON +9, INT +6, WIS +7
  • Skills Perception +10, Stealth +7
  • Senses Darkvision 120 ft, Passive Perception 20
  • Languages Deep Speech, Telepathy 120 ft
  • Challenge 10 (5,900 XP)

Amphibious. The aboleth can breathe air and water.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns, in broad terms, the creature's greatest desires.

Actions

Multiattack. The aboleth makes four tentacle attacks.

Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage and the target must make a DC 16 Constitution saving throw or become diseased. A diseased creature can only breathe water and can't regain hit points while outside of water. After 1 minute, a diseased creature's skin begins to turn slimy and translucent. A creature that fails this save by 5 or more gains vulnerability to the next source of bludgeoning damage it takes in the next minute.

Tentacle Whirlwind (Recharge 5-6). Each creature in a 15 foot radius around the aboleth must succeed on a DC 16 Dexterity saving throw or take 35 (10d6) bludgeoning damage and be shoved 20 feet back, or take half as much damage on a success.

Reactions

Reactive Camoflauge (1/Day). As a reaction to being reduced below 50 hit points, the aboleth becomes invisible to creatures more than 30 feet away from it. This invisibility lasts for 1 hour, or until the aboleth regains any hit points.



Aboleth Overseer

Huge aberration, lawful evil


  • Armor Class 17
  • Hit Points 173 (18d10 + 74)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 18 (+4) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws CON +9, INT +6, WIS +7
  • Skills Perception +10
  • Senses Darkvision 120 ft, Passive Perception 20
  • Languages Deep Speech, Telepathy 120 ft
  • Challenge 10 (5,900 XP)

Amphibious. The aboleth can breathe air and water.

Viscous Mucous. While underwater, the area in a 10 foot radius around the Aboleth counts as difficult terrain for non-aberrations. A creature affected by the mucous that attempts to make an attack other than its first on a turn must first make a DC 12 Strength saving throw. On a failure, the attack fails.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns, in broad terms, the creature's greatest desires.

Actions

Multiattack. The aboleth makes three tentacle attacks. It may replace one of these with a use of its Compel or its Dominate ability.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target must make a DC 16 Constitution saving throw or become diseased. A diseased creature can only breathe water and can't regain hit points while outside of water. After 1 minute, a diseased creature's skin begins to turn slimy and translucent.

Compel. A creature charmed by the Aboleth makes a weapon attack or casts a cantrip targeting a creature of the aboleth's choice.

Dominate (Concentration). 30 ft. range, targets 1 creature the aboleth can see. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed and under the aboleth's control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.

Enslave (Recharge 5-6). One creature charmed by the aboleth must succeed on a DC 16 Wisdom saving throw or take 55 (10d10) psychic damage, or half as much on a success. If this damage reduces the charmed creature to 0 HP, it gains 55 (10d10) hit points and the aboleth no longer requires Concentration to Dominate it.

Miniature Recommendation. Archvillain Games, Mini Monster Mayhem and Rocket Pig Games (pictured here) all have gorgeous sculpts available as STLs. WizKids has one in their Nolzur's line that is passable, though has the benefit of being more durable than a 3D printed model.

Aboleth Servitor Template. The aboleth servitor template can be applied to any creature without proficiency in Wisdom saving throws. An aboleth servitor has:

  • Creature Type The creature's type changes to aberration.
  • Swim Speed The creature gains a swim speed equal to its movement speed.
  • Water Breathing The creature gains the ability to breathe water and loses the ability to breathe air.
  • Vulnerability The creature gains Vulnerability to Bludgeoning damage.

Aboleth Miniature

Rocket Pig Games



Aboleth Mindtaker Overlord

Gargantuan aberration, lawful evil


  • Armor Class 19
  • Hit Points 370 (20d20 + 160)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 26 (+8) 21 (+5) 15 (+2) 18 (+4)

  • Saving Throws CON +10, INT +11, WIS +8
  • Skills Perception +14, Stealth +11
  • Senses Darkvision 120 ft, Passive Perception 24
  • Languages Deep Speech, Telepathy 120 ft
  • Challenge 20 (25,000 XP)

Amphibious. The aboleth can breathe air and water.

Viscous Mucous. While underwater, the area in a 10 foot radius around the Aboleth counts as difficult terrain for non-aberrations. A creature affected by the mucous that attempts to make an attack other than its first on a turn must first make a DC 16 Strength saving throw. On a failure, the attack fails.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns, in broad terms, the creature's greatest desires.

Mindtaker Resilience (3/Day). If the aboleth fails a saving throw, it can choose to succeed instead. When it does, each creature dominated by the aboleth may make a DC 19 Wisdom saving throw at advantage, freeing itself on a success.

Actions

Multiattack. The aboleth makes four tentacle attacks. It may replace up to two of these with its Compel or Dominate abilities.

Tentacle. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage and the target must make a DC 22 Constitution saving throw or become diseased. A diseased creature can only breathe water and can't regain hit points while outside of water. After 1 minute, a diseased creature's skin begins to turn slimy and translucent. A creature that fails this save by 5 or more gains vulnerability to the next source of bludgeoning damage it takes in the next minute.

Compel. One creature charmed by the Aboleth makes a weapon attack or casts a cantrip, targeting a creature of the aboleth's choice.

Dominate (Concentration). 60 ft. range, targets 1 creature the aboleth can see. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed and under the aboleth's control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success. A creature that fails this save by 5 or more is additionally stunned until the end of its next turn.

Enslave (Recharge 5-6). One creature Charmed by the aboleth must succeed on a DC 19 Wisdom saving throw or take 110 (20d10) psychic damage, or half as much on a success. If this damage reduces the Charmed creature to 0 hit points, it gains 110 (20d10) hit points and the aboleth no longer requires Concentration to Dominate it.

Tentacle Whirlwind (Recharge 5-6). Each creature in a 15 ft. radius must succeed on a DC 22 Dexterity saving throw or take 49 (14d6) bludgeoning damage and be shoved 20 feet back, or half damage on a success.

Reactions

Reactive Camoflauge (1/Day). As a reaction to being reduced below 100 hit points, the aboleth becomes invisible to creatures more than 30 feet away from it. This invisibility lasts for 1 hour, or until the aboleth regains any hit points.

Legendary Actions

The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

Dive. The aboleth moves up to half its movement speed without provoking attacks of opportunity. If its Reactive Camoflauge is active, it may then attempt to Hide as part of this action.

Compel. The aboleth uses its Compel ability.

Mental Fog (Costs 2 Actions). One creature within 120 feet of the aboleth must make a DC 19 Intelligence saving throw. On a failed save, the target takes 14 (4d6) psychic damage and subtracts 1d6 from the next saving throw it makes before the end of the aboleth's next turn.

Balhannoth

Hope is a deadly poison in the shadowfell, inimical as the plane is to it. Everwhere
lurk dangers ready to punish the
optimistic and the credulous, but none
seem to disdain the notion of hope so
much as the balhannoth, an ambush
predator whose trap always
contains precisely what a traveler most desires,
whose very presence inexorably infects them with
hope.

There is no adequate way to guard against such
treachery, other than adopting the equally
dangerous nihilistic cynicism commom to
longtime travelers of the shadowfell, who have been
known to starve to death with food in reach due to sheer
refusal to believe that anything could ever break
their way.

Balhannoth Lore

Arcana DC 15: Despite its limited understanding of the world, the balhannoth's ability to telepathically eavesdrop gives it a cutting emotional intelligence that it exploits to present its prey with a trap the creature, deep down, truly wants to believe in.
Arcana DC 20: Though the balhannoth has nearly unbounded powers to warp the local environment, their creations are generally simplistic and unmoving.
History DC 20: Many creatures of the underdark have found that balhannoths make excellent guards, as they are mostly stationary, easily lured with magical items, and generally self-sufficient.
Nature DC 15: A powerful mage wandering the shadowfell alone is a walking feast to a balhannoth, as they must regularly consume raw magic to sustain themselves.
Survival DC 20: In the deep reaches of the shadowfell and underdark lurks a creature that can befuddle even the most accomplished survivalist, causing them to cast aside their hard-won knowledge and go on gut feeling for navigation; gut feelings that the balhannoth telepathically puppeteers right into its clutches.

Balhannoth Tactics

Balhannoths warp the landscape into the image of whatever the party will find most plausible and appealing as a place to rest within its limitations. Once it has lured them in, it will contrive to separate them if possible, but if it cannot, it begins combat by trying to grapple as many spellcasters as it can, then teleporting to a location hidden from the rest of the party, perhaps the roof or cellar of a building.

From there, it uses its Drain Magic as much as possible until its prey is drained completely dry. The balhannoth never attacks an unconscious creature that still has spell slots.

Balhannoth Traps

  • A a lovely cottage with the door removed from its hinges and carpentry tools scattered around. The motionless, wheelchair-bound woman by the fire assures the party that her son will be home soon to finish fixing it, but they are welcome to stay for dinner.

  • A dry, secluded cave with an entrance concealed so well that only the most observant in the party can see it. A firepit within with large sitting stones around it shows that others have camped here recently, though the stones seem cemented in place, almost.

  • A doddering old wizard, meditating in the center of a dome of force, who telepathically invites the party to share his shelter for the night. The wizard does not need to recast his tiny hut to permit them entrance.

  • An inn with sounds of raucus laughter and musc from within. Once inside, the sounds abruptly stop and the party surveys patrons apparently frozen in a rictus of merrymaking.

Balhannoth

Brian Metheney



Balhannoth

Large aberration, chaotic evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 199 (19d10 + 95)
  • Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 21 (+5) 6 (-2) 15 (+2) 8 (-1)

  • Saving Throws CON +8
  • Skills Perception +6, Stealth +7
  • Condition Immunities Blinded
  • Senses Blindsight 500 ft. (blind beyond this radius), Passive Perception 16
  • Languages understands Deep Speech, Telepathy 1 mile
  • Challenge 11 (7200 XP)

Dead Magic Grip. A creature grappled by the balhannoth that attempts to cast a spell with a casting time of one Action must first roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell.

Superior Camouflage. The balhannoth is invisible to creatures more than 10 feet away from it. It may attempt to hide without cover.

False Hope. The landscape in a 500 ft. radius around the balhannoth warps to fit ideas of safety and security it gleans from passing creatures through telepathic eavesdropping.

The balhannoth cannot create functional or moving objects in this way, and close inspection of objects created in this way reveals them to be facsimiles.

Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can’t use this tentacle against other targets. The balhannoth has four tentacles.

Legendary Actions

The balhannoth can take 3 legendary actions, choosing from the options below.

Drain Magic. Each creature grappled by the balhannoth must succeed on a DC 15 Constitiution saving throw or lose its highest level unexpended spell slot. The balhannoth gains 4 (1d8) temporary hit points for each spell level expended this way.

Teleport. The balhannoth magically teleports, along with each creature it has grappled, up to 30 ft. to an unoccupied space.

Bite (Costs 2 Actions). The balhannoth makes a bite attack against a creature it has grappled.

Balhannoth

Carl Frank

Beholders

One factor above all others defines the beholdor: unrelating, all-encompassing paranoia. The mind of a beholder is a vast, multitrack tangle of plots to undermine all of its rivals, real and imagined, and plots to sabotage their plots, and plots to counter their counter-plots, and so on to a level of recursion incomprehensible to creatures adapted to a saner plane of existence.

What Makes a Good Beholder Fight? The fun of a beholder fight as a player is in gradually working out what each eye beam does, and in the terror that comes when you get hit with one that you know is one of the bad ones, having brilliantly worked out for yourself how absolutely screwed you are. To that end, I recommend describing the appearance and effect of each ray, only using the ray's name once you're sure the players have figured it out.

Beholder Lore

Arcana DC 15: A defining characteristic of beholders is the magical fields they project from their central eye, which have a number of deleterious effects on those caught in their sight.
History DC 15: Beholders are, almost without exception, paranoid to the point of madness. A typical beholder spends hours each day imagining plots against them and developing counter-plots and strategems and wild gambits.
History DC 20: While the combat behavior of beholders appears erratic and random, this is only a product of the alien nature of their minds and the wheels-within-wheels of nested plots they imagine, explained perfectly by the genius plot they imagined their assailant had thought of.
Nature DC 15: Beholders are deeply alien creatures that hail from the Far Realm, inasmuch as the terrain of that place is reducible to a location where events transpire.
Nature DC 20: The nervous system of a mature beholder is distributed throughout its body, allowing it to shunt debilitating effects into one of its eye stalks, to a limited extent.
Nature DC 25: Beholders reproduce by dreaming one another into existence, the specifics of the dream determining the characteristics of the beholder's offspring. Religion DC 15: Beholders tepidly revere something they call The Great Mother, the deity that supposedly created them.
Religion DC 20: The Outer Entity that spawned the beholders from its shed flesh is not a god at all, and in fact in terms relatable to the material plane is only definable in negation. Any attempt to relate such a creature to mundane experience is doomed to failure.

Beholders

Doug Stewart


Gazer

Tiny aberration, neutral evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 13 (3d4 + 6)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1)

  • Saving Throws Wisdom +2
  • Skills Perception +4, Intimidation +3, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages None, but can poorly mimic any language it has heard.
  • Challenge 1/2 (100 XP)

Flghty. An incapacitated gazer subjected to the Find Familiar ritual is transformed into a familiar spirit. Its alignment changes to match that of its new master.

If a gazer made into a familiar in this way fails an Intelligence, Wisdom, or Charisma saving throw, it regains its original alignment.

Born Fink. Each beholder within a 5 mile radius hears and sees everything the gazer sees.

Actions

Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

  • Dazing Ray. The target must succeed on a DC 12 Wisdom saving throw or be Charmed until the end of the gazer's next turn. While Charmed, a creature's speed is halved and it has disadvantage on attack rolls.

  • Fear Ray. The target must succeed on a DC 12 Wisdom saving throw or be Frightened until the end of the gazer's next turn.

  • Cold Ray. The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

  • Telekinetic Ray. The target must succeed on a DC 12 Strength saving throw or be pushed 30 ft. away from the gazer.

Gazer Lore

Arcana DC 15: Gazers are dimunitive, hyper-aggressive beholder-spawn that lurk in the lairs of greater beholders, babbling incoherently as they cower from their larger kin and bully any creatuer weak enough to push around with their telekinesis.
Arcana DC 20: A gazer subdued and subjected to the Find Familiar ritual may be transformed into a particularly efficacious familiar spirit. Through a similar mechanism, gazers can act as conduits for the awareness of nearby beholders.
Arcana DC 25: Certain beholder surgeons are
capable of non-lethally disintegrating a portion of a
creature's skull and brain and implanting a gazer in
the cavity, granting a number of powerful abilities to the creature in exchange for somewhat diminished motor and language functions.
Nature DC 15: It is thought that gazers are spawned when a beholder dreams of shrinking or being threatened by giants.

Gazer Tactics

Unlike other beholders, gazers are characterized
by agression, rather than paranoia. They'll try to
get directly in the PCs face while babbling at
full-volume like a barking dog, firing their
eye rays at the nearest creatures. If it
takes a hit, it flees and cowers.

Spectator Lore

Arcana DC 10: Spectators are a useful sort of beholderkin distantly related to the better known sorts that can be summoned and compelled to guard locations. They have the ability to reflect weaker spells back at their casters.
Arcana DC 15: Spectators hail from Mechanus, the plane of order, where their role in the Great Machine is to hunt malfunctioning modrons and return them for reprogramming.
History DC 15: It is difficult to compel a promise from a spectator, but once obtained can be trusted implicitly due to their innately lawful nature.
Nature DC 15: When spectators die, each of their eyestalks tear free, grwoing into new adult spectators within a year.
Nature DC 20: As spectators approach a thousand years of age, each of their eyestalks sprouts four eyestalks of its own. From there, they age in reverse, gradualy retracting their budded eyestalks. At two thousand years of age, they are said to poof out of existence.

Spectator Tactics

A spectators highest priority is protecting whatever it is guarding, and it won't be lured away from its charge. It attempts to fight nonlethaly if it can. If it seems to be losing, it will flee rather than fight to the death so it can report back.

Spectator

Jim Nelson


Spectator Guardian

Medium aberration, lawful neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 91 (14d8 + 28)
  • Speed fly 30 ft. (hover)

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

  • Skills Perception +6
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 3 (700 XP)

Honor-Bound. The spectator speaks only the truth, makes only promises that it intends to keep, and kills only in self-defense.

Budding Demise. When the spectator dies, each of its peripheral eyes tears free and levitates away as a newborn spectator (size Tiny, AC 12, 4 hit points) with only a single eye ray that acts on its parent's initiative.

Eyestalks. When the spectator is dealt a critical hit, the spectator must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the spectator use.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 9 (3d6 − 1) piercing damage.

Eye Rays. The spectator shoots two of the following magical eye rays, choosing up to two creatures within 90 ft. The target of each ray must succeed on a DC 13 Wisdom saving throw or suffer the ray's effects. The spectator may choose each ray no more than once.

  • Confusion Ray. The target selects targets at random on its following turn.

  • Paralyzing Ray. The target is Paralyzed until the end of the spectator's next turn.

  • Fear Ray. The target is Frightened of the spectator until the end of its next turn.

  • Wounding Ray. The target takes 22 (4d10) psychic damage.

Reactions

Spell Turning. As a reaction to succeeding on a saving throw against a spell of 5th level or lower that targets only it, the spectator avoids all effects from the spell and instead causes the spell to target the caster.


Spectator Venerable Sage

Medium aberration, lawful neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 135 (18d8 + 54)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 17 (+3) 15 (+2) 14 (+2) 11 (+0)

  • Skills Perception +8
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Honor-Bound. The spectator speaks only the truth, makes only promises that it intends to keep, and kills only in self-defense.

Budding Demise. When the spectator dies, each of its peripheral eyes tears free and levitates away as a newborn spectator (size Tiny, AC 12, 4 hit points) with only a single eye ray that acts on its parent's initiative.

Eyestalks. When the spectator is dealt a critical hit, the spectator must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the spectator use.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 9 (3d6 − 1) piercing damage.

Eye Rays. The spectator shoots four of the following magical eye rays, choosing up to two creatures within 90 ft. The target of each ray must succeed on a DC 13 Wisdom saving throw or suffer the ray's effects. The spectator may choose each ray no more than twice.

  • Confusion Ray. The target selects targets at random on its following turn.

  • Paralyzing Ray. The target is Paralyzed until the end of the spectator's next turn.

  • Fear Ray. The target is Frightened of the spectator until the end of its next turn.

  • Wounding Ray. The target takes 22 (4d10) psychic damage.

Reactions

Spell Turning. As a reaction to succeeding on a saving throw against a spell that targets only it, the spectator avoids all effects from the spell and instead causes the spell to target the caster.

Mindwitness Lore

Arcana DC 15: Mindwitnesses act as psionic hubs, amplifying and projecting any information conveyed to them telepathically for incredible distances.
History DC 15: Areas home to a mindwitness are often found barren of other non-illithid life, as most creatures find the psionic presence of the mindwitness intollerable.
Nature DC 20: Mindwitnesses are formed when an illithid tadpole infests a beholder's mind, taming its madness in service of an Elder Brain.
Nature DC 25: The process of ceromorphosis impedes the beholder's brain function, making it innately subservient. If separated from its elder brain, the mindwitness seeks out another psionically talented creature to serve, adopting its goals and alignment.

Mindwitness Tactics

The mindwitness opens with its tentacles, switching to its bite once it manages to grapple a creature. From there, it tries to drag the creature away while using its eye rays to keep the creature's allies at bay. It tries to keep as many enemies in its psychic tether cone as it can, preferrentially targeting spellcasters whose concentration might be broken by it. Unless directed otherwise, the mindwitness flees after claiming a single victim.

Mindwitness Encounter Groups

A mindwitness is typically found in the company of other psionically empowered creatures, either an expedition of the illithid enclave that spawned it, or some other telepathic creatures that have adopted it.

CR 15 Encounter 5,450 XP

  • 1 Githzerai Zerth (CR 6)
  • 1 Mindwitness (CR 5)
  • 3 Githzerai Cenobites (CR 2)

CR 19 Encounter 7,900 XP

Eye of the Deep Lore

Arcana DC 20: The eye of the deep can use its eye rays in concert to produce massive and complex illusions, which it uses both for its own entertainment and to lure, trap, and confound prey.
History DC 15: Deep sea fishermen occasionall report recovering from their nets the bloated corpses of chitinous creatures that seem to be a hybrid of beholder and lobster.
Nature DC 15: The eye of the deep can strobe bright lights from its central eye, blinding or stunning prey and predators that rely on sight in the dark depths of the ocean.
Nature DC 25: Eyes of the deep seem related only distantly, if at all, to their terrestrial beholder kin, as they reproduce through spawning, releasing clusters of eggs that are later fertilized by another eye, rather than through the ordinary method of dreaming other beholders into existence.

Eye of the Deep

Mitch Cotie



Mindwitness

Large aberration, lawful evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 133 (14d10 + 56)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 15 (+2) 15 (+2) 17 (+3)

  • Saving Throws INT +5, WIS +5
  • Skills Perception +8
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Deep Speech, Telepathy 600 ft.
  • Challenge 5 (1,800 XP)

Telepathic Hub. When the receives a telepathic message, each other creature within 600 ft. receives the same message.

Psychic Tether Cone. The mindwitness' central eye creates an area of psychic intermingling in a 150-foot cone. Whenever the mindwitness makes an Intelligence, Wisdom, or Charisma saving throw against a magical effect, each creature in the cone must make the same saving throw against the effect. At the start of each of its turns, the mindwitness decides which way the cone faces and whether the cone is active.

Eyestalks. When the mindwitness is dealt a critical hit, the mindwitness must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the mindwitness use.

Actions

Multiattack. The mindwitness makes three attacks, one of which may be with its bite, or uses three of its its eye rays, chosen at random (reroll duplicates).

Oral Disk Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled target. Hit: 16 (4d6 + 2) piercing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 13). A creature grappled in this way takes 9 (2d8) psychic damage at the start of each of its turns and has its Intelligence score reduced by the same amount until the grapple ends. A creature with an Intelligence of 0 is Stunned.

Eye Rays. The mindwitness shoots one of its eye rays, choosing a target it can see within 120 ft.:

  • 1. Telekinetic Ray (Opalescent White). The target must succeed on a DC 13 Strength saving throw or be moved up to 30 ft. in any direction. An object weighing 300 lbs or less is moved 30 ft. in any direction.

  • 2. Apathy Ray (Fuzzy Grey). The target must succeed on a DC 13 Dexterity Saving Throw. On a failed save, the target’s speed is halved until the end of its next turn. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both.

  • 3. Stunning Ray (Pulsing Maroon). The target must succeed on a DC 13 Constitution saving throw or be Stunned until the end of its next turn.

  • 4. Psychic Disruption Ray (Pale Silver). The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage and lose concentration, if it was holding it.

  • 5. Paranoia Ray (Wavy Purple.) The target must succeed on a DC 13 Wisdom saving throw or become Frightened of one of its allies until the end of its next turn. While Frightened in this way, it cannot willingly accept assistance from that ally.

  • 6. Aversion Ray (Sickly Yellow). The target must succeed on a DC 13 Charisma saving throw or be unable to use an object it carries of the mindwitness' choice without mental anguish for the next minute. If the mindwitness chooses a weapon or spell focus, whenever the creature uses the object to cast a spell or make an attack, the creature takes 1d6 psychic damage. If the mindwitness chose a shield, whenever an attack misses the creature, the creature takes 1d6 psychic damage.



Eye of the Deep

Large aberration, lawful evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 10 ft., swim 20 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 14 (+2) 15 (+2) 14 (+2)

  • Saving Throws CON +7, INT +5, WIS +5
  • Skills Perception +8
  • Senses Darkvision 120 ft, Passive Perception 18
  • Languages Aquan, Deep Speech, Telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Stunning Strobe Cone. At the beginning of each of the eye's turns, each creature in a 30 ft. cone must succeed on a DC 15 Constitution saving throw or be Blinded until the beginning of the eye's next turn. A creature that fails this save by 5 or more is instead Stunned until the beginning of the eye's next turn.

Eyestalks. When the eye is dealt a critical hit, the eye must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the eye use.

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

Many Eyes (2/Day). If the eye fails a saving throw against an effect that would blind it, it may choose to succeed instead. The eye takes one fewer legendary actions each turn for each time it has used this ability.

Actions

Multiattack. The eye makes two attacks with its claws.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage and the target is grappled (escape DC 14).

Crushing Bite. One creature grappled by the eye must succeed on a DC 14 Constitution saving throw or take 36 (8d8) bludgeoning damage and suffer disadvantage on attack rolls that use Strength until it completes a short or long rest.

Project Illusion. The eye creates an illusory image in a 100 ft. cube that lasts for 24 hours and may include creatures, structures, and terrain. The eye's vision is not obscured by the illusion. The illusion ends early if the eye uses a legendary action or moves more than 120 ft. away from it.

Legendary Actions

The eye can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eye regains spent legendary actions at the start of its turn.

Glacial Shard Ray. One creature the eye can see within 60 ft. must succeed on a DC 15 Dexterity saving throw or be take 9 (2d8) cold damage and have its speed reduced by 10 until the end of its next turn.

Paralyzing Ray. One creature the eye can see within 60 ft. must succeed on a DC 13 Wisdom saving throw or be Paralyzed until the end of the eye's next turn.

Abyssal Mirage (Costs 2 Actions). The eye fills the water around it with an illusory effect of its choice. Until the beginning of its next turn, attacks against the eye are made at disadvantage.

Shifting the Balance. Minions can be a lot to manage with a high-complexity monster like the beholder. You can tweak the difficulty of a beholder fight in two key ways without needing to alter the stat block or add more creatures:

  • Make its lair more hazardous and generally unfriendly to people bound by gravity. Give it traps it can fling the PCs into, awkward geometry, high-up hidey-holes to seek cover in.
  • Have it choose targets after rolling the eye rays. Part of the fun of a beholder fight is the anticipation after being targeted but before the ray is rolled, and the gambling element of occasionally getting a save you are good at. However, it can be worth giving that up in exchange for the increased challenge and more mastermind-y flavor that comes with always targeting saves your players are bad at.

Gouger

Large aberration, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., climb 40 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 6 (-2) 15 (+2) 11 (+0)

  • Saving Throws CON +7, WIS +5
  • Skills Perception +8
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Common, Undercommon, Deep Speech, but usually just screams incoherently.
  • Challenge 7 (2,900 XP)

Eye Hunter. The gouger's melee attacks score a critical on an 17-20 against any creature with more than one eye, or on a 15-20 against any creature with more than two eyes.

Antimagic Cone. The gouger's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the gouger decides which way the cone faces and whether the cone is active.

Actions

Multiattack. The gouger makes two attacks with its barbed tongue gouge, one of which it may replace with its staggering lash, if available.

Barbed Tongue Gouge. Melee Weapon Attack: +6 to hit, reach 15 ft. Hit: 17 (4d6 + 3) piercing damage. On a critical hit, the target must succeed on a DC 14 Constitution saving throw or be Blinded until the end of its next turn. A creature that fails this save by 5 or more permanantly loses an eye.

Staggering Lash (Recharge 5-6). The gouger whips its tongue in a 15 ft. cone. Each creature in the area must succeed on a DC 14 Dexterity saving throw or take 10 (3d6) slashing damage and fall prone.

Gouger Lore

Arcana DC 15: Like some other beholders, gougers project an antimagic field from their central eye. Their peripheral eyes, however, are non-magical in nature.
History DC 15: Gougers, though natural predators of other beholders, typically roam the deep places of the world, scavenging whatever prey they can find. Unlike other beholders, their intelligence seems to be rdimentary at best.
History DC 20: Gougers are thought to have been created by by an ancient race from the far realm as a cruel novelty, but reportedly were intermittently deployed to depopulate beholder enclaves by those who knew the secret of their creation.
Nature DC 15: Gougers are a species of beholderkin adapted to hunt other beholders, though they are relatively indiscriminate in their hunting.

Gouger Tactics

While roaming the underdark, gouger's typically hover around, but drop to the ground and run on their hands when they are made aware of threats or potential prey. Gougers open with their staggering lash, then prioritize attacking a prone creature while keeping as many foes in its antimagic cone as it can. When it downs a creature, it grapples it and attempts to drag it away, using its climb speed to reach places the party will have difficulty following and either dashing or using its staggering lash to slow pursuers on its turn.

Gouger

Sam Wood

Eye Tyrant Lore

Arcana DC 15: A simple counter to the eye tyrant's suite of abilities is the Antimagic Field spell, which can negate the effects of most of their eye rays.
Arcana DC 20: The central eye of the eye tyrant projects a field of antimagic which also disrupts its other magical eye rays. The boundaries of an antimagic field can be detected fairly simply through the use of any light-emitting magical object or enchantment.
History DC 10: It is considered common wisdom among adventurers to cluster close together when attacking a beholder, as this offers some limited protection from both the eye rays and the central cone.
History DC 15: The successful beholder-hunting adventuring group known as The Flamewardens are known for applying enchantments of Continual Flame to their cloaks, giving them the appearance of incandescent collumns of flame.
History DC 20: The even more successful beholder-hunting adventuring group known as Ruck Turner's Beholder and Wasp Disposal had a closely guarded secret said to completely trivialize beholder-hunting, though none could get them to share it.
Nature DC 15: Eye tyrants, like many of their beholder kin, are extraordinarily hampered by being Blinded through either magical or mundane means.

Eye Tyrant Tactics

The eye tyrant retreats continuously from melee threats, centering its antimagic cone on whichever spell caster it believes most capable of Blinding it or allowing melee allies to fly while trying to stay far enough that the cone is too wide to escape easily. It focuses its eye rays on whichever creatures seem most capable of presenting a melee threat, or any spellcaster concentrating on a spell otherwise. When its Telekinesis Ray comes up, it uses it to fling enemies into traps it has prepared.

Director Lore

Arcana DC 15: The director's central eye deflects projectiles, both mundane and magical, and its peripheral rays produce primarily evocation-adjacent effects.
History DC 15: Unusually for beholderkin, directors are usually found in communities of other beholderkin, even when not forced to. They are typically found riding fell beasts of the underdark, though how they control them is somewhat of a mystery.
Nature DC 20: The barbed tentacles of a director contain neural spikes that short-circuit a grappled creature's nervous system, allowing it to meld minds with less willful "mounts".

Director Tactics

The director ordinarily relies heavily on its mount's attack capabilities, often riding in on bulettes, giant centipedes, purple worms or any other Large or larger denizens of the underdark with low Wisdom modifiers. As much as possible, it tries to direct agression away from itself and toward its mount, then when its mount dies attempts to take control of the PC that presents the greatest melee threat. If it is ever without a mount and without a good prospect to acquire a new one, the director forgoes its multiattack in exchange for selecting its translocation ray to aid in escaping combat.

Beholder

Skip Williams



Eye Tyrant

Large aberration, lawful evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 180 (19d10 + 76)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

  • Saving Throws INT +6, WIS +5
  • Skills Perception +8
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Deep Speech, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Antimagic Cone. The eye tyrant's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the eye tyrant decides which way the cone faces and whether the cone is active. The area works against the eye tyrant's own eye rays.

Eyestalks. When the eye tyrant is dealt a critical hit, the eye tyrant must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the eye tyrant use.

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

Many Eyes (3/Day). If the eye tyrant fails a saving throw against an effect that would blind it, it may choose to succeed instead. The eye tyrant takes one fewer legendary actions each turn for each time it has used this ability.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The eye tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:

  • 1. Charm Ray. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the eye tyrant for 1 hour, or until the eye tyrant harms the creature.

  • 2. Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 3. Fear Ray. The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 4. Slowing Ray. The target must make a DC 14 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 5. Enervation Ray. The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

  • 6. Telekinetic Ray. The target must succeed on a DC 14 Strength saving throw or be moved up to 30 ft. in a direction of the eye tyrant's choice. It is restrained by the ray's telekinetic grip until the start of the eye tyrant's next turn or until the eye tyrant is incapacitated.

  • 7. Sleep Ray. The target must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

  • 8. Petrification Ray. The target must make a DC 14 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

  • 9. Disintegration Ray. The target must succeed on a DC 14 Dexterity saving throw or take 27 (6d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  • 10. Death Ray. The target must succeed on a DC 14 Dexterity saving throw or take 27 (5d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The eye tyrant can take 3 legendary actions, choosing from the options below.

Eye Ray. The eye tyrant uses one random eye ray.



Director

Large aberration, lawful evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 178 (21d10 + 63)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 14 (+2) 15 (+2) 19 (+4)

  • Saving Throws WIS +5, CHA +4
  • Skills Athletics +7, Perception +8
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Common, Undercommon, Deep Speech, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Deflection Cone. The director's central eye creates an area of telekinetic deflection. A creature that makes a ranged attack that passes through the cone subtracts 1d4 from its attack roll.

Eyestalks. When the director is dealt a critical hit, the director must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the director use.

Vermin Master. While attached to a creature, the director moves with the attached creature, and acts on the attached creature's initiative, instead of its own.

Actions

Multiattack. The director makes two melee attacks, one of which may be with its bite, or uses two of its its eye rays, chosen at random (reroll duplicates).

Vicious Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Verminbond Barbs. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage and the director attaches itself to the target (escape DC 15). The director may attach itself to only a single creature at a time.

At the beginning of each of its turns, a creature the director is attached to must make a DC 15 Wisdom saving throw. On a failed save, a creature acts under the director's control until the beginning of its next turn.

Eye Rays. The director shoots one of its eye rays, choosing a target it can see within 120 ft.:

  • 1. Searing Ray. The target must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) fire damage.

  • 2. Rotting Ray. The target must succeed on a DC 15 Constitution saving throw or take 22 (4d10) necrotic damage, plus an additional 11 (2d10) necrotic damage if it has fewer than half its hit points.

  • 3. Freezing Ray. The target must succeed on a DC 15 Constitution saving throw or take 18 (4d8) cold damage and have its speed reduced by 5 ft. until the end of its next turn.

  • 4. Shocking Ray. The target and each other creature within 5 ft. of it must succeed on a DC 15 Dexterity saving throw or take 19 (3d12) lightning damage.

  • 5. Dimensional Lock Ray The targeted creature must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. Whenever the creature teleports before the end of the director's next turn, it takes an additional 16 (3d10) force damage.

  • 6. Translocation Ray. The target must succeed on a DC 15 Charisma saving throw or be teleported up to 30 ft. to an unoccupied space the director can see.

    Reactions

    Bleed for Your Master. As a reaction to being targeted with an attack, the director forces its mount to succeed on a DC 15 Wisdom saving throw or become the new target of the attack.

Doomsphere Lore

Arcana DC 15: Unlike quasi-undead beholders such as death tyrants, doomspheres are true undead, created when the cruelty, ambition, and avarice of a beholder lash its spirit inextricably to the material world.
History DC 20: The most feared ability of the doomsphere is its capacity to possess for a short time nearly any creature that falls under its gaze, though beating the tar out of the possessed creature is usually sufficient to knock the doomsphere loose.
Nature DC 15: The central eye of the doomsphere causes the spirits of living creatures to levitate off the ground, carrying the creatures with them.
Religion DC 15: The usual methods of encouraging spirits to pass on to their final reward, such as resolving unfinished business, are typically ineffective on the ghosts of beholders. Fortunately, their spirits can be forcibly discorporated through the simple application of blessed or magical weaponry.

Doomsphere Tactics

The doomsphere retreats continuously during combat, firing every ray it can at any Clerics or Paladins, while keeping melee threats at bay with its Levitation cone. Whenever it can use its Dritfting Apparition, it does, retreating into the ground or another solid surface regardless of the force damage. If Blinded, it sinks into the ground until the effect passes, unless doing so would destroy it.

Death Kiss Lore

Arcana DC 20: The blood of a death kiss, if transfused into a creature in sufficient quantity, allows the death kiss to control the creature through a sort of hemokinesis.
History DC 15: Death kisses are known to leave entire villages in the Underdark exsanguinated, some victims apparently having bled out entirely from apparently minor wounds.
History DC 20: The brain of death kiss, upon the creature's death, crystalizes into a valuable red gemstone known as "bloodeye" that luminesces in the presence of strong emotions.
Nature DC 20: Death kisses generate powerful electrical charges in their bodies which are discharged in a small radius when their blood is shed.

Death Kiss Tactics

The death kiss grabs the weariest-looking party member, or the one furthest from the rest of its allies, and attacks with its feeding tendrils, then drags the creature slowly up, swinging it just out of reach of the ground-bound party members as it uses its Thin Blood until the creature is fully drained. If the death kiss feels confident, it tries to ensnare two more of the party simultaneously, this time leaving them on the ground as it drains them. If the death kiss feels threatened, however, it uses its Corrupted Blood Infusion on the first creature drained before proceeding to the rest.

Doomsphere

Jim Nelson

Death Kiss

Cory Trego-Erdner

Doomsphere



Doomsphere

Large aberration/undead, neutral evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 173 (21d10 + 63)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 17 (+3) 18 (+4) 14 (+2) 18 (+4)

  • Saving Throws INT +8, WIS +6
  • Skills Perception +10
  • Damage Resistances Acid, Fire, Lightning, Thunder
  • Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 ft., Passive Perception 20
  • Languages The languages it knew in life, Telepathy 120 ft.
  • Challenge 9 (5,000 XP)

Spirit Levitation Cone. The doomsphere's central eye creates an area of spirit levitation in a 150-foot cone. A creature that starts its turn in the area is wreathed in luminous vapors, and must succeed on a DC 15 Constitution saving throw or be levitated 5 ft. off the ground. At the start of each of its turns, the doomsphere decides which way the cone faces and whether the cone is active.

Ethereal Sight. The doomsphere can see 60 feet into the Ethereal Plane when it is on the Material Plane.

Incorporeal Movement. The doomsphere can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spectral Weapons. The doomsphere's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.)

Turn Resistance. The doomsphere has advantage on saving throws against any effect that turns undead.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) psychic damage and the creature must succeed on a DC 15 Charisma saving throw or age a number of years equal to the damage taken.

Eye Rays. The doomsphere shoots two of the following magical eye rays at random, choosing one target it can see within 120 ft. of it:

  • 1. Etherealness Ray (Concentration). The target must succeed on a DC 17 Charisma saving throw or be shunted into the Ethereal plane. An unwilling creature repeats this saving throw at the end of each of its turns, returning to the space it left, or the nearest unoccupied space, on a success.
  • 2. Grave Chill Ray. The target must succeed on a DC 15 Constitution saving throw or take 27 (6d8) cold damage and be unaffected by magical healing until the end of the doomsphere's next turn.

  • 3. Necrotic Suffusion Ray. The target must succeed on a DC 15 Constitution saving throw or take 33 (6d10) necrotic damage and lose one unexpended hit die, if it can. A corpse targeted with this ray rises as a Wight at the beginning of the doomsphere's next turn.

  • 4. Killing Thought Ray. The target must succeed on a DC 15 Intelligence saving throw. On a failed save, the target is Frightened for the next minute. A Frightened creature repeats this saving throw at the beginning of each of its turns, ending the effect on a success, or using its reaction to make a melee attack against itself on a failure.

  • 5. Boneshatter Ray. The target must succeed on a DC 15 Constitution saving throw or have one of its bones break. Until the target completes a long rest, it takes 10 (2d6) slashing damage whenever it moves more than half of its speed in a turn, and whenever it makes more than a single attack in a turn.

  • 6. Posession Ray. The target must make a DC 15 Charisma saving throw. On a failed save, the target is posessed by the doomsphere for the next minute. The doomsphere disappears into the creature and controls it for the duration. A possessed creature repeats this save whenever it takes damage, ending the effect on a success.

Reactions

Drifting Apparition. As a reaction to being missed with a melee attack, the doomsphere moves up to half its speed.

Eternal Malice (1/Day). As a reaction to being reduced below 87 hit points, the doomsphere uses its Posession Ray.



Death Kiss

Large aberration, neutral evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 224 (24d10 + 92)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws CON 8, WIS +5
  • Skills Perception +5
  • Damage Immunities Lightning
  • Condition Immunities Prone
  • Senses Darkvision 120 ft., Passive Perception 15
  • Languages Deep Speech, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Hemmoraging Cone. The death kiss's eye creates a field that draws out a creature's blood through its wounds, in a 150-foot cone. At the start of each of its turns, the death kiss decides which way the cone faces. Each creature that does not have all of its hit points that starts its turn in the area loses 5 (2d4) hit points and makes death saving throws at disadvantage.

Lightning Blood. Whenever the death kiss takes piercing or slashing damage, each other creature within 5 ft. takes 5 (1d10) lightning damage. A creature that that takes this damage while wearing metal armor can't take reactions until the start of its next turn.

Tendrils. When the death kiss is dealt a critical hit, the death kiss must succeed on a DC 10 Constitution saving throw or make one fewer attack with its multiattack until it completes a long rest.

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

Actions

Multiattack. Th Death Kiss makes six attacks with its feeding tendrils. If more than one of them target a single creature, attacks beyond the first are made at advantage.

Feeding Tendril. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16). The death kiss has ten tendrils, each of which may grapple a single creature. A creature grappled by two or more tendrils is restrained.

Thin Blood. Each creature grappled by the deathkiss must succeed on a DC 16 Constitution saving throw or one lose one unexpended hit die for each tendril grappling it, or half as many on a success, and the death kiss gains 10 temporary hit points for each hit die expended in this way. A creature that cannot instead drops to 0 hit points.

Corrupted Blood Infusion. One creature with zero unexpended hit die grappled by the death kiss must make a DC 16 Constitution saving throw. On a failed save, the creature gains 55 (10d10) temporary hit points. While it has these temporary hit points, a creature has immunity to lightning damage, remains conscious even if at 0 hit points, and acts under the death kiss' control. A creature that succeeds on this save instead takes 27 (5d10) lightning damage.

Reactions

Blood Rejection. As a reaction to being forced to make a saving throw against a spell or magical effect, the death kiss changes the effect's target to a creature it is grappling. If it does, the death kiss releases the creature from each tendril grappling it, and the creature gains 11 (2d10) temporary hit points.

Overseer Lore

Arcana DC 15: Overseers are reknowned for their ability to disrupt and even destroy magical items. For this reason above all else, most archmages try to avoid any sort of direct conflict with beholder hives.
History DC 20: Overseers are rarely found in isolation, typically serving as envoys and enforcers of a hive mother. Like a hive mother, they seem to have a way of reconciling the differences between beholders, a feat once considered blessedly impossible.
Nature DC 20: Overseers are covered in a fascinating symbiotic fungus that appears to feed off the transdimensional radiation overseers absorb while in the Far Realm, granting them a great deal of resilience, though the fungus contracts and retreat when exposed to fire.

Overseer Tactics

Overseers typically open by teleporting into range of as many enemies as possible, then trying lash as many of them as
it can close enough to trigger attacks of opportunity
from its bite, the goal being to keep them clustered for
Epidemic of Despair or Arc Lightning. From there, it
uses random eye rays, preferentially targeting any
creature that demonstrates an ability to do fire
damage.

Death Tyrant Lore

Arcana DC 10: The central eye of a death tyrant neutralizes any healing received by those under its gaze, and imbues those that die in its sight with undeath.
Arcana DC 15: A beholder dreaming of death may awake to find its flesh sloughing off, leaving only its naked skull behind.
Arcana DC 20: Alternately, a beholder may dream of another beholder it has killed returning to life to torment it, in which case the death tyrant springs into existence fully formed, with whatever memories and intentions its creator imagined it having. Some elder orbs reportedly can provoke such nightmares in themselves intentionally, thus creating death tyrant thralls.
History DC 15: Death tyrants are known to marshall vast armies of undead, far beyond the few hundred that the greatest humanoid necromancers can keep enthralled.
Nature DC 15: One of the death tyrant's eyes binds a target in chains of shadow, which greatly weaken when exposed to bright light.

Death Tyrant Tactics

The death tyrant tries to keep its most injured foes centered in its negative energy cone. After being reduced below half HP, it switches from using random rays with its legendary actions to targeting its most injured enemy with its Death Ray each turn, provided it hasn't lost any legendary actions to its Many Eyes ability.

Death Tyrant

Kieran Yanner

Overseer

Colin Fix



Death Tyrant

Large aberration/undead, lawful evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 253 (22d10 + 132)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 22 (+6) 19 (+4) 15 (+2) 19 (+4)

  • Saving Throws STR +5, INT +9, WIS +7, CHA +9
  • Skills Perception +12
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Prone
  • Senses Darkvision 120 ft., Passive Perception 22
  • Languages Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 14 (11,500 XP)

Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

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

Many Eyes (3/Day). If the death tyrant fails a saving throw against an effect that would blind or incapacitate it, it may choose to succeed instead. The death tyrant takes one fewer legendary action each turn for each time it has used this ability.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:

1. Decay Ray (Luminescent Green). The target must succeed on a DC 17 Dexterity saving throw or have its maximum hit points reduced to its current hit points until it completes a long rest.

2. Compulsion Ray (Wispy Red). The target must succeed on a DC 17 Wisdom saving throw or take 33 (6d10) psychic damage and be unable to voluntarily leave the death tyrant's eye cone until the end of its next turn.

3. Terror Ray (Wavy Purple.) The target must succeed on a DC 17 Wisdom saving throw or become Frightened for the next minute. The creature repeats this save at end of each of its turns, ending the effect on a success or taking 22 (4d10) psychic damage on a failure.

4. Dispel Ray (Pale Silver). The death tyrant ends one spell affecting the target.

5. Seizure Ray (Mottled Green). The target must succeed on a DC 17 Constitution saving throw or be Poisoned for the next minute. While Poisoned in this way, whenever the creature casts a spell it is Stunned until the beginning of its next turn. A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

6. Blood Ray (Sludgy Crimson). The target must succeed on a DC 17 Constitution saving throw or become succeptible to bleeding for the next minute. Whenever the afflicted character takes damage, it begins bleeding, losing 10 hit points at the start of each of its turns. The creature stops bleeding when magically healed, or with a successful DC 17 Wisdom (Medicine) check, but retains its susceptibility. This can be applied to the same creature multiple times, with its effects applied cumulatively.

7. Etherealness Ray (Diaphanous White). The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target is shunted partially into the ethereal plane, gaining a 30 ft. fly speed and dealing half as much damage with attacks that use Strength for the next minute, or until the death tyrant uses this ability again.

8. Enchaining Ray (Gleaming Blue-Grey). The targeted creature must succeed on a DC 17 Strength saving throw or be restrained (escape DC 16) as chains of seething shadow envelop its body. A creature in bright light may attempt to escape as a bonus action.

9. Doom Ray (Shivering Marroon). The target must succeed on a DC 17 Charisma saving throw or be cursed. While cursed, the creature acquires a Doom counter each time it takes necrotic damage. If the creature drops to 0 hit points while cursed, it immediately fails one Death Save for each Doom counter it has.

10. Death Ray (Streaky Black). The targeted creature must succeed on a DC 17 Dexterity saving throw or take 44 (8d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The death tyrant can take 3 legendary actions, choosing from the options below.

Eye Ray. The death tyrant uses one random eye ray.

Death Ray (Costs 3 actions). The death tyrant uses its Death Ray.

Overseer



Overseer

Huge aberration, lawful evil


  • Armor Class 19 (Fungal Armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 19 (+4) 22 (+6) 16 (+3) 16 (+3)

  • Saving Throws STR +10, CON +9, INT +11, WIS +8
  • Skills Perception +13
  • Damage Resistances Bludgeoning, Slashing
  • Senses Darkvision 120 ft., Passive Perception 23
  • Languages Common, Undercommon, Deep Speech, Telepathy 1 mile
  • Challenge 15 (13,000 XP)

Fungal Armor. If the overseer takes any fire damage, it loses its damage resistances and has its AC reduced to 16 until the beginning of its next turn.

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

Beholderkin Dominator. A beholderkin of CR 8 or lower that starts its turn within 1 mile of the overseer must succeed on a DC 19 Wisdom saving throw or be magically Charmed by the overseer and placed under its control. The overseer hears and sees anything that a beholderkin under its control does.

Actions

Multiattack. The overseer makes three melee attacks and chooses one of its eye rays, or uses two of its eye rays, chosen at random (reroll duplicates).

Gnashing Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage.

Tentacle Lash. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and the creature must succeed on a DC 18 Strength saving throw or be pulled up to 10 ft. toward the overseer and knocked prone.

Eye Rays. The overseer chooses one of the following effects, targeting a creature or object it can see within 120 ft. of it:

  • 1. Disjunction Ray. The target must succeed on a DC 19 Dexterity saving throw or have each spell affecting it end, and have each of its non-artifact magical items become nonmagical and inert for the next minute.

  • 2. Arc Lightning Ray. The target must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 45 (10d8) lightning damage and the overseer uses this ability again, targeting a new creature within 10 ft. of the previous one. The overseer may not target a single creature more than once in a turn with this ability.

  • 3. Polar Frost Ray. The target must succeed on a DC 19 Constitution saving throw or take 52 (8d12) cold damage and have its movement speed reduced by half.

  • 4. Epidemic of Despair Ray. The target must succeed on a DC 19 Charisma saving throw or be afflicted with crushing despair. For the next minute the target and each of its allies within 20 ft. of it subtract 1d4 from the result rolled for attacks and saving throws.

  • 5. Teleportation Ray. The target teleports up to 60 ft. to a location the overseer can see. An unwilling target makes a DC 19 Charisma saving throw, resisting the effect on a success.

  • 6. Temporal Stasis Ray. The target must succeed on a DC 19 Charisma saving throw or be frozen in time. Until the end of the overseer's next turn, the creature is incapacitated and immune to all damage and conditions.

  • 7. Death Ray. The target must succeed on a DC 19 Dexterity saving throw or take 44 (8d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

  • 8. Disintegration Ray. The target must succeed on a DC 19 Dexterity saving throw or take 36 (8d8) force damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine gray dust.

Elder Orb Lore

Arcana DC 15: Elder orbs are known to be capable of creating and controlling Death Tyrants and other lesser undead.
Arcana DC 20: The elder orb has the power to create shadowy duplicates of its foes, which retain all of the creature's intellect and abilities, but are dispatched relatively easily. This ability is incredibly dangerous if left unchecked.
History DC 15: Elder orbs, despite the name, are not universally older than other beholders. Rather, they are just a subset of beholder that do not appear to suffer the effects of aging, and are thus capable of living extremely long lives.
Nature DC 15: The central eye cone of the elder orb is known to distort space, allowing the beholder to redirect attacks that pass through it.
Nature DC 20: Elder orbs are capable of using their distortion cone as a prism, scattering the rest of their eye rays in all directions. This often reveals the contours of distorting effect, allowing an observer to account for it, at least until the cone shifts.

Elder Orb Tactics

Elder orbs use their ray burst each turn unless its enemies are making a great many ranged attacks. It keeps its spacial distortion cone centered on whichever enemies are making the greatest effort to maintain distance from it, circling enemies with its movement to get them in each other's way. It preferentially targets melee threats with its eye rays, but directs all of its focus on destroying a single PC if that PC demonstrates the ability to cast Blindness.

Hive Mother Lore

Arcana DC 15: The central eye of a hive mother extends the distorted reality of the hive mother's dreams into the material plane, increasing the power of its abilities to a frightening degree.
Arcana DC 20: The hive mother can induce magical mutations in those it abducts into its dreams, able to make them thralls in her service given time. This process can be disrupted by simply cutting or burning away the affected tissues.
History DC 15: Hive mothers are enormous beholders, able to keep hundreds or thousands of lesser beholders under their sway.
Nature DC 15: Despite the name, "hive mothers", like all beholders, are genderless and asexual, and have no particular tendency to reproduce more frequently than other beholders.

Hive Mother Tactics.

The hive mother tries to keep as many minions as it can between it and any enemies, using its telekinetic shove or taking attacks of opportunity to do so if neccessary. It uses its bite only on an unconscious creature or weak-looking spellcaster, otherwise preferring to use as many eye rays as possible.

Elder Orb

Wayne England

Beholder Miniature

Rocket Pig Games



Elder Orb

Huge aberration, lawful evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 345 (30d10 + 180)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 22 (+6) 21 (+5) 15 (+2) 17 (+3)

  • Saving Throws DEX +7, INT +11, WIS +8, CHA +9
  • Skills Perception +14
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 24
  • Languages Deep Speech, Telepathy 120 ft.
  • Challenge 19 (22,000 XP)

Spacial Distortion Cone. The elder orb's central eye creates an area of spacial distortion in a 150 ft. cone. A creature attempting a ranged attack that passes through the cone must succeed on a DC 19 Wisdom saving throw or have its attack immediately redirected to another target of the elder orb's choice that shifts its trajectory no more than 90 degrees. Melee attacks made from within the cone have disadvantage.

Eyestalks. When the elder orb is dealt a critical hit, the elder orb must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the elder orb use.

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

Many Eyes (4/day). If the elder orb fails a saving throw against an effect that would Blind or incapacitate it, it may choose to succeed instead. The elder orb takes one fewer legendary actions each turn for each time it has used this ability.

Actions

Eye Rays. The elder orb shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:

1. Gravity Shift Ray (Opalescent White). The target must succeed on a DC 19 Dexterity saving throw or fall 100 ft. in a direction of the elder orb's choice as gravity shifts for it until the end of the elder orb's next turn.

2. Psychic Blast Ray (Swirling Red). The target must succeed on a DC 19 Intelligence saving throw or take 33 (6d10) psychic damage and have its Intelligence score reduced by 1d6 until it completes a Short or Long Rest, or take half as much damage on a success. A creature is Stunned if reduced to 0 Intelligence until it regains at least one point of Intelligence.

3. Mind Killer Ray (Wavy Purple.) The target must succeed on a DC 19 Wisdom saving throw or become Frightened for the next minute, or until the elder orb uses this ability again. The creature repeats this save at end of each of its turns, ending the effect on a success or taking 27 (5d10) psychic damage on a failure.

4. Dispel Ray (Pale Silver). The elder orb ends one spell affecting the target.

5. Melt Flesh Ray (Mottled Green). The target must succeed on a DC 19 Constitution saving throw or have its current and maximum hit points reduced by 22 (4d10) and its flesh begin to melt, giving it disadvantage on Charisma-based skill checks until cured by a Greater Restoration or similar magic.

6. Blood Ray (Sludgy Crimson). The target must succeed on a DC 19 Constitution saving throw or become succeptible to bleeding for the next minute. Whenever the afflicted character takes damage, they begin bleeding, losing 10 hit points at the start of each of their turns. The creature stops bleeding when magically healed, or with a successful DC 19 Wisdom (Medicine) check, but retain their susceptibility. This can be applied to the same creature multiple times, with its effects applied cumulatively.

7. Slowing Ray (Sickly Yellow). The target must make a DC 19 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

8. Entomb Ray (Jagged Blue). The target must succeed on a DC 19 Strength saving throw or be restrained as the floor beneath it begins to churn and grasping stony hands reach out to drag it down. A creature that fails this saving throw repeats it at the end of its next turn, freeing itself and ending the effect on a success. On a second failure, the creature is buried alive. A buried creature is freed when it or another creature succeeds on a DC 19 Strength (Athletics) check to drag it out as an action.

9. Betrayal Ray (Blotchy Gray). The target must make a DC 19 Charisma saving throw. On a failed save, a shadowy simulacra of the target is created in an unoccupied space adjacent to it. The simulacra acts on the target's initiative directly after it and has the same statistics and abilities as the target, except that it has 15 maximum hit points. If a character's shadow simulacra reduces it to zero hit points with a melee attack, it gains control of the creature's body.

10. Death Ray (Streaky Black). The target must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The elder orb can take 4 legendary actions, choosing from the options below.

Eye Ray. The elder orb uses one random eye ray.

Ray Burst (Costs 3 actions). The elder orb focuses all of its eye rays into its distortion cone, scattering them all at random. Each other creature within 120 ft. is targeted with a random eye ray (rerolling duplicates), but with the save DC reduced to 14. Until the beginning of the elder orb's next turn, creatures have advantage on the Wisdom saving throw imposed by the beholder's distortion cone.



Hive Mother

Huge aberration, lawful evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 525 (30d20 + 210)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 25 (+7) 22 (+6) 19 (+4) 21 (+5)

  • Saving Throws DEX +7, INT +13, WIS +11, CHA +12
  • Skills Perception +18
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 28
  • Languages Common, Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Waking Dream Cone. The hive mother's central eye creates an area of dreamlike unreality in a 150 ft. cone. A creature that starts its turn in the cone gains a 20 ft. fly speed and subtracts 1d4 from Dexterity and Wisdom saving throws it makes before the beginning of its next turn.

Eyestalks. When the hive mother is dealt a critical hit, the hive mother must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's choice that it has seen the hive mother use.

Beholderkin Sovreign. A beholderkin of CR 20 or lower that starts its turn within 5 miles of the hive mother must succeed on a DC 21 Wisdom saving throw or be magically Charmed by the hive mother and placed under its control. The hive mother hears and sees anything that a beholderkin under its control does.

At the beginning of each of its turns, each creature under the hive mother's control loses any legendary actions it has, and the hive mother gains an equal number of legendary actions.

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

Distributed Nervous System (4/day). If the hive mother fails a saving throw, it may choose to succeed instead. The hive mother takes one fewer legendary actions each turn for each time it has used this ability.

Actions

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 39 (6d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed and restrained (escape DC 21) inside the hive mother. A swallowed creature takes 21 (6d6) acid damage at the start of each of the hive mother's turns, and its attacks bypass the hive mother's damage resistances.

Eye Rays. The hive mother shoots one of the following magical eye rays, choosing one target it can see within 120 ft. of it:

  • 1. Disjunction Ray. The target must succeed on a DC 21 Dexterity saving throw or have each spell affecting it end, and have each of its non-artifact magical items become nonmagical and inert for the next minute.

  • 2. Sprouting Gift Ray. The target must succeed on a DC 21 Charisma saving throw or sprout an eyestalk from an exposed point on its body. While a creature has an eyestalk on its body, it has disadvantage on attacks against the hive mother, and the hive mother can see everything it sees. The eyestalk can be destroyed (AC 20, 10 HP), but any damage dealt to the eyestalk is also dealt to the creature it is growing from.

  • 3. Searing Slice Ray The target must succeed on a DC 21 Dexterity saving throw or take 88 (16d10) radiant damage. A creature that fails this save by 5 or more loses a limb (target's choice).
  • 4. Death Ray. The target must succeed on a DC 21 Dexterity saving throw or take 66 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

  • 5. Disintegration Ray. The target must succeed on a DC 21 Dexterity saving throw or take 54 (12d8) force damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine gray dust.

  • 6. Far Sojurn Ray (Concentration). The target must succeed on a DC 21 Charisma saving throw or be banished to the far realm for the next minute. While there, a creature is incapacitated and repeats this saving throw at the end of each of its turns, ending the effect on a success or taking 26 (4d12) slashing plus 26 (4d12) psychic damage on a failure. A creature that dies in the far realm returns with its body horiffically warped and distorted.

Legendary Actions

The hive mother can take 4 legendary actions, choosing from the options below.

Eldritch Influence. One creature affected by the hive mother's sprouting gift ray must succeed on a DC 21 Wisdom saving throw or act under the hive mother's control until the end of its following turn, or until the eye is destroyed.

Telekinetic Shove. One creature the hive mother can see within 60 ft. must succeed on a DC 21 Strength saving throw or be pushed up to 30 ft. in a direction of the hive mother's choice.

Eye Ray (Costs 2 Actions). The hive mother uses one random eye ray.

Regenerate (Costs 3 Actions). The hive mother regains 100 hit points. If it is missing one or more of its eyestalks, it regrows one of its choice.

Berbalang


Berbalang

Medium aberration, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 84 (24d8 - 24)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 9 (-1) 17 (+3) 11 (+0) 10 (+0)

  • Saving Throws DEX +5, INT +5
  • Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
  • Senses Truesight 120 ft., Passive Perception 12
  • Languages All, but rarely speaks
  • Challenge 4 (1,100 XP)

Read Bones. By carefully examining the bones of a creature, the berbalang can extract any secrets it knew in life.

Dream Travel. While the berbalang sleeps, its spirit leaves its body. In spirit form, the berbalang has the same statistics, except that its attacks deal psychic damage instead of any other type and it can teleport to another plane as an action. If the berbalang dies in spirit form, its body dies.

Weak Flier. While grappling a creature larger than size Small, the berbalang cannot fly unless the creature is also grappled by one of its duplicates.

Actions

Bonegnaw Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must succeed on a DC 13 Charisma saving throw or reveal one of its secrets to the berbalang.

Grasping Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target is grappled (escape DC 13).

Absorb Duplicate. The berbalang absorbs one of its duplicates, destroying it and gaining 20 Temporary hit points.

Detonate Duplicate. The berbalang detonates one of its duplicates. Each creature within 15 ft. of the duplicate must succeed on a DC 13 Intelligence saving throw or take 11 (2d10) psychic damage.

Bonus Actions

Duplicate Self (Original Only). If the berbalang has at least 20 hit points, the berbalang creates a duplicate of itself, reducing its current hit points by 1/4. The duplicate has hit points equal to those lost in its creation, and acts on the berbalang's initiative.

Berbalang Lore

Arcana DC 15: A sage's secrets rest in their bones, stories say. While certain necromantic rituals can evoke shadows of these lost secrets, the astral denizens known as berbalangs can extract them directly, sustaining themselves on the secrets of the dead and living.
Arcana DC 20: Berbalang's can project their spirit across the multiverse, taking apparent corporeal form without incurring the full risks thereof and allowing them to venture into realms of extreme danger in their quest for hidden knowledge.
History DC 15: Unbound by material constraints, berbalangs are able to duplicate themselves with terrifying speed, one rapidly turning to several. These duplicates are fragile, but just as dangerous, and if countermeasures are not taken can grow rapidly out of control.

Berbalang Tactics

Berbalangs use their duplicate self ability each turn if available; early in the fight they look for opportunities to use their bonegnaw bite, but once they have a few duplicates active prioritize defensive actions like their Absorb Duplicate and the Dodge action.

Whenever a duplicate is reduced below 10 hit points, the berbalang uses its Absorb Duplicate, or Detonates it if it can hit at least three enemies with the explosion.

Ceremorphs

The Illithid reproduce by implanting a larvae through the eye, nose or ear of a suitable host, where it burrows into the brain over the course of a few hours, attaching itself to the host's brainstem and gaining control of its motor functions. From there, the second phase of transformation begins, reshaping the host's organs and tissues into a new and aberrant form.

Not all hosts are suitable, however. Most often, the result of an illithid tadpole being implanted in an improper host is a slow and painful death for both of them, but occasionally through luck, resilience, or precise magical and scientific procedures, a twisted and novel offspring is produced; called a half-illithid or ceremorph. These creatures are despised and denigrated within illithid society, but nevertheless use is found for them in the Illithid drive to reclaim their lost empire.

Ceremorph Lore

History DC 10: Illithid tadpoles are usually not selected for implantation for the first ten years of their life, and after implantation usually stay within cloistered illithid enclaves for at least 20 years more. These adolescent mind flayers are less formidable than their mature kin, though still possessed of powerful psionic abilities.
Medicine DC 15: Within the first few hours after implantation, an illithid tadpole can be killed with any magic that cures disease, though the corpse must still be removed surgically or it will decay within the host's head. Once it has merged fully with the host, however, the creature is lost beyond the reach of magic or medicine.
Nature DC 15: During the week-long process of ceremorphosis, burgeoning illithids and ceremorphs are uncoordinated to the point of helplessness.

Illithid Tadpole

Christopher Burdett


Gnome Ceremorph

Small aberration (gnome), neutral good


  • Armor Class 16 (Breastplate)
  • Hit Points 99 (18d8 + 18)
  • Speed 25 ft., fly 5 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws INT +7, WIS +6, CHA +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Common, Deep Speech, Gnomish, Telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Misfit Host. The ceremorph retains its previous self's alignment and dim fragments of its memories. These memories clarify for the next hour if it fails an Intelligence or Wisdom saving throw.

Frantic Cranker. If the ceremorph uses its Action to recharge its laser pistol, it may Dodge as a Bonus Action this turn.

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

Actions

Multiattack. The ceremorph makes two attacks with its laser pistol.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.

Laser Pistol (2 Shots/Charge). Ranged Weapon Attack: +5 to hit, range 40/120 ft., one creature. Hit: 16 (4d6 + 2) radiant damage and the target must succeed on a DC 14 Intelligence saving throw or be Stunned until the end of the ceremorph's next turn.

On a roll of 1, the pistol explodes, dealing 7 (2d6) radiant damage to the ceremorph.

Extract Brain. Melee Weapon Attack: +5 to hit, reach 5 ft., one incapacitated humanoid grappled by the ceremorph. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer begins to extract and devour the target's brain. At the beginning of the ceremorph's next turn, the target dies and the ceremorph gains 40 temporary hit points.

Recharge. The ceremorph furiously rotates a hand-cranked charger, recharging its laser pistol.

Gnome Ceremorph Lore

Arcana DC 15: Perhaps due to the natural resistance to magic that gnomes possess, ceremorphosis inevitably fails to take full effect, leaving vestiges of the gnome's original personality and memories intact.
Arcana DC 20: Certain mind-affecting magics have been known to clarify and restore the memories of gnome ceremorphs, though only temporarily.
History DC 15: Gnome ceremorphs are often unceremoniously abandoned by mind flayer cabals, apparently unworthy or unsuitable for exploitation or resorption into the Elder Brain.
Nature DC 10: Due to the incomplete dissolution of their oral cavity, gnome ceremorphs retain the ability to speak aloud, though they do so with what has been described as a "gooey" affect.
Nature DC 15: Gnome ceremorphs occasionally are known to die from malnutrition, too ethically conflicted to effectively hunt the humanoid prey they need to survive.

Gnome Ceremorph

Shawn Wood


Mozgriken

Medium aberration (svirfneblin), true neutral


  • Armor Class 12
  • Hit Points 78 (12d8 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1)

  • Skills Sleight of Hand +6, Stealth +4
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 10
  • Languages Gnomish, Undercommon, Telepathy 120 ft.
  • Challenge 1 (200 XP)

Shapechanger. As a bonus action, the mozgriken can polymorph into any Small beast or transform one of its limbs into a natural weapon. If it does, the mozgriken takes 5 (1d10) necrotic damage. This altered form lasts for one minute, or until the mozgriken dies.

Psychic Eavesdropper. The mozgriken can hear the surface thoughts of creatures within 30 ft. of it, and is aware of what they see.

Shadow Stealth. While in Dim Light or Darkness, the mozgriken can take the Hide action as a Bonus Action.

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

Actions

Natural Weapon (Only when Shapechanged). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning, piercing, or slashing damage (mozgriken's choice) plus 5 (1d10) psychic damage.

Brain Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one unconscious target. Hit: The target's intelligence score is reduced by 1 until it completes a Short or Long Rest, to a minimum of 6. A sleeping target then makes a DC 14 Perception check at disadvantage, waking on a success.

Reactions

Cower. When the mozgriken is targeted with a melee attack, it can force the attacker to succeed on a DC 12 Wisdom saving throw or deal half as much damage with attacks made against the mozgriken this turn.

Mozgriken Lore

Arcana DC 15: The three tentacles of the mozgriken are composed partially of seething shadow magic, keeping them in a state of ambiguous corporeality that allows them to reach into complex mechanisms and through armor.
Arcana DC 20: The shadow magic infused in the mozgriken's creation allows it a limited form of shapeshifting, though doing so seems to be distressing or painful for them.
Nature DC 10: Lacking a mouth, mozgriken seem incapable of devouring brains as an ordinary ceremorph would. It has been speculated that they subsist on brains liquefied for them by their illithid masters, or on small amounts of cerebrospinal fluid harvested from illithid captives.
Nature DC 15: Ordinarily the implantation of an illithid tadpole in a svirfneblin gnome results in the death of both the host and the tadpole, but some illithid hives seem to have found a method to channel raw Shadowfell energy into the process to produce the mozgriken, though such creations are still widely considered a failed result.

Mozgriken

Larry Smith


Tzakandi

Medium aberration (lizardfolk), neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., swim 30 ft.

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

  • Saving Throws INT +4, WIS +5, CHA +4
  • Skills Perception +3, Stealth +4, Survival +5
  • Senses Passive Perception 13
  • Languages Common, Draconic, Telepathy 60 ft.
  • Challenge 4 (1,100 XP)

Cold Blooded. If the tzakandi takes cold damage, it cannot make more than one attack on its next turn.

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

Actions

Multiattack. The tzakandi makes three attacks, one of which may be with its tentacles.

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

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) psychic damage and the target is grappled (escape DC 14).

Hooked Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. If the target is mounted, it must succeed on a DC 12 Dexterity saving throw or be dragged from its mount and take an additional 3 (1d6) bludgeoning damage.

Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated humanoid grappled by the tzakandi. Hit: The target takes 33 (6d10) piercing damage. If this damage reduces the target to 0 hit points, the tzakandi begins to extract and devour the target's brain. At the beginning of the tzakandi's next turn, the target dies and the tzakandi gains 20 temporary hit points.

Haywire Spit (Recharge 5-6). The tzakandi spits a globule of psychoactive acid. One creature within 30 ft. must succeed on a DC 13 Constitution saving throw or take 14 (4d6) acid damage and be Stunned until the end of the tzakandi's next turn.

Reactions

Telekinetic Outburst. When the tzakandi is reduced below 49 hit points, it can lashe out telekinetically, forcing each creature within 20 feet to succeed on a DC 13 Strength saving throw or be knocked prone.

Tzakandi Lore

History DC 15: Tzakandi, lacking the telepathic capacity of their illithid counterparts, cannot easily maintain a constant connection to an Elder Brain to ensure their loyalty. Rather, they imprint on the first Illithid they see, developing a bond of unshakeable loyalty and following the commands that illithid relays from the Elder Brain.
History DC 20 When a tzakandi's bonded illithid dies, the tzakandi often soon follows it. Tzakandi that do not are known to attach themselves to other illithids, or even non illithid creatures in a similar fashion.
Nature DC 10: Tzakandi are formed from lizardfolk subjected to ceremorphosis, leading some to believe that the illithid insistence that the process is only possible with mammals to aesthetic preference, rather than anything biological.
Nature DC 15: Tzakandi display a wide range of outcomes from the ceremorphosis process, some growing two long tendrils from the back of their heads, others displaying the more traditional illithid arrangement of four tendrils spilling out from where the mouth would once have been.
Nature DC 20: Tzakandi are formed from tadpoles that display unusual aggression or attachment, traits usually considered unbecoming of an illithid that would ordinarily relegate those tadpoles to be resorbed by the elder brain. Religion DC 15: Unlike most illithid-kin, tzakandi are prone to bouts of religious fervor. Mind flayers periodically find the need to stamp out tzakandi cults on general principle, despite the fact that their object of worship is the elder brain, more often than not.

Tzakandi

Larry Smith

Uchuulon Lore

Arcana DC 15: Uchuulon, like their chuul relatives, have weak latent psionic powers. When distressed, they release an uncontrolled burst of psychic energy that is particularly unpleasant for psychically sensitive creatures.
History DC 15: Uchuulons can innately sense magic. Those attempting to avoid their notice are advised to leave their magic items behind, or otherwise mask their presence.
History DC 20: Uchuulons are the result of incomplete ceremorphosis, tadpoles implanted in mature chuul and killed by its natural defenses before the process is
complete.
Nature DC 10: Uchuulon produce a thick mucus that covers their shells, imbued with a powerful paralytic that helps the slower chuuls subdue prey.
Nature DC 15: The translucent shells of uchuulon are much softer and more flexible than that of the common chuul. If a bright light is held up to them, the individual ganglia that form up the uchuulon's nervous system can be seen spreading beneath the surface.



Uchuulon

Large aberration, chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 20 ft., swim 30 ft..

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 9 (-1) 11 (+0) 5 (-3)

  • Skills Athletics +5, Perception +4
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Deep Speech
  • Challenge 3 (700 XP)

Amphibious. The uchuulon can breathe air and water

Sense Magic. The uchuulon senses magic within 120 feet of it. It can't be surprised by creatures carrying magic items.

Translucent Shell. While the uchuulon is illuminated in bright light, attacks made against the uchuulon score a critical hit on an 18-20.

Paralytic Mucous. A creature that hits the uchuulon with a melee attack must succeed on a DC 12 Constitution saving throw or have its movement speed reduced by 10 ft. for the next minute A creature that has its movement speed reduced to 0 in this way is Paralyzed for the next minute.

Actions

Multiattack. The chuul makes two melee attacks, one of which it may replace with a use of its Tentacles.

Seizer Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13) and dragged up to 5 feet towards the uchuulon. The uchuulon can grapple only a single target at a time.

Crusher Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage and the target must succeed on a DC 13 Constitution saving throw or suffer disadvantage on attack rolls that use Strength until it completes a short or long rest.

Tentacles. One creature grappled by the chuul must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While Poisoned in this way, the target has its movement speed reduced by 10 and repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Slippery Deflection. When the uchuulon is hit with melee attack that deals piercing or slashing damage, it can halve the attack's damage.

Psychic Static (1/Day). When the uchuulon is reduced below 49 hit points, it can force each creature within 10 feet of it to succeed on a DC 12 Intelligence saving throw or take 11 (2d10) psychic damage. A creature with telepathy makes this saving throw at disadvantage.

Urophion Lore

History DC 20: Despite being of near equal intelligence and capability as their true Illithid kin, urophions are treated as little better than thralls in Illithid society, relegated to guarding little-traveled passages.
Nature DC 15: The ceremorphosis process converts the stony skin of the roper into something thinner, denser, and more flexible, allowing the urophion a greater range
of movement. It also appears to act as a mild psychic dampener, diminishing the urophions innate telepathic abilities while also providing it a layer of protection
against psychic assaults.
Nature DC 20: Because of their natural psychic
resistance, urophions maintain only a tenuous
connection to their controlling Elder Brain,
often leading to garbled or misunderstood
commands.

Urophon

Wayne Reynolds



Urophion

Large aberration, lawful evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 161 (19d10 + 57)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 17 (+3) 16 (+3) 15 (+2)

  • Skills Perception +6, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 16
  • Damage Resistances Lightning, Psychic
  • Languages Common, Deep Speech, Undercommon, Telepathy 5 ft.
  • Challenge 8 (3,900 XP)

False Appearance. While the urophion remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils. The urophion can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the urophion, which can extrude a replacement tendril on its next turn. A tendril can also be broken as an action with a successful DC 15 Strength check.

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

Voice of Many Mouths. The urophion's mouth is incapable of speech. When it speaks, it does so through the mouths of each creature it has grappled.

Actions

Multiattack. The urophion makes six stupefying tendril attacks, up to one of which it may replace with its Bite, Reel, or Extract Brain.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. This attack is made with advantage against a grappled creature. On a critical hit, the target is Stunned until the end of the urophion's next turn.

Stupefying Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). A creature that starts its turn grappled by one or more tendrils has its Intelligence score reduced by 7 (2d6) until the grapple is released. A creature that has its Intelligence reduced to 0 in this way is Stunned until the grapple is released.

Reel. The urophion pulls each creature grappled by it up to 25 feet straight toward it.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the urophion. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the urophion begins to extract and devour the target's brain. At the beginning of the urophion's next turn, the target dies and the urophion gains 40 temporary hit points.

Haywire Mind Blast (Recharges when the urophion uses its Extract Brain). The urophion magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 21 (4d8 + 3) psychic damage and subtract 1d6 from attack rolls and saving throws it makes for the next minute.

An affected creature repeats this saving throw at the end of each of its turns, ending the effect on itself on a success.

Chokers

Choker Lore

History DC 15: The favored tactic of a choker is to grab a creature by the throat with its barbed tentacles and drag it up a cliff face while it strangles, using its long reach to avoid reprisals.
Nature DC 10: The flesh of a choker is dotted with chromataphores that it can use to mimic the appearance of stone, earth, or sand, making them devilishly hard to spot at a distance. When not hunting, chokers are known to use these shifting patterns flamboyant mating displays.
Nature DC 15: Certain surface-dwelling chokers display a wider range of colors, able to blend in among dense foliage and canopies.
Nature DC 20: Despite being commonly referred to as "tentacles" the limbs of a choker actually contain no less than six cartilaginous joints, allowing a truly unsettling range of motion.
Survival DC 15: Choker nests are found in hollows high on cave walls, usually accessable only through narrow fissures in the rock. Such nests often are filled with shiny objects recovered from their victims, as despite their subterranean nature chokers frequently have a fixation with light and objects that produce or reflect it.

Cave Choker Tactics

Cave chokers typically attack only if they outnumber their prey, lying in wait with their camouflage until their foes get close. Each will try to grapple a different foe and drag them apart from one another, pulling them up walls or stalagmites once separated and relying on their 10 ft. reach to protect them from melee reprisals. If possible, a choker will try to jam most of its body into a crevasse while strangling its prey, gaining half or three-quarters cover.

Vine Choker Tactics

Vine chokers are often solitary creatures, and will drop down from tree canopies onto scouts or stragglers, attempting to silence them to prevent them from alerting their allies. If discovered, they will use their Vine Fetters on the nearest foe and try to drag their prey somewhere secluded to finish it off, ideally through a hazard that its allies will fear to follow through, such the territory of a dangerous predator or a treacherous quagmire.

Encounters

CR 6 Encounter 900 XP

  • 6 Chokers (CR 1/2)
  • 1 Darkmantle (CR 1/2)
  • 2 Piercers (CR 1/2)

CR 13 Encounter 3,600 XP

Two Chokers

Izzy Medrano


Cavern Choker

Small aberration, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 27 (6d6 + 6)
  • Speed 30ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 7 (-2)

  • Skills Athletics + 7, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Deep Speech
  • Challenge 1/2 (100 XP)

Aberrant Quickness. The choker may dash as a bonus action while it has a creature grappled.

Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.

Camouflage. The choker is invisible to creatures more than 30 feet away from it.

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

Actions

Multiattack. The choker makes two barbed tentacle attacks.

Barbed Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, can't speak or breathe, and the choker can’t grapple another target.

Throttle. One creature grappled by the choker must succeed on a DC 13 Constitution saving throw or take 14 (4d6) bludgeoning damage, lose its held breath, and begin to suffocate.


Feygrove Choker

Medium aberration, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 60 (11d8 + 11)
  • Speed 30ft., climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 13 (+1) 12 (+1) 14 (+2) 14 (+2)

  • Skills Athletics + 7, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Deep Speech
  • Challenge 3 (700 XP)

Aberrant Quickness. The choker may dash as a bonus action while it has a creature grappled.

Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.

Camouflage. The choker is invisible to creatures more than 30 feet away from it.

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

Actions

Multiattack. The choker makes two barbed tentacle attacks and uses its vine fetter.

Barbed Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, can't speak or breathe, and the choker can’t use this tentacle on another target. The choker has two tentacles.

Vine Fetter. One creature within 30 ft. of the choker must succeed on a DC 12 Strength saving throw or be restrained (escape DC 14) in place as vines loop around its extremeties.

Throttle. One creature grappled by the choker must succeed on a DC 14 Constitution saving throw or take 21 (6d6) bludgeoning damage, lose its held breath, and begin to suffocate.

Reactions

Body Shield. As a reaction to being targeted with an attack while grappling a creature, the choker adds +2 to its AC. If the attack misses, the attacker makes a new attack roll, targeting the grappled creature instead.

Chuuls

Chuul Lore

Arcana DC 15: Chuul are posessed of a base sort of psionic ability, which though unfocused increases in power as they age. Creatures with telepathic potential are particularly vulnerable to the bursts of psychic static that a chuul exudes when distressed.
History DC 20: Chuul are often found near the edges of mind flayer septs, used for disposal of the expended husks of consumed thralls.
Nature DC 10: Chuul are amphibious by nature and often take prey considerable distances from water, their paralytic tentacles rendering most small terrestrial creatures unable to resist as they are vivisected.
Nature DC 15: Chuul eat every part of their prey but the brain, which is incredibly toxic to them. Some chuul have a way of inducing a sort of psychic awakening in their prey, allowing them to precisely strip away skull matter while avoiding the poisonous cerebral tissue.


Chuul

Large aberration, chaotic evil


  • Armor Class 16 (Natural Armor), 13 while reduced
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft., swim 30 ft..

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)

  • Skills Athletics +6, Perception +4
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Understands Deep Speech but can't speak
  • Challenge 4 (1,100 XP)

Sense Magic. The chuul senses magic within 120 feet of it. It can't be surprised by creatures carrying magic items.

Brittle Shell. If the chuul takes 15 or more bludgeoning damage from a single source, its AC is reduced to 13 until it completes a Short or Long Rest.

Actions

Multiattack. The chuul makes two attacks: one with its seizer claw and one with its crusher claw, then uses it tentacles, if available.

Seizer Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14) and dragged up to 5 feet towards the chuul. The chuul can grapple only a single target at a time.

Crusher Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage and the target must succeed on a DC 14 Constitution saving throw or suffer disadvantage on attack rolls that use Strength until it completes a short or long rest.

Tentacles. One creature grappled by the chuul must make a DC 13 Constitution saving throw. On a failure, a creature is Poisoned and attacks against it score a critical on a 15-20 until the end of the chuul's next turn.

Reactions

Psychic Static (1/Day). As a reaction to being reduced below 46 hit points, the chuul forces each creature within 10 ft. to succeed on a DC 13 Intelligence saving throw or take 11 (2d10) psychic damage. A creature with telepathy makes this saving throw at disadvantage.



Chuul Juggernaut

Huge aberration, chaotic evil


  • Armor Class 19 (Natural Armor), 14 while reduced
  • Hit Points 218 (19d12 + 95)
  • Speed 30 ft., swim 30 ft..

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 9 (-1) 16 (+3) 6 (-2)

  • Skills Athletics +6, Perception +4
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Understands Deep Speech but can't speak, Telepathy 120 ft.
  • Challenge 11 (7,200 XP)

Huge Stature. A creature adjacent to the chuul may spend half of its movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the chuul. While climbing on the chuul, a creature has advantage on melee attacks against the giant, and the chuul has disadvantage on melee attacks against it.

Sense Magic. The chuul senses magic within 120 feet of it. It can't be surprised by creatures carrying magic items.

Brittle Shell. If the chuul takes 20 or more bludgeoning damage from a single source, its AC is reduced to 14 until it completes a Short or Long Rest.

Psychic Awakening. A non-telepathic creature wtihin 5 ft. of the chuul that takes any psychic damage must succeed on a DC 15 Intelligence saving throw or take an additional 22 (4d10) psychic damage and gain Telepathy 30 ft.

Actions

Multiattack. The chuul makes three attacks: one of which may be with each of its claws, then uses its tentacles, if available.

Seizer Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage and the target is grappled (escape DC 18) and dragged up to 10 feet towards the chuul. The chuul can grapple only a single target at a time.

Crusher Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage and the target must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls that use Strength until it completes a short or long rest.

Psychic Lure. Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: 14 (2d10 + 3) pyschic damage and the target is pulled 30 ft. toward the chuul. A creature climbing on the chuul must succeed on a DC 15 Strength saving throw or fall off.

Tentacles. One creature grappled by the chuul must make a DC 17 Constitution saving throw. On a failure, a creature is Poisoned and attacks against it score a critical on a 15-20 until the end of the chuul's next turn.

Reactions

Psychic Groan (1/Day). As a reaction to being reduced below 110 hit points, the chuul forces each creature within 20 ft. it to succeed on a DC 15 Intelligence saving throw or take 33 (6d10) psychic damage. A creature with telepathy makes this saving throw at disadvantage.

Chuul

Frances Tsai

Chuul Tactics

The chuul attempts to ambush from the water's edge, grabbing a creature with its seizer claw and using its crusher claw to try to cripple an ally (ideally one with a bludgeoning weapon) before dragging its prey into the water. Once a creature submits to the chuul's poison, the chuul focuses
all of its attacks on it while continuing to drag it away
from its allies. If its shell is damaged, it instead tries to
dash away into the water with its prey before finishing it off.

Chuul Juggernaut Tactics

The chuul juggernaut uses its psychic lure to pull a creature away from its allies before seizing it. It focuses its claw attacks on its chosen prey, while always trying to use its psychic lure against a creature within 5 ft. that has not yet suffered a psychic awakening.

The chuul immediately switches focus to removing any creature climbing on it that can deal bludgeoning daamge.

Cloakers

Cloaker Lore

Arcana DC 15: Certain cloakers have been said to augment their natural sonic abilities with magical potency, a dreadful prospect tempered only slightly by the boon it grants to those resistant to such magics.
History DC 10: Juvenile cloakers near settlements of humanoids will often lie in wait hoping to be mistaken for a leather cloak by an unsuspecting adventurer, though this strategy grows less effective as the cloaker grows larger. History DC 15: Cloakers generally live in isolation, but are rarely encountered alone. Rather, the cloaker's preferred strategy is to find an incipient conflict of some sort and stalk its edges, waiting for its prey to drop away from its allies so the cloaker can take it unnoticed in the fray.
Nature DC 10: Obligate denizens of the dark, cloakers are distressed and repelled by any form of light.
Nature DC 15: Few cloakers actually reach full maturity, but those who do gain finer control over their sonic abilities, often able to use circular breathing to produce a continuous, discomfiting sound that distracts and unsettles any who
can hear it.
Nature DC 20: Elderly cloakers, upon reaching the end
of their natural lifespan, instictively seek out a vortice to
the Shadowfell to pass into. Those who find one
presumably die in the passage, but some have posited a further stage of life that a cloaker might enter into upon suffusion in the dark echoes of the plane of shadow.

Cloaker Ambusher Tactics

Despite the name, cloakers rarely attempt to pass themselves off as cloaks, as they are intelligent enough to recognize when a random cloak would draw more attention and suspicion than it averted. Rather, cloakers hide most commonly by pressing themselves flat against a dark surface such as a stone wall and relying on darkness to cloak them as they prey on adventurers that rely on darkvision for sight.

A cloaker will ordinarily avoid a party that carries bright light with them, but if prompted to attack by desperation follows at a distance and attempts to pick off a ranged combatant while the party is engaged with another threat.

Cloaker Lord Tactics

The cloaker lord is somewhat less afraid of direct conflict than the ambusher, but still prefers to wait until the party is distracted with some other threat or hazard before making its move. It uses its tail to shove if it is trying to avoid opportunity attacks while it carries off a grappled creature, or if there are hazards or precipitous drops nearby it can push its foes into.

Shadowcloak Elder Tactics

Once the shadowcloak elder has a creature grappled with its enveloping bite, it uses its subsonic moan each turn. If the party are distracted with other foes, it starts with Nausea then alternates between Fear and Stupor, otherwise skipping the nausea step. Once reduced below 1/2 HP, the shadowcloak elder uses its shadow shift to carry its prey to a safer and more secluded location.

Encounters

CR 18 Encounter 6,900 XP

  • 1 Drow Arachnomancer (CR 7)
  • 1 Cloaker Ambusher (CR 5)
  • 1 Drow Blademaster (CR 5)
  • 4 Drow (CR 1/2)

CR 19 Encounter 9,700 XP

Cloaker

Ben Wooten


Cloaker Ambusher

Medium aberration, chaotic neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 71 (13d8 + 13)
  • Speed 10 ft., fly 40 ft.

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

  • Skills Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Deep Speech, Undercommon
  • Challenge 5 (1,800 XP)

Damage Transfer. While grappling a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight and can't use its Phantasms ability.

Actions

Multiattack. The cloaker makes two attacks, one of which may be with its enveloping bite.

Enveloping Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 14). While grappled, the target is Blinded and can't breathe, and the cloaker has advantage on attacks against it and cannot bite another target. If this attack was made with advantage, the creature loses its breath if it was holding it.

Tail Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Reactions

Phantasms. As a reaction to being hit with an attack or harmful spell, the cloaker rolls a D20. On a roll of 11-20, the attack or spell hits an illusory echo of the cloaker instead.

Moan (1/Day). As a reaction to being reduced below 39 hit points, the cloaker forces each non-aberration creature within 60 feet that can hear it to succeed on a DC 13 Wisdom saving throw or become Frightened until the end of the cloaker's next turn.


Cloaker Lord

Large aberration, chaotic neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 120 (16d10 + 32)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 13 (+1) 12 (+1) 17 (+3)

  • Skills Perception +4, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Deep Speech, Undercommon
  • Challenge 8 (3,900 XP)

Damage Transfer. While grappling a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight and can't use its Phantasms ability.

Unceasing Moan. While the cloaker has fewer than 61 hit points, it continuously releases an unsettling, breathless moan. Each non-aberration creature within 10 ft. of the cloaker subtracts 1d4 from any attack rolls it makes.

Actions

Multiattack. The cloaker makes four attacks, one of which may be with its enveloping bite.

Enveloping Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage and the target is grappled (escape DC 15). While grappled, the target is Blinded and can't breathe, and the cloaker has advantage on attacks against it and cannot bite another target. If this attack was made with advantage, the creature loses its breath if it was holding it.

Tail Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 4) slashing damage. Instead of dealing damage, the cloaker may push the target 5 ft. away.

Reactions

Phantasms. As a reaction to being hit with an attack or harmful spell, the cloaker rolls a D20. On a roll of 11-20, the attack or spell hits an illusory echo of the cloaker instead.

Terrifying Moan (1/Day). As a reaction to being reduced below 61 hit points, the cloaker may force each non-aberration creature within 60 feet that can hear it to succeed on a DC 14 Wisdom saving throw or use its reaction to move half its speed directly away from the cloaker.

Cloaker

Larry Elmore



Shadowcloak Elder

Huge aberration, chaotic neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 189 (18d12 + 72)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 19 (+4) 15 (+2) 17 (+3) 18 (+4)

  • Saving Throws DEX +7, WIS +7, CHA +8
  • Skills Arcana +6, History +6, Perception +7, Stealth +7
  • Damage Resistances Cold, Necrotic
  • Senses Darkvision 60 ft. (penetrates magical darkness), Passive Perception 17
  • Languages Deep Speech, Undercommon
  • Challenge 11 (7,200 XP)

Damage Transfer. While grappling at least one creature, the shadowcloak elder takes only half the damage dealt to it (rounded down), and a creature grappled by it of the shadowcloak elder's choice takes the other half.

Light Sensitivity. While in bright light, the shadowcloak elder has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight and can't use its Phantasms ability.

Unceasing Moan. While the shadowcloak elder has fewer than 95 hit points, it continuously releases an unsettling, breathless moan. Each non-aberration creature within 30 ft. of the cloaker subtracts 1d4 from any attack rolls it makes.

Actions

Multiattack. The shadowcloak elder makes four attacks, one of which may be with its enveloping bite. It may replace its bite with a use of its Shadow Shift or Subsonic Moan.

Enveloping Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) piercing plus 11 (2d10) necrotic damage and the target is grappled (escape DC 17). While grappled, the target is Blinded and can't breathe, and the cloaker has advantage on attacks against it. If this attack was made with advantage, the creature loses its breath if it was holding it.

Tail Lash. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 9 (1d10 + 5) slashing plus 5 (1d10) necrotic damage and the target is pushed 5 ft. away.

Shadow Shift. If the shadowcloak elder is in dim light or darkness, it and each creature it is grappling teleport to another area of dim light or darkness the shadowcloak elder can see within 60 ft.

An unwilling creature makes a DC 16 Charisma saving throw to resist this effect, and is left behind on a successful save.

Subsonic Moan. The shadowcloak elder releases a thunderous blast of magically augmented, subonic energy in a 30 ft. cone, choosing one of the following effects. Each creature in the area must succeed on a DC 16 Constitution saving throw or suffer the chosen effect.

  • Nausea. The creature is Poisoned for the next minute. A poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success.
  • Fear. The creature is Frightened until the end of the shadowcloak elder's next turn.
  • Stupor. The creature drops anything it is holding. If the creature was Frightened, it is additionally Stunned until the end of the shadowcloak elder's next turn.

Reactions

Phantasms. As a reaction to being hit with an attack or harmful spell, the cloaker rolls a D20. On a roll of 11-20, the attack or spell hits an illusory echo of the cloaker instead.

Dousing Hiss. As a reaction to being hit with an attack or harmful spell, the shadowcloak elder reduces a source of light it can see within 60 ft. by one level, either reducing bright light to dim light, or extinguishing a source of dim light.

Cranium Rats


Cranium Rat

Tiny aberration, lawful evil


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 4 (-3) 11 (+0) 8 (-1)

  • Skills Perception +2, Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 10
  • Languages Telepathy 30 ft.
  • Challenge 0 (10 XP)

Psychic Conflict. As a Bonus Action, a telepathic creature may issue a command to the cranium rat, making a contested Intelligence check against it. The creature that fails this check acts under the other's control on its following turn.

Psionic Empowerment. As a Bonus Action, the rat gains one of the following benefits until it uses this ability again.

  • Avoid Notice. The rat becomes invisible to creatures without proficiency in Perception.

  • Cerebral Glow. The rat's exposed brain begins to glow softly, casting dim Light in a 10 foot radius. A creature illuminated by only this glow subtracts 1d4 from any Wisdom saving throws it makes.

Actions

Chittering Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target must succeed on a DC 13 Constitution saving throw or be infected with Devouring Cogniphage.

Invade Attire. The rat attempts to enter the clothing or armor of a humanoid creature in its space, forcing it to make a DC 10 Dexterity saving throw.

On a failed save, the rat becomes Attached to the creature (Save Ends at end of turn). While Attached in this way, the rat has full cover against outside effects, and the target has disadvantage on the first attack it makes each turn.

Cranium Rat Tactics

Individual cranium rats skulk and flee if noticed, though might use their Cerebral Glow to briefly illuminate a creature if their controller needs a clear look at it, or to weaken a creature in combat with their controller.


Cranium Rat Lore

Arcana DC 15: While individually nonthreatening, hordes of cranium rats can meld their minds together, each new rat adding to the intelligence and psionic capability of the whole. This process leaves them vulnerable to telepathic control, however, and even non-illithids have claimed the ability to telepathically direct them.
History DC 15: Created by bombarding their unshielded brains directly with psionic energy, cranium rats are a form of intelligent, psionically empowered rat employed by illithids as spies.
History DC 20: The destruction of an illithid hive often leaves an enormous swarm of cranium rats behind; while the illithid ordinarily take care to keep any one swarm from growing too large and resilient to control, in their absence each swarm merges into an enormous hive-mind of truly incomprehensible intellect. Despite this, such swarms typically have ambitions no more exotic than acquiring food, shelter and security, though they go about doing so with terrifying precision and tactical genius.
Medicine DC 20: In addition to neurosurgical and psionic means, the development of cranium rats is often sped along by an intellect-enhancing bacteriophage, which doubles as a biological weapon when carried by the rats' saliva.

Devouring Cogniphage. The creature's body becomes frail as all of its resources are devoted to feverishly expanding its cognitive abilities. The creature subtracts its Intelligence modifier from any Constitution saving throws it makes and from any source of healing it receives.

Whenever it completes a Long Rest, the creature must succeed on a DC 13 Constitution saving throw or have its Intelligence score increase by 1d4, to a maximum of 25, until it is cured.


Dire Cranium Rat

Large aberration, lawful evil


  • Armor Class 13
  • Hit Points 51 (6d10 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 14 (+2) 12 (+1) 8 (-1)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Languages Telepathy 30 ft.
  • Challenge 2 (450 XP)

Psychic Conflict. As a Bonus Action, a telepathic creature may issue a command to the cranium rat, making a contested Intelligence check against it. The creature that fails this check acts under the other's control on its following turn.

Psionic Empowerment. As a Bonus Action, the rat gains one of the following benefits until it uses this ability again.

  • Mindslice. The rat's melee attacks have a reach of 60 feet and deal psychic damage instead of any other type.

  • Cerebral Glow. The rat's exposed brain begins to glow softly, casting dim Light in a 20 foot radius. A creature illuminated by only this glow subtracts 1d4 from any Wisdom saving throws it makes.

Actions

Multiattack. The rat makes two attacks, one of which may be with its bite.

Chittering Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be infected with Devouring Cogniphage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

A creature hit by this attack twice in a turn must succeed on a DC 13 Strength saving throw or be knocked prone.

Dire Cranium Rat Tactics

Dire Cranium rats attack from the edge of their 30 ft. darkvision with their Mind Slice active, retreating into the darkness between attacks. If attacking in groups, they attack twice with their claws against an opponent that is not yet prone, otherwise replacing an attack with their Chittering Bite.


Swarm of Cranium Rats

Medium swarm of tiny aberrations, lawful evil


  • Armor Class 12
  • Hit Points 84 (24d4 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 4 (-3)

  • Damage Resistances Damage from Attacks
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Darkvision 30 ft., Passive Perception 10
  • Challenge 5 (1,800 XP)

Swarm. The swarm can occupy another creature or object's space and vice versa. The swarm can't regain hit points or gain temporary hit points.

Psychic Conflict. As a Bonus Action, a telepathic creature may issue a command to the cranium rat, making a contested Intelligence check against it. The creature that fails this check acts under the other's control on its following turn.

Psionic Empowerment. As a Bonus Action, the rat gains two of the following benefits until it uses this ability again.

  • Cerebral Glow. The swarm's exposed brains begin to glow softly, casting dim Light in a 30 foot radius. A creature illuminated by only this glow subtracts 1d4 from any Wisdom saving throws it makes.
  • Rat-Mind Melding. A creature that starts its turn in the swarm's space must succeed on a DC 14 Wisdom saving throw or act under the swarm's control until the beginning of its next turn.
  • Invade Mind. A creature that hits the swarm with a melee attack must succeed on a DC 14 Wisdom saving throw or feel an illusory rat crawling through its clothing or armor, giving it disadvantage on attack rolls and Dexterity saving throws until the end of its next turn.

Actions

Chittering Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit 12 (4d4 + 2) piercing plus 18 (4d8) psychic damage, or 7 (2d4 + 2) piercing plus 9 (2d8) psychic damage if the swarm has half of its hit points or fewer, and the target must succeed on a DC 13 Constitution saving throw or be infected with Devouring Cogniphage.

Cranium Rat Swarm Tactics

Cranium rat swarms mob the least wise creature, first with Invade Mind and Rat-Mind Melding, then switch Invade Mind to Cerebral Glow if their foe proves resistant to the effects.

Darkweaver

Darkweaver Lore

Arcana DC 15: Darkweavers are natives of the shadowfell, though they slip through vortices whenever possible to seek the more plentiful prey of the material plane. Like many denizens of shadow, they are weakened by bright light, though the protective cocoon of darkness they exude shields them from it ordinarily.
Nature DC 20: Despite the enormity of its appearance, the true creature at the heart of a darkweaver is no larger than a bear, the writhing mass of tendrils simply a defensive mechanism to shield it from the light of the material plane. They do, however, produce the added benefit of trapping potential prey, parting easily for those moving towards the darkweaver and tangling those attempting to retreat.

Darkweaver Tactics

Darkweavers cannot effectively hide their presence entirely, both because of the enormous visual indicator of their shadow strands and the fact that a creature within their aura can feel their presence by determining which direction their movement is not hampered in. Despite this, they are masters of stealth, carrying obscurement with them wherever they go.

When attacking a group, the darkweaver approaches slowly, to all appearances a gigantic mass of impenetrable writhing tendrils, to prompt its prey to flee, then once the slowest have lagged behind teleports with its Shadow Slip and closes the distance, using Consume Vigor repeatedly once the target is grappled.

If a creature within ten feet of it is carrying a source of bright light, it puts all other considerations aside and focuses purely on attacking the creature until it is unconscious or dead. If two creatres within ten feet of it are carring bright light, the darkweaver disengages and then flees.


Darkweaver

Large aberration, chaotic evil


  • Armor Class 14 (18 if in Dim Light or Darkness))
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft., climb 30 ft.

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

  • Saving Throws CON +8, WIS +7, CHA +7
  • Skills Animal Handling +11, Athletics +7, Persuasion +11, Stealth +8
  • Damage Resistances Cold, Necrotic
  • Senses Blindsight 10 ft., Darkvision 60 ft. (penetrates magical darkness), Passive Perception 10
  • Languages Abyssal, Common, Infernal
  • Challenge 10 (5,900 XP)

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

Shadow Slip. As a Bonus Action, the darkweaver teleports up to 30 ft. to a location it can see that is not brightly illuminated.

Shadow Strands. The dark weaver is surrounded in a 30 ft. radius by a tangle of slithering, web-like strands of shadowstuff, gaining the following benefits:

  • Other creatures cannot see more than 10 ft. through the area.
  • Light cannot extend more than 10 ft. through the area.
  • The area is difficult terrain for any creature trying to move away from the darkweaver.

Actions

Multiattack. The darkweaver makes six melee attacks.

Tentacle Rake. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hits: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 16). While grappled in this way, a creature in Dim Light or Darkness is Blinded and Restrained.

Consume Vigor. One creature grappled by the darkweaver must succeed on a DC 16 Constitition saving throw or have its Constitution score reduced by 5 (2d4) for the next minute. The target dies if this reduces its Constittuion to 0.

Additionally on a failure, the radius of the darkweaver's shadow strands trait expands by 5 ft. for the next minute.

Darkweaver

Kevin McCann

Derro

The underdark offers no shortage of incomprehensible terrors, but perhaps the greatest fear of those who delve is not that they might become prey to one of the creatures of the dark, but that they might become one of them; that some horrid insight awaits them that will twist their minds to the evil ends of those that lurk in the hidden places of the world. The derro are frighteneing not because of how alien they are, but because of how familiar.

Derro Lore

Arcana DC 10: Like the duergar they occasionally cohabitate with, derro are known to be somewhat resistant to magic.
History DC 10: Among the derro, sudden bouts of mania or obsession are considered divinely inspired and encouraged by broader derro society. Few can match the intensity and devotion of derro hobbyists and fanatics.
History DC 15: Derro mythology is fluid and ever-changing, but a common theme among stories they tell of their origin involves stealing the magic of a great evil to free their race from some worldy hardship.
Nature DC 15: The white cataract-like growths over their eyes seem to block most of the visible light spectrum, indicating that the derro are wholely adapted to living in complete darkness.

Derro Crawler Tactics

The crawler advances while prone, firing its crossbow as it darts from cover to cover. Before closing to melee, it will use its uncanny fixation, then single-mindedly chase down its quarry with its hooked spear, standing from prone the turn after it closes to melee range. It chooses to knock its target down rather than deal damage if it has at least two nearby allies, or if it is trying to retreat.

Derro Quarreller Tactics

If one of the party is carrying a source of bright light, the quarreller tries to focus them down with its repeating crossbow. If more or less than one are carrying light, the quareller instead uses its uncanny fixation to cancel out the disadvantage and just focuses fire on the target of its fixation. Once its Madness Unleashed is active, it charges into melee with its ear-taker blade.

Derro Savant Tactics

The savant opens with its Window to Madness and Draw of the Far Realm, then uses its Mental Scourge with its Draw of the Far Realm if at least one creature is within 10 ft. of the window, or with its Searing Focus otherwise. It uses Refuge in Madness whenever it makes a saving throw against an effect that would incapacitate it, then uses Uncanny Fixation on the following turn.

Derro

Ben Wootten


Derro Crawler

Medium humanoid (derro), lawful evil


  • Armor Class 13 (Leather Armor)
  • Hit Points 13 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1)

  • Skills Stealth +4
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 7
  • Languages Dwarvish, Undercommon
  • Challenge 1/4 (50 XP)

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Scuttling Advance. The derro can crawl at its full movement speed, and does not suffer disadvantage on attack rolls as a result of being prone.

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

Actions

Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.

Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Uncanny Fixation (1/Day). The derro chooses one hostile creature it can see at random. For the next hour or until the creature dies, the derro has advantage on attack rolls and Wisdom-based checks directed at the creature, and disadvantage on attack rolls on attack rolls that target any other creature.

Reaction

Mad Lunge. As a reaction to missing with a melee attack, the derro may add 5 to its attack roll. If it does, the target may make an attack of opportunity against the derro.


Derro Quarreller

Medium humanoid (derro), lawful evil


  • Armor Class 14 (Leather Armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 15 (+2) 12 (+1) 5 (-3) 9 (-1)

  • Skills Stealth +5
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 7
  • Languages Dwarvish, Undercommon
  • Challenge 2 (450 XP)

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Madness Unleashed. While the derro has fewer than 43 hit points, it has disadvantage on attack rolls and its melee attacks deal an additional 7 (2d6) psychic damage.

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

Actions

Multiattack. The derro makes three attacks with its ear-taker blade, or two attacks with its repeating hand crossbow.

Ear-Taker Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. This attack scores a critical on an 18-20 against a prone creature.

Repeating Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Uncanny Fixation (1/Day). The derro chooses one hostile creature it can see at random. For the next hour or until the creature dies, the derro has advantage on attack rolls and Wisdom-based checks directed at the creature, and disadvantage on attack rolls on attack rolls that target any other creature.

Reaction

Mad Lunge. As a reaction to missing with a melee attack, the derro may add 5 to its attack roll. If it does, the target may make an attack of opportunity against the derro.



Derro Savant

Medium humanoid (derro), lawful evil


  • Armor Class 15 (Studded Leather Armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 30 ft.

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

  • Saving Throws DEX +6, WIS +0
  • Skills Arcana +9, Religion +6, Stealth +6
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 7
  • Languages Dwarvish, Undercommon
  • Challenge 5 (1,800 XP)

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions

Multiattack. The derro makes three attacks with its barbed lash.

Barbed Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage and the target is moved 5 ft. in a direction of the savant's choice.

Mental Scourge (3rd Level Spell). One creature the derro can see within 60 ft. must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage, or half as much on a success.

A creature that fails by 5 or more has its movement controlled by the derro on its following turn. The creature can take its action before or after moving.

Window to Madness (4th Level Spell, Concentration). The derro creates an 10 ft. by 10 ft. illusory portal to the far realm in an unoccupied space within 60 ft. that lasts for a minute. Each non-derro creature within 30 ft. of the portal that can see it takes 1d4 psychic damage at the start of each of its turns. A creature that starts its turn within the area of the portal itself must succeed on a DC 15 Intelligence saving throw or take 36 (8d8) psychic damage and be Stunned until the beginning of its next turn.

Bonus Actions

Draw of The Far Realm. Each creature within 60 ft. of the derro's Window to Madness must succeed on a DC 15 Strength saving throw or be drawn 10 ft. towards it.

Searing Focus. The derro gives one creature within 60 ft. that it can see disadvantage on the next saving throw it makes this turn. The derro takes 7 (2d6) psychic damage.

Uncanny Fixation (1/Day). The derro chooses one hostile creature it can see at random. For the next hour or until the creature dies, the derro has advantage on attack rolls and Wisdom-based ability checks directed at the creature, and disadvantage on attack rolls on attack rolls that target any other creature.

Reactions

Refuge in Madness. As a reaction to being forced to make an Intelligence, Wisdom, or Charisma saving throw, the savant may gain advantage on the saving throw. If it does, it cannot cast spells on its following turn.

Encounter Groups

Derro have no willing allies in the underdark outside their own race, as few are able to even tolerate their presence for any length of time. They are typically found in the company of their own mutated slaves, or in the service of a creature they see as an expression of the will of the Far Realm.

CR 12 Encounter 3,300 XP

  • 1 Derro Savant (CR 5)
  • 2 Derro Quarrellers (CR 2)
  • 2 Dolgrim (CR 1)
  • 4 Derro Crawlers (CR 1/4)

CR 19 Encounter 24,000 XP

  • 1 Aboleth Overseer (CR 10)
  • 1 Derro Savant (CR 5)
  • 6 Derro Crawlers (CR 1/4)

Elder Brain

Elder Brain Lore

Arcana DC 15: Resting anywhere near a potential illithid enclave can be dangerous, as an elder brain can worm its way into any unguarded mind and form an exploitable link with it.
Arcana DC 20: Elder brains are protected by a telekinetic field that blunts most form of direct damage. If the creature's concentration can be broken, however, the field loses its effectiveness.
History DC 20: Elder brains introduce an inherent tension to the communities of mind flayers they rule over; while a small cabal of mind flayers can go unnoticed for a long while in a large city, eating only the occasional brains they require, mind flayers cannot reproduce and continue on without an elder brain. An elder brain, however, needs a great many more brains to sustain itself, so inevitably a growing enclave of illithids must declare some form of open dominion over a society to sustain its elder brain, often resulting in their annihilation.

Elder Brain Tactics

If unsupported by mind flayer allies, the elder brain immediately attempts to flee with its plane shift. If supporting allies, or if forced to fight, the elder brain uses its Mind Blast whenever available, and tries to tether as many melee threats with its synaptic tendrils as it can.

The elder brain takes any opportunity it can to form a Psychic Link when a creature drops unconscious, and uses its Mind Master ability whenever it has a loose legendary action to give its allies the chance to reposition or make attacks of opportunity, otherwise making tendril attacks with its legendary actions.

Elder Brain Social Encounters

  • An elder brain's control of its illithid sept has been overthrown by an upstart ulitharid, and it has begun surreptitiously leaving clues to lure adventurers near. Once within range of its telepathy, the elder brain attempts to enlist the party to assassinate the ulitharid and its private guards, and in exchange is willing to move the sept once it regains control, along with sharing some of their magitech with the party.
  • A psychic storm has left an elder brain posessed by the lingering spirit of one of the brain's victims. The spirit wishes to engineer the downfall of the brain's colony, but can't act openly lest the colony discover it's presence, and must enlist outside aid.

Elder Brain

Nino Is



Elder Brain

Large aberration, lawful evil


  • Armor Class 10
  • Hit Points 210 (20d10 + 100)
  • Speed 5ft., swim 10ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7)

  • Saving Throws CON +10, INT +10, WIS +9, CHA +12
  • Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
  • Damage Resistances All but psychic
  • Senses Blindsight 5 miles (blind beyond this radius), Passive Perception 14
  • Languages Understands Common, Deep Speech, and Undercommon but cant speak, Telepathy 5 miles.
  • Challenge 14 (11,500 XP)

Non-Euclidian. The space in a 15 foot radius around the elder brain is difficult terrain, as the elder brain's presence warps it into incomprehensible geometries.

Tendrils. The elder brain can have up to six tendrils at a time. Each tendril can be attacked (AC 10; 10 hit points), or destroyed by forcing the tethered creature to move more than 30 feet from the elder brain. Destroying a tendril deals no damage to the elder brain, which can extrude a replacement tendril as part of an attack.

Exposed Brain. The elder brain has a telepathic field that grants it resistace to all damage but psychic, which it must concentrate on as though concentrating on a spell. If it loses concentration, until the beginning of its next turn it loses its damage resistances.

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

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

Actions

Synaptic Tendril. Melee Weapon Attack: +7 to hit, reach 30 ft., one creature. Hit: 18 (4d8) psychic damage and the target must succeed on a DC 15 Strength saving throw or be tethered by it.

A creature tethered to the elder brain is unable to move more than 30 feet away from it, is Dominated by the elder brain, and has its Wisdom score reduced by 9 (2d8), to a minimum of 1, until it is released.

A creature that has its Wisdom score reduced to 1 in this way remains Dominated after the tether is removed, but may make a DC 18 Wisdom saving whenever it takes damage, ending the effect on a success.

Mind Blast (Recharge 5-6). The elder brain radiates a blast of psychic energy in a 60-foot cone. Each creature of the elder brain's choice in that area must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have its proficiency bonus reduced to 0 for 1 minute (Save Ends at end of turn).

Plane Shift (7th level spell, 1/Day). The elder brain teleports to another plane of existence.

Reactions

Die For Your Master. As a reaction to being targeted with an attack or spell, the elder brain may force a creature within 15 feet that it has under its control to use its reaction to move up to half its speed toward the elder brain, becoming the new target of the attack or spell if it ends this movement adjacent to the elder brain.

Psychic Keen (1/Day). As a reaction to being reduced below 106 hit points, the elder brain lets out a telepathic wail. Each creature within 60 ft. with a proficiency bonus of 0 must succeed on a DC 18 Intelligence saving throw or be Stunned until the end of the elder brain's next turn.

Legendary Actions

The elder brain can take 4 legendary actions, choosing from the options below.

Form Psychic Link. One incapacitated creature within 5 miles must succeed on a DC 18 Charisma saving throw or have the elder brain form a psychic link to it. This link ends if the creature leaves the radius, or with a Remove Curse or similar magic. While linked, the elder brain can see through the creature's eyes and read its surface thoughts.

Mind Master. The elder brain causes any number of creatures it has a psychic link to use their reactions to move up to 15 ft. in the same direction. A creature directed to move into damaging terrain may first attempt a DC 18 Wisdom saving throw, ending the link and taking 10 (3d6) psychic damage on a success.

Break Concentration. One creature the elder brain has a psychic link to loses concentration on a spell it has cast.

Tendril (Costs 2 Actions). The elder brain makes a synaptic tendril attack.

Ephemera

Ephemeral Accretor Lore

Arcana DC 15: Though native to the astral plane, ephemeral accretors can be found across the planes around gravitational rifts, and are particularly prevalant in areas where gravity operates on subjective or object-relative principles such Acheron or the Elemental Plane of Air, though they retain their innate control of gravitational forces even in more conventional environs.
Arcana DC 20: Accretors are of particular danger to mages, able to sieze upon spell energy that targets them to drag a spell caster towards them.
Nature DC 10: Much like constrictor snakes, accretors don't actually crush their prey ordinarily. Rather, they wait for a trapped creature to exhale, then tighten their grip so it cannot take in another breath.

Ephemeral Accretor Tactics

Ephemeral accretors use their Gravity Dancer ability to drop onto a group of enemies, then grab one of them and try to send each other foe falling away with their accretor tendrils. Once it has an enemy isolated, the accretor alternates between its Gnashing Bite and its Sudden Reversal, trying to keep melee threats from closing with it and staying behind cover using its Gravity Dancer ability.


Ephemeral Accretor

Large aberration, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 143 (14d12 + 52)
  • Speed 30 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 18 (+4) 8 (-1) 14 (+2) 13 (+1)

  • Saving Throws STR +8, DEX +5
  • Skills Perception +5, Stealth +6
  • Damage Resistances Bludgeoning, Force
  • Condition Immunities Prone
  • Senses Darkvision 60 ft., Passive Perception 15
  • Challenge 6 (2,300 XP)

Gravity Dancer. As a Bonus Action, the accretor can change the orientation of gravity for itself and for each Medium or smaller creature it is holding toward a creature or surface within 30 ft.

Actions

Multiattack. The accretor makes two attacks with its accretor tendrils.

Accretor Tendrils. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 17) and restrained. Instead of grappling a creature, the accretor may change the orientation of gravity for the target toward a creature or surface within 30 ft. for the next minute.

Gnashing Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled creature. Hit: 15 (2d8 + 6) piercing damage plus 22 (4d10) force damage.

Sudden Reversal (Recharge 5-6). Each object and creature affected by the accretor's tendrils must succeed on a DC 17 Dexterity saving throw or have the accretor change the orientation of gravity for the target toward a new creature or surface within 30 ft. for the next minute.

Reactions

Dweomer Attraction. As a reaction to being targeted by a spell or magical ability, the accretor forces the spellcaster to succeed on a DC 17 Dexterity saving throw or have the orientation of gravity for itself changed towards the accretor for the next minute.

Crush. As a reaction to a creature the accretor has grappled speaking or casting a spell with a verbal component, the accretor crushes the air out of its lungs. The creature cannot breathe until it is released from the grapple and immediately begins to suffocate.

Ephemeral Hangman

Daarken



Ephemeral Hangman

Large aberration, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 8 (-1) 14 (+2) 16 (+3)

  • Saving Throws DEX +6, WIS +5
  • Skills Perception +5, Stealth +6
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 15
  • Challenge 7 (2,900 XP)

Amorphous While in Dim Light or Darkness, the hangman can move through a space as narrow as 1 ft. wide without squeezing.

Shadow Regeneration. While in Darkness, the hangman regains 20 hit points at the start of each of its turns if it has at least 1 hit point.

Light Vulnerability. While in bright light, the hangman loses its damage resistances. If the hangman starts its turn in bright light, it must succeed on a DC 10 Wisdom saving throw or use its action to dash away from the source.

Actions

Multiattack. The hangman makes three attacks with its tendril scourge.

Tendril Scourge. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) and restrained. Instead of grappling a creature, the hangman may force it to succeed on a DC 17 Strength saving throw or be knocked prone and drop what it's holding.

Gnashing Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled creature. Hit: 15 (2d8 + 6) piercing damage plus 33 (6d10) necrotic damage.

Dexterity Drain (Darkness only). One creature grappled by the hangman has its speed reduced by 10 for the next minute, then must succeed on a DC 16 Constitition saving throw or have its Dexterity reduced by 5 (2d4) for the next minute. The target dies if this reduces its Dexterity to 0, and falls prone if this reduces its speed to 0.

Reactions

Shadow Step. As a reaction to taking damage of a type it is resistant to, the hangman may teleport up to 30 feet to a location it can see and turn invisible until the end of its next turn, or until it makes an attack.

Crush. As a reaction to a creature the hangman has grappled speaking or casting a spell with a verbal component, the hangman crushes the air out of its lungs. The creature cannot breathe until it is released from the grapple and immediately begins to suffocate.

Ephemeral Hangman Lore

Arcana DC 10: As with many creatures of the shadowfell, ephemeral hangmen exist in a strange state of unreality, their forms bleeding out into their surroundings while enshrouded in gloom. Bright light, however, forces their bodies to assume a more corporeal form, making them easier to harm.
History DC 15: When an ephemeral hangman slips through a portal to the material plane, it looks for a cramped, dark location to lair in, such as a chest or wardrobe, or under a bed.
Nature DC 15: Ambush predators born of the undifferentiated gloom that marks the blurred edges of the Shadowfell, ephemeral hangmen prey upon wandering petitioners, bursting from tree hollows and animal burrows.

Ephemeral Hangman Tactics

Hangmen cram themselves into small, dark spaces from which they can leap out, ordinarily avoiding creatures that carry bright light. When it attacks, it tries to grab and restrain as many creatures as it can with its Tendril Scourge, then focuses on draining one of them with its Dexterity Drain each turn. If subjected to bright light, it switches to its gnashing bite, trying to down the creature carrying the light as quicky as it can. It ordinarily uses its Shadow Step only if it does not have a creature grappled, or if it is attempting to flee.

Flumphs

Those who encounter the majestic and peaceful flumph in the savage depths of the underdark inevitably find themselves compelled to ask "...how does this survive?" and the question is a fair one. Though the flumph is posessed of some natural defenses, its greatest adaptation is simply that other creatures, no matter how evil or ravenous, don't seem to feel great about killing them.


Monastic Flumph

Small aberration, lawful good


  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)

  • Skills Arcana +4, History +4, Religion +4
  • Damage Vulnerabilities psychic
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Understands Undercommon but can't speak, telepathy 60 ft.
  • Challenge 0

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency. If the flumph is knocked prone, it must succeed on a DC 10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the flumph can repeat this save, righting itself and ending the incapacitated condition if it succeeds.

Peaceful Aura. A creature that attempts to harm the flump must succeed on a DC 12 Wisdom saving throw or be charmed by it for the next minute, or until it takes any damage.

Actions

Blissful Apathy (recharge 6). Each creature of the flumph's choice within 30 feet must make a DC 12 Wisdom saving throw or become charmed and incapacitated for the next minute.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is Poisoned as long as the stench lasts, and other creatures are Poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Flumph Lore

Arcana DC 10: Natural psionic eavesdroppers, captive flumphs are fantastic tools for those coordinating assaults on illithid colonies.
Arcana DC 15: The weak-willed often find themselves reticent to harm flumphs, but this is purely due to a low-grade psionic field they project, which can be easily defeated with spells that hit a wide area-of-effect, such as fireball, so long as the spell caster takes care not to think about the flumph's cute face and goggly eyes while casting the spell.
History DC 15: Many flumphs pursue a monastic life, spending their time in the underdark meditating upon great truths. When questioned about these great truths they are rarely willing to share, however, ostensably because they haven't quite worked out the details yet.
Nature DC 10: When threatened, flumphs can release a gout of foul-smelling musk that sickens and deters most predators. Certain flumphs, through intense meditation, can increase the potency of this musk to truly revolting levels.
Nature DC 15: Flumphs feed parasitically on siphoned psionic energy, and are often found on the periphery of the lairs of powerful psionic creatures such as aboleths and illithids, or following in the wake of powerful psionic migratory creatures such as neothelids.

Flumph

Conceptopolis


Flumph Infiltrator

Small aberration, lawful good


  • Armor Class 12
  • Hit Points 28 (8d6)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)

  • Skills Arcana +4, History +4, Religion +4, Stealth +4
  • Damage Vulnerabilities psychic
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Understands Undercommon but can't speak, telepathy 60 ft.
  • Challenge 1/4 (50 XP)

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency. If the flumph is knocked prone, it must succeed on a DC 10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the flumph can repeat this save, righting itself and ending the incapacitated condition if it succeeds.

Indifferent Aura. A creature that attempts to look at the flump must succeed on a DC 12 Wisdom saving throw or be compelled to avert its gaze. A creature that fails this save becomes indifferent to the flumph's presence for the next minute, and retains no memory of the actions the flumph takes while the creature is affected.

Actions

Spiny Drop. One creature that the Flumph is flying over must succeed on a DC 10 Dexterity saving throw or be Poisoned until the end of its next turn. While Poisoned in this way, the creature takes 7 (2d6) acid damage at the start of its turn. A creature that passes the saving throw by 5 or more knocks the flumph prone in an adjacent space.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Flumph Tactics

Flumphs just try to look cute and stupid and helpless in combat while running and hiding, and hope that you feel too bad to kill them. It usually works. If a creature seems determined to attack the flumph regardless, it uses its stench spray, which is usually fatal to the target, as every flumph-lover in the underdark now knows what they did.


Venerable Flumph

Huge aberration, lawful good


  • Armor Class 13 (Natural Armor
  • Hit Points 59 (7d12 + 14)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 15 (+2) 17 (+3) 12 (+0)

  • Skills Arcana +4, History +4, Religion +4
  • Damage Vulnerabilities psychic
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Understands Undercommon but can't speak, telepathy 60 ft.
  • Challenge 2 (450 XP)

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. It is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Prone Deficiency. If the flumph is knocked prone, it must succeed on a DC 10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the flumph can repeat this save, righting itself and ending the incapacitated condition if it succeeds.

Empathic Aura. Creatures within 30 ft. of the flumph have advantage on Insight checks to determine emotional states.

Actions

Multiattack. The flumph makes three attacks with its tendril prod.

Tendril Prod. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: The target is pushed 5 ft. away. On a critical hit, the target is knocked prone.

Spiny Drop. One creature that the Flumph is flying over must succeed on a DC 12 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be Poisoned for the next minute. While poisoned in this way, the creature takes 7 (2d6) acid damage at the start of each of its turns. A creature that passes the initial save by 5 or more knocks the flumph prone in an adjacent space. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.

Stench Spray (1/Day). Each creature in a 30-foot cone originating from the flumph must succeed on a DC 12 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Gibbering Beasts

There are few things in this wide multiverse so disturbing and unpleasant as the gibbering beast. A soupy, flowing morass of flesh in which screaming, shrieking, muttering, chattering mouths and pleading eyes bubble up, roll around, and sink away, the gibbering beast prompts pressing questions that have no ready answer to those who value their sanity.

Gibbering Beast Lore

Arcana DC 20: Gibbering beasts are created by the utter dislocation of a creature from its Ideal Form. This can be achieved through certain magics, though by far the most reliable way to produce this outcome is through unshielded exposure to the Far Realm.
History DC 20: Gibbering mouthers are occasionally sold on the black market as dungeon guardians. Those who transport them apparently have ways of protecting themselves from the horrid noise made by these creatures.
Nature DC 10: Gibbering beasts grow additional eyes and mouths whenever they consume a creature, though the actual form they take usually appears to have no direct connection to the creature consumed.
Nature DC 15: The disjointed and distributed nature of the gibbering beast's consciousness acts as an echo chamber for psychic disruptions, making them particularly vulnerable to attacks from that vector.
Nature DC 15: Spit from a gibbering beast is highly volatile and incandesces brightly when it strikes a surface, potentially Blinding those not averting their eyes.

Gibbering Orb Lore

Arcana DC 15: Some who have encountered gibbering orbs report feelings of having been replaced with an imposter from the far realm. There is probably no validity to these claims.
Arcana DC 20: Gibbering orbs have some arcane method of stealing knowledge from those mages who attempt to cast spells within their reach.
Nature DC 15: Given the propensity of mouthers to incorporate anything they can absorb into their bodies, most who study the topic are of the opinion that the gibbering orb is the result of a gibberer absorbing one or more beholders, perhaps even a Hive Mother.
Nature DC 20: Given the morphological differences to other gibbering beasts, however, it actually seems more
probable that the gibbering orb represents a common ancenstor of gibbering beasts and beholders.

Gibbering Mouther Tactics

Mouthers are near mindless and move toward the nearest creature with no regard for their own safety, attacking with their Gibbering Feast and Blinding Spittle at range but switching to their Lunging Bite in melee. They continue attacking the closes creature until it is dead and absorbed before moving on to the next.

Gibbering Abomination Tactics

The abomination is more able to take into account tacitical considerations than the mouther, so may continue using gibbering feast in melee if a target is heavily armored. It tries to position itself near spellcasters to make use of its tentacle delve, and begins to retreat upwards if brought below 50 hit points.

Gibbering Orb Tactics

The orb prioritizes keeping a good vantage point to use its Merciless Eyes reaction on, and opens with a use of its Far Sojurn ray. If cover is limited, it closes to melee to use its multiattack, preferrably with a spellcaster. It makes use of its Depserate Spawning ability against any effect that would Blind or Incapacitate it.

Encounter Groups

Lesser gibbering beasts typically are only found in the company of those who create, capture, or control them, whereas greater ones may associate with other aberrations. The gibbering orb travels alone.

CR 14 Encounter 4,000 XP

  • 1 Transmuter (CR 5)
  • 2 Gibbering Mouthers (CR 2)
  • 2 Thug Enforecers (CR 2)
  • 4 Thugs (CR 1/2)

Gibberers

Pete Venters



Gibbering Mouther

Medium aberration, neutral


  • Armor Class 9
  • Hit Points 67 (9d8 + 27)
  • Speed 20 ft., swim 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

  • Condition Immunities Prone
  • Damage Vulnerabilities Psychic
  • Senses Darkvision 60 ft., Passive Perception 10
  • Challenge 2 (450 XP)

Aberrant Ground. The ground within 10 feet of the mouther is doughlike difficult terrain. A creature in this area must spend half its movement to exit the area.

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. A creature that starts its turn within 30 feet of one or more gibberers and can hear the gibbering makes a DC 10 Wisdom saving throw. On a failure, a creature must take the Attack action this turn. A creature that fails by 5 or more chooses targets at random among the creatures it can reach with its movement.

Actions

Multiattack. The gibbering mouther makes one lunging bite attack and uses its blinding spittle, if available. It may replace its bite attack with its gibbering feast ability.

Lunging Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Gibbering Feast. One creature the mouther can see within 30 feet must succeed on a DC 10 Charisma saving throw or take 17 (5d6) piercing damage as unnatural mouths grow from their body and bite them, after which they fall off and rot away immediately.

Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 10 Dexterity saving throw or be Blinded until the end of the mouther's next turn.

Reactions

Desperate Shrieking. As a reaction to taking damage, the mouther lets out a human-sounding cry of pain. The next attack made against it before the beginning of its next turn is made with disadvantage.

Gibbering Beast Template. You can use a gibbering beast template to represent any monster that has been absorbed into a gibbering mouther. A gibbering beast has:

  • Save DC The save DC for the creature's new abilities equals 8 + the creature's Wisdom modifier + the creature's Proficiency Bonus
  • Aberrant Ground The ground in a 10-foot radius around the beast is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn. A creature in this area rolls Charisma and Wisdom saves at disadvantage.
  • Gibbering The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 30 feet of the mouther and can hear the gibbering makes a Wisdom saving throw. On a failure, a creature must take the Attack action this turn. A creature that fails by 5 or more chooses targets at random among the creatures it can reach with its movement.

Pseudonatural Creature Template. You can use this template to represent creatures warped by the strange energies of the Far Realm. A pseudonatural creature has:

  • Tentacles The creature sprouts tentacles that are natural weapons. They deal bludgeoning damage equal to 1d10 + the creature's Strength modifier.
  • Amorphous The creature can move through a space as narrow as 1 inch wide without squeezing.
  • Blindsight The creature has blindsight out to 10 ft.
  • Charisma The creature has disadvantage on Charisma-based ability checks, and on saving throws against any effect that would alter its form.


Gibbering Abomination

Large aberration, neutral


  • Armor Class 13 (Natural Armor)
  • Hit Points 170 (20d10 + 60)
  • Speed 20 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 9 (-1)

  • Damage Vulnerabilities Psychic
  • Condition Immunities Charmed, Grappled, Prone, Stunned
  • Senses Darkvision 60 ft., Passive Perception 13
  • Challenge 6 (2,300 XP)

Aberrant Ground. The ground within 10 feet of the abomination is doughlike difficult terrain. A creature in this area must spend half its movement to exit the area.

Gibbering. The abomination babbles incoherently while it can see any creature and isn't incapacitated. A creature that starts its turn within 30 feet of one or more gibberers and can hear the gibbering makes a DC 14 Wisdom saving throw. On a failure, a creature must take the Attack action this turn. A creature that fails by 5 or more chooses targets at random among the creatures it can reach with its movement, itself included.

Actions

Multiattack. The gibbering abomination makes two attacks with its Slavering Bite or uses its Gibbering Feast twice, and uses its blinding spittle, if available.

Slavering Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) piercing damage. A target killed by this damage is absorbed into the abomination.

Gibbering Feast. One creature the abomination can see within 30 feet must succeed on a DC 14 Charisma saving throw or take 20 (5d6 + 3) piercing damage as unnatural mouths grow from their body and bite them, after which they fall off and rot away immediately.

Blinding Spittle (Recharge 5–6). The abomination spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 14 Dexterity saving throw or be Blinded until the end of the abomination's next turn.

Reactions

Desperate Shrieking. As a reaction to taking damage, the abomination lets out a human-sounding cry of pain. The next attack made against it before the beginning of its next turn is made with disadvantage.

Tentacle Delve. As a reaction to a creature within 10 ft. casting a spell with a verbal component, the abomination forces it to succeed on a DC 14 Constitution saving throw or have a tentacle invade its mouth. A creature with a tentacle in its mouth is grappled (escape DC 14), can't speak or breath, and at the end of each of its turns forgets one language or spell that it knows of its choice, until restored by Greater Restoration or similar magic.

While it has a creature grappled in this way, the abomination may speak any languages that the creature knows and cast the spells that the creature knows, using the creature's spell slots.



Gibbering Orb

Huge aberration, neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 427 (25d20 + 175)
  • Speed 20 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 25 (+7) 16 (+3) 19 (+4) 9 (-1)

  • Damage Vulnerabilities Psychic
  • Condition Immunities Charmed, Grappled, Prone, Stunned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Challenge 21 (33,000 XP)

Aberrant Ground. The ground within 10 feet of the orb is doughlike difficult terrain. A creature in this area must spend half its movement to exit the area.

Gibbering. The orb babbles incoherently while it can see any creature and isn't incapacitated. A creature that starts its turn within 30 feet of one or more gibberers and can hear the gibbering makes a DC 10 Wisdom saving throw. On a failure, a creature must take the Attack action this turn. A creature that fails by 5 or more chooses targets at random among the creatures it can reach with its movement, itself included.

Actions

Multiattack. The gibbering orb makes three attacks with its slavering bite.

Slavering Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit: 20 (5d6 + 3) piercing damage and the target is dragged up to 5 ft. toward the orb. A target killed by this damage is absorbed into the orb.

Eye Rays. The orb chooses one of the following effects, targeting a creature within 60 ft.

  • 1. Sprouting Gift Ray. The target must succeed on a DC 19 Charisma saving throw or sprout an additional mouth from an exposed point on its body. While a creature has this mouth, creatures within 10 ft. of the target are subject to the orb's gibbering, and whenever the orb uses its multiattack it makes an additional slavering bite attack with the mouth. The mouth can be destroyed (AC 17, 10 HP), but any damage dealt to the mouth is also dealt to the creature it is growing from.
  • 2. Pseudonaturalize Ray. The target must succeed on a DC 19 Charisma saving throw or have its form distort and lose cohesion, giving the creature disadvantage on attack rolls and on saving throws against any effect that would alter its form. The creature repeats this saving throw at the end of each of its turns, ending the effect on a success. If the creature fails three of these saves, it becomes a psuedonatural creature (see Pseudonatural Creature Template)
  • 3. Orbital Ray. The target must succeed on a DC 19 Constitution saving throw or be levitated 10 ft. off the ground for the next minute. At the end of each of a levitating creature's turns, it may repeat this saving throw, ending the effect on a success or moving 20 ft. clockwise around the orb on a failure.
  • 4. Impostor Ray. The target must succeed on a DC 19 Wisdom saving throw or be unattuned from any magic items they are attuned to. A creature that fails by 5 or more is Charmed by the orb and believes that it is a body-snatching imposter from the far realm until the end of its next turn.
  • 5. Bonewarping Ray. The target must make a DC 19 Constitution saving throw. On a failure, for the next minute the creature takes 14 (4d6) piercing damage whenever it takes an action.
  • 6. Far Sojurn Ray (Concentration). The target must succeed on a DC 19 Charisma saving throw or be banished to the far realm for the next minute. While there, a creature is incapacitated and repeats this saving throw at the end of each of its turns, ending the effect on a success or taking 26 (4d12) slashing plus 26 (4d12) psychic damage on a failure. A creature that dies in the far realm returns with its body horiffically warped and distorted.

Legendary Reactions

The orb may make a legendary reaction whenever its conditions are met, without using its reaction.

Merciless Eyes. As a reaction to a creature ending its turn within 60 ft. of the orb, the orb targets it with a randomly chosen Eye Ray.

Desperate Spawning. As a reaction when the orb is targeted with a spell or magical effect, the orb may spawn a gibbering mouther with 25 hit points in the nearest unoccupied space. The mouther becomes the new target of the spell or effect, and the orb loses 25 hit points.

Tentacle Delve. As a reaction to a creature within 15 ft. casting a spell with a verbal component, the abomination forces it to succeed on a DC 14 Constitution saving throw or have a tentacle invade its mouth. A creature with a tentacle in its mouth is grappled (escape DC 14), can't speak or breath, and at the end of each of its turns forgets one language or spell that it knows of its choice, until restored by Greater Restoration or similar magic.

While it has a creature grappled in this way, the orb may speak the languages that the creature knows and cast the spells that the creature knows, using the creature's spell slots.

Grell

One could be forgiven for, in the course of observing a lone grell, coming to the conclusion that it was of perhaps slightly greater than animal intelligence, as few pursuits of a grell in isolation rise beyond the satisfaction of immediate needs. The grell's lack of ambition, however, is caused not by a lack of ingenuity, however, but by a deep and inescapable ennui, one brought on by how utterly detestable they find this plane and its inhabitants. It is unclear from whence the grell came, but it is clear they have lost the ability to return there, as no grell would spend an instant longer in the senseless filth of this place than was required of it.

Grell Lore

Arcana DC 20: Though eyeless, grell are thought to sense the presence of other creatures through a combination of electrical fields and telepathic intrusion. Those who can keep their minds empty of thoughts while approaching a grell are often treated with indifference.
Nature DC 15: The venomous barbs that line a grell's tendrils are retractible, allowing it a high degree of precision and control when manipulating delicate objects.
Nature DC 20: Despite their brain-like appearance, the wrinkled membrane that acts as the outer skin of a grell is actually quite tough and leathery, the wrinkled appearance derived from thick, heavily insulated conduits that conduct powerful electrical charges between the nerve clusters that control each of its tendrils.

Grell Philosopher Tactics

The grell philosopher tries to remain hidden for as long as is feasible, keeping creatures within the radius of its telepathy while stalking them. Once spotted, it stays on the edge of their range, dodging until an enemy closes the distance, at which points it grapples the nearest foe while trying to drag it further away from its ranged allies, ideally behind full cover.

Grell Venom Mind Tactics

The venom mind opens with its psychic storm at a choke point of some kind with walls that can restrict the possible directions of movement. It then tries to grapple any melee threats that close with it, preventing them from standing once knocked down with Crushing Telepathy.

Grell Patriarch Tactics

The patriarch stays high and far back, making its opponents come to it as it alternates between its Psychic Storm and Lightning Burst. It usually refrains from using its Dematerialize while it has more than half its hit points and creatures are within range of its Oppressive Telepathy, which it uses to push those that escape its Psychic storm back in if there are no melee threats with allies in range.

In melee, the patriarch grapples as many creatures as it can, then alternates between its Jolting Slam and Beak attacks while seeking cover from any ranged attackers.


Grell Philosopher

Medium aberration, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 74 (12d8 + 20)
  • Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 11 (+0) 9 (-1)

  • Skills History +3, Perception +4, Stealth +6
  • Damage Immunities Lightning
  • Condition Immunities Blinded, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
  • Languages Grell, Telepathy 60 ft.
  • Challenge 3 (700 XP)

Intrusive Telepathy. A conscious creature that starts its turn within 60 feet of the grell must make a DC 11 Wisdom saving throw or take 1d4 psychic damage. A creature that succeeds on this save by 5 or more becomes invisible to the grell until the beginning of its next turn.

Distributed Nervous System. The grell makes saving throws to end an ongoing effect at the beginning of its turn, rather than at the end.

Actions

Multiattack. The grell makes two melee attacks, one of which may be with its beak.

Spined Tendrils. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage and the target is grappled (escape DC 12).

A creature that starts its turn grappled in this way must succeed on a DC 11 Constitution saving throw or be Poisoned until the beginning of its next turn.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled target. Hit: 7 (2d4 + 2) piercing damage and 3 (1d6) poison damage.

Reactions

Existential Crisis. As a reaction to being missed with a melee attack, the grell forces the attacker to make a DC 11 Wisdom saving throw. On a failed save, the target is Paralyzed until the beginning of its next turn as it is overwhelmed with confusion and despair at its inability to make sense of the universe.


Grell Venom Mind

Medium aberration, neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 17 (+3) 11 (+0) 9 (-1)

  • Skills Nature +6, Perception +6, Stealth +6
  • Damage Immunities Lightning
  • Condition Immunities Blinded, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
  • Languages Grell, Telepathy 60 ft.
  • Challenge 6 (2,300 XP)

Crushing Telepathy. A creature that starts its turn within 60 ft. of the grell must succeed on a DC 14 Wisdom saving throw fall prone. A creature that succeeds on this save by 5 or more becomes invisible to the grell until the beginning of its next turn.

Distributed Nervous System. The grell makes saving throws to end an ongoing effect at the beginning of its turn, rather than at the end.

Actions

Multiattack. The grell makes two melee attacks, one of which may be with its beak.

Spined Tendrils. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) piercing damage and the target is grappled (escape DC 13).

A creature that starts its turn grappled in this way must succeed on a DC 14 Constitution saving throw or be Poisoned until the beginning of its next turn.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled target. Hit: 10 (2d6 + 3) piercing damage and 7 (2d6) poison damage.

Psychic Storm (Concentration). The grell creates a 10 ft. radius area of psychic instability within range that lasts for 1 minute. A creature in the area moves in a random direction for each 5 feet they attempt to move. Creatures in the area are immune to the telepathic effects of any grell.

Reactions

Existential Crisis. As a reaction to being missed with a melee attack, the grell forces the attacker to make a DC 14 Wisdom saving throw. On a failed save, the target is Paralyzed until the beginning of its next turn as it is overwhelmed with confusion and despair at its inability to make sense of the universe.



Grell Patriarch

Large aberration, neutral evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 224 (24d10 + 92)
  • Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 21 (+5) 14 (+2) 9 (-1)

  • Skills Arcana +9, History +9, Nature +9
  • Damage Immunities Lightning
  • Condition Immunities Blinded, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
  • Languages Grell, Telepathy 60 ft.
  • Challenge 12 (8,400 XP)

Oppressive Telepathy. A conscious creature that starts its turn within 60 feet of the grell must succeed on a DC 17 Wisdom saving throw or use its reaction to move up to 10 ft. and make a melee attack against a creature in range of the grell's choice. A creature that succeeds on this save by 5 or more becomes invisible to the grell until the beginning of its next turn.

Distributed Nervous System. The grell makes saving throws to end an ongoing effect at the beginning of its turn, rather than at the end.

Actions

Multiattack. The grell makes three attacks, one of which may be with its beak.

Spined Tendrils. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 16). A creature grappled by two or more tentacles is additionally restrained.

A creature that starts its turn grappled in this way must succeed on a DC 15 Constitution saving throw or be Poisoned until the beginning of its next turn.

Jolting Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one grappled target. Hit: 17 (3d8 + 4) bludgeoning damage plus 7 (2d6) lightning damage.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one grappled target. Hit: 14 (3d6 + 4) piercing damage and 10 (3d6) poison damage.

Lightning lance. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 15 (3d6 + 5) lightning damage.

Psychic Storm (Concentration). The grell creates a 10 ft. radius area of psychic instability within range that lasts for 1 minute. A creature in the area moves in a random direction for each 5 feet they attempt to move. Creatures in the area are immune to the telepathic effects of any grell.

Lightning Burst (3rd Level Spell, Recharge 5-6). Each creature in a 20 ft. radius centered on a point the grell can see within 120 ft. must succeed on a DC 17 Dexterity saving throw or take 28 (8d6) lightning damage, or half as much on a success.

Reactions

Existential Crisis. As a reaction to being missed with a melee attack, the grell forces the attacker to make a DC 17 Wisdom saving throw. On a failed save, the target is Paralyzed until the beginning of its next turn as it is overwhelmed with confusion and despair at its inability to make sense of the universe.

Dematerialize (3rd Level Spell). As a reaction to being targeted with an attack or harmful spell, the grell attempts to dodge across the border ethereal. Roll a d20. On an 11-20, the grell disappears until the beginning of its turn, when it reappears in an unoccupied space within 10 ft. of where it departed.

Encounters

CR 16 Encounter 6,400 XP

  • 2 Grell Venom Minds (CR 6)
  • 4 Quaggoths (CR 2)

CR 21 Encounter 10,200 XP

Grell Patriarch

Dan Scott

Hagunemnon

The creatures known as hagunemnons look upon those confined to a single form with pity and disgust, tinged with a kind of existential terror at what they see as a foul perversion of nature, like a creature posessed of language but able to say only a single word. Bodies are adopted by a hagunemnon as easily as it breathes, for at the core of their roiling flesh is a shard of pure and untainted chaos.

Hagunemnon Lore

History DC 20: Hagunemnons crave novelty, and travel seeking new forms to disect and adopt.
Nature DC 15: The hagunemnon is nature's purest shapeshifter, adopting chimeric hybrids of every kind of creature without apparent exertion. Their language is an incredibly complex multisensory barrage unintelligible even with magical aid.
Nature DC 20: Hagunemnons have no true form, or have forgotten it, and are greatly distressed by any attempt to force them to revert to it.

Hagunemnon Tactics

Hagunemnons prioritize Recharge or 1/Day abilities, typically cycling between different sorts of AoE's and debilitating effects and trying to catch as many foes as possible in them, adopting forms with movement speeds that aid in that. If a creature triggers its Reversion Weakness, it instead goes purely after them, flailing towards it with a double-multiattack.

Designer Note. This is an exceptionally difficult monster to run without a fair amount of prep. Plan out 5-10 combinations in advance. You really don't want to be browsing the monster manual on each of the hagunemnon's turns.

Erupting Dreadwolf

Zack Stella


Hagunemnon

Huge aberration (shapechanger), chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 495 (30d12 + 300)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 30 (+10) 19 (+4) 13 (+1) 21 (+5)

  • Damage Resistances Bludgeoning, Piercing, and Slashing from Attacks that aren't Silvered
  • Senses Passive Perception 11
  • Languages Deep Speech, Hagunemnon
  • Challenge 23 (50,000 XP)

Protean Shapechanger. As a Bonus Action, the hagunemnon can polymorph into a Huge hybrid of any two creatures of CR 10 or below, gaining the speeds, resistances, immunities, traits, and actions of the chosen creatures, in addition to its own.

Its statistics are otherwise the same in any form, and it uses its own attack bonus and save DC, rather than that of the chosen form.

Formless Chaos. If the hagunemnon ends its turn without using its Protean Shapechanger trait, or if it uses its Protean Shapechanger trait to adopt the forms of one or more creatures it has used in the last minute, the hagunemnon must succeed on a DC 20 Constitution saving throw or be Stunned until the end of its next turn.

Reversion Weakness. The hagunemnon has no true form and cannot be forced to revert to it. If it would be forced to its true form, it instead must succeed on a DC 20 Intelligence saving throw or take 55 (10d10) psychic damage.

Implacable. If the hagunemnon fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Multiattack. The Hagunemnon takes two actions other than this one (Other multiattacks count as different actions).

Chaotic Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 39 (5d12 + 7) damage of a type chosen by the hagunemnon.

Destabilize Form. One creature within 15 ft. must succeed on a DC 20 Charisma saving throw or have its Constitution score reduced by 1d4 until it completes a Short or Long Rest. A creature reduced to 0 Constitution in this way dies, its body collapsing into a mass of clear fluid.

Illithidae

In much the same way that humans and bears are close cousins in the grand view of the multiverse, comparisons can be drawn between the Illithids and other creatures of the foul world that spawned them.

Illithidae Lore

History DC 10: Illithidae are often found lurking at the outskirts of illithid cities and enclaves. It is unclear whether they are cultivated for some purpose, or simply drawn to others of their world.
Nature DC 15: Much like mind flayers, illithidae seem to be out of place in the material plane, to the extent that nature appears to warp itself around them in ways that make traversal for material natives difficult and distressing.

Saltor Lore

History DC 15: Despite their bestial appearance, Saltors speak Undercommon and are often willing to negotiate in exchange for rations or metal weapons.
Nature DC 15: A saltor screech is a painful and deafening thing, even moreso due to its tendency to ripple out throughout a troop of them.

Saltor Tactics

A troop of saltors typically attacks a group of adventurers with the intent to steal food or weapons. Several will try to mob one party member, then upon bringing it down will steal as much gear as they can and flee. If they seem to have the upper hand, they will attempt to drag the PC away while harrying pursuers. Whenever one screeches, each saltor that can catch at least one foe with it also screeches, though they don't make much effort to coordinate this. A saltor with an expended Screech normally uses its Energizing Chatter, but if taking ranged fire uses its Concealing Amorphia.

Kigrid Lore

Nature DC 15: Kigrids are obligate pack hunters. When one is found alone, it is almost invariably as bait or a distraction from encircling ambushers.
Nature DC 20: A kigrid's hind legs feature venomous spurs, which sensitize a creature to their psionic abilities. A creature suffering from their poison must at all cost be kept out of melee range of them, as their mental assaults are known to threaten even mature Mind Flayers.

Kigrid Tactics

Kigrids circle around foes, trying to back them
against a wall or drop while using their Concealing
Amorphia. When an enemy breaks forward to
attack, they all cluster around it, using their
Frenzy and multiattack until it is Poisoned, then
hammering it with Mental Jolts until rendered
unconscious. They then attempt to drag the
downed character away, using their Hem In to
both speed their escape and to frustrate pursuers.

Embrac Lore

Arcana DC 15: Embracs are draped in a layer of psionically active flesh that protects them from most forms of magic and psionics. This layer does not protect their exposed tentacles however, nor their underbelly, if exposed.
Arcana DC 20: The embrac produces a form of psionic poison that impedes a mage or psion's capacity to concentrate.
Nature DC 15: Embracs burrow bolt-holes into underwater lakebeds, where they hide until prey comes nearby, then attempt to drag them in.
Nature DC 20: Embracs use their tentacles for a number of purposes, including establishing leverage and keeping their balance while attacking.

Embrac Tactics

Embracs attempt to attack from hiding, ideally from underwater, to make up for their low movement. They dash toward the nearest foe, grappling it with the first attack and using the rest to try to subdue it. On subsequent turns, the embrac attempts to drag its prey deeper into the water. It waits until its last tentacle is destroyed, or until there are no hostile creatures in range, to use its Regenerate. It uses its Ego-Rot Spray if it can catch at least three creatures in it, or if a creature it can see is concentrating on a powerful spell or ability. If pressed, it flees into one of many underwater bolthole that it generally remains nearby, kicking up silt as it goes to obscure the entrance.

Illithidae

Ron Spencer


Saltor

Small aberration, unaligned


  • Armor Class 13
  • Hit Points 68 (12d8 + 12)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 9 (-1) 12 (+1) 11 (+0)

  • Saving Throws INT +1
  • Skills Athletics +3 Perception +3, Insight +3
  • Damage Resistances Thunder
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Undercommon
  • Challenge 3 (700 XP)

Non-Euclidian. The space in a 5 foot radius around the saltor is difficult terrain for non-aberrations, as the saltor's presence warps it into incomprehensible geometries.

Psionic Empowerment. As a Bonus Action, the saltor gains one of the following benefits until the beginning of its next turn.

  • Energizing Chatter. The saltor rolls to recharge its Screech.

  • Concealing Amorphia. Ranged attacks against the saltor are made at disadvantage.

Actions

Multiattack. The saltor makes two attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.

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

Screech (Recharge 5-6). Each creature in a 15 ft. cone must succeed on a DC 11 Constitution saving throw or take 9 (2d8) nonlethal thunder damage, or half as much on a success.

Reactions

Troop Screech. As a reaction to a friendly saltor within 60 ft. using its screech, the saltor uses its Screech, if available.


Kigrid

Medium aberration, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 7 (-2) 14 (+2) 11 (+0)

  • Saving Throws INT +1, WIS +5
  • Skills Athletics +6, Perception +8, Stealth +4
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Understands all languages, but speaks only Undercommon
  • Challenge 5 (1,800 XP)

Non-Euclidian. The space in a 5 foot radius around the kigrid is difficult terrain for non-aberrations, as the kigrid's presence warps it into incomprehensible geometries.

Psionic Empowerment. As a Bonus Action, the kigrid gains one of the following benefits until the beginning of its next turn.

  • Frenzy. The kigrid's attacks deal an additional 9 (2d8) damage.

  • Concealing Amorphia. Ranged attacks against the kigrid are made at disadvantage.

Actions

Multiattack. The kigrid makes two attacks, one of which may be with its locking bite.

Locking Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage and the target is grappled (escape DC 14).

If the target was already grappled, it must succeed on a DC 14 Strength saving throw or fall prone.

Venomspur Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) poison damage and the target must succeed on a DC 13 Constitution saving throw or be Poisoned until the end of the kigrid's next turn.

Mental Jolt (Recharge 5-6). One Poisoned creature within 5 ft. that the kigrid can see must succeed on a DC 12 Intelligence saving throw or take 35 (10d6) psychic damage and be knocked prone, or half as much damage on a success.

Reactions

Hem In. As a reaction to a creature moving within 15 ft. of it, the kigrid moves up to half its speed.



Embrac

Large aberration, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 142 (19d10 + 38)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 15 (+2) 4 (-3) 13 (+1) 9 (-1)

  • Saving Throws CON +5, INT +0
  • Skills Perception +4, Stealth +2
  • Senses Darkvision 60 ft., Passive Perception 14
  • Challenge 7 (2,900 XP)

Dampening Shroud. While it is not prone, the embrac has advantage on saving throws against spells and other magical or psionic effects.

Feeding Tentacles. The embrac has 8 tentacles, each of which can attacked (AC 16; 10 hit points; immunity to poison and psychic damage). Whenever a tendril is destroyed, the embrac takes 5 damage. If the embrac has four or fewer tentacles, it has disadvantage on Strength and Dexterity saving throws.

Non-Euclidian. The space in a 5 foot radius around the embrac is difficult terrain for non-aberrations, as the embrac's presence warps it into incomprehensible geometries.

Psionic Empowerment. As a Bonus Action, the embrac gains one of the following benefits until the beginning of its next turn.

  • Id Torment. One creature grappled by the embrac is beset by crippling indecision. Whenever the creature takes an Action, Bonus Action, or Reaction, it takes 13 (2d12) psychic damage. This damage cannot reduce a creature below 1 hit point.
  • Concealing Amorphia. Ranged attacks against the embrac are made at disadvantage.

Actions

Multiattack. The embrac makes up to five attacks, one of which may be with its bite. If the embrac makes more tentacle attacks than it has tentacles, it must succeed on a DC 10 Dexterity saving throw or fall prone.

Shredding Mouthparts. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled creature. Hit: 15 (2d10 + 4) slashing damage.

Hooked Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 4) piercing damage. Instead of dealing damage the embrac may grapple the target (escape DC 14).

Regenerate. The embrac regenerates all of its tentacles, then must succeed on a DC 15 Constitution saving throw or be Stunned until the beginning of its next turn.

Ego-Rot Spray (1/Day). Each creature in a 30 ft. cone must succeed on a DC 13 Constitution saving throw or be Poisoned for the next minute. A Poisoned creature cannot concentrate, and repeats this saving throw at the end of each of its turns, taking 13 (2d12) psychic damage on a failure or ending the effect on a success.

Reactions

Tentacle Barrier. As a reaction to being forced to make a Dexterity saving throw, the embrac may gain resistance to the effect's damage. If it does, 1d4-1 of its tentacles are destroyed.

Illithiliches

The Elder Brains fear what they cannot control. An illithid awakened to the power of the arcane is the true master of its own destiny, and in illithid society there is no greater crime. Thus are the exceptional pruned from the tree of mediocrity, denied the rapture of resorption. No matter. Death will be made to wait, and the secrets of mind-melding guarded so jealously by the Elder Brains are not so secure as they might imagine. All things true are revealed in time, after all.

Illithilich Lore

Arcana DC 25: Rather than an ordinary phylactery, illithiliches achieve their form of undeath through something called a pariah crystal, which by some means stores the minds of other illithid as they are slowly drained to sustain the illithilich, exhausted at a rate of about one per year. Similarities have been drawn to the method by which the archmage Ioulaum purportedly sustained his own life. History DC 20: Illithiliches are despised by nearly all creatures of the underdark, most especially by living illithids, yet crave a community of intellectual equals to share consciousness with. Because of this, it is relatively common to discover two or more illithiliches lairing together, at least compared to other varieties of lich.
History DC 25: According to his apprentice Tabra, the great archmage Ioulaum was slain by a cabal of what were later discovered to be illithiliches, leading some to believe they may have extracted the means of achieving undeath from the sage's mind.
Nature DC 15: In undeath, illithiliches are relieved of the need to feed on living brains, but most do so anyways for nostalgia or pleasure.
Nature DC 20: The flesh of an illithilich is pale, dry and cracked, its undead body unable to produce the mucous that keeps healthy mind flayers moist. Many illithiliches go to great lengths to keep their skin moist, from lairing in sauna-like underground volcanic springs to harvesting and injecting the mucous of living mind flayers.
Religion DC 10: Unlike ordinary liches, illithiliches do
not employ a phylactery or consume souls, implying that
the source of their undeath is something more esoteric
than entreating gods or demons of undeath. What such a source could be has remained a great mystery.

Illithilich Tactics

An illithilich's primary concerns are getting
counterspelled and getting bogged down in
melee. To this end, it first positions itself
within 60 ft. of only a single creature
capable of casting counterspell and casts
Blood to Vitriol on it, counterspelling the
creature's counterspell. It teleports with Fold Space
whenever a melee threat closes with it, particularly if the threat is a paladin. It uses Mind Blast whenever it can catch 3 or more creatures at once with it, and prioritizes Dominating Fighters, Rogues, and Barbarians whenever they are present.

Illithilich Encounter Groups

CR 20 Encounter 11,700 XP

  • 1 Alhoon (CR 10)
  • 2 Nyraala Golems (CR 7)

CR 24 Encounter 16,200 XP

CR 28 Encounter 48,300 XP

Illithilich

Wayne Reynolds



Alhoon

Medium undead (aberration), lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 165 (22d8 + 66)
  • Speed 30ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws CON +7, INT +8, WIS +7, CHA +7
  • Skills Arcana +8, History +12, Nature +8, Perception +7
  • Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons.
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Common, Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Pariah Crystal. If it has a pariah crystal with minds remaining, a destroyed alhoon gains a new body in 1d10 days, regaining all its hit points and becoming active again, and its pariah crystal loses one of the minds it contains. The new body appears within 5 feet of the phylactery.

Impossible Angles. The space in a 5 ft. radius around the alhoon is difficult terrain for non-aberrations, as the alhoon's presence warps it into incomprehensible geometries, additionally causing the following effects:

  • A non-aberration creature that starts its turn in the area, or enters it for the first time on a turn, must succeed on a DC 16 Wisdom saving throw or take 1d10 psychic damage and be Poisoned until the beginning of its next turn.
  • Ranged attacks made by non-aberrations that pass through the area are made at disadvantage.

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

Magemind's Resistance (1/Day). If the illithilich fails a saving throw, it can choose to succeed instead. If the illithilich was concentrating, it loses concentration.

Actions

Multiattack. The alhoon makes two attacks, one of which it may replace with a spell of 1st level or above.

Icy Tentacles. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic plus 9 (2d8) cold damage and the target is grappled (escape DC 16).

A creature that starts its turn grappled by the alhoon must succeed on a DC 16 Intelligence saving throw or be Paralyzed until the beginning of its next turn.

Nerve Rot Bolt. Ranged Spell Attack: +8 to hit, reach 60 ft., one creature. Hit: 18 (4d8) necrotic damage plus 11 (2d10) psychic damage.

Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the alhoon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the alhoon begins to extract and devour the target's brain. At the beginning of the alhoon's next turn, the target dies and the alhoon gains 40 temporary hit points.

Mind Blast (Recharge 5-6). The alhoon magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 36 (8d8 + 4) psychic damage and be Stunned until the end of the alhoon's next turn.

Force Rift (3rd Level Spell). The alhoon wrenches gravity in a line extending from itself. Each creature in a 60 ft. line that is 5 ft. wide must succeed on a DC 16 Strength saving throw or take 27 (5d10) force damage and be knocked prone, or take half as much damage on a success. A creature that fails by 5 or more is additionally pushed 15 ft. away.

Fold Space (4th Level Spell). The alhoon teleports to an unoccupied location it can see within 30 feet. Each creature within 15 ft. of the space it departed must succeed on a DC 16 Strength saving throw or be pulled up to 10 ft. toward the space it departed and take 16 (3d10) psychic damage.

Dominate (5th Level Spell, Concentration). One creature within 30 ft. that the alhoon can see must succeed on a DC 16 Wisdom saving throw or be magically Charmed and under the alhoon's telepathic control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.

Blood to Vitriol (1/Day, 6th Level Spell, Concentration). One creature within 60 ft. the alhoon can see must succeed on a DC 16 Constitution saving throw or be Stunned for 1 minute. A Stunned creature repeats this saving throw at the end of each of its turns, taking 22 (5d8) acid damage on a failure, or ending the effect on a success.

Reactions

Shield (1st level spell). When the alhoon is targeted with an attack, it can add 5 to its AC until the beginning of its next turn.

Counterspell (3rd level spell). When the alhoon sees a creature within 60 feet cast a spell, it can make an Intelligence check with DC equal to 10 plus the spell's level, negating the spell on a success.

If the spell is 3rd level or below, the alhoon succeeds automatically.



Illithilich

Medium undead (aberration), lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 221 (26d8 + 104)
  • Speed 30ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 18 (+4) 23 (+6) 18 (+4) 17 (+3)

  • Saving Throws CON +11, INT +13, WIS +11, CHA +10
  • Skills Arcana +20, History +20, Nature +13, Perception +11
  • Damage Resistances All but Poison and Radiant
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Truesight 120 ft., Passive Perception 21
  • Languages Common, Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 22 (41,000 XP)

Pariah Crystal. If it has a pariah crystal with minds remaining, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again, and its pariah crystal loses one of the minds it contains. The new body appears within 5 feet of the phylactery.

Impossible Angles. The space in a 10 ft. radius around the illithilich is difficult terrain for non-aberrations, as the illithilich's presence warps it into incomprehensible geometries, additionally causing the following effects:

  • A non-aberration creature that starts its turn in the area, or enters it for the first time on a turn, must succeed on a DC 16 Wisdom saving throw or take 1d10 psychic damage and be Poisoned until the beginning of its next turn.
  • Ranged attacks made by non-aberrations that pass through the area are made at disadvantage.

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

Magemind's Resistance (3/Day). If the illithilich fails a saving throw, it can choose to succeed instead. If the illithilich was concentrating, it loses concentration.

Actions

Icy Tentacles. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic plus 9 (2d8) cold damage and the target is grappled (escape DC 16).

A creature that starts its turn grappled by the illithilich must succeed on a DC 16 Intelligence saving throw or be Paralyzed until the beginning of its next turn.

Nerve Rot Bolt. Ranged Spell Attack: +12 to hit, reach 60 ft., one creature. Hit: 18 (4d8) necrotic damage plus 11 (2d10) psychic damage.

Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the alhoon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the alhoon begins to extract and devour the target's brain. At the beginning of the illithilich's next turn, the target dies and the illithilich gains 40 temporary hit points.

Dominate (5th Level Spell, Concentration). One creature within 30 ft. that the alhoon can see must succeed on a DC 21 Wisdom saving throw or be magically Charmed and under the illithilich's telepathic control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.

Blood to Vitriol (6th Level Spell, Concentration). One creature within 60 ft. the alhoon can see must succeed on a DC 21 Constitution saving throw or be Stunned for 1 minute. A Stunned creature repeats this saving throw at the end of each of its turns, taking 22 (5d8) acid damage on a failure, or ending the effect on a success.

Mind Blast Overcharge (Recharge 5-6). The illithilich magically emits psychic energy in a 90-foot cone. Each creature in the area must succeed on a DC 21 Intelligence saving throw or take 76 (8d8 + 40) psychic damage and be Stunned until the end of the illithilich's next turn, or half as much damage on a success.

Reactions

Shield (1st level spell). When the illithilich is targeted with an attack, it can add 5 to its AC until the beginning of its next turn.

Counterspell (3rd level spell). When the illithilich sees a creature within 60 feet cast a spell, it can make an Intelligence check with DC equal to 10 plus the spell's level, negating the spell on a success.

If the spell is 3rd level or below, the illithilich succeeds automatically.

Psychic Annihilation (1/Day, 9th Level Spell). When the illithilich is reduced below 111 hit points, it can force one creature it can see within 60 feet to succeed on a DC 21 Intelligence saving throw or have its head explode, killing it instantly. On a successful save, the creature instead takes 66 (12d10) psychic damage.

Legendary Actions

Icy Tentacles. The illithilich makes an attack with its icy tentacles.

Nerve Rot Bolt. The illithilich makes an attack with its nerve rot bolt.

Fold Space (Costs 2 Actions, 4th Level Spell). The alhoon teleports to an unoccupied location it can see within 30 feet. Each creature within 15 ft. of the space it departed must succeed on a DC 16 Strength saving throw or be pulled up to 10 ft. toward the space it departed and take 16 (3d10) psychic damage.

Intellect Devourers

Among the many ill fates that mind flayers visit upon those that fall prey to them, one of the most horrific is that of the intellect devourer. The host's brain is removed, still living, seeded with parasitic fugus and bathed in mutagens, warped into a creature of unlimited cruelty and hideous vulnerability; an exposed brain loping about on stubby, bestial legs.

Intellect Devourer Lore

Arcana DC 15: Mature intellect devourers are protected by a telekinetic field that blunts most form of direct damage. If the creature's concentration can be broken, however, the field loses its effectiveness.
History DC 15: Ustilagors are primarily raised by the illithid as a non-perishable food source. Only occasionally are they allowed to grow to maturity.
Nature DC 10: Intellect devourers are seeded with a symbiotic fungus that protects them from infection and keeps them from drying out.
Nature DC 15: The juvenile form of the intellect devourer, called an ustilagor, is less mobile and is posessed of only rudimentary psionic abilities. Nevertheless, their ribbonlike tendrils are capable of smearing a creature with caustic fluid which is usually enough to deter lesser predators.


Ustilagor

Tiny aberration, lawful evil


  • Armor Class 11
  • Hit Points 24 (4d4 + 4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 12 (+1) 5 (-3) 13 (+1) 10 (+0)

  • Skills Stealth +5
  • Condition Immunities Blinded, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 30 ft., Passive Perception 11
  • Challenge 1/2 (100 XP)

Exposed Brain. The ustilagor has a telepathic field that grants it resistace to all damage but psychic, which it must concentrate on as though concentrating on a spell. If it loses concentration, until the beginning of its next turn it loses its damage resistances and gains vulnerability to all damage but psychic.

Amorphous. The ustilagor can move through a space as narrow as 1 inch wide.

Actions

Acidic Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) acid damage. For the next minute, or until a creature takes an action to clear the acid, the target takes 3 (1d6) acid damage at the beginning of each of its turns.

Telempathic Assault. One creature within 30 ft. must succeed on a DC 11 Intelligence saving throw or be Charmed by the ustilagor for the next minute, or until it takes damage. While Charmed in this way, a creature subtracts 1d4 from Wisdom saving throws it makes.

Ustilagor Tactics

If the ustilagor is uninjured, it uses its Telempathic Assault and takes no other hostile action as long as it is not attacked. If it takes damage, it uses its acidic tendril then flees.

Intellect Devourer Tactics

Intellect Devourers hunt in packs, continually using their Rend Mind on a single creature until a it is Stunned or knocked unconscious, then trying to bore a hole and climb through. If an intellect devourer is already attempting to displace a creature's brain, others will seek a new target.

Intellect Devourer

Woodrow Hinton III



Intellect Devourer

Tiny aberration, lawful evil


  • Armor Class 13
  • Hit Points 56 (16d4 + 16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0)

  • Saving Throws CON +3, INT +3
  • Skills Stealth +5
  • Condition Immunities Blinded, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 60 ft., Passive Perception 12
  • Languages Understands Deep Speech but can’t speak, Telepathy 60 ft.
  • Challenge 3 (700 XP)

Mindsense. The intellect devourer is aware of the presence of creatures within 300 feet of it that have an Intelligence of 3 or higher. It knows the relative distance and direction of each creature, regardless of physical barriers. Creatures under the effects of magic that protects the mind cannot be detected by the intellect devourer.

Exposed Brain. The intellect devourer has a telepathic field that grants it resistace to all damage but psychic, which it must concentrate on as though concentrating on a spell. If it loses concentration, until the beginning of its next turn it loses its damage resistances and gains vulnerability to all damage but psychic.

Actions

Trepanation Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. This attack deals an additional 21 (6d6) damage to an incapacitated target and bores a small hole in its skull.

Rend Mind. The intellect devourer chooses one creature it can see within 30 feet of it that has an Intelligence of 3 or higher The target must succeed on a DC 13 Intelligence saving throw or take 16 (3d10) psychic damage. A creature that fails this saving throw by 5 or more has its Intelligence score reduced to 0 and is Stunned. The target may repeat this saving throw at the end of each of its turns, ending the effect on a success.

Displace Brain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target with a hole in its skull. Hit: The creature is grappled (escape DC 13) and Blinded as the intellect devourer latches onto it. If the intellect devourer begins its turn grappling a creature in this way, it forces its way into the creature's skull, consumes and displaces the creature's brain, and takes full control of its body.

While inside the creature’s skull, the intellect devourer has total cover against attacks and other effects outside of the host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its comprehension of language, its telepathy, and its traits. Otherwise, it inherits the target’s statistics, memories and knowledge, including spells and languages. If the host body drops to 0 hit points, the intellect devourer must leave the host. It can also be magically forced from the host’s body by means of a protection from evil and good spell being cast on the host.

Reactions

Scuttle. As a reaction to being subjected to an Effect that allows it to make a saving throw to take only half damage, the intellect devourer may move up to half its speed. If it ends this movement outside the effect's area, range, or line-of-sight, the intellect devourer takes no damage.

Kythons

Spawned by a failed demonic attempt to birth more of their kind on the material plane, kythons are a race of cruel and voracious expansionists, single-minded in their pursuit of biomass to consume and convert into more kythons.

Kythons have been known to colonize even extremely harsh environments, their wildly plastic genetics helping them to rapidly mutate and adapt to nearly any conditions. Within a single short generation, kythons have been known to develop total immunity to tactics that once cut them down with ease.

Not only this, but they seem to have innate and conscious control over this mutative process, able to give birth to living tools and weapons formed to solve immediate and complex problems, an adaptation seen nowhere else in the natural world or elsewhere.

Kython Lore

History DC 15: Ironically, weapons made from the bones of kythons are remarkably well-suited to hunting them, as they resist the corrosion that ordinary arms suffer when contacting the kython's highly acidic blood. Such weapons are also much sought-after by veteran ooze-hunters, and for similar reasons.
Nature DC 10: Before their carapaces fully harden as, juvenile kythons have been known to have their natural armor broken by sufficiently heavy impacts, leaving them vulnerable.
Nature DC 15: Kythons often carry living armaments, naturally bio-engineered weapons that they can seemingly give birth to at will as needed. Such weapons can be claimed and wielded by non-kythons, though they are usually short-lived without a symbiotic kython to leech nourishment from.
Nature DC 20: Labyrinthine kython hives are constructed into caves and abandoned buildings using their own saliva, which slowly hardens into an incredibly durable resin when oxidized. Such resins also coat the exoskeletons of adult kythons, making them incredibly resilient. Despite this, these resins are vulnerable to rapid temperature shocks, and sufficient cold and heat applied together has been known to shatter their structures and even, at times, their bodies.

Kython Grafts

Non-broodling kythons often are grafted with a living weapon, and some few specimens are capable of supporting two or more. When separated from its kython wielder, such weapons survive for 1d4 weeks before withering and dying, though they will readily latch onto non-kython creatures.

Graft Effect
Acid Spitter The wielder may activate this item to cast Caustic Brew at 1st level without requiring concentration once per Short Rest. The save DC is 14.
Boneshard Crossbow This heavy crossbow produces its own ammunition, and each attack made with it deals an additional 1d6 piercing damage.
Mucous Pod Once per short rest as a reaction when hit with a melee attack, the wielder may cover the attacker in sticky mucous, reducing its movement speed by 15 ft. until a creature takes an action to clean it off.
Phase Organ Once per short rest, the wielder may step into the Border Ethereal as an action, where it stays for 1 hour, or until it returns as an action. While there, the wielder can see and hear the plane it originated from.
Disruption Field Each creature within 30 ft. of the wielder makes saving throws against spells and magical effects at advantage.
Pharyngeal Jaws Whenever the wielder hits a creature with a bite attack, it may make a second bite attack against the same creature as a Bonus Action.


Kython Broodling

Tiny aberration, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 7 (2d4 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 7 (-2) 12 (+1) 9 (-1)

  • Damage Resistances Acid
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
  • Languages Understands Kython but can't speak
  • Challenge M2 (90 XP)

Minion. If the kython takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the kython takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Piling Mass. A creature's speed is reduced by 5 feet for each broodling attached to it. As an action, a creature may make a Strength saving throw with DC equal to 8 plus the number of attached broodlings. On a success, each attached broodling falls prone in the nearest unoccupied space.

Actions

Leaping Bites (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 piercing damage and each of the broodlings that contributed to this attack becomes Attached to the target (remove DC 11).

Tail Thrash (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target the broodling is Attached to. Hit: 3 bludgeoning damage and the target is knocked prone.

Kython Juvenile Tactics

Kythons in groups try to approach from several angles at once, cutting off routes of retreat and limiting options for wide area of effect attacks. Juveniles use hit-and-run tactics, stinging and then fleeing to cover if alone, and using Rip and Tear only on a downed creature. If accompanied by other kythons, they are more aggressive, detaching their tail barbs and then using Rip and Tear.

Kython Adult/Impaler Tactics

Adults are much more aggressive than juveniles, though they still make use of stealth in their initial approach if alone. They switch to skirmisher tactics if fighting creatures wielding fire or cold, however, returning to stealth to try to lure their most dangerous foes into a position where they can be ambushed alone.


Kython Juvenile

Medium aberration, neutral evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 9 (-1)

  • Saving Throws DEX +4
  • Skills Stealth +4
  • Damage Resistances Acid, Cold
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
  • Languages Kython
  • Challenge 3 (700 XP)

Fragile Exoskeleton. If the kython takes 10 or more bludgeoning damage from a single source, its AC is reduced to 14 until it completes a Short or Long Rest.

Acid Blood. A creature that touches the kython or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon that hits the kython corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Actions

Fleshtearer Jaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. A prone or poisoned creature takes an additional 7 (2d6) slashing damage.

Tail Barb. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) piercing plus 10 (3d6) poison damage and the kython may detach its tail barb.

If it does, the kython cannot use this attack again until it completes a Short or Long rest, and the creature must succeed on a DC 12 Constitution saving throw or be Poisoned until a creature takes an action to remove the barb.

Rip and Tear (Recharge 5-6). The kython makes three Fleashtearer Jaws attacks against a Prone or Poisoned creature within 5 ft.

Reactions

Smell Fear. As a reaction to a creature within 60 ft. falling prone or failing a saving throw against being Frightened, the kython moves up to half its speed towards the creature.


Kython Adult

Medium aberration, neutral evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

  • Saving Throws DEX +5
  • Skills Perception +5, Stealth +3
  • Damage Resistances Acid, Cold
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
  • Languages Kython
  • Challenge 5 (1,800 XP)

Hardened Exoskeleton. If the kython takes both cold and fire damage in the same turn, it must succeed on a DC 15 Constitution saving throw or drop to 0 hit points as its exoskeleton shatters.

Acid Blood. A creature that touches the kython or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon that hits the kython corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

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

Actions

Multiattack. The kython makes five attacks, one of which may be with its pharyngeal jaws.

Pharyngeal Jaws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage and the kython immediately makes a second bite attack against the same target.

Rending Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. This attack scores a critical on a 19-20. Instead of dealing damage, the kython may grapple the target (escape DC 14).

Reactions

Smell Fear. As a reaction to a creature within 60 ft. falling prone or failing a saving throw against being Frightened, the kython moves up to half its speed towards the creature.


Kython Impaler

Medium aberration, neutral evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 142 (19d8 + 56)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 17 (+3) 12 (+1) 15 (+2) 15 (+2)

  • Saving Throws DEX +8, CON +6
  • Skills Perception +5, Stealth +11
  • Damage Resistances Acid, Cold
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
  • Languages Kython
  • Challenge 8 (3,900 XP)

Hardened Exoskeleton. If the kython takes both cold and fire damage in the same turn, it must succeed on a DC 10 Constitution saving throw or drop to 0 hit points as its exoskeleton shatters.

Acid Blood. A creature that touches the kython or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon that hits the kython corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

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

Actions

Multiattack. The kython makes five attacks, one of which may be with its pharyngeal jaws.

Pharyngeal Jaws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage and the kython immediately makes a second bite attack against the same target.

Rending Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. This attack scores a critical on a 19-20. Instead of dealing damage, the kython may grapple the target (escape DC 14).

Impale. One creature grappled by the kython must succeed on a DC 16 Constitution saving throw or take 55 (10d10) piercing damage, or half as much on a success.

If the creature is reduced to 0 hit points by this damage, each of its allies that can see it must succeed on a DC 16 Wisdom saving throw or be Frightened until the end of the kython's next turn.

Magerippers

Mageripper Lore

Arcana DC 10: Magerippers are among the foulest creations that stalk the planes; blind, verminous monsters that can siphon magical potential directly from a spellcaster's mind.

Worse still, larger colonies seem able to gnaw away at the weave itself, though these blasphemous attempts to graze upon the root of magic seem unable to inflict truly lasting harm.
Arcana DC 15: While they can't typically feed directly from magical items, magerippers do seem drawn to particularly powerful ones, and have even been used by treasure hunters to sniff out lost artifacts.
Arcana DC 20: Mageripper colonies thrum with an ambient magic that the creatures need to survive; magerippers separated from others of their kind typically sicken and die within hours.

Repugnant though the idea is, some truly irresponsible keepers have claimed that a familiar bond and regular spell-feeding can keep lone magerippers healthy for extended periods. What malefic derangement might lead one to do such an incomprehensible thing is beyond the scope of this inquiry, however.
Nature DC 10: Magerippers hunt with the aid of specialized pit organs that allow them to eschew more conventional senses and instead perceive the world purely in shades of magic.
Nature DC 15: Mageripper colonies can grow with terrifying rapidity when left to feed undisturbed, each new mageripper able to asexually bud new offspring while only minutes old.

Mageripper Tactics

When undisturbed, magerippers scuttle idly around or cluster around magical items or phenomena, ebbing and flowing in a tide of gnashing teeth and periodically using their Gnaw at the Weave.

They will swarm a creature carrying magic items, but will not attack unless starving or provoked, typically just following it until it escapes them or they find a better source of nourishment.

When they encounter a spellcaster or a creature with an active spell affecting it, however, they become extremely
aggressive, ignoring all others as they move
toward the creature with the highest level
unexpended spell slots within the range of
their Aura Sight, positioning themselves within
range of as many spellcasters as possible.

If they begin their turn with
no temporary hit points, they use
their Devour Magic before attacking
to empower their Spellripper Bites.
Otherwise, they use their Budding
Spawn after attacking to avoid losing
the bonus damage.

Mageripper Swarm

Anne Stokes



Mageripper

Tiny aberration, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 13 (3d4 + 3)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 19 (+4) 12 (+1) 6 (-2) 12 (+1) 15 (+2)

  • Damage Resistances Force
  • Senses Blindsight 10 ft. (blind beyond this radius), Passive Perception 11
  • Challenge 1 (200 XP)

Aura Sight. The swarm treats each creature within 60 feet that has unexpended spell slots or magical items as though it can see them clearly.

Actions

Spellripper Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the mageripper becomes Attached to the target (remove DC 14).

If the mageripper has any temporary hit points, this attack deals an additional 5 (1d10) force damage.

Bonus Actions

Devour Magic. One creature the mageripper is Attached to space must succeed on a DC 11 Charisma saving throw or lose its lowest level unexpended spell slot.

The mageripper gains temporary hit points equal to 5 times the total of spell levels lost in this way.


Mageripper Swarm

Large swarm of tiny aberrations, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 108 (31d4 + 31)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 12 (+1) 6 (-2) 12 (+1) 15 (+2)

  • Damage Resistances Force; Damage from Attacks
  • Condition Immunities Charmed, Frightened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Blindsight 10 ft. (blind beyond this radius), Passive Perception 11
  • Challenge 6 (2,300 XP)

Siphon Swarm. The swarm can occupy another creature or object's space and vice versa, and can pass through any space large enough for a Tiny mageripper. The swarm can't regain hit points.

At the beginning of each of the swarm's turns, it can end one spell of 3rd level or below affecting a target in its space.

Aura Sight. The swarm treats each creature within 60 feet that has unexpended spell slots or magical items as though it can see them clearly.

Actions

Spellripper Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., one target. Hit: 24 (8d4 + 4) piercing damage, or 14 (4d4 + 4) piercing damage if the swarm has fewer than half its hit points.

If the swarm has any temporary hit points, this attack deals an additional 16 (3d10) force damage.

Gnaw at the Weave. The swarm chews at the very root of magic, wounding it in a 20 foot radius.

For the next hour, spells cast in the area have their range, radius, and number of affected targets reduced by half (rounded up).

Bonus Actions

Devour Magic. Each other creature in the swarm's space must succeed on a DC 12 Charisma saving throw or lose its highest level unexpended spell slot.

The swarm gains temporary hit points equal to 5 times the total of spell levels lost in this way.

Budding Spawn. The swarm loses any temporary hit points it has, then spawns another Mageripper Swarm in its space with current hit points equal to the temporary hit points lost.


Mageripper Ruin Swarm

Gargantuan swarm of tiny aberrations, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 216 (48d4 + 96)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 15 (+2) 6 (-2) 12 (+1) 15 (+2)

  • Damage Resistances Force; Damage from Attacks
  • Condition Immunities Charmed, Frightened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Blindsight 10 ft. (blind beyond this radius), Passive Perception 11
  • Challenge 17 (18,000 XP)

Siphon Swarm. The swarm can occupy another creature or object's space and vice versa, and can pass through any space large enough for a Tiny mageripper. The swarm can't regain hit points.

At the beginning of each of the swarm's turns, it can end each spell of 7th level or below affecting each target in its space.

Aura Sight. The swarm treats each creature within 60 feet that has unexpended spell slots or magical items as though it can see them clearly.

Actions

Spellripper Plague. Each creature in the swarm's space must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) piercing plus 16 (3d10) force damage, or half as much on a success.

Ruin the Weave (Half hit points or more). The swarm unmoors the very root of magic, wounding it in a 20 foot radius.

The swarm and each creature within 20 feet of it must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) force damage.

For the next hour, spells cast in the area have their damage, range, radius, and number of affected targets reduced by half (rounded up).

Bonus Actions

Devour Magic. Each other creature in the swarm's space must succeed on a DC 14 Charisma saving throw or lose its highest level unexpended spell slot.

The swarm gains temporary hit points equal to 5 times the total of spell levels lost in this way.

Budding Spawn. The swarm loses any temporary hit points it has, then spawns a Mageripper Swarm in its space with current hit points equal to the temporary hit points lost.

Mind Flayers

Few species across the cosmos can match the baleful intellect and utter lack of compassion that characterize the Illithid. Better known as mind flayers, the illithid are psions of incredible power, capable of surgically carving through bone and plucking out a living creature's brain in seconds with laser-focus telekinesis, of carving out a person's fears and desires, leaving them only the compulsion to serve.

Though reduced to a faint shadow of the former might and glory of the Illithid empire, even a lone mind flayer is a serious threat, and they are rarely found alone. Illithid hives in the deep places of the world can be incredibly expansive, with dozens or hundreds of illithids and thralls serving the cruel machinations of a malign greater will, seeking to reclaim their lost dominion.

Mind Flayer Lore

Arcana DC 15: The innate psionic abilities of mind flayers, though well divorced from any arcane tradition, still often require a degree of concentration comparable to that of powerful spells.
Arcana DC 20: While arcane magic is considered anathema among most mind flayer cabals, mind flayer mages are not unheard of, though most seem to be reviled among wider illithid society.
History DC 15: Despite their current affinity for the Underdark, it is said that the empire of the mind
flayers was once incredibly extensive, spanning
across much of the known cosmos. Modern Illithid
collectives ever have an eye on reclaiming that lost
glory, taming the chaos of the rogue multiverse to their psychic lash.
History DC 20: The empire of the mind flayers was built upon the toil of the Gith, an extraplanar race endemic to
the Astral Sea, though where they might have
resided before their enslavement is unknown.
In a mass revolt, the Gith tore the foundations
of the great empire apart, driving mind
flayers near to the point of extinction as they
hunted their former captors across the
planes.

History DC 25: Aboleths, creatures that predate all other known life forms and maintain perfect racial memories going back to the dawn of creation, assert that they have no knowledge of the origins of the Illithid. They simply appeared, fully formed, and set about establishing their great empire. This has led certain scholars to surmise that they may be intruders from a different multiverse entirely, or from a dead branch of this one's future timeline.
Nature DC 10: Mind flayers seem to be out of place in the material plane, to the extent that nature appears to warp itself around them in ways that make traversal for material natives difficult and distressing.
Nature DC 15: Mind flayers are among the most strictly lawful of creatures, their very thoughts subject to constant surveilance and manipulation by their fellow mind flayers and the elder brain that spawned them.
Nature DC 20: Despite typically displaying an outward appearance of utter impassivity, the default state of the mind flayer is awash in a torrent of emotion, comprising almost entirely of anger, fear, shame, hate, envy, indignation, contempt, pride, and anxiety, stoked as tools of coercion and control by its superiors within the colony.
Survival DC 10: Mind flayers are known to exhude a faint but unmistakable odor, reminiscent of garlic and vanilla. Religion DC 20: While mind flayers are incapable of true worship due to their inconquerable egos, they are occasionally known to show
deference to beings of great
knowledge, to recognize
superiors within their own
domain of excellence.

Mind Flayers

Fred Hooper

Mind Flayer Hive Tender Tactics

The hive tender opens with its haywire mind blast, then attempts to dominate an affected creature to keep its other allies occupied while it seeks to grapple another creature with its tentacles and extract its brain. If the odds seem to be against it, it instead stays at least 30 ft. away from the party after Dominating one of them, luring one of them into breaking from the group and hopefully having its charge stymied by the mind flayer's Non-Euclidian feature.

Mind Flayer Infiltrator Tactics

The infiltrator will usually be caught out in a surveilance role, and its primary goal will be to escape and relay what information it has that cannot be conveyed through simple telepathy. If only one creature can see it, it dominates it and compels it to try to convince its companions that there is nothing there. If more than one appear to see it, it instead triest to catch as many of them as it can in its Insensate Mind Blast, then Dominate a creature to keep its allies busy while it flees behind full cover so it can use its Plane Shift without fear of counterspell.

Mind Flayer Arcanist Tactics

The arcanist teleports with Fold Space whenever more than one creature closes to melee with it, otherwise opening with its Mind Blast or Dominate and alternating between its Force Rift and Mind Blast, when available. If it can separate a single creature from its allies, it uses its Tentacles and Extract Brain on it.

Ulitharid Tactics

The Ulitharid stays as far away from direct conflict as it can manage, willingly closing to melee only when it can strike an unconscious creature with its Skulltap Staff. If enemies are tied up with its minions, it alternates between its Enthralling Mind Blast and Break Will, Plane Shifting away when reduced below half HP unless it is defending its Elder Brain.

Mind Flayer Social Encounters

  • A mind flayer arcanist clandestinely seeks out the assistance of a cleric in forgetting the heretical thoughts that have divided it from its hive.
  • A mind flayer hive is seeking materials to repair an ancient nautiloid spelljammer so they can escape the plane before some great Elder Evil awakens. They are willing to share their people's recollection of its abilities and intentions in exchange for assistance.
  • A colony of myconids has adopted an injured mind flayer, and psychic communion with them has really mellowed it out. It is starving however, and has only a few days to choose between seeking sapient prey or starving if an ethical substitute cannot be found.
  • A mind flayer infiltrator living in a drow city has
    taken suddenly ill, and is faced with the possibility
    of a true and lasting death, unable to rejoin its consciousness with the elder brain. In desperation
    it offers what wealth and secrets it has accumulated
    to any who will escort it back to its people discreetly,
    or ensure its brain makes the journey if its body cannot.

Encounter Groups

CR 14 Encounter 4,000 XP

  • 2 Mind Flayer Hive Tenders (CR 4)
  • 4 Intellect Devourers (CR 3)

CR 19 Encounter 8,800 XP

  • 1 Mind Flayer Arcanist (CR 8)
  • 2 Umber Hulks (CR 5)
  • 2 Derro Quarreler (CR 2)
  • 8 Derro Crawlers (CR 1/4)

CR 25 Encounter 25,300 XP

Ulitharid

Scott Murphy



Mind Flayer Hive Tender

Medium aberration, lawful evil


  • Armor Class 15 (Breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 18 (+4) 17 (+3) 17 (+3)

  • Saving Throws INT +6, WIS +6
  • Skills Deception +5, Insight +5, Perception +5, Persuasion +5, Stealth +3
  • Senses Darkvision 120 ft., Passive Perception 15
  • Languages Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 4 (1,100 XP)

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

Psychic Overload. Whenever the mind flayer takes psychic damage from a source other than this ability, each friendly mind flayer and Charmed creature within 20 ft. takes half as much psychic damage.

Non-Euclidian. The space in a 5 foot radius around the mind flayer is difficult terrain for non-aberrations, as the mind flayer's presence warps it into incomprehensible geometries.

Actions

Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage and the target is grappled (escape DC 14).

A creature that starts its turn grappled by the mind flayer must succeed on a DC 15 Intelligence saving throw or be Stunned until the beginning of its next turn.

Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer begins to extract and devour the target's brain. At the beginning of the mind flayer's next turn if the target is still unconscious and grappled, the target dies and the mind flayer gains 40 temporary hit points.

Dominate (Recharge 5-6, Concentration). One creature within 30 ft. that the mind flayer can see must succeed on a DC 14 Wisdom saving throw or be magically Charmed and under the mind flayer's telepathic control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.

Haywire Mind Blast (Recharges when the mind flayer uses its Extract Brain). The mind flayer magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and subtract 1d6 from attack rolls and saving throws it makes for the next minute.

An affected creature repeats this saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Telekinetic Shove. As a reaction to being hit with a melee attack, the mind flayer forces the attacker to succeed on a DC 14 Strength saving throw or be pushed 15 feet away.

Power of the Elder Brain

Claudio Pozas



Mind Flayer Infiltrator

Medium aberration, lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 88 (16d8 + 16)
  • Speed 30ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws DEX +5, INT +7
  • Skills Deception +6, Sleight of Hand +7, Stealth +7
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 7 (2,900 XP)

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

Psychic Overload. Whenever the mind flayer takes psychic damage from a source other than this ability, each friendly mind flayer and Charmed creature within 20 ft. takes half as much psychic damage.

Non-Euclidian. The space in a 5 foot radius around the mind flayer is difficult terrain for non-aberrations, as the mind flayer's presence warps it into incomprehensible geometries.

Stalker of the Senseless. The mind flayer is invisible to creatures without proficiency in Perception. It uses its Intelligence modifier for Stealth and Sleight of Hand checks, rather than Dexterity, and can attempt to hide without being obscured.

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage and the target is grappled (escape DC 15).

A creature that starts its turn grappled by the mind flayer must succeed on a DC 15 Intelligence saving throw or be Stunned until the beginning of its next turn.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer begins to extract and devour the target's brain. At the beginning of the mind flayer's next turn if the target is still unconscious and grappled, the target dies and the mind flayer gains 40 temporary hit points.

Dominate (Recharge 5-6, Concentration). One creature within 30 ft. that the mind flayer can see must succeed on a DC 15 Wisdom saving throw or be magically Charmed and under the mind flayer's telepathic control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.

Insensate Mind Blast (Recharges when the mind flayer uses its Extract Brain). The mind flayer magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 31 (6d8 + 4) psychic damage and be Blinded for the next minute. A creature that fails by 5 or more is additionally Deafened until the end of its next turn.

An affected creature repeats this saving throw at the end of each of its turns, ending the effect on itself on a success.

Plane Shift (6th Level Spell, 1/Day). The mind flayer teleports to another plane of existence.

Reactions

Telekinetic Shove. As a reaction to being hit with a melee attack, the mind flayer forces the attacker to succeed on a DC 15 Strength saving throw or be pushed 15 feet away.

Telekinetic Deflection. As a reaction to being hit with an attack, the mind flayer halves the attack’s damage against it.



Mind Flayer Arcanist

Medium aberration, lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 143 (22d8 + 44)
  • Speed 30ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 20 (+5) 17 (+3) 17 (+3)

  • Saving Throws INT +8, WIS +6, CHA +6
  • Skills Arcana +8, History +8, Nature +8, Perception +6
  • Damage Resistances Psychic
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Common, Deep Speech, Undercommon, Telepathy 120 ft.
  • Challenge 8 (3,900 XP)

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

Psionic Pariah. The mind flayer is immune to any effect that would sense its emotions or read its thoughts, divination spells, and the Charmed condition. A telepathic creature that starts its turn within 10 ft. of the mind flayer takes 5 (1d10) psychic damage.

Non-Euclidian. The space in a 5 foot radius around the mind flayer is difficult terrain for non-aberrations, as the mind flayer's presence warps it into incomprehensible geometries.

Actions

Multiattack. The mind flayer makes two melee attacks, one of which it may replace with a spell.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) psychic damage and the target is grappled (escape DC 15).

A creature that starts its turn grappled by the mind flayer must succeed on a DC 15 Intelligence saving throw or be Stunned until the beginning of its next turn.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer begins to extract and devour the target's brain. At the beginning of the mind flayer's next turn if the target is still unconscious and grappled, the target dies and the mind flayer gains 40 temporary hit points.

Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 31 (6d8 + 4) psychic damage and be Stunned until the end of the mind flayer's next turn.

Force Rift (3rd Level Spell). The mind flayer wrenches gravity in a line extending from itself. Each creature in a 60 ft. line that is 5 ft. wide must succeed on a DC 16 Strength saving throw or take 27 (5d10) force damage and be knocked prone, or take half as much damage on a success. A creature that fails by 5 or more is additionally pushed 15 ft. away.

Fold Space (4th Level Spell). The mind flayer teleports to an unoccupied location it can see within 30 feet. Each creature within 15 ft. of the space it departed must succeed on a DC 16 Strength saving throw or be pulled up to 10 ft. toward the space it departed and take 22 (4d10) psychic damage.

Dominate (5th Level Spell, Concentration). One creature within 30 ft. that the mind flayer can see must succeed on a DC 15 Wisdom saving throw or be magically Charmed and under the mind flayer's telepathic control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.

Reactions

Shield (1st Level Spell). As a reaction to being targeted with an attack, the mind flayer may add 5 to its AC until the beginning of its next turn.

Counterspell (3rd Level Spell). As a reaction to seeing a creature cast a spell within 60 feet, the mind flayer may make an Intelligence check with DC equal to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd level or below, the mind flayer succeeds automatically.



Ulitharid

Large aberration, lawful evil


  • Armor Class 15 (Breastplate)
  • Hit Points 195 (30d8 + 60)
  • Speed 30ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5)

  • Saving Throws CON +6, INT +9, WIS +8
  • Skills Arcana +9, Insight +8, Perception +8, Stealth +5
  • Senses Darkvision 120 ft., Passive Perception 18
  • Languages Deep Speech, Undercommon, Telepathy 2 miles
  • Challenge 11 (7,200 XP)

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

Psychic Overload. Whenever the ulitharid takes psychic damage from a source other than this ability, each friendly mind flayer and Charmed creature within 60 ft. takes half as much psychic damage.

Non-Euclidian. The space in a 5 foot radius around the ulitharid is difficult terrain for non-aberrations, as the ulitharid's presence warps it into incomprehensible geometries.

Thrall-Master Resistance (3/Day). If the ulitharid fails a saving throw against a spell or magical effect, it can choose to transfer the saving throw's effect to a friendly or Charmed creature within 60 ft.

Actions

Multiattack. The ulitharid makes two melee attacks.

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage and the target is grappled (escape DC 17).

A creature that starts its turn grappled by the ulitharid must succeed on a DC 17 Intelligence saving throw or be Stunned until the beginning of its next turn.

Skulltap Staff. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning plus 22 (4d10) psychic damage. On a critical hit, the target must succeed on a DC 17 Constitution saving throw or die as the staff splits its skull open and extracts its brain.

Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid begins to extract and devour the target's brain. At the beginning of the ulitharid's next turn if the target is still unconscious and grappled, the target dies and the mind flayer gains 40 temporary hit points.

Enthralling Mind Blast (Concentration, Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 44 (6d12 + 5) psychic damage. A creature that fails by 5 or more is magically Charmed and under the ulitharid's telepathic control. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success.

Break Will. One creature charmed by the ulitharid must succeed on a DC 17 Wisdom Saving Throw or take 11 (2d10) psychic damage and have its Wisdom score reduced by the same amount, to a minimum of 1, until it completes a Short or Long Rest. If this reduces the charmed creature to 0 Wisdom, the ulitharid no longer requires Concentration to Charm it.

Plane Shift (7th Level Spell, 1/Day). The ulitharid and up to eight willing creatures within 10 feet teleport to another plane of existence.

Reactions

Telekinetic Shove. As a reaction to being hit with a melee attack, the ulitharid forces the attacker to succeed on a DC 17 Strength saving throw or be pushed 15 feet away.

Telekinetic Deflection. As a reaction to being hit with an attack, the ulitharid halves the attack’s damage against it.

Neogi

Itinerant raiders, pockets of neogi rove across the land and sea, seeking treasure and captives to fill their holds with. To the neogi, the world is comprised of two funademental forces; the totality of that which can be owned, and the power to assert that ownership, by trade or speech or violence.


Neogi Hatchling

Tiny aberration, neutral evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 7 (2d6)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1)

  • Condition Immunities Charmed, Frightened, Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Challenge 1/8 (25 XP)

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

Pharyngeal Jaws. When the neogi hits a creature with a bite attack, it may make another bite attack against the same creature as a Bonus Action. If it does, it latches on to the creature. While latched, the swarm moves with the target and cannot use its bite on another creature until it uses an action to free itself.

Actions

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

Neogi Hatchling Tactics

Neogi swarm over the nearest creature, heedless of their own safety, attempting to surge around and surround it, while others of their kind approach on the walls and ceiling to drop down onto it.

If they cannot easily reach a foe, they may pause to eat their dead or fight among each other.

Neogi Lore

History DC 15: While the neogi engage in trade of all kinds in their travels, they are creatures of convenience, and it is essential when dealing with them not to present them with the opportunity to simply murder you and take what they wish.
History DC 20: Neogi lairs, in the rare instances that they settle in a place for any time, are unforgiving to any creature that lacks their innate climbing abilities, frequently featuring pits, chasms, and precarious bridges meant to be traversed from beneath.
Nature DC 15: Neogi posess a second set of jaws that rests at the back of their throat and can be sprung forward to latch onto a victim, though they lack the fine precision to quickly release a target once grasped.
Nature DC 20: The venom of a neogi causes a creature to swell and bloat to the point of immobility. This is not a hunting or defensive adaptation, but a reproductive one, as when a fellow neogi reaches the end of their useful lifespan they are immobilized so they can be filled with eggs and eaten from inside by the next generation.

Encounter Groups

CR 18 Encounter 7,200 XP

  • 1 Neogi Great Old Master (CR 9)
  • 2 Neogi Adults (CR 3)
  • 4 Neogi Hatchling Swarms (CR 1)

CR 20 Encounter 10,800 XP

  • 4 Umber Hulks (CR 5)
  • 2 Neogi Master (CR 4)
  • 2 Neogi (CR 3)

Neogi

Warren Mahy


Neogi Hatchling Swarm

Medium swarm of tiny aberrations, neutral evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 70 (20d6)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1)

  • Condition Immunities Charmed, Frightened, Unconscious
  • Senses Darkvision 60 ft., Passive Perception 13
  • Challenge 1 (200 XP)

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small creature. The swarm can't regain hit points or gain temporary hit points.

Actions

Flurry of Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit 6 (2d4 + 1) piercing plus 7 (2d6) poison damage, or 3 (1d4 +1) piercing plus 3 (1d6) poison damage if the swarm has fewer than half its hit points.

Neogi Tactics

Neogi use their Dominate ability whenever available, preferentially targeting frontline combatants and using their spider climb to reach areas inaccessible to their foes. If they have a defensible position to retreat to and they would provoke no more than one attack of opportunity by doing so, they always pull back after attacking. Otherwise, they use their pharyngeal jaws, focusing their attacks on single opponent before moving on to the next.

They typically do not attack unconscious creatures, preferring to take captives for later use as hostages or chattel.


Neogi Adult

Small aberration, neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 88 (16d6 + 32)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 15 (+2)

  • Skills Intimidation +4, Perception +3
  • Condition Immunities Charmed, Frightened, Unconscious
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Common, Deep Speech, K'azz'jak'n
  • Challenge 3 (700 XP)

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

Pharyngeal Jaws. When the neogi hits a creature with a bite attack, it may make another bite attack against the same creature as a bonus action. If it does, it latches on to the creature. While latched, the neogi moves with the target and cannot use its bite until it uses an action to free itself.

Actions

Multiattack. The Neogi makes two attacks; one with its bite and one with its claws.

Bloating Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) plus 7 (2d6) poison damage and must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute.

A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success or having its movement reduced by a cumulative 5 ft. for as long as it is Poisoned on a failure. A creature that has its movement speed reduced to 0 in this way has its size category increase by one and is immobilized for the next hour.

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

Dominate (Recharge 5-6). One creature within 60 ft. must succeed on a DC 11 Wisdom saving throw or act under the neogi's control on its following turn. A creature with a Wisdom score of 7 or lower that fails this save instead acts under the neogi's control for the next 24 hours, or until the neogi dies.

Neogi Raid

Ron Spencer



Neogi Master

Medium aberration, neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 88 (16d6 + 32)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 16 (+3) 18 (+4) 15 (+2)

  • Saving Throws WIS +6
  • Skills Arcana +5, Deception +4, Intimidation +4, Persuasion +4, Perception +6
  • Condition Immunities Charmed, Frightened, Unconscious
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 16
  • Languages Common, Deep Speech, K'azz'jak'n, Undercommon, Telepathy 30 ft.
  • Challenge 4 (1,100 XP)

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

Pharyngeal Jaws. When the neogi hits a creature with a bite attack, it may make another bite attack against the same creature as a Bonus Action. If it does, it latches on to the creature. While latched, the swarm moves with the target and cannot use its bite on another creature until it uses an action to free itself.

Actions

Multiattack. The Neogi makes two attacks; one with its bite and one with its claws.

Bloating Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) plus 7 (2d6) poison damage and must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute.

A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success or having its movement reduced by a cumulative 5 ft. for as long as it is Poisoned on a failure. A creature that has its movement speed reduced to 0 in this way has its size category increase by one and is immobilized for the next hour.

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

Strange Geometries (2nd level spell, Concentration). Space warps in a 20 ft. radius centered on a point within 60 ft. that the neogi can see for the next minute. A non-aberration creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 14 Intelligence saving throw or have its movement speed halved and its Wisdom score reduced by 1d4 until the end of its next turn.

Dominate (Recharge 5-6). One creature within 60 ft. must succeed on a DC 14 Wisdom saving throw or act under the neogi's control on its following turn. A creature with a Wisdom score of 13 or lower that fails this save instead acts under the neogi's control for the next 24 hours, or until the neogi dies.

Reactions

Revelation of the Gate. As a reaction to a creature within 60 ft. casting a spell, the neogi forces the spell caster to succeed on a DC 14 Wisdom saving throw or be Frightened for the next minute. While Frightened in this way, a creature cannot cast spells of 1st level or higher. A Frightened creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Neogi Master Lore

Religion DC 20: As in all things, neogi approach religious devotion with a sort of mercenary opportunism, paying at least lip service to every god that they know of in exchange for whatever boons they can extract. While most deities pay such insincere platitudes no mind, certain foul eldritch beings of ancient evil take notice, as under ordinary circumstances no sane creature seeks audience with them.

Neogi Master Tactics

Neogi masters begin combat with their Strange Geometries, either sealing a bottleneck or dropping directly on the greatest concentration of foes. They follow up by using their Dominate, preferentially targeting creatures with Wisdom reduced by their Strange Geometries.

While they have anything productive to do at range, they avoid closing to melee, instead preferring to use any entralled servants as meat shields to hide behind.



Neogi Great Old Master

Large aberration, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 221 (26d10 + 78)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 7 (-2) 18 (+4) 15 (+2)

  • Saving Throws INT +8, WIS +8
  • Skills Arcana +8, Deception +6, Intimidation +6, History +8, Persuasion +4, Perception +8
  • Condition Immunities Charmed, Frightened, Unconscious
  • Senses Darkvision 120 ft. (penetrates magical darkness), Passive Perception 16
  • Languages Common, Deep Speech, K'azz'jak'n, Undercommon, Telepathy 30 ft.
  • Challenge 9 (5,000 XP)

Bloated Body. The neogi is ordinarily prone, and cannot stand without assistance. While prone, its movement speed is 0.

Hatchling Host. When the neogi dies, a neogi hatchling swarm emerges from its body.

Pharyngeal Jaws. When the neogi hits a creature with a bite attack, it may make another bite attack against the same creature as a Bonus Action. If it does, it latches on to the creature. While latched, the swarm moves with the target and cannot use its bite on another creature until it uses an action to free itself.

Actions

Multiattack. The Neogi makes two attacks, one of which may be with its bite. It can replace its bite with a use of its Strange Geometries or its Dominate.

Bloating Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) plus 14 (4d6) poison damage and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 minute.

A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success or having its movement reduced by a cumulative 5 ft. for as long as it is Poisoned on a failure. A creature that has its movement speed reduced to 0 in this way has its size category increase by one and is immobilized for the next hour.

Implant Hatchling. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) and a neogi hatchling is implanted in the wound. The hatchling acts on initiative count 0 and is latched to the target, per its Pharyngeal Jaws ability.

Strange Geometries (2nd level spell, Concentration). Space warps in a 20 ft. radius centered on a point within 60 ft. that the neogi can see for the next minute. A non-aberration creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 14 Intelligence saving throw or have its movement speed halved and its Wisdom score reduced by 1d4 until the end of its next turn.

Dominate. One creature within 60 ft. must succeed on a DC 15 Wisdom saving throw or act under the neogi's control on its following turn. A creature with a Wisdom score of 13 or lower that fails this save instead acts under the neogi's control for the next 24 hours, or until the neogi dies.

Semblance of the Gate (Recharge 5-6). The neogi opens a momentary portal to an incomprehensible reality. Each creature within 30 ft. that can see it must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage, or half as much on a success. A creature that fails by 5 or more is Stunned until the end of the neogi's next turn.

Reactions

Revelation of the Gate. As a reaction to a creature within 60 ft. casting a spell, the neogi forces the spell caster to succeed on a DC 14 Wisdom saving throw or be Frightened for the next minute. While Frightened in this way, a creature cannot cast spells of 1st level or higher. A Frightened creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Neogi Great Old Master Lore

Arcana DC 20: While their intellect degrades sharply as the venom of their spawn works on them, Great Old Masters retain all of their faculty with eldritch magics, able to forge momentary connections to incomprehensible and hostile realities.

Neogi Great Old Master Tactics

Great old masters are driven by hunger and madness. They use their Semblance of the Gate whenever available, afterwards charging in to implant hatchlings. If under serious threat, it will replace its bite with a use of its Dominate to turn the tide or its Strange Geometries to aid its retreat.

Neogi Grand Old Master

Mitch Cotie

Neothelid

In the ordinary course of things, an illithid tadpole matures in an elder brain's brine pool for near a decade before being selected for implantation, after which it spends another 20 years developing within its host to reach full maturity. When this life cycle is interrupted, however; when the elder brain is killed or flees and the tadpoles are left to their own devices, a bloodbath ensues. Weeks or months of cannibalistic fervor overtake the pool, and at the end a single, overgrown tadpole emerges, feeding on vermin until it grows large enough to take its preferred prey of sentient brain matter.

Neothelid Tactics

The neothelid opens with its breath weapon, then tries to swallow the most intelligent creature it can sense. It saves its Telekinetic Draw for the most intelligent spellcaster present. It tries to trap any melee threats between its body and the walls of its tunnel or cavern to maximize the effect of Wild Thrash.

Neothelid Lore

History DC 15: Though their thick hide is difficult to pierce with ordinary weaponry, the interior of a neothelid is not so protected.
History DC 20: Neothelids are often known to lair in tunnels burrowed by purple worms, as they are unable to effectively burrow themselves.
Nature DC 15: Neothelids are the result of illithid tadpoles that have undergone neotony; unable to continue their natural life cycle through ceremorphosis and left to grow unchecked in their perpetually juvenile state.
Nature DC 20: Neothelids produce a sticky enzyme that disolves flesh and bone, leaving only fat and nervous tissue behind. A creature covered in it has only seconds to scrape or wash it off before being reduced to gelatinous mess.
Religion DC 20: It has been proposed that the neothelid stage of life, rather than being an evolutionary defect, may be an adaptation to some past environment where the illithid regularly infected titanic or godlike beings, though this is pure conjecture.



Neothelid

Gargantuan aberration, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 30 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
27 (+8) 7 (-2) 21 (+5) 16 (+3) 16 (+3) 12 (+1)

  • Saving Throws INT +8, WIS +8, CHA +6
  • Damage Resistances Weapon attacks not made from inside it
  • Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 13
  • Challenge 13 (10,000 XP)

Mind Sense. The neothelid knows the number and direction of each creature with an Intelligence score of 4 or higher within 1 mile of it.

Non-Euclidian. The space in a 5 foot radius around the neothelid is difficult terrain for non-aberrations, as the neothelid's presence warps it into incomprehensible geometries.

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

Implacable. If the neothelid fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Multiattack. The neothelid makes four attacks with its tentacles, one of which it may replace with a swallow.

Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 21).

Swallow. One creature grappled by two or more tentacles must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is Blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 21 (6d6) acid damage at the start of each of the neothelid's turns.

If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in the nearest unoccupied spaces. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Brain-Stripper Enzyme Breath (Recharge 5-6). The neothelid disgorges a torrent of acid in a 60 ft. cone that dissolves bone and flesh but leaves fat and nerves behind. Each creature in the area must succeed on a DC 18 Dexterity saving throw or be covered in the enzyme until a creature uses its action to scrape or wash it off. A creature covered in the enzyme takes 35 (10d6) acid damage at the start of each of its turns.

Reactions

Telekinetic Draw. As a reaction to passing a saving throw against a spell, the neothelid forces the spell's caster to succeed on a DC 16 Strength saving throw or be pulled 15 ft. toward the neothelid.

Wild Thrash. As a reaction to taking 30 or more damage in a turn, the neothelid thrashes about. Each creature within 15 ft. of it is pushed up to 15 ft. away. A creature that cannot move the full 15 ft. additionally takes 18 (4d8) bludgeoning damage.

Psychic Crush. As a reaction a creature reducing it below 80 hit points, the neothelid attempts to crush its mind with brute psionic force. The creature must succeed on a DC 16 Intelligence saving throw or drop to 0 hit points, or take 21 (6d6) psychic damage on a success.

Nothics

Some may marvel at the apparent incuriosity of many archmages when it comes to delving into the greater mysteries of the world, but this is a caution borne by all survivors of the path of true knowledge. An archmage of a mere thirty years in the practice is likely to have seen many within their sphere utterly undone by uncovering knowledge too terrible to be borne. Such is the curse of the nothic.

Nothic Lore

Arcana DC 10 Nothics are hoarders of great arcane knowledge that they can be convinced to share for a price.
Arcana DC 15 Nothics were once humanoid, degenerated through the aquisition of terrible arcane knowledge in a process similar to the creation of some undead. Fortunately, they seem unwilling or incapable of sharing this secret.
History DC 15 Nothics, despite being completely and irredeemably evil, are often quite friendly and willing to trade secrets. Some few brave students of wizardry have sought out nothic tutors for their famed talents, though not all survive the process.
Nature DC 15 Nothics are possessed of such powerful insight and intuition that they can learn a creature's deepest secrets merely by meeting its gaze.
Religion DC 20 The schemes of Vecna, the god of secrets, often seem to hinge on the actions of nothics, though few nothics are known to profess any kinship or worship of him.
Religion DC 25 Vecna is thought to be the creator and disseminator of the dread secret that warps mages into nothics, set as a trap in the hidden places of the world where those hungry for hidden knowledge delve.

Nothic Tactics

Nothics use their Tempt with Knowledge whenever possible, preferentially targeting creatures with poor Wisdom and Intelligence saving throws and offering the least powerful spell it thinks will be tempting enough to get the creature to take the deal. If it targets a creature with good Intelligence saves, it offers better spells and bigger secrets.

Nothic Eye of Vecna Tactics

The eye of vecna tries to position itself to make use of its soul decay each turn if corpses are available, and tries to focus creature Stunend by its Tempt With Knowledge or those affected by its Eye of Veiling before they can recover. It switches unpredictably between its Eye of Veiling and Eye of Vanishing, preferring the Eye of Veiling if it is concentrating on its Eye of Rot already.

Nothic

Chippy

Nothic

Des Hanley


Nothic Cackler

Medium aberration, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 85 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 8 (-1)

  • Skills Arcana +3, Insight +6, Perception +4, Stealth +5
  • Senses Truesight 120 ft., Passive Perception 14
  • Languages Common, Undercommon, Telepathy 30 ft.
  • Challenge 2 (450 XP)

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Weirding Gaze. When a creature that can see the nothic's eye starts its turn within 30 feet of the nothic, the nothic can force it to make a DC 12 Charisma saving throw. On a failed save, the nothic magically learns one key fact or secret about the target. The target automatically succeeds if it is immune to being charmed.

Actions

Multiattack. The nothic makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Tempt With Knowledge (Recharge 5-6). The nothic targets one creature it can see within 30 feet that has been affected by its weirding gaze. The target must succeed on a DC 15 Intelligence saving throw or take 21 (6d6) psychic damage.

A creature that fails this save voluntarily is additionally Stunned for the next minute, and learns a 1st level wizard spell of the nothic's choice, which it may cast once per long rest without expending a spell slot. A Stunned creature repeats this save at the end of each of its turns, ending the stun effect on a success.

Reactions

Cackling Caprice. As a reaction to being missed with a melee attack, the nothic forces the creature to succeed on a DC 12 Dexterity saving throw or be knocked prone.


Nothic Mindblight

Medium aberration, any alignment


  • Armor Class 15 (Natural Armor)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 17 (+3) 16 (+3) 18 (+4) 8 (-1)

  • Skills Arcana +6, Insight +10, Perception +7, Stealth +7
  • Senses Truesight 120 ft., Passive Perception 17
  • Languages Common, Undercommon, Telepathy 30 ft.
  • Challenge 7 (2,900 XP)

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Mesmeric Gaze. When a creature that can see the nothic's eye starts its turn within 30 feet of the nothic, the nothic can force it to make a DC 15 Wisdom saving throw. On a failed save, the creature is Charmed by the nothic until the end of its next turn. While Charmed in this way, a creature freely reveals its secrets to the nothic.

Actions

Multiattack. The nothic makes two blighted claw attacks uses its tempt with knowledge, if available.

Blighted Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) slashing damage plus 6 (1d10) necrotic damage.

Eye of Rot (4th Level Spell, Concentration). One creature the nothic can see within 120 ft. must make a DC 15 Charisma saving throw. On a failure, a creature is Poisoned for the next minute, and while Poisoned in this way takes 22 (4d10) necrotic damage at the beginning of each of its turns.

A Poisoned creature repeats this saving throw at the end of each of its turns, with disadvantage if the nothic can see it, ending the effect on a success.

Tempt With Knowledge (Recharge 5-6). The nothic targets one creature it can see within 30 feet that has been affected by its mesmeric gaze. The target must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage.

A creature that fails this save voluntarily is additionally Stunned for the next minute, and learns a 1st or 2nd level wizard spell of the nothic's choice, which it may cast once per long rest without expending a spell slot. A Stunned creature repeats this save at the end of each of its turns, ending the stun effect on a success.



Nothic Eye of Vecna

Medium aberration, any alignment


  • Armor Class 16 (Natural Armor)
  • Hit Points 190 (20d10 + 80)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 19 (+4) 18 (+4) 20 (+5) 8 (-1)

  • Saving Throws CON +8, INT +8, WIS +9
  • Skills Arcana +8, Insight +13, Perception +9, Stealth +8
  • Senses Truesight 120 ft., Passive Perception 19
  • Languages Common, Undercommon, Telepathy 30 ft.
  • Challenge 11 (7,200 XP)

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Mesmeric Gaze. When a creature that can see the nothic's eye starts its turn within 30 feet of the nothic, the nothic can force it to make a DC 17 Wisdom saving throw. On a failed save, the creature is Charmed by the nothic until the end of its next turn. While Charmed in this way, a creature freely reveals its secrets to the nothic.

Soul Decay. At the beginning of each of the nothic's turns, one corpse within 30 ft. of it rises as a zombie for the next minute under the nothic's control, and acts on the nothic's initiative. The zombie dies instantaneously if the nothic cannot see it.

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

Actions

Multiattack. The nothic makes two blighted claw attacks uses either its eye of rot or its tempt with knowledge, if available.

Blighted Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 11 (2d10) necrotic damage.

Eye of Rot (4th Level Spell, Concentration). One creature the nothic can see within 120 ft. must make a DC 17 Constitution saving throw. On a failure, a creature is Poisoned for the next minute, and while Poisoned in this way takes 22 (4d10) necrotic damage at the beginning of each of its turns.

A Poisoned creature repeats this saving throw at the end of each of its turns, with disadvantage if the nothic can see it, ending the effect on a success. .

Tempt With Knowledge (Recharge 5-6). The nothic targets one creature it can see within 30 feet that has been affected by its mesmeric gaze. The target must succeed on a DC 17 Intelligence saving throw or take 35 (10d6) psychic damage.

A creature that fails this save voluntarily is additionally Stunned for the next minute, and learns a 1st, 2nd, or 3rd level wizard spell of the nothic's choice, which it may cast once per long rest without expending a spell slot. A Stunned creature repeats this save at the end of each of its turns, ending the stun effect on a success.

Reactions

Eye of Veiling (2nd Level Spell). As a reaction to being hit with a melee attack, the nothic forces the attacker to make a DC 17 Intelligence saving throw. On a failed save, the nothic becomes invisible to that creature for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Eye of Vanishing (Concentration, 3rd Level Spell). As a reaction to being hit with a melee attack by a creature it can see, the nothic turns invisible until the end of its next turn and teleports up to 30 ft. to a location it can see.

Temptations. The following spells are likely to get your players to accept the nothic's bargain, without being too problematic for you or for the nothic itself:

  • 1st Level. Absorb Elements, Charm Person, Comprehend Languages, Disguise Self, Feather Fall, Mage Armor, Magic Missile, Shield.
  • 2nd Level. Augury, Blur, Detect Thoughts, Invisibility, Knock, Misty Step
  • 3rd level. Counterspell, Dispel Magic, Fly, Tiny Hut, Major Image, Sending

Alternately, you can offer some bit of plot or character-relevant knowledge. With it's weirding gaze, the nothic has an excuse to know just about any sort of secret.

A Word of Caution. Be careful giving access to Shield to your players. It's fine on a character with armor, and it's fine on a character with spell slots to cast it more than once per day, but as a general rule you shouldn't give it to a character with both.

Otyughs

Otyughs, repulsive as they are, are an inescapable fact of life in many urban settings, as unlike trained sanitation workers, otyughs accept payment in trash and filth. Due to this, the terrestrial population of the normally subterranean otyugh has exploded, likely to the point where there are more otyughs living in human cities than in their natural underground environments. The gold saved by city governments is
cold comfort, however, to those who find need to
venture into an otyugh's lair. Between their hideous
stench, unsettling mental presence, and general
curiosity as to what everything and anything tastes like,
an encounter with an otyugh is something to be avoided
at all costs.

Lore

Arcana DC 15: Despite their generally animalistic intelligence, otyughs are possessed of some limited psionic abilities, which they can use to communicate simple ideas. Most who try to communicate with otyughs find the process deeply, skin-crawlingly uncomfortable, however.
History DC 10: Otyughs are often purposefully introduced to waterways, sewers, and trash dumps due to their general propensity to eat any sort of trash or refuse. The periodic disappearances of urban explorers is generally considered an additional benefit of their presence by city authorities.
Nature DC 10: Otyughs lair in midden heaps and cesspits, eating filth and refuse. Because of this, otyughs generally exude a truly intollerable stench, though it can be somewhat mitigated by oil of mint applied to a face covering.
Nature DC 15: The bite of an otyugh carries an exotic mix of toxins and diseases, and is often unique to each otyugh, dependent on what it's specific diet and environment is.

Cesspit Otyugh Tactics

Cesspit otyughs try to attack from stealth, approaching sewer-goers with their spying eye. While it has a creature grappled, the otyugh pins it underwater or buried in its midden heap, raising it out only to Slam or Bite it. The otyugh waits to use its Slam until it has two creatures grappled, then uses it whenever available. If the otyugh is reduced below 50 or so hit points, it disengages and retreats into cover.

Neo-Otyugh Tactics

Neo-otyughs try to position themselves in some natural body of water poisonous to most other creatures, such as a realgar-tainted hot spring or mud pools covered in toxic alagal blooms, so as to further weaponize their psionic lure. They are more conversational than most other otyughs, and occasionally attempt some ruse to telepathically deceive creatures into approaching their lairs unguarded, though such attempts are rarely succesful.

Charnel Otyugh Tactics

Charnel otyughs are much more agressive, and will attack even enemies that they cannot appraoch in stealth. A charnel otyugh will usually focus all of the attacks from its Charnel Frenzy on one or two foes, attacking whichever creatures have dealt the most damage in melee to it recently. Charnel otyughs will usually not be driven off by damage, but will often flee if subjected to mind-affecting spells, particularly those that induce the Frightened condition.

Encounters

Otyughs are quite solitary creatuers ordinarily and rarely fight with anything like allies. However, certain opportunistic scavengers often lurk near an otyugh's lair, looking to steal a portion of its kills, and some of the more intelligent hunters of the underdark will seek to drive prey towards an otyugh to trap it.

CR 11 Encounter 3,150 XP

  • 1 Cesspit Otyugh (CR 5)
  • 3 Carrion Crawler (CR 2)

CR 16 Encounter 3,750 XP

  • 1 Neo-Otyugh (CR 7
  • 1 Kobold Dragoncaller (CR 1)
  • 3 Kobold Trapsetter (CR 1/2)
  • 1 Kobold Censer Bearer (CR 1/4)
  • 6 Kobolds (CR 1/4)

Otyugh

Arnie Swekel


Cesspit Otyugh

Large aberration, neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws CON +7
  • Skills Perception +4, Stealth +3
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages Otyugh, Telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Spying Eye The otyugh has advantage on checks made to hide while submerged in filth.

Horrid Stench. A creature that starts its turn within 10 feet of the Otyugh must succeed on a DC 15 Constitution saving throw or be Poisoned until the start of its next turn.

Actions

Multiattack. The otyugh makes three attacks, one of which may be with its diseased bite.

Diseased Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or contract Filth Fever.

Spined Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage and the target is grappled (escape DC 14). The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam (Recharge 5-6). The otyugh slams up to two creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 13 (3d6 + 3) bludgeoning damage and be Stunned until the end of the otyugh's next turn, or take half as much damage on a success.

Filth Fever. A raging fever sweeps through the creature’s body, giving the creature disadvantage on skill checks, saving throws, and attack rolls that use Strength. Every 24 hours that elapse, the target makes a DC 15 Constitution saving throw, reducing its hit point maximum by 5 (1d10) until the disease is cured on a failure, or ending the disease's effects on a success. The target dies if the disease reduces its hit point maximum to 0.


Neo-Otyugh

Huge aberration, neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 150 (12d10 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 22 (+6) 12 (+1) 13 (+1) 6 (-2)

  • Saving Throws CON +9, INT +4
  • Skills Perception +4, Stealth +3
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages Common, Otyugh, Telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Spying Eye The otyugh has advantage on checks made to hide while submerged in filth.

Horrid Stench. A creature that starts its turn within 10 feet of the Otyugh must succeed on a DC 17 Constitution saving throw or be Poisoned until the start of its next turn.

Intrusive Presence. The neo-otyugh can detect the surface thoughts of each creature within 120 feet. Affected creatures are aware of the otyugh's mental presence.

Actions

Multiattack. The otyugh makes three attacks, one of which may be with its diseased bite or its disgusting lure.

Diseased Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage and the target must succeed on a DC 17 Constitution saving throw or contract Filth Fever.

Spined Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 4 (1d8) piercing damage and the target is grappled (escape DC 16). The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam (Recharge 5-6). The otyugh slams up to two creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 16 Constitution saving throw or take 15 (3d6 + 5) bludgeoning damage and be Stunned until the end of the otyugh's next turn, or take half as much damage on a success.

Reactions

Disgusting Lure. As a reaction to being targeted with a ranged attack or harmful spell, the otyugh forces the attacker to succeed on a DC 12 Intelligence saving throw or use all of its remaining movement to approach the otyugh by the most direct path.



Charnel Otyugh

Huge aberration, neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 253 (22d12 + 110)
  • Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 20 (+5) 6 (-2) 15 (+2) 7 (-2)

  • Saving Throws STR +9, CON +9
  • Skills Perception +6, Stealth +4
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Common, Otyugh, Telepathy 120 ft.
  • Challenge 12 (8,400 XP)

Spying Eye The otyugh has advantage on checks made to hide while submerged in filth.

Horrid Stench. A creature that starts its turn within 10 feet of the Otyugh must succeed on a DC 17 Constitution saving throw or be Poisoned until the start of its next turn.

Rotting Grip. A creature grappled by the otyugh that receives magical healing must expend a hit die or take 5 (1d10) necrotic damage.

Actions

Multiattack. The otyugh makes three attacks, one of which may be with its bite.

Maw of Decay. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing plus 11 (2d10) necrotic damage and the target must succeed on a DC 17 Constitution saving throw or contract a disease of the otyugh's choice.

  • Charnel Lung
  • Festering Necrosis
  • Filth Fever

Spined Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning plus 4 (1d8) piercing damage and the target is grappled (escape DC 17). The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam (Recharge 5-6). The otyugh slams up to two creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 17 Constitution saving throw or take 22 (5d6 + 5) bludgeoning damage and be Stunned until the end of the otyugh's next turn, or take half as much damage on a success.

Reactions

Body Shield. As a reaction to being targeted with an attack while grappling one or more creatures, the otyugh adds +4 to its AC. If the attack misses, the attacker makes a new attack roll, targeting the grappled creature instead.

Charnel Frenzy (1/Day) . As a reaction to being reduced below 125 hit points, the otyugh releases each creature it is grappling and makes four tentacle attacks that do not grapple on a hit.

Charnel Lung. An infected creature cannot hold its breath and has disadvantage on Constitution saving throws against breathable toxins.

Festering Necrosis. An infected creature gains vulnerability to necrotic damage. Whenever an infected creature would fail one death save, it instead fails two death saves.

Phaerimm

The mind of a phaerimm is something not wholly alien. Though shaped by an ancestral environment of pure horror and chaos; though driven by senses and impulses undreamt of by those who study them, the phaerimm are deeply cruel, a level of true sadism that forces them to mentally model their prey in enough detail to understand and be understood by it, crossing that momentous gulf so as to better harm those around them.

Despite the layers upon layers of unfolding schemes a phaerimm may have in play at any moment, they can be relied upon to have constructed those schemes in a way to bring both immediate and long-term suffering; if you wish to know how a Phaerimm will strike you, ask yourself where you are weakest.

Phaerimm Lore

Arcana DC 15: Phaerimm magic blends psionics to amplify the pain caused by their melee assaults in combat
History DC 15: Phaerimms are naturally solitary creatures, though they keep prisoners and thralls to torment, and make their lairs within scheming distance of one another.
Nature DC 20: Phaerimms communicate by varying the tension of tiny hairs spread across their body, subtly affecting the movement of air over them as they fly.
Nature DC 15: Phaerimms cannot live without the constant presence of magic.
Nature DC 20: Phaerimm reproduction is parasitic, involving the implantation of an egg in a living host via their stinger.

Social Encounters

  • Two phaerimms lair on opposite sides of a valley through which a busy road passes, and have quietly been at war for centuries. Through subtle magic, psionic compulsion, seeded breadcrumbs, and occasionally outright bribery each seeks to push any adventurers that pass through to discover the other's lair, as each knows that will result in both inconvenience for their counterpart and suffering for the adventurers.
  • A phaerimm-engineered plague has crippled a city; killing no one outright but wracking each infected with too much pain to go about their daily lives, and too virulent for magical healing to outpace. The city is struggling as a smaller and smaller portion of its population remains to care for the growing populations of invalids.
  • Each evening, a village is beset by disaster, its inhabitants cut down by cataclysmic events and nightmarish creatures, and each morning the villagers awake unharmed in their beds to die anew. None can escape, and none are aware that their woes stem from the phaerimm that has taken residence in the caves beneath the village.

Phaerimm Tactics

Phaerimm act to cause the most physical and psychological pain that they can, and rarely go for the quick kill. The phaerimm typically uses its Absorption in response to damaging spells, and its reflection in response to non-damaging spells, though it favors the reflection if it has any temporary hit points remaining.

When it kills, it prefers to do so with its Tortuous Compulsion, reducing a creature to 0 with its own attacks but delivering the killing blow through a close friend or loved one. It uses its Wrack to neutralize ranged fighters and those that rely on martial feats such as Great Weapon Master and Sharpshooter, and uses its Drown in Blood against spellcasters, preferentially targeting Wizards and Bards.

Phaerimm

Ciruelo Cabral



Phaerimm

Large aberration, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 253 (22d12 + 110)
  • Speed 20 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 20 (+5) 21 (+5) 17 (+3) 18 (+4)

  • Saving Throws INT +9, WIS +7, CHA +8
  • Skills Arcana +10, Deception +9, Insight +8
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing and Slashing from Nonmagical Attacks
  • Senses Truesight 60 ft. Passive Perception 18
  • Languages Understands Common but can't speak it, Telepathy 60 ft.
  • Challenge 12 (8,400 XP)

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

Dessicating Dweomer. A creature that fails a saving throw against a spell or magical effect of the phaerimm's has any potions or other liquids it is carrying dry up, becoming unusable until rehydrated.

Actions

Multiattack. The phaerimm makes five attacks, one of which may be with its bite or its stinger.

Grinding Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled target. Hit: 46 (8d10 + 2) piercing damage. A creature killed by this damage has its corpse utterly destroyed.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the phaerimm can grapple the target (escape DC 14).

Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (3d8 + 2) piercing damage and the target must succeed on a DC 17 Constitution saving throw or be Poisoned for the next minute. A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Implant Egg. The phaerimm makes a stinger attack against a Poisoned creature. If the attack hits, the phaerimm deposits an egg in the wound. The creature is Paralyzed and levitates 3 ft. off the ground until a creature makes a DC 17 Wisdom (Medicine) check to remove the egg, or until the egg hatches in 2d20 hours, killing the host. Each attempt (successful or not) deals 1d4 points of damage to the host.

Reactions

Absorption. As a reaction to succeeding on a saving throw against a spell or magical effect, the phaerimm gains temporary hit points equal to 10 times the level of the spell.

Reflection. As a reaction to succeeding on a saving throw against a spell or magical effect, the phaerimm changes the spell's target to a creature of its choice that it can see within 30 ft.

Legendary Actions

The phaerimm can take 3 legendary actions, choosing from the options below.

Tortuous Compulsion (4th Level Spell). One creature within 60 ft. must succeed on a DC 17 Wisdom saving throw or take 7 (2d6) psychic damage. A creature that takes 10 or more psychic damage in this way acts under the phaerimm's control on its following turn.

Wrack (2nd Level Spell). One creature within 60 ft. is overwhelmed with indescribable pain. The target must succeed on a DC 17 Constitution saving throw or fall prone and be unable to stand on its following turn. A creature that fails this save by 5 or more subtracts 1d4 from attacks and saving throws it makes for the next minute.

Drown in Blood (4th Level Spell, Concentration, Costs 2 Actions). Blood wells up in the mouth and lungs of a creature, suffocating it. One creature within 60 ft. must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage and be unable to speak or breathe for the next minute. An affected creature repeats this save at the end of each of its turns, ending the effect on a success.

Encounter Groups

CR 21 Encounter 13,450 XP

  • 1 Phaerimm (CR 12)
  • 1 Beholder Director (CR 8)
  • 2 Derro Quarrelers (CR 2)
  • 5 Derro Crawlers (CR 1/4)

Phaerimm

Richard Sardinha

Puppeteer Parasite

Now, the real problem with the squammy floppers known as "puppeteer parasites" is that Wildspace is just swimming with dirtkickers too green to check their boots and too goggle-eyed for anyone to tell when they've been nipped. Easy enough to strip your helmsman down and sun him for wigglers when he starts holding his fork backwards, but too many crews been hived up 'cause they couldn't stomach that odd.

Puppeteer Parasite Lore

History DC 10: Puppeteer parasites are one of the more benign forms of mind-controlling slug found in the vast reaches of Wildspace, usually content to joyride hijacked drunks through wildspace for a tenday or three, leaving them drained and confused, rather than devouring their brains or turning them inside out.

Though their alien minds and remedial psionic abilities make them not-terribly-adept at passing unnoticed, they are often ignored so long as they don't lurch anyone too well-liked, as accusing someone of being infected is considered dreadfully rude.
History DC 15: Those piloted by puppeteer parasites can often be identified by their incredibly slow reaction times, often continuing to follow their parasite's last command long after it stops making sense. There's little point in pointing this out to them, however, as the puppets rarely can remember or see their rubbery masters, even when directly pointed out to them.
Nature DC 15: Anyone with a proper brain-and-a-half should be able to conk a parasite on mind alone, but for those of more modest cognition an intense sunning will do the trick.
Nature DC 20: Puppeteer parasite infestations are usually rooted out before they cause too much harm, but in particularly unobservant or apathetic populations can completely overtake a society, turning those outposts into hives that serve as both traps for luring in travelers and hubs from which they can spread.

Puppeteer Parasite Tactics

Puppeteer parasites use humanoid hosts to gain access to restricted areas, advanced technology, and spelljamming transportation, spreading themselves to new lands. In combat, puppeteer parasites try to attach themselves to the strongest and least Intelligent enemy they can sense and direct it against its allies with their Assume Control.

If already controlling a creature and trying to hide their nature or if they attach themselves to a spellcaster, they instead use their Drain Mind and Insidious Suggestion. If their thrall is already following a command, they prefer to take the Dodge action, issuing a new command only when necessary due to the risk of Psionic Backlash.


Puppeteer Parasite

Gido



Puppeteer Parasite

Tiny aberration, neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 71 (11d4 + 44)
  • Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 18 (+4) 16 (+3) 10 (+0) 3 (-4)

  • Saving Throws DEX +4, CON +6, WIS +2
  • Skills Deception -2, Stealth +4
  • Damage Vulnerabilities Radiant
  • Damage Resistances Fire, Necrotic, Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
  • Languages The languages of any creature it is attached to. Telepathy 30 ft.
  • Challenge 3 (700 XP)

Custom Mimicry. The puppeteer can add its Intelligence modifier to Charisma checks made to mimic behavior it has observed in the last 24 hours.

Psionic Backlash. If a creature the parasite is Attached to succeeds on a saving throw against one of the parasite's abilities by 5 or more, the Parasite falls prone and is Stunned until the end of its next turn.

Actions

Clinging Flop. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage and the parasite becomes Attached to the target (remove DC 12).

Drain Mind. The parasite digs its ventral teeth into a humanoid creature it is attached to, connecting directly to the creature's nervous system. The creature takes 7 (2d6) piercing plus 11 (2d10) psychic damage, then must make a DC 13 Intelligence saving throw.

On a failure, the creature loses all memory of the parasite and the parasite becomes undetectable to the creature until the parasite is removed or deals any damage to the creature.

Insidious Suggestion (Recharge 5-6). The parasite telepathically whispers a command to a creature it is attached to. The creature must succeed on a DC 13 Wisdom saving throw or follow that command for the next hour, or until the parasite uses this ability again.

Assume Control (1/Day, Concentration). The parasite attempts to directly take control of the body of a humanoid creature it is attached to, forcing it to succeed on a DC 13 Wisdom saving throw or be Dominated by the parasite for the next 24 hours.

While Dominated in this way, a creature can't cast spells and uses the parasite's knowledge, mental statistics and proficiencies in place of its own.

Reactions

Slither. When a creature the parasite can see targets it with an attack while it is attached to a creature, it crawls deeper into the creature's clothing or armor, gaining half cover against the attack.

If the attack misses the parasite, the attacker makes a new attack roll targeting the creature the parasite is attached to.

Delver of Secrets

Matt Stewart

Quori

The realms of dreaming are not safe. The dreamscapes of the sleeping are fertile ground for the parasitic ministrations of the quori, psychic symbiotes that live in the space between dreams. There are worse fates than merely becoming food that await a dreamer that earns the ire of the Dreaming Dark, however; plunged into endless nightmare or mental imprisonment as a disposable tool of its new passenger.

Quori Lore

Arcana DC 15: Quori are capable of taking control of an unconscious creature's body, though certain willing creatures can enter a trance-like state that allow them to invite and act as vessels for the quori while conscious.
History DC 15: Those acting under the quori's control become passengers within their own body, able to perceive and understand their surroundings while unable to take even the smallest action of their own volition.
Nature DC 15: The quori are malign outsiders from the plane of dreams, normally unable or unwilling to manifest within the material plane without a host.
Nature DC 20: Quori enter the dreams of sleeping mortals to feed upon their emotions, though such visits can also be made with the intent to surveil or even attempt to possess the creature, if the quori has need of a mortal vessel.
Nature DC 25: New quori can be born only from the spirits of fallen ones. As such, quori society is quick to execute those suspected of working against the will of the Dreaming Dark, eager to replace them with more loyal quori.
Religion DC 20: Not even divinely inspired or prophetic dreams are safeguarded against incursions of the quori, though a certain measure of security is granted by obscurity, as there are a great many more dreamers than there are quori spies. This is thought to be a reason why prophecies and visions are often granted to those without prior power or influence, rather than those best able to act upon them.

Social Encounters

  • A blind monk from a local temple reveals to the party that his sight was stolen in a battle long-past, replaced with unceasing, unblinking images of pain and horror. After decades of torment, he seeks a way to make amends and strike a bargain to end his suffering, and needs a skiled dreamcrafter to help him reach the place of his assailant's power.
  • A cabal of aristocrats in league with local labor groups has been pushing for a later start to the work-day, citing the difficulty of getting a full night's rest while fulfilling all of life's other obligations. The laborers suspect the aristocrats of being possessed by eldritch abominations, but hae decided that there is no urgent need to assist them.
  • A vagrant asks to travel with the party for safety. She was once an acclaimed alchemist, but was cast out of her community after being freed from quori posession, as it is held that any once touched by the quori will forever hold their gaze.

Quori Countermeasures. Any spell or effect that would end the Charmed condition or a domination or posession effect can be used to expel a quori.

The Dream spell can be used to project onself or another within a possessed creature's consciousness and fight the quori there. Whenever the quori takes damage in this way, it must succeed on a save to maintain concentration or be expelled. If the dreamer drops to 0 hit points, they are returned to their own body.



Tsoreva Quori

Medium aberration, lawful evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 120 (16d8 + 48)
  • Speed 40 ft., climb 40 ft.

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

  • Saving Throws WIS +6
  • Skills Perception +6
  • Damage Resistances Pyschic
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 16
  • Languages Common, Quori
  • Challenge 5 (1,800 XP)

Dream Invader. The quori may spend half its movement to enter the dreams of an adjacent unconscious creature. While invading the creature's dreams, the quori has total cover from outside effects and can leave the creature's dream as a bonus action, appearing in an adjacent space.

Whenever it takes damage or a creature uses an action to shake it, the creature may attempt a DC 14 Charisma saving throw, waking and expelling the quori on a success.

Actions

Multiattack. The quori makes two melee attacks, one of which it may replace with a use of its flickering psychoport.

Mind Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) nonlethealpsychic damage.

Flickering Psychoport. The quori teleports up to 30 ft. to an unoccupied space it can see within 5 ft. of a creature. Until the end of its turn, attacks against the quori are made at disadvantage.

Mindslice Frenzy (Recharge 5-6). The quori makes four melee attacks.

A creature hit by two or more of these attacks in a turn must succeed on a DC 14 Wisdom saving throw or be Frightened for the next minute. This effect ends if the creature ends its turn 20 ft. or more away from the quori.

Waking Nightmare. The quori attempts to take control of an unconscious creature whose dreams it is invading.

The creature takes 11 (2d10) psychic damage, then must succeed on a DC 14 Charisma saving throw or gain temporary hit points equal to half its maximum hit points and rise under the quori's control. While the creature has these temporary hit points, it automatically fails Charisma saving throws.

Tsucora Quori

Dave Allsop

Tsoreva Quori Tactics

Tsoreva quori skirmish in and out of combat,
opening with their mindslice frenzy, then
making a single attack and using their flickering
psychoport to get into a position where they can
exit combat while provoking only a single
attack of opportunity. From there, they will
often take cover and use the Dodge action
until their mindslice frenzy recharges, at which
point they scuttle back in.

The tsoreva quori focuses all of its attacks
on a single creature, then as soon as that
creature drops it dives into its dreams and takes cover
there until it either kills the creature or gains control of it with its waking nightmare ability.

When it gains control of a creature, it makes basic attacks or casts cantrips the first turn while it gets accustomed to
the body, then on following turns tries to go nova and use as many limited resources as possible to attack the creature's allies.



Tsucora Quori

Medium aberration, lawful evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 161 (19d8 + 76)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3)

  • Saving Throws WIS +5, CHA +6
  • Skills Insight +5, Perception +8
  • Damage Resistances Pyschic
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Common, Quori
  • Challenge 7 (2,900 XP)

Dream Invader. The quori may spend half its movement to enter the dreams of an adjacent unconscious creature. While invading the creature's dreams, the quori has total cover from outside effects and can leave the creature's dream as a bonus action, appearing in an adjacent space.

Whenever it takes damage or a creature uses an action to shake it, the creature makes a DC 14 Charisma saving throw, waking and expelling the quori on a success.

Grasping Flesh. A creature that leaves the quori's reach must succeed on a DC 14 Strength saving throw or fall prone.

Actions

Multiattack. The quori makes three melee attacks, one of which may be with its mindrot sting. It may replace its sting attack with a use of its Overwhelm Mind, if available.

Witripper Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. This attack deals an additional 5 (1d10) psyschic damage to a Frightened creature.

Mindrot Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target must succeed on a DC 14 Wisdom saving throw or be Frightened for the next minute. This effect ends if the creature ends its turn 20 ft. or more away from the quori.

Overwhelm Mind (Recharge 5-6). One creature within 30 ft. that the quori can see must succeed on a DC 14 Wisdom saving throw or fall asleep for the next next minute. A creature wakes up early if it takes damage or another creature uses its action to wake it.

Waking Nightmare. The quori attempts to take control of an unconscious creature whose dreams it is invading.

The creature takes 11 (2d10) psychic damage, then must succeed on a DC 14 Charisma saving throw or gain temporary hit points equal to half its maximum hit points and rise under the quori's control. While the creature has these temporary hit points, it automatically fails Charisma saving throws.

Tsoreva Quori

Cory Trego-Erdner

Tsucora Quori Tactics

Tsucora Quora begin combat choosing two targets; one physicallhy strong one to use their Overwhelm Mind on, and one physically weak one to deal damage to. It opens with its Overwhelm Mind and continues to use it whenever available, attacking its other target in the meantime.

Whenever one of its two targets drops unconscious, it immediately uses its Dream Invader ability to hide within the creature. Once it gains control with its Waking Nightmare ability, it attacks the creature's allies, prioritizing actions it has seen the creature take in the combat so far.

Encounters

CR 12 Encounter 3,800 XP

  • 2 Tsoreva Quori (CR 5)
  • 4 Larval Feyr (CR 1/4)

CR 18 Encounter 10,100 XP



Uvaspena Quori

Large aberration, lawful evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 228 (24d10 + 96)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 22 (+6) 18 (+4) 19 (+4)

  • Saving Throws WIS +5, CHA +6
  • Skills Deception +12, Insight +5, Perception +8
  • Damage Resistances Pyschic
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Common, Quori, Telepathy 120 ft.
  • Challenge 11 (7,200 XP)

Dream Invader. The quori may spend half its movement to enter the dreams of an adjacent unconscious creature. While invading the creature's dreams, the quori has total cover from outside effects and can leave the creature's dream as a bonus action, appearing in an adjacent space.

Whenever it takes damage or a creature uses an action to shake it, the creature may attempt a DC 16 Charisma saving throw, waking and expelling the quori on a success.

Actions

Multiattack. The quori makes four melee attacks, or makes two melee attacks and uses its tear apart ability, if available.

Armored Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage and the target is grappled (escape DC 16).

On a critical hit, the target must succeed on a DC 16 Strength saving throw or have one object it is carrying wrested from its grasp and flung up to 30 ft. away.

Tear Apart. One creature grappled by all four of the quori's claws must succeed on a DC 16 Constitution saving throw or take 33 (6d10) piercing damage, or half as much on a success. A creature reduced to 0 hit points in this way is ripped into pieces and dies.

Greater Psychoport. The quori teleports up to 120 ft. to an unoccupied space within 5 ft. of a creature, or up to a mile to an unoccupied space within 5 ft. of a creature it has used its dream invader ability on.

Thoughtscour Shriek (Recharge 5-6). Each creature within 10 ft. must succeed on a DC 16 Wisdom saving throw or fall asleep for the next next minute. A creature wakes up early if it takes damage or another creature uses its action to wake it.

When the creature wakes, it experiences the time since it encountered the quori as though it were a dream.

Waking Nightmare. The quori attempts to take control of an unconscious creature whose dreams it is invading.

The creature takes 11 (2d10) psychic damage, then must succeed on a DC 16 Charisma saving throw or gain temporary hit points equal to half its maximum hit points and rise under the quori's control. While the creature has these temporary hit points, it automatically fails Charisma saving throws.

Reactions

Bloodied Shriek. As a reaction to being reduced below 115 hit points, the quori immediately recharges and uses its thoughtscour shriek.

Uvaspena Quori Tactics

The uvaspena quori begins combat with its thoughtscour shriek, using it again whenever available. It relies on the shriek to provide it with hosts for its dream invader ability, using its claws instead to try to kill creatures resistant to it, first prioritizing clerics and paladins, then bards, sorcerers, and warlocks. If it gets a creature grappled with all four claws, it always uses its Tear Apart ability in place of two of its attacks.

If approaching conflict from a distance, it holds its action to psychoport in just before its turn. If surprised, the quori psychoports away to gain control of the situation before re-engaging.

Uvaspena Quori

Eric Deschamps

Dal Quor

Thomas Bourdon



Du'ulora Quori

Large aberration, lawful evil


  • Armor Class 18 (Inertial Armor)
  • Hit Points 229 (27d10 + 81)
  • Speed fly 60 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 20 (+5) 18 (+4) 23 (+6)

  • Saving Throws WIS +8, CHA +10
  • Skills Deception +10, Insight +8, Perception +12
  • Damage Resistances Acid, Cold, Fire, Pyschic
  • Condition Immunities Charmed, Frightened
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages Common, Quori, Telepathy 120 ft.
  • Challenge 12 (8,400 XP)

Dream Invader. The quori may spend half its movement to enter the dreams of an adjacent unconscious creature. While invading the creature's dreams, the quori has total cover from outside effects and can leave the creature's dream as a bonus action, appearing in an adjacent space.

Whenever it takes damage or a creature uses an action to shake it, the creature may attempt a DC 18 Charisma saving throw, waking and expelling the quori on a success.

Blackfury. A creature that enters a barbarian rage or similar mental state within 60 ft. of the quori must succeed on a DC 18 Wisdom saving throw or gain vulnerability to psychic damage for as long as its rage lasts.

Actions

Multiattack. The quori uses its gaze of rage and flame twice, one of which it may replace with a use of either its gaze of sight and shadow or its gaze of gate and key.

Gaze of Rage and Flame. One creature the quori can see within 60 ft. must make a DC 18 Wisdom saving throw. On a failure, the creature takes 5 (1d10) fire damage for each point it failed the save by, then must use its reaction to move up to half its speed toward a creature of the quori's choice and make an attack against it.

Gaze of Gate and Key. One willing creature the quori can see within 60 ft. teleports up to 30 ft. to an unoccupied space space the quori can see within 5 ft. of another creature.

Gaze of Sight and Shadow (Concentration). One creature the quori can see within 60 ft. must succeed on a DC 18 Wisdom saving throw or be Frightened for the next minute

While Frightened in this way, the quori has complete control over what the creature sees. This effect ends early if the creature ends its turn more than 60 ft. away from the quori.

Waking Nightmare. The quori attempts to take control of an unconscious creature whose dreams it is invading.

The creature takes 11 (2d10) psychic damage, then must succeed on a DC 18 Charisma saving throw or gain temporary hit points equal to its maximum hit points and rise under the quori's control. While the creature has these temporary hit points, it automatically fails Charisma saving throws.

Du'ulora Quori Lore

Arcana DC 15: The du'ulora quori, battlefield
commanders of the armies of Dal'Quor, prey upon the battlerage and bloodlust of their opponents, provoking it to open their minds to assault.
History DC 15: The gaze of the du'ulora quori can induce a sort of waking dream, plunging one into a terrible nightmare world of the quori's making.
History DC 20: Veterans of conflict against the quori
assert that they can discover the location of a
hidden du'ulora quori by disregarding their
senses entirely and focusing only on the source of
their fear; the place they cannot bring themselves
to approach is where it will be hiding.

Du'ulora Quori Tactics

The du'ulora quori versees and directs battles from above, beginning combat using its its gaze of rage and flame and its gaze of sight and shadow against two different combatants, getting one to attack the other in a blind rage, and getting
the second to halucinate the first being posessed.

Hashalaq Quori Lore

Arcana DC 15: A host possessed by a hashalaq quori has an unsettling ability to blend in, seeming friendly and familiar to all who observe it.
Arcana DC 20: Those who maintain multiple false identities are often mistaken for disquised hashalaq quori, as mutiple observers recall different names and backgrounds for the same person.
History DC 20: Though not as immediately formidable in direct combat as some of their quori brethren, the hashalaq quori are spoken of with true terror in the halls of Dal Quor for their ability to pierce any veil of secrecy, to unmask any conspiracy, and to scar the very souls of those judged anathema to The Dreaming Dark.
History DC 25: The sources of joy reaped by the hashalaq quori for its collection can be recovered only by slaying the thief, or else by convincing it to relinquish them voluntarily.

Hashalaq Quori Tactics

The hashalaq quori very rarely fights unless
cornered or confronted in a place of its power. When
it must, it begins combat with its idyllic touch,
prioritizing melee threats as targets before moving
on to Intelligence and Charisma based spellcasters.

Once at least half of its foes are giddy and
noncombative, the hashalaq quori uses its Steal Joy ability each turn against a single creature, preferentially targeting Clerics, Bards, Fighters, and Barbarians.

Once an enemy falls unconscious, the hashalaq quori always uses its dream invader and waking nightmare abilities, at the very least increasing the damage it can do with its Empathic Feedback ability.

Hashalaq Quori

Cory Trego-Erdner

Kalaraq Quori Lore

Arcana DC 20: The spectral eyes that swirl around a kalaraq quori are the cursed souls of its victims, trapped and pressed into service until the quori's death as spies.

Kalaraq Quori Tactics

The kalaraq quori begins combat by using its Bind Eyes, ideally on a spell caster with a poor Charisma save such as a Wizard or Druid. It stays roughly 30 ft. away from the fray with its fly speed, using its night ripper ability until one or more creatures fall unconscious and then diving into one of them, using its Waking Nightmare ability to take control of the creature before its next turn.

If it starts its turn posessing a creature with another possessable creature in range, it uses its Devour Dreams ability on the current host and moves to the other.

Once its Swarm of Eyes trait activates, the quori decides whether to flee or fight. If it decides to flee, it descends through the floor and dashes underground until it reaches a safe distance, heedless of the force damage. If it decides to fight, it switches to using its Soul Binding attack each turn, targeting creatures already brought low earlier in the fight, though avoiding those with some form of Natural Armor or Unarmored Defense.

Kalaraq Quori

Christopher Burdett



Hashalaq Quori

Medium aberration, lawful evil


  • Armor Class 18 (Inertial Armor)
  • Hit Points 195 (30d8 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 18 (+4) 16 (+3) 20 (+5)

  • Saving Throws WIS +7, CHA +9
  • Skills Arcana +12, History +12, Insight +11, Persuasion +9
  • Damage Resistances Pyschic
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Common, Quori, Telepathy 120 ft.
  • Challenge 12 (8,400 XP)

Dream Invader. The quori may spend half its movement to enter the dreams of an adjacent unconscious creature. While invading the creature's dreams, the quori has total cover from outside effects and can leave the creature's dream as a bonus action, appearing in an adjacent space.

Whenever it takes damage or a creature uses an action to shake it, the creature may attempt a DC 17 Charisma saving throw, waking and expelling the quori on a success.

Familiar Face. A creature under the quori's control appears familiar and friendly to any casual observers. If questioned, the observer's mind supplies a name and justification for the creature's presence.

Intimate Probe. The quori maintains a constant awareness of the surface thoughts and emotions of each creature within 120 ft.

Empathic Feedbck. Whenever the quori or a creature it is controlling takes damage from an attack by a creature within 60 ft., the attacker takes half as much psychic damage.

Actions

Idyllic Touch. One creature within 5 ft. of the quori or a creature it is controlling must succeed on a DC 17 Wisdom saving throw or be overcome with a dreamlike euphoria for the next minute. This effect ends early if the creature takes any damage.

While in this state, a creature can take no hostile action, has its movement speed reduced by half, and answers questions posed to it fully and honestly.

Steal Joy. One creature within 5 ft. of the quori must succeed on a DC 17 Intelligence saving throw or take 44 (8d10) psychic damage and suffer one of the following effects of the quori's choice until the quori dies or voluntarily reverses it:

  • The creature forgets its happiest formative memory.
  • The creature loses enthusiasm for one of its hobbies or life goals.
  • The creature's affection for a pet or loved one is diminished.

Greater Psychoport. The quori teleports up to 120 ft. to an unoccupied space within 5 ft. of a creature, or up to a mile to an unoccupied space within 5 ft. of a creature it has used its dream invader ability on.

Waking Nightmare. The quori attempts to take control of an unconscious creature whose dreams it is invading.

The creature takes 11 (2d10) psychic damage, then must succeed on a DC 14 Charisma saving throw or gain temporary hit points equal to its maximum hit points and rise under the quori's control. While the creature has these temporary hit points, it automatically fails Charisma saving throws.

Thought Scour

Julie Dillon



Kalaraq Quori

Medium aberration, lawful evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 161 (19d8 + 76)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 18 (+4) 23 (+6) 24 (+7) 25 (+6)

  • Saving Throws INT +12, WIS +13, CHA +13
  • Skills Deception +13, Perception +13, Persuasuion +13
  • Damage Resistances Cold, Necrotic, Poison, Pyschic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained
  • Senses Truesight 120 ft., Passive Perception 23
  • Languages All, Telepathy 120 ft.
  • Challenge 19 (22,000 XP)

Dream Invader. The quori may spend half its movement to enter the dreams of an adjacent unconscious creature. While invading the creature's dreams, the quori has total cover from outside effects and can leave the creature's dream as a bonus action, appearing in an adjacent space.

Whenever it takes damage or a creature uses an action to shake it, the creature may attempt a DC 21 Charisma saving throw, waking and expelling the quori on a success.

Swarm of Eyes (Mythic Trait, 1/Day). When the quori is reduced to 0 hit points, it doesn't die or fall unconscious.

Instead, it resets to 161 hit points and gains the following benefits until it completes a short or long rest:

  • The quori's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier)
  • The quori can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • The quori gains resistance to bludgeoning, piercing, and slashing damage.

Revise Reality (3/Day). If the quori fails a saving throw, it can choose to succeed instead. If the saving throw was against a spell, the spell caster regains the expended spell slot.

Actions

Multiattack. The quori makes two attacks with its soul binding, or four attacks with its Night Ripper.

Soul Binding. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (5d10) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes.

The target can't be revived by any means short of a wish spell until the quori is destroyed.

Night Ripper. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: the target gains 12 (1d10 + 7) cumulative temporary hit points.

A creature with at least 10 of these temporary hit points has its movement speed reduced by half. A creature with at least 20 of these temporary hit points is unconscious.

Bind Eyes. One creature the quori can see within 60 ft. must succeed on a DC 21 Charisma saving throw or be cursed, plunging it into a permanent illusory reality as the quori takes complete control over what the creature sees.

Devour Dreams (Recharge 5-6). One creature whose dreams the quori is invading must succeed on a DC 21 Intelligence saving throw or take 155 (10d10 + 100) psychic damage.

Legendary Actions

The quori can take 3 legendary actions, choosing from the options below.

Flickering Psychoport. The quori teleports up to 30 ft. to an unoccupied space it can see within 5 ft. of a creature.

Waking Nightmare. The quori attempts to take control of an unconscious creature whose dreams it is invading.

The creature takes 11 (2d10) psychic damage, then must succeed on a DC 21 Charisma saving throw or gain temporary hit points equal to half its maximum hit points and rise under the quori's control. While the creature has these temporary hit points, it automatically fails Charisma saving throws.

Mind Seed (Costs 2 Actions). One unconscious creature within 60 ft. must succeed on a DC 21 Charisma saving throw or be cursed as one of the quori's spectral eyes worms through its flesh and embeds itself deep within.

The quori sees and hears everthing that the cursed creature does, and whenever the cursed creature takes a long rest the quori may cause the creature to sleepwalk under the quori's control until it wakes.

Roach Thrall

Roach Thrall Lore

Nature DC 15: Roach thralls are a form of giant cockroach that masquerade as humanoids, starting their life cycles as parasitic eggs that consume the interiors of humanoids, then wearing their skin to pass unnoticed in broader society and continue their life cycle.
Nature DC 20: When threatened, roach thralls shed their humanoid skin and attack, their translucent carapaces rapidly darkening and hardening as they are exposed to oxygen. In the first seconds after emerging, however, they are remarkably vulnerable to bludgeoning strikes.

Roach Thrall Tactics

After emerging, roach thralls typically use their Snatch Weapons, and dash away with their climb speed if they successfully disarm their opponents, or disengage otherwise. A roach thrall never stays and fights if outmatched and outnumbered, particularly if its exoskeleton has not fully hardened yet.



Roach Thrall

Large aberration, neutral evil


  • Armor Class 10 (Natural Armor)
  • Hit Points 171 (18d10 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 14 (+2) 17 (+3) 9 (-1)

  • Saving Throws DEX +2, WIS +6
  • Skills Athletics +7, Deception +5, Perception +6
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
  • Languages Common, Telepathy 5 ft. (Can only telepathically communicate with other roach thralls)
  • Challenge 7 (2,900 XP)

Host Body. The roach thrall is hidden in a Medium size humanoid host body (AC 10, 10 HP). While in its host body, the roach thrall can't attack or use its climb speed, and can emerge as a Bonus Action.

Oxidizing Exoskeleton. At the beginning of each of its turns after it emerges from its host body, the roach thrall's AC increases by 2, to a maximum of 18.

If the roach thrall is outside its host and has 14 or fewer AC, it has vulnerability to bludgeoning damage.

Versatile Movement. If the roach thrall does not use its multiattack, it may Dash or Disengage this turn as a Bonus Action, and gains a climb speed equal to its movement speed.

Actions

Multiattack. The roach thrall makes five attacks, one of which may be with its Clacking Mandibles.

Clacking Mandibles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and the target is grappled (escape DC 15).

Razor Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage and the target is pushed 5 feet away.

Swallow Whole. The roach thrall makes a bite attack at advantage against a Medium or smaller creature it has grappled. On a hit, the creature is swallowed (escape DC 15). It may have only one creature swallowed in this way.

The swallowed creature is Blinded, restrained, and takes 21 (6d6) acid damage at the start of each of the roach thrall's turns. A swallowed creature treats the roach thrall's AC as 14.

Snatch Weapons (Recharge 5-6). The roach thrall forces up to two creatures within 10 feet of it and within 5 feet of each other to make a DC 15 Strength saving throw.

On a failed save, the roach thrall snatches one object the target is carrying or wielding away from it and swallows it.

Reactions

Emerge. When its host body takes any damage, the roach thrall can emerge, tearing its way out in spectacular fashion and forcing each creature within 15 feet to succeed on a DC 15 Wisdom saving throw or be Frightened until the end of its next turn.

Scuttle. When the roach thrall makes a saving throw against a spell or magical effect, it can move up to half its speed.

If it ends this movement out of the range or area of the spell or magical effect, the roach thrall is unaffected.

Ropers

Lore

History DC 10: Ropers are often found lying in wait in high-ceilinged caverns, near precipitous drops, or around bridges in the underdark. While this introduces an added layer of threat to roper encounters, it also makes such ropers vulnerable to being dislodged from their positions.
History DC 15: The tendrils of certain ropers are known to be coated in a mild paralytic, which induces a state visually similar to petrification in sufficient doses.
Nature DC 10: Detecting a roper in a natural cavern can be near impossible by sight alone while they are motionless. Some spelunkers after their first encounter with ropers develop the habit of shooting every rock formation they see to be safe, though those who pursue this course often find that ropers are happy to simply ignore such glancing blows to maintain the element of surprise.
Nature DC 15: In the deepest regions of the underdark, where few creatures rely meaningfully on sight, certain ropers have evolved away from their camouflaged forms and adopted stranger, more alien shapes. The shifting bioluminescence of such creatures is said to be among the most breathtaking beautiful sights to be found in the Deep Dark.
Nature DC 20: While adult ropers usually stop growing at around 9 ft. tall, those that inhabit certain earthmotes in the elemental planes and astral asteroids are said to grow nearly 10 times that size in the absence of consistent gravitational forces.

Roper Tactics

Ropers ambush from high-ceilinged caves where they can make the most use of their 50 ft. reach, and drop anything too dangerous to eat onto the rocks below. They focus their attacks on creatures of slighter build. The roper spreads its tendril attacks around, trying to get as many creatures grappled as it can before doubling up on any of them.

Storoper Tactics

The storoper tries to grapple as many creatures as it can, then uses its whipping reel to push melee creaatures farter away and ranged ones closer. It focuses any remaining tendrils it has on a single creature, attempting to paralyze it before biting it. If it cannot paralyze a creature with its available tendrils, it prefers to use its wrench over its bite.

Encounters

CR 13 Encounter 4,400 XP

  • 1 Storoper (CR 7)
  • 1 Mind Flayer Hive Tenders (CR 4)
  • 4 Piercers (CR 1/2)

CR 16 Encounter 6,050 XP

  • 1 Drow Arachnomancer (CR 7)
  • 1 Roper (CR 5)
  • 3 Drow Poisoners (CR 2)

Roper

Andrew Mar


Roper

Large monstrosity, neutral evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2)

  • Skills Perception +6, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 16
  • Damage Resistances Lightning; Piercing from Nonmagical Attacks Made With Ranged Weapons
  • Challenge 5 (1,800 XP)

False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn.

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

Actions

Multiattack. The roper makes six attacks, one of which may be with its ravening maw, and uses its Reel.

Ravening Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. This attack is made with advantage against a grappled creature. On a critical hit, the target is Frightened until the end of the roper's next turn.

Tendril Snare. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the roper can't use the same tendril on another target.

Wrench. One creature grappled by at least two tendrils must succeed on a DC 15 Dexterity saving throw or take 27 (6d8) bludgeoning damage, or half as much damage on a success. A creature that succeeds on this save by 5 or more may use its reaction to attempt to escape the grapples.

Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.


Storoper

Large monstrosity, neutral evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 7 (-2) 16 (+3) 6 (-2)

  • Skills Perception +6, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 16
  • Damage Resistances Piercing from Nonmagical Attacks Made With Ranged Weapons
  • Damage Immunities Lightning
  • Challenge 7 (2,900 XP)

False Appearance. While the storoper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils. The storoper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points). Destroying a tendril deals no damage to the storoper, which can extrude a replacement tendril on its next turn.

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

Actions

Multiattack. The storoper makes six attacks, up to one of which may be with its stonetooth bite, and uses its whipping reel, if available.

Stonetooth Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. This attack is made with advantage against a grappled creature.

Numbing Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target subtracts 1d6 from its Dexterity score for each tendril attached to it. A creature reduced to 0 Dexterity in this way is Paralyzed and has its skin take on a stony grey pallor until it is freed.

Wrench. One creature grappled by at least two tendrils must succeed on a DC 15 Dexterity saving throw or take 36 (8d8) bludgeoning damage, or half as much damage on a success. A creature that succeeds on this save by 5 or more may use its reaction to attempt to escape the grapples.

Whipping Reel (Recharge 5-6). Each creature grappled by the storoper must succeed on a DC 15 Strength saving throw or take 14 (4d6) bludgeoning damage and be moved up to 30 ft. in a direction of the storoper's choice, or take half damage and be moved half as far on a success.



Prismatic Roper

Large monstrosity, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 195 (23d10 + 69)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 17 (+3)

  • Saving Throws WIS +6, CHA +7
  • Skills Deception +7, Insight +6, Perception +6
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 16
  • Damage Resistances Damage from Spells
  • Challenge 10 (5,900 XP)

Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn.

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

Mesmeric Display. A creature that can see the roper has disadvantage on Wisdom (Perception) checks made to perceive anything other than the roper, and on Wisdom (Insight) checks made to perceive hostile intent in the roper if it has not yet attacked.

Dweomer Scintilation. Whenever the roper makes a saving throw against a spell or magical effect that does not deal damage, each creature within 30 ft. that can see the roper must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the roper's next turn.

Actions

Multiattack. The roper makes six attacks and uses its vision drain.

Mindlink Tendril. Melee Weapon Attack: +7 to hit, reach 40 ft., one creature. Hit: Hit: 6 (1d6 + 3) poison plus 5 (1d10) psychic damage. A medium or smaller target is grappled (escape DC 15) and can hear the surface thoughts of each other creature grappled by the roper.

Whenever a grappled creature casts a spell, each other creature grappled by the roper takes 5 (1d10) psychic damage.

Vision Drain. Each creature grappled by the roper must succeed on a DC 15 Constitution saving throw or have the range of its Darkvision reduced by 15 ft. until it completes a Long Rest.

A creature without Darkvision is instead Blinded while in Dim Light until it completes a Long Rest.

Nervebore Jolt (Recharge 5-6). One creature grappled by the roper must succeed on a DC 15 Intelligence saving throw or take 35 (10d6) piercing plus 35 (10d6) psychic damage, or half the piercing and none of the psychic damage on a success.

Reactions

Ichor Spray. As a reaction to being hit with a melee attack that deals piercing or slashing damage, the roper releases a spray of ichor that flares with incandescence for an instant. The attacker must succeed on a DC 15 Constitution saving throw or be Blinded until the end of the roper's next turn.

Prismatic Roper Tactics

Unlike ordinary ropers, prismatic ropers don't have the strength to reel prey in and gains no benefit from doing so. Instead, a prismatic roper relies on its tendrils for damage, trying to grapple as many enemies as it can reach both to keep them from coming near and to punish them for casting spells, then focusing its attacks on a single foe once it has grappled each creature that it can.

Silthilar

Silthilar, when undisturbed, exist more as a series of potentials than as corporeal beings. A cloud of roiling green mist, in which digits and spines and sparking neurons appear as needed, then dissolve back into formlessness. Closer examination reveals this mist to be composed of tiny self-contained clusters of translucent, spiny growths, coalescing and dispersing and repairing and altering one another in response to some will that pervades all of them, but is centered in none of them.

Silthilars are both feared and sought out for their mastery over flesh, able to tear it apart and shape it to their will. Fortunately, silithar are rarely known to inflict this procedure on the unwilling. Unfortunately, they are not known to be overly concerned about the purposes to which their work is put to use.

Silthilar Lore

Arcana DC 15: Each particle of a silthilar is said to magically encode a single complete thought, a piece of the creature's vast knowledge. Certain sages have claimed to be able to extract information from even inert silthilar motes, though none have yet devised a method of sorting through the innumerable motes left by a silthilar's destruction.
Arcana DC 20: The silthilar are known to be master polymorphists, able to equal or exceed with ease the greatest feats of magic performed by non-silthilar mages. They are occasionally sought out by those who wish to reshape their bodies, though their services can be... costly.
History DC 10: Silthilar are normally not particularly hostile despite their disturbing appearance, though their strange and frightening goals are rarely apparent or comprehensible. History DC 15: Silthilar, when charging for their services, invariably quote a price that they think the customer will not be able to pay as a starting point for negotiation, both to deter the weak-willed and to make whatever they are actually interested in as payment seem more appealing. They rarely actually have any genuine interest in money.
History DC 20: The silthilar variously give many conflicting accounts of their origin. In one, the silthilar were once the greatest mages of their now-lost race. Beset by a terrible and unstoppable plague, they separated their minds from their bodies, inadvertantly atomizing their psyches in the process. Over maddening eons, with the barest telekinetic movements they were able to shape the development of a psychoreactive organism, capable into forming into new bodies for them, freeing them to pursue their research once more, freed from the constraints of aging or death.
Nature DC 15: Silthilar are a form of colonial intelligence, similar to bees or ants, in which each organism behaves as part of of a larger whole.
Nature DC 20: The silthilar are able to coalesce or disperse their swarms at will, rapidly repairing any damage done. Because their individual motes are quite light and weak however, they can be prevented from reconstituting by strong winds or shockwaves.

Silthilar Tactics

If it starts its turn Coalesced, the silthilar attacks with its Ankle Slice, switching to its Impaling Spike if a creature falls prone. Then, if the silthilar does not have all of its hit points, the silthilar Disperses and tries to move into the space of as many enemies as it can. If it starts its turn Dispersed, the silthilar uses its Warp Flesh, then moves away from any melee threats and Coalesces.

Because creatures maintain class levels when subjected to Warp Flesh, the silthilar turns them into Small creatures that cannot fly or speak when using it offensively, typically oozes or monstrosities.

Silthilar Social Encounters

  • A revolt has broken out at a mine known for its poor safety, and the nobleman who owns it needs adventurers to quell it so work can resume. The miners broke into a sealed chamber containing a silthilar, and as thanks it repaired all of their injuries... and something more besides.
  • In the depths of the old woods, there is a glade known to have a transformative effect on those who provide sufficient service to the forest itself, or to those who bring unusual or unique monstrosities as offerings.
  • At a regional sports festival, one city's team showed up yoked beyond belief and dominated every competition despite mediocre performance in past years, though no prohibited magic was detected. A local hurler and former adventurer wants to make sure he hasn't been
    cheated.

Silthilar

Michael Phillippi


Silthilar (Coalesced)

Medium aberration, chaotic good


  • Armor Class 16 (Natural Armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 20 (+5) 12 (+1) 17 (+3)

  • Saving Throws DEX +8, CON +6
  • Skills Arcana +8, Insight +4, Nature +11
  • Condition Immunities Disease, Poison
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Silthilar, plus any five languages
  • Challenge 7 (2,900 XP)

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

Grafter. Over the course of an hour, the silthilar can warp a willing or incapacitated creature's body, reducing either its Strength, Dexterity, or Constitution by two, to a minimum of 8, and increasing its Strength or Dexterity by the same amount.

Actions

Multiattack. The silthilar makes four attacks, no more than three of which may target the same creature.

Impaling Spike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage and the target is grappled (escape DC 16) until the silthilar uses its multiattack again or Disperses.

An unconscious creature grappled in this way stabilizes automatically and cannot regain hit points.

Ankle Slice. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage and the target must succeed on a DC 16 Strength saving throw or fall prone.

Bonus Actions

Disperse. The silthilar regains all of its hit points and transforms into a Silthilar (Dispersed). Any equipment it is wearing or carrying is tucked into a pocket dimension until it transforms back. It reverts to its swarm form if it dies.


Silthilar (Dispersed)

Huge swarm of tiny aberrations, chaotic good


  • Armor Class 15
  • Hit Points 76 (9d10 + 27)
  • Speed 20 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 16 (+3) 20 (+5) 12 (+1) 17 (+3)

  • Saving Throws DEX +8, CON +6
  • Skills Arcana +8, Insight +4, Nature +11
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Disease, Poison
  • Senses Blindsight 30 ft. (blind beyond this radius) Passive Perception 11
  • Languages Silthilar, plus any five languages
  • Challenge 7 (2,900 XP)

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

Dispersed Vulnerability. If the silthilar takes at least 10 thunder damage from a single source or is exposed to a strong wind, it cannot coalesce on its following turn.

Infesting Swarm. The silthilar can occupy another creature's space and vice versa, and can can move through any opening large enough for a Tiny aberration.

A creature that starts its turn in the silthilar's space must succeed on a DC 14 Constitution saving throw or take 3 (1d6) piercing damage and be Poisoned until the beginning of its next turn.

Actions

Warp Flesh. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: The target has its Charisma score reduced by 1d4 until it completes a Short or Long Rest. A creature that has its Charisma score reduced to 0 in this way is polymorphed into a form of the silthilar's choice until cured by Greater Restoration or simlar magic.

The new form can by any Small or Medium creature the silthilar is familiar with of CR 4 or lower. The creature adopts the new form's statistics, but retains its alignment, personality, proficiencies, hit points, and class levels.

Bonus Actions

Coalesce. The silthilar regains all of its hit points and transforms into a Silthilar (Coalesced). It reverts to its swarm form if it dies.

Silthilar Grafts

Silithar once performed these procedures on their own race, but have little personal use for the knowledge having left conventional bodies behind entirely. Out of sentimental fondness, some still practice the art, however, offering it as a service to paying customers, though the pay they seek might be exhorbitant or inconveninent. At DM discretion, a silthilar might be willing to transform a creature into a different creature of its choice, or to warp its body in some way it finds appealing.

Using Grafts. Grafts are essentially powerful, attunement-free magic items. This gives them a strong unbalancing effect, but makes them a powerful carrot for mechanics-focused players. If and when they are available for a price, it should always be at a price that first seems unattainable, but which the players can later return to claim after gaining riches and glory, or for a fee that can be waived for some great undertaking performed by the players.

Silthilar Grafts
Graft Benefit Drawback Cost
Chitin Plating The creature gains a natural AC of 17. It gains no benefit from wearing Armor or from Dexterity, but can benefit from wearing a Shield. The creature's movement speed is reduced by 5 ft. 1,000 gp
Gils The creature can breathe either water or air. The creature has disadvantage on saving throws made against breathable poisons. 1,000 gp
Extended Legs The creature becomes 10% taller, and its movement speed is increased by 10. The creature has disadvantage on skill checks and saving throws to avoid being knocked prone. 1,000 gp
Photoreptor Nodes The creature gains blindsight in a 5 ft. radius while not in magical darkness. Enemies gain no benefit from flanking the creature. The creature has disadvantage on saving throws to avoid being blinded by bright lights. 1000 gp
Flexible Spine The creature gains advantage on initiative rolls, and can attempt to escape a grapple as a bonus action. The creature has disadvantage on Strength saving throws. 1,500 gp
Healing Blood While the creature has at least one hit point and fewer than half of its hit points, it gains 1 hit point at the start of each of its turns. The creature regains one fewer hit dice from completing a Long Rest. 2,000 gp
Silthilar Heart If the result of a Death saving throw the creature makes is 18-20, the creature regains 1 hit point. The creature does not stabilize when it reaches three successful Death saving throws. 2,000 gp
Pit Organs The creature knows the location, size, and direction of each warm-blooded creature within 30 ft. of it, and has advantage on any Wisdom (Perception) check made to detect a hidden warm-blooded creature. The creature has disadvantage on Wisdom (Perception) checks made to detect hidden creatures that are not warm-blooded. 4,000 gp
Silthilar Muscles The creature gains +2 to its Strength score, to a maximum of 22. The creature suffers -2 to its Dexterity score. 5,000 gp
Silthilar Bones The creature gains +2 to its Constitution score, to a maximum of 22. The creature has disadvantage on saving throws against disease 6,000 gp
Silthilar Tendons The creature gains +2 to its Dexterity score, to a maximum of 22. The creature suffers -1 to its Constitution score 8,000 gp
Complete Transformation The creature's body is wholely transformed into that of a creature of CR 4 or lower that the silthilar is familiar with, retaining all proficiencies, hit points and class levels but otherwise adopting the statistics of the new form. The creature gains a point of exhaustion that persists for the next month. 10,000 gp

Slaadi

The pure stuff of chaos flows through the veins of the slaadi, born to sow disorder throughout the multiverse. Though many have wondered at their origin and purposes, most who have made serious inquiries have been driven mad by the attempt, or else decried the task as an excercise in worthless trivia.

There is no "why" to a slaad, there is simply their will in this moment and the means by which it moves them. Philosophers are torn whether this represents the pinacle of radical freedom or whether the very concept of freedom is alien to the slaad, as true freedom seems to entail doing things for reasons.

Slaad Lore

Arcana DC 15: Each slaad contains a crystaline growth that can be seen faintly beneath the semitranslucent flesh of its forehead. It has been rumored that surgically extracting one of these will give the bearer control over the slaad it was taken from, but thus far such claims are unsubstantiated Arcana DC 20: Slaadi occasionally present with the ability to polymorph into humanoids or other creatures. Those who gestated in a humanoid host tend to polymorph into forms resembling their former host, though its unclear whether this is a sentimental affectation or if they simply find it convenient.
Nature DC 20: While slaads of a given color often present with similar abilities, color is not a perfect indicator of a slaad's type. There are "blue slaads" that are green or
purple, for instance, and slaads that present
characteristics of multiple subtypes. Some even appear
to be born naturally spliced with other creatures, such as
a slaad exhibiting snake-hair reminiscent of
that of a medusa.

Social Encounters

  • A chronos slaad has phased into an arcane research facility at an inopportune moment and been vaporized by what the archmages have affectionately nicknamed "The Ray of Ultimate Annihilation", which seems to have torn a hole in the fabric of space time through which all of reality is slowly leaking. The party is needed for a venture to Limbo to discover the slaad's past self and warn it of the danger.
  • A case of slaad eggs has been stolen from a local wizard's tower, and it is imperative that every man, woman, and child in the city recieive treatment immediately or this could become an epidemic. There simply aren't enough clerics for the task, but slaad tadpoles fare poorly when exposed to large amounts of alcohol....
  • A rival party calling themselves "moshsmath" is attempting to break into the adventuring business and has requested the party's advice. While they look the party of classic adventurers, their unblinking eyes, profuse sweating, and obviously fake names lead the party to believe that all might not be as it seems. Despite this, they seem sincere in their desire for heroic adventure.

Slaad Assembly

James Zhang

Slaad Tadpole

Mark Behm

The Slaad Cycle

The slaadi reproductive cycle is very simple. Just remember, ET PRIC TV - Elminster's toad-pride ray infatuates cocksure tourists verily.

  • Egg. The red slaad implants a parasitic slaad tadpole through its oviduct claws into a humanoid host.
  • Tadpole. The tadpole emerges as a baby blue slaad, or a green slaad if its host was a powerful mage. Sometimes its a red slaad too, but don't worry about that. It probably doesn't mean anything.
  • Phage. The blue slaad's bite carries the Chaos Phage, which mutates its hosts into red slaads. Usually.
  • Reincarnation. If killed, the green slaad reincarnates as a blue slaad, which metamorpheses back to a green slaad after a year and a day.
  • Inspiration. Sometimes a green slaad will be struck with a brilliant idea; usually they explode shortly thereafter, but sometimes they figure out how to transform into grey slaads, which are a bit greyer than green slaads.
  • Cannibalism. A grey slaad that eats an entire death slaad in a single sitting becomes a death slaad, which is a bit greyer than a grey slaad.
  • Time Travel. A death slaad at least a century old that, through time travel, introduces paradoxes into its own timeline sometimes creates a chronos slaad. Usually they just erase themselves from history, though.
  • Void. A chronos slaad at least a century old that is consumed by a sphere of annihilation or other concentrated point of elemental void imbues that void with chaos, giving birth to a void slaad.

Slaad Tadpole

Tiny aberration, chaotic neutral


  • Armor Class 14
  • Hit Points 10 (4d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 10 (+0) 5 (-3) 3 (-4) 3 (-4)

  • Skills Stealth +6
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 7
  • Languages Understands slaad but can't speak
  • Challenge 1/8 (25 XP)

Rapid Evolution. Each hour it survives, the tadpole adds 10 hit points to its current and maximum hit points. Every 4 hours, the tadpole's size category increases by one step.

After 13 hours, the tadpole transforms into a full grown slaad.

Bloody Trail. For the first hour after it emerges, the tadpole leaves a clear trail of blood that creatures have advantage on Survival (Wisdom) checks made to track.

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

Actions

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

Goreslick Scuttle. The tadpole takes the dodge action. Until the beginning of its next turn, whenever the tadpole is missed with an attack, it may move up to 10 ft. without provoking attacks of opportunity.

Emerge. The tadpole bursts forth from its host's chest in a spray of gore. Each creature that can see it must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of the tadpole's next turn. A creature that fails by 5 or more is instead Stunned until the end of the tadpole's next turn.

Slaad Tadpole Tactics

After Emerging, tadpoles immediately try to seek cover, then use their goreslick scuttle to try to safely reach a tiny space it can crawl into where its pursuers will have difficulty following it, such as a pipe or vent.

Over the course of its Rapid Evolution, the slaad continues moving from hiding space to hiding space, keeping on the move and seeking larger spaces to accommodate its growing form, fleeing whenever spotted. If size Medium or larger, the tadpole dashes to escape, rather than using its Goreslick Scuttle.

Red Slaad Lore

Nature DC 15: Occasionally known as blood slaads, red slaadi seem most inclined to sudden outbursts of violence of their kin.
Nature DC 20: The claws of a red slaad are full of tiny parasitic slaad eggs, which if not immediately dealt with will consume a creature infected by them from within over the course of a month.

Red Slaad Tactics

Red slaadi use their Mighty Leap to enter melee and lay about with their oviduct claws. Usually once it believes its enemies to be infected, the slaad flees, content to wait out
it's foe's demise. If surrounded, they leap to knock their
foes prone before fleeing.

If given occasion to fight to the death, the slaad uses
its vicious kick repeatedly so long as it has prone target, using its Mighty Leap if it needs to knock a foe prone.

Slaad Egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process. If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated.

Red Slaad

Conceptopolis

Blue Slaad Lore

Arcana DC 20: Blue slaadi often seem to have the magical ability to innately move through walls as though they were not there, making chasing or tracking them through urban environments a near-impossibility.
Nature DC 15: The bite of the blue slaad carries a disease known as the chaos phage, which slowly mutates its host into a red slaad.

While no accounts of host-to-host transmission have yet been reported, the eventual evolution of such a strain of the phage is considered a near-inevitablility by many of those who study the creatures of chaos, and could very well spell the doom of the multiverse as we know it.

Blue Slaad Tactics

Blue slaads lurk within the space between walls or in sealed rooms, waiting for enemies to surprise. Against a lone foe, they use their Mighty Leap to knock it prone, then use their phage-laden bite until it infected and flee, or use their rending bonescythes if trying to kill it.

If outnumbered the slaad uses its mighty leap repeatedly, spasmodically jumping all over as it stomps its foes into paste.

Chaos Phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

Blue Slaad

Conceptopolis


Red Slaad

Large aberration, chaotic neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 7 (-2)

  • Skills Perception +1
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 5 (1,800 XP)

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its bite. It may replace up to one of its attacks with a use of its Mighty Leap.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Vicious Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgoning damage. This attack deals an additional 5 (2d4) damage to a prone creature.

Ovoduct Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a slaad egg.

Mighty Leap. The slaad leaps up to 20 ft., and can land in the space of any Medium or smaller creature. Each of those creatures must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.



Blue Slaad

Large aberration, chaotic neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 7 (-2) 7 (-2) 9 (-1)

  • Skills Perception +1, Stealth +5
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 7 (2,900 XP)

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Wall Lurker. The slaad may pass through wood, plaster, or stone walls without resistance.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its phage-laden bite. It may replace any number of these attacks with uses of its Mighty Leap.

Phage-Laden Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with Chaos Phage.

Rending Bonescythes. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. This attack scores a critical hit on a roll of 18-20.

Mighty Leap. The slaad leaups up to 20 ft., and can land in the space of any Medium or smaller creature. Each of those creatures must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.



Green Slaad

Large aberration (shapechanger), chaotic neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 153 (18d10 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+3) 16 (+3) 8 (-1) 12 (+1)

  • Skills Arcana +3, Perception +2
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 8 (3,900 XP)

Shapechanger. The slaad can use its action to polymorph itself or another slaad into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Disordered Transposition. At the beginning of the slaad's turn, a randomly selected creature within 60 ft. is teleported up to 30 ft. to a location of the slaad's choice that the slaad can see.

Actions

Multiattack. The slaad makes three melee attacks, up to two of which it may replace with uses of its chaos flame.

Brainstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target is pushed 5 ft. away.

On a critical hit, the slaad must succeed on a DC 15 Constitution saving throw or be Stunned until the beginning of its next turn.

Chaos Flame (2nd Level Spell). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 21 (6d6) fire damage. The fire ignites flammable objects that aren't being worn or carried.

If this attack misses, the slaad makes a second attack roll against a random creature within 10 ft. of the original target.

Pandemoniac Ephemera (Concentration). The slaad creates the image of an object or creature no larger than a 20-foot cube. It seems real to all senses, though a successful DC 15 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft.

Madness Croak (Recharge 5-6). The slaad and each other creature within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be forced to use its reaction to make a melee attack against a radom creature in its reach, or against itself if there are no other creatures within range. A creature that fails this save by 5 or more is Frightened until the end of its next turn.

Green Slaad Lore

Arcana DC 15: Through a bizarre form of subsonic dissonance, the croak of a green slaad can induce a temporary madness in all those who hear it.
Arcana DC 20: Whether and to what extent the conjurations of the green slaad are "real" is the subject of some debate. They seem to be illusory, yet the slaadi seem to be able to make use of them as though they were real.

Green Slaad Tactics

The green slaad first closes to melee and uses its brainstaff once, then switches to its chaos flame if no more enemies remain in melee with it. If its foes cluster together, the slaad uses its madness croak whenever available, making sure not to be in melee range of more than one of them when it does, ideally a weak-looking one.

It ordinarily uses its Pandemoniac Ephemera to intimidate, perhaps by making the party seem outnumbered; to aid its movement, such as with a flying mount or illusory bridge, ladder or mount; or to cover its retreat, usually by making an illusory door in a wall it can pass through or an illusory hole in the ground it can jump into.

Green Slaad

Conceptopolis



Grey Slaad

Large aberration (shapechanger), chaotic neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 161 (19d10 + 57)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2)

  • Skills Arcana +5, Perception +7
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 17
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 9 (5,000 XP)

Shapechanger. The slaad can use its action to polymorph itself or another slaad into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Rift Mage. The slaad has a small private pocket dimension, which it can enter or exit as an Action. When the slaad exits its pocket dimension, it appears in the unoccupied space nearest to where it departed. When the slaad dies, the contents of its pocket dimension explode from its chest.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its bite, and uses its Pandemoniac Ideal. It may replace up to two of its attacks with uses of its Junkdrop.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Knuckle Rap. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the creature must succeed on a DC 15 Constitution saving throw or drop one object it is holding.

Junkdrop. The slaad opens a small portal over a creature's head, showering it with planar detritus. One creature the slaad can see within 60 ft. must succeed on a DC 16 Dexterity saving throw or take 22 (5d8) bludgeoning damage and be knocked prone, or take half as much on a success.

Pandemoniac Ephemera (Concentration). The slaad creates the image of an object or creature no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

Uncontrolled Burst (Recharge 5-6). Each other creature within 20 ft. of the slaad must succeed on a DC 16 Dexterity saving throw or take 28 (8d6) fire damage, or half as much on a success.

Reactions

Portal Catch. As a reaction when a creature within 30 ft. drops an object, the slaad briefly opens a tiny dimensional rift, causing the object to fall into its private pocket dimension.

Insubstantiate. As a reaction to taking 15 or more damage from a single source, the slaad disintigrates into a shower of fine particles, reforming at any point within 10 ft. of where it disappeared from at the beginning of its next turn.

Grey Slaad

Conceptopolis

Grey Slaad Lore

Arcana DC 15: Grey slaadi are occasionally known as portal slaads, due to their proclivity for command over demiplanar magics. Most grey slaads have a private demiplane under their control, which they fill with stolen detritus that they can conjure at will.

Grey Slaad Tactics

Grey slaadi move around the edges of a melee, striking with their knuckle rap to steal weapons and spell foci with their portal catch, and using their junkdrop against any threats it cannot disarm. If surrounded, the grey slaad uses its uncontrolled burst whenever available.

The grey slaad uses its pandemoniac ephemera in much the same way as the green slaad does.



Death Slaad

Large aberration (shapechanger), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3)

  • Saving Throws CON +8, WIS +4, CHA +7
  • Skills Arcana +6, Perception +8
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 10 (5,900 XP)

Shapechanger. The slaad can use its action to polymorph itself or another slaad into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its havoc bite. It may replace any number of these attacks with uses of its Mighty Leap or Death Croak, if available.

Havoc Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the first 10 ft. of movement the target takes on its following turn is made in a random direction.

Entropic Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force plus 7 (2d6) necrotic damage. A creature killed by this damage disintigrates.

Mighty Leap. The slaad leaps up to 20 ft., and can land in the space of any Medium or smaller creature. Each of those creatures must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning plus 7 (2d6) necrotic damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.

Pandemoniac Ideal (Concentration). The slaad creates the image of an object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft. and force one creature within 5 ft. of it to succeed on a DC 16 Intelligence saving throw or take 26 (4d12) damage of a type appropriate to the illusion. A creature that has investigated the illusion makes this save with advantage.

Death Croak (Recharge 5-6). The slaadi lets out a horrible, atonal croak that destabilizes matter around it. Until the end of the slaad's next turn, a non-slaad creature that ends its turn within 20 ft. of the slaad takes 22 (4d10) force damage.

Plane Shift (1/Day). The slaad and any number of slaadi adjacent to it teleport to a different plane of existence.

Death Slaad

Conceptopolis

Death Slaad Lore

Arcana DC 20: The presence of a death slaad is so infused with chaos that anything it touches begins to decay and crumble, reducing nearly anything to a fine powder given long enough exposure.
Religion DC 20: Rather than the true paragons of chaos that their weaker kin revere them as, death slaadi instead represent its corruption by admixture of elemental evil.

Death Slaad Tactics

Death slaads begin combat with their Pandemoniac Ideal, creating an illusory ally or hazardous terrain feature to attack their foes with each turn. Once concentrating on that, they enter the fray with their Mighty Leap and use their Death Croak.

Once locked in, they use their Havoc Bite on a creature that might try to flee on the following turn, and use their entropic touch repeatedly on the most injured-looking foe until it is disintegrated.

White Slaad

Richard Sardinha

Black Slaad

Richard Sardinha

Void Slaad Lore

Arcana DC 20: Any matter within 20 ft. of a void slaad is in constant and immediate danger of total and utter eradication. While there is no safe way to engage a void slaad, attackers are well-advised to spread out as far as possible so as to limit their losses.
Nature DC 25: Void slaads are the final marriage of
chaos and nothingness, pure volatile entropy
embodied in a form that wills only to end itself
and everything else it can take with it. They are
the rarest of slaads, not only because of the
agonizing process of their creation, but
because of how very briefly lived they tend to
be, instability and ephemerality imbued in
their very being.

Void Slaad Tactics

Void slaads use their Void Leap to take a
central position in the melee, then lay
about with their Vaccuum Slash, trying
to drag as many foes near as possible.
If it can catch at least three enemies in
the area, it uses its Void Croak
whenever available. It prioritizes as a
target any creature carrying lights.

Chronos Slaad Lore

Arcana DC 20: Chronos slaadi are those that have achieved a higher form of chaos, unbound even by fundamental laws of the multiverse as they swim between timelines and continuously trade places with alernate versions of themselves.
Arcana DC 25: While they are able to briefly coexist with versions of themselves from alternate timelines, a sharp shock of any kind to one of these time-clones is usually enough to force to violently resolve its own impossibility.

Chronos Slaad Tactics

The slaad first makes all of its attacks, then uses its 4-Dimensional Leap to obfuscate which is real and which is the copy. Against most enemies, it focuses on using its   chronoclaws, attacking a single enemy until it reduces the    creature to 0 Charisma, then switching to a new target. If    facing a Bard, Sorcerer, or Warlock, the slaad replaces one      of its attacks with its Havoc Bite, but usually simply         prioritizes other targets if possible.

       It uses its time croak only if supporting allies, or if its              Timeclone freakout is active, typically preferring for                     its clones to use the Time Croak to isolate a single                          foe for it to focus on with its multiattack.

                          It uses its Pandemoniac Ideal just as the                                   death slaad does.



Chronos Slaad

Large aberration, chaotic neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 21 (+5) 19 (+4) 7 (-2) 23 (+6)

  • Saving Throws CON +10, WIS +3, CHA +11
  • Skills Arcana +9, History +14, Perception +8
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Truesight 60 ft., Passive Perception 18
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 14 (11,500 XP)

Timeline Swapper. At the beginning of each of its turns, the slaad teleports to an unoccupied space within 5 feet and all conditions on it end.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its havoc bite, and uses its 4-Dimensional Leap.

Havoc Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the first 10 ft. of movement the target takes on its following turn is made in a random direction.

Chronoclaws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force damage and the target must make a DC 19 Charisma saving throw or have its Charisma score reduced by 1d4 for the next minute.

A creature that has its Charisma score reduced to 0 in this way takes 99 (18d10) psychic damage and has this reduction end as it replaced with a nearly identical version of itself from the nearest adjacent timeline.

4-Dimensional Leap. The slaad leaps up to 20 ft. in up to two different directions simultaneously, splitting in the air into an original and a copy and landing in two different spaces. The copy cannot take actions, and disintegrates at the beginning of the slaad's next turn or if it takes any damage.

Each creature in a space where the slaad landed must succeed on a DC 19 Dexterity saving throw or take 7 (2d6) bludgeoning plus 7 (2d6) force damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.

Pandemoniac Ideal (Concentration). The slaad creates the image of an object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft. and force one creature within 5 ft. of it to succeed on a DC 19 Intelligence saving throw or take 39 (6d12) damage of a type appropriate to the illusion. A creature that has investigated the illusion makes this save with advantage.

Time Croak (Recharge 5-6). The slaadi lets out a horrible, atonal croak that propels nearby creatures into the future. The slaad and each other creature within 20 ft. must succeed on a DC 19 Charisma saving throw or disappear, reappearing at the end of the slaad's next turn.

Plane Shift (1/Day). The slaad and any number of slaadi adjacent to it teleport to a different plane of existence.

Reactions

Timeclone Freakout. As a reaction when reduced below 111 hit points, the slaad pulls versions of itself from adjacent timelines into this one. Up to three copies of the slaad appear in the nearest unoccupied spaces to the slaad.

Each copy uses the original's stastistics, except it cannot use its multiattack and disintegrates if it is hit by an attack or fails a saving throw.



Void Slaad

Large aberration, chaotic neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 19 (+4) 16 (+3) 21 (+5)

  • Saving Throws CON +11, INT +10, WIS +9, CHA +11
  • Skills Insight +9, Perception +9
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Damage Vulnerabilities Radiant
  • Senses Truesight 60 ft., Passive Perception 19
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 19 (22,000 XP)

Light Eater. The void slaad reflects no light, and is invisible in darkness. At the beginning of its turn, each light source within 20 ft. of it is extinguished.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Annihilating Collapse. When the slaad dies, it condenses to a sphere of annihilating energy. Until the beginning of its next turn, a creature that starts its turn within 60 ft. must succeed on a DC 19 Strength saving throw or be pulled 20 ft. towards the sphere.

Then, each creature within 5 ft. of the sphere takes 22 (4d10) force damage. A creature reduced to 0 hit points by this damage must succeed on a DC 19 Constitution saving throw or disintegrate.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its havoc bite, and uses its Void Leap.

Havoc Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the first 10 ft. of movement the target takes on its following turn is made in a random direction.

Vaccuum Slash. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) force damage and the target is dragged 10 ft. toward the slaad.

Void Leap. The slaad leaps up to 20 ft., and can land in the space of any Medium or smaller creature. Each creature within 30 ft. must succeed on a DC 18 Strength saving throw or be pulled up to 15 ft. toward the slaad, then each creature within 5 ft. of the slaad falls prone and takes 14 (4d6) force damage.

Pandemoniac Ideal (Concentration). The slaad creates the image of an object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft. and force one creature within 5 ft. of it to succeed on a DC 19 Intelligence saving throw or take 39 (6d12) damage of a type appropriate to the illusion. A creature that has investigated the illusion makes this save with advantage.

Void Croak (Recharge 5-6). The slaadi lets out a horrible, atonal croak that destroys all matter. Each nonmagical object and surface within 20 ft. that is not worn or carried disintegrates, leaving a circular crater.

Each creature in the area must succeed on a DC 19 Constitution saving throw or take 66 (8d10) force damage, or half as much on a success. A creature that fails this saving throw and is reduced to 0 hit points by the damage disintegrates.

Plane Shift (1/Day). The slaad and any number of slaadi adjacent to it teleport to a different plane of existence.

Spellweaver

Orphans of an ancient empire that once sought to overthrow its gods, spellweavers possess an easy and innate mastery of magic unseen anywhere else in nature or beyond it, able to work their will upon the weave with greater ease than that with which most creature's draw breath.

Spellweaver Lore

Arcana DC 20: Part of the spellweaver's incredible facility with magic is the chromatic disks they carry as spell foci, which they assert are not artificial constructions but external organs, produced by and metaphysically connected to their bodies.
Arcana DC 25: In the oldest annals of spellweaver history, there is recorded the existence of a great working of magic called The Code of Reversion, set in place in case disaster were to befall the empire and meant to undo any evil that were to befall them. The catastrophe that destroyed their empire, however, was so total that no complete copies of The Code seem to have survived.
Nature DC 20: Spellweavers are incredibly long-lived, not only posessing natural lifespans approaching 600 years, but able to rejuvinate themselves to youth by draining
powerful sources of magic. When this process can no
longer sustain it, the spellweaver drains itself of blood
and magic to create six chromatic disks imbued with its essence, each of which birth a new
spellweaver.
Religion DC 15: Spellweavers
typically have an intensely
negative view of gods and the
worship thereof, hinting
perhaps at the source of their
ancient empire's downfall.

Spellweaver Tactics

Spellweavers enjoy the opportunity to square off against another spell caster, but their main concern is being locked in melee. They use Ice Storm and Wall of Fire to impede the route of approach of any melee threats and use Thunder Step to evade them once they close.

Invisibility is their preferred concentration spell if they have two spell levels available, though if they can first Blind on a few spellcasters they might instead prefer Hold Person on a nearby melee threat.

If it has a reasonably secure position and it can catch three or more foes in the area, the spellweaver uses Cone of Cold with Magic Missile.

Spellweaver

Rae Eldridge



Spellweaver

Medium aberration, chaotic neutral


  • Armor Class 17 (Mage Armor)
  • Hit Points 195 (30d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 20 (+5) 18 (+4) 19 (+4)

  • Saving Throws CON +6, INT +9, WIS +8
  • Skills Arcana +13, History +9, Perception +8, Stealth +8
  • Condition Immunities Charmed, Frightened
  • Senses Truesight 120 ft., Passive Perception 15
  • Languages Spell Sign, Telepathy 1000 ft.
  • Challenge 11 (5,900 XP)

Chromatic Disk. At the beginning of each of its turns, the spellweaver rolls a d6. On a 5-6, it regains a use of one of its expended spells of 4th level or above

Incomprehensible Mind. A creature that attempts to read the spellweaver's mind must make a DC 17 Wisdom saving throw. On a failed save, the creature suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws until it completes a short or long rest.

Planar Impenetrability. The area within 30 ft. of the spellweaver is inimical to interplanar magic, causing the following effects:

  • Creatures in the area have resistance to Force damage.
  • Interplanar teleportation magic in or out of the area fails.
  • Divination magic that targets a creature or object in the area fails.

Actions

Spellweaving. The spellweaver casts any number of spells of 1st level or above with a total spell level of no more than 6.

Magic Misile (1st Level Spell). Three darts of magical force hit a creature within 120 ft., each dealing 3 (1d4 + 1) force damage.

Blindness (2nd Level Spell). One creature theat the spellweaver can see within 60 ft. must succeed on a DC 17 Constitution saving throw or be Blinded for 1 minute. A Blinded creature repeats this save at the end of each of its turns, ending the effect on a success.

Hold Person (2nd Level Spell, Concentration). One creature within 60 ft. must succeed on a DC 17 Wisdom saving throw or be Paralyzed for 1 minute. A Paralyzed creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Invisibility (2nd Level Spell, Concentration). The spellweaver turns invisible for the next hour, or until it casts another spell.

Dispel Magic (3rd Level Spell). The spellweaver ends one magical effect of 3rd level or below on a creature it can see within 60 ft.

Thunder Step (3rd Level Spell). The spellweaver teleports up to 90 ft. to an unoccupied location it can see. Each creature within 10 ft. of the space it left must succeed on a DC 17 Constitution saving throw or take 16 (3d10) thunder damage, or half as much on a success.

Ice Storm (1/Day, 4th Level Spell). Each creature in a 20 ft. radius, 400 ft. high cylinder centered on a point within 300 ft. must succeed on a DC 17 Dexgterity saving throw or take 9 (2d8) bludgeoning and 14 (4d6) cold damage, or half as much on a success. The affected area becomes difficult terrain until the end of the spellweaver's next turn.

Wall of Fire (1/Day, 4th Level Spell, Concentration). The giant creates up to six contiguous panels of fire within 120 feet, each of which is 20 feet tall, 10 feet wide, and 1 foot thick. A creature that passes through a panel, or is in its space when the wall appears, must succeed on a DC 17 Dexterity saving throw or take 23 (5d8) fire damage, or half as much on a success. The wall lasts 1 minute.

Cone of Cold (1/Day, 5th Level Spell). Each creature in a 60 ft. cone must succeed on a DC 17 Constitution saving throw or take 36 (8d8) cold damage, or half as much on a success.

Reactions

Counterspell (3rd Level Spell). As a reaction to seeing a creature cast a spell within 60 feet, the spellweaver may make an Intelligence check with DC equal to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd level or below, the spellweaver succeeds automatically.

Shield (1st Level Spell). As a reaction to being targeted with an attack, the Spellweaver may add 5 to its AC until the beginning of its next turn.

Star Spawn

Star Spawn Lore

Arcana DC 10: Though the movement of the cosmos is mostly predictable, a series of lights known as "wandering stars" seem to move with a will of their own, exerting a bizarre and malign influence upon the world that grows stronger when in conjunction with one another. Most scholars consider these stars to be in some way connected to the Far Realm, but those who have interrogated the matter in detail are rarely left sane enough to share their findings.
Arcana DC 15: This influence manifests often as erratic behavior, lapses of memory, unearthly magical potencies, and fits of ecstatic violence from stargazers and the mad, but in extreme cases can physically warp the bodies of the affected into vile and alien forms.
History DC 15: Star spawn are doxastic anxiety embodied; living reminders of the perils of failing to preserve one's ignorance of certain unknowable truths. As the burning knowledge corrupts their minds, so does it warp their bodies, inviting extrusions of a place beyond comprehension.


The Wandering Stars. As recorded in the Revelations of Melech, the following stars comprise the Elder Constellation that shall one day shine upon the final demise of all that is:

  • Acamar, the Great Devourer. Titanic Acamar's lurching motions warp the cosmos around it, swallowing any other celestial bodies that stray too close.
  • Caiphon, The Dream Whisperer. This purple light rests often upon the horizon, guiding travelers through night and dream, though its insidious movements make it a fickle aid.
  • Delban, The Boreal Watcher. White Delban grows bright in the heart of winter, though may flare at any time of year, often heralding a sudden chill.
  • Gibbeth, the Formless Terror. Slain before the dawn of time, Gibbeth's green light is seen only in the visions of the mad and the doomed.
  • Hadar, the Fading Cinder. A dying star, smoldering at the heart of the nebula Ibhar.
  • Ibhar, the Silent Void. A dark nebula that flares from hadar's death throes, shrouding its corner of the sky with cosmic ash.
  • Khirad, the Radiant King. The blue light of Khirad reveals things hidden and lost to time, and its ascent heralds times of disaster and upheaval.
  • Nihal, the Serpent Star. Nihal writhes about with a frenzied energy, winding its way through the steps of some eldritch dance.
  • Ulban, the Wicked Messenger. This comet's approach dulls inclinations toward prudence and self-preservation, inciting an increasingly reckless fervor as it reaches its perigee.
  • Zhudun, the Corpse-Star. To those who comprehend its meaning, Zhudun's blank face is a gateway to horror, a revelation of the rotted foundations upon which all existence stands.
  • Allabar, the Opener of the Way. This faint and distant light kindles those stars it conjoins with, intensifying their light and influence upon the world.

Manic Scribe

Matt Stewart


Star Spawn Grue

Small aberration, neutral evil


  • Armor Class 11
  • Hit Points 17 (5d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (+0) 9 (+1) 11 (+0) 6 (-2)

  • Damage Immunities Psychic
  • Senses Darkvision 60 ft. (penetrates magical darkness), Passive Perception 10
  • Languages Deep Speech
  • Challenge M12 (840 XP)

Minion. If the grue takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the grue takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Waning Light. At initiative count 0, each light source within 30 feet of at least three grues is diminished by one level; from bright light to dim light, or from dim light to darkness.

Each light source within 30 feet of at least ten grues is instead extinguished.

Actions

Gleaming Bite (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage. This attack deals an additional 4 piercing damage if no non-aberration creature can see the grue.

Pitch Dark. The grue fills a 10 foot radius centered on a point in darkness it can see within 60 feet with a magical darkness that lasts until the end of the grue's next turn.

When the magical darkness appears, each creature in the area must succeed on a DC 11 Wisdom saving throw or use its reaction to make a melee attack against a randomly selected creature in its reach.


Ascendance Effects

When a wandering star moves to a position of prominence in the night sky, its influence can be felt everywhere.

Star Effect
Acamar Creatures that die cannot be resurrected by any means short of a Wish spell
Caiphon Travelers have advantage on checks made to navigate towards areas of impending conflict
Delban Cold damage ignores resistance
Gibbeth A creature that looks at the night sky can't complete a long rest for the next 24 hours
Hadar A creature that makes a death saving throw may expend one hit die to add its Proficiency Bonus to the result
Ibhar Creatures have advantage on checks made to hide from pursuers
Khirad Creatures of Level/CR 4 or below have advantage on attacks against creatures of Level/CR 5 or above
Nihal Spells that deal necrotic damage deal an additional die of damage
Ulban All creatures may use the barbarian's Reckless Attack feature
Zhudun Creatures with an Intelligence score of 15 or above have disadvantage on saving throws against being Frightened
Allabar Two other wandering stars are brought into ascendance

Star Spawn Grue Tactics

When fighting without support from other star spawn, grues spread out and circle opponents at a distance of 20-30 ft. away, taking the dodge action for a turn or two while the light fades, at which point one of them will use Pitch Dark and the rest rush in, prioritizing targets that can see in darkness, particularly ones that can see in magical darkness.

When supporting other star spawn, they rush in and try to crowd opponents, limiting their avenues of movement.

Gibbering Barricade

Drew Tucker


Star Spawn Mangler

Medium aberration, neutral evil


  • Armor Class 14
  • Hit Points 99 (18d8 + 18)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-2)

  • Saving Throws DEX +7, CON +4
  • Skills Stealth +7
  • Damage Resistances Cold, Psychic
  • Condition Immunities Charmed, Frightened, Prone
  • Senses Blindsight 60 ft., Passive Perception 11
  • Languages Deep Speech
  • Challenge 5 (1,800 XP)

Aura of Hysteria. Creatures within 30 feet of one or more manglers have disadvantage on saving throws against being Frightened.

Each Frightened creature in the area takes 7 (2d6) psychic damage at the beginning of each of the mangler's turns.

Crawler. The mangler is not slowed by being prone or by difficult terrain, and while prone may Dash as a bonus action and stand from prone by spending 5 feet of movement.

Actions

Multiattack. The mangler makes three attacks, one of which can be with its Skullbreaker Bite.

Skullbreaker Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Any hit with this attack against a restrained or Incapacitated target becomes a critical.

Mangling Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

A creature affected by the mangler's Weaken Flesh ability takes an additional 3 (1d6) psychic damage.

Flurry of Claws (Recharge 4-6). The mangler makes six attacks with its Mangling Claw.

Reactions

Weaken Flesh. When the mangler is reduced below 50 hit points, it may force one creature it can see within 30 feet to succeed on a DC 12 Constitution saving throw or have its flesh soften and sag.

For the next minute, whenever the affected creature takes bludgeoning, piercing, or slashing damage, it takes an additional 3 (1d6) slashing damage.


Star Spawn Mangler Tactics

Star spawn manglers approach from stealth if alone, but in groups make their presence known long before they are seen, claws clattering as they scuttle from clutter to clutter with their Crawler trait. Once combat begins, they

scuttle up with their Crawler trait, stand, then use their Flurry of Claws. using their Flurry of Claws, then taking the Dash action and moving away to recharge. If supported by other star spawn, they try to keep foes in their Aura of Hysteria.

Star Spawn Emissary of Caiphon Lore

Religion DC 20: In times of want and hardship, whispers are heard that Caiphon, the Guidestar, hears those prayers that the gods do not. Indeed, when calls for aid grow loud enough, Caiphon's purple light is like to flare upon the horizon, and through fevered visions a mind is bent towards its will. Caiphon has seen what doom awaits your foes, you need only await his guidance to the hour and the place.

Star Spawn Emissary of Caiphon Tactics

Emissaries of Caiphon first use their Touch of Creeping Despair, following up with their Release of Dreams whenever it is available and they have a cursed creature to target. They use their Fevered Certainty of Caiphon only when an ally might be able to exploit it, and their Steps Upon the Purple Stair each turn if two or more enemies are directing attacks toward them.

Skinrender

David Rapoza

Star Spawn Doomsayer of Khirad Lore

Arcana DC 15: It held widely that the light of Khirad reveals faults and hidden weaknesses, and periods of its ascendance are considered ideal for rituals aimed at unmaking ancient artifacts or enchantments.
Religion DC 20: The Radiant King's sapphire light heralds periods of great change, upendings of the entrenched orders, and revelations of truths long hidden from their seekers. Beneath its auspices have miraculous typhoons crushed the fleets of invincible admirals, plagues scoured thousand-year royal lines, and blades in the dark have found their mark even in the halls of the gods.

Star Spawn Doomsayer of Khirad Tactics

Doomsayers of Khirad begin combat with their Gruesome Illumination already active, and attempt to stay at a distance, using Starlight Lance whenever they can hit two foes with it, and their Summons of the Radiant King otherwise, teleporting foes away from them and into the air. If a creature closes to melee with them, they always use their Stammered Whisper immediately, though will switch back to Summons of the Radiant King if the creature succeeds on its initial Saving throw.


Star Spawn Herald of Hadar Lore

Nature DC 15: Creatures of gnashing teeth and shadow, the Grue is said to be a mote of ash cast from Hadar's dying form, imbued with an infinitesimal fragment of the star's hunger and hatred.
Religion DC 20: Hadar's dim ember smolders on the tapestry of night, opposing the decrees of fate as even the gods are unable to, an ever-living reminder that as mighty a foe as death is, there are forces beyond its power. Beneath its seething glow, mortals that feed its dwindling flame with the fires of their own defiance are granted the strength to stave off death's embrace, at least for one more day.

Star Spawn Herald of Hadar Tactics

Heralds of Hadar begin combat with their Hunger of Hadar if not already fighting in dim light or darkness, placing themselves and as many enemies in the area as possible. They then attack with their Claws of Frenzied Dark, ideally positioning themselves so as to make three or more attacks with their multiattack.

When they lose concentration on Hunger of Hadar, or if fighting in a darkened area already, they use Call to the Ebon Brood whenever available, preferentially targeting ranged attackers.

Shreds of Sanity

Yeong-Hao Han


Star Spawn Emissary of Caiphon

Medium aberration/humanoid, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 18 (+4) 17 (+3) 14 (+2) 16 (+3)

  • Saving Throws CON +7, CHA +6
  • Senses Blindsight 30 ft., Passive Perception 12
  • Languages Common, Deep Speech
  • Challenge 6 (2,300 XP)

Blessed Sight of the Guidestar. The emissary knows the precise location of each creature that can see the night sky.

Visions of the Final Hour. While it is concentrating on a spell or magical effect that targets the emissary, a creature is Blinded with visions of an unfamiliar constellation.

Actions

Touch of Creeping Despair (4th Level Spell). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage and the target is Cursed.

The first time a creature Cursed in this way fails a saving throw, this curse ends and the creature takes 18 (4d8) psychic damage.

Fevered Certainty of Caiphon (Concentration, 3rd Level Spell). The emissary foretells the impending doom of a creature it can see within 60 feet.

When the target makes a saving throw, it does not add any modifiers to its rolled result. When the target fails a saving throw, this effect ends.

The emissary has disadvantage on saving throws made to Concentrate on this spell.

Release of Dreams (Recharge 5-6). One creature the emissary can see within 30 feet must succeed on a DC 15 Wisdom saving throw or regain its highest level expended spell slot, then take 13 (3d8) psychic damage per level of the spell slot regained.

A creature that fails this saving throw by 5 or more becomes hostile to all other creatures until the end of its next turn.

Bonus Actions

Steps Upon the Purple Stair (4th Level Spell). The emissary steps into a fleeting echo plane and disappears, taking 13 (3d8) psychic damage and emerging in an unoccupied space within 30 feet of where it departed at the beginning of its next turn.


Star Spawn Doomsayer of Khirad

Medium aberration/humanoid, neutral evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 17 (+3) 16 (+3) 6 (-2) 15 (+2)

  • Saving Throws CON +5, INT +6, CHA +5
  • Skills History +6, Perception +4
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Common, Deep Speech
  • Challenge 6 (2,300 XP)

Echoing Doom of Khirad. When the doomsayer is reduced below 83 hit points, Khirad flares in the sky overhead, becoming visible even in daylight.

For the next minute, it and each other creature within 1 mile of it subtract 1d4 from any attacks or saving throws they make.

Actions

Starlight Lance. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 27 (5d10) radiant damage.

If this attack hits, the doomsayer may make a second attack roll against another creature in range that is directly behind the first target.

Stammered Whisper. The doomsayer clutches at a creature within 5 feet and attempts to share a fragment of its unbearable knowledge.

If the creature can hear and understand the doomsayer, it must succeed on a DC 14 Intelligence saving throw or gain 10 (3d6) temporary hit points.

While it has any of these temporary hit points, a creature is Dominated by the doomsayer and takes 1d6 psychic damage at the end of each of its turns.

Summons of the Radiant King. A pillar of blue starfire pours down upon one creature the doomsayer can see within 120 feet, forcing it to succeed on a DC 14 Dexterity saving throw or begin Burning (3d10).

At the beginning of each of the Burning creature's turns, the doomsayer may teleport it up to 30 feet to an unoccupied space the doomsayer can see.

Gruesome Illumination (Concentration). A blue flame flares upon the brow of the doomsayer, casting a Dim Light in a 30 foot radius that uncovers and awakens old wounds.

When a creature starts its turn in the area, the doomsayer may deal necrotic damage equal to the creature's level or challenge rating to it.



Star Spawn Herald of Hadar

Medium aberration/humanoid, neutral evil


  • Armor Class 14 (Mage Armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 19 (+4) 12 (+1) 14 (+2)

  • Saving Throws CON +6, WIS +4, CHA +5
  • Skills Arcana +7, Perception +4
  • Damage Immunities Acid, Cold
  • Condition Immunities Charmed, Frightened, Prone
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Common, Deep Speech
  • Challenge 7 (2,900 XP)

Dread Shadows. Areas within 30 feet of the herald that are not illuminated by Bright Light have their shadows thicken and twist into unsettling shapes, becoming difficult terrain.

Cloak of Embers (1/Day). If the herald fails a saving throw, it can choose to succeed instead. If it does, it begins Burning (1d10).

Actions

Multiattack. The herald makes two attacks with its Claws of Frenzied Dark, or makes one attack against each creature in the area of its Dread Shadows.

Claws of Frenzied Dark. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

This attack treats each creature in an area affected by the herald's Dread Shadows as though they were within 5 feet of the herald.

Hunger of Hadar (3rd Level Spell, Concentration). The herald opens a path to the unknowable horrors that lair in the dark between the stars, filling a 20 foot radius centered on a point it can see within 150 feet with chittering, tendrilous blackness for the next minute.

The area is heavily obscured and difficult terrain, and a creature that starts its turn in the area takes 7 (2d6) cold damage.

A creature that ends its turn in the area must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) acid damage.

Call to the Ebon Brood (Recharge 5-6, 4th level Spell). The herald sings to the darkness concealed in the body of a creature it can see within 30 feet, awakening its hunger.

The creature must succeed on a DC 15 Constitution saving throw or take 10 (3d6) slashing plus 10 (3d6) psychic damage, or half as much on a success.

A creature that fails this saving throw by 5 or more has 5 (2d4) Star Spawn Grues spill forth from its eyes and mouth, appearing in the nearest unoccupied spaces. The grues act on the herald's initiative and under its control.

Reactions

Breath of a Dying Star (1/Day). When the herald is reduced below 83 hit points for the first time, it can cast forth a stream of swirling, incandescent embers in a 15 foot cone that blacken and burn the very air around them.

Each creature in the area must succeed on a DC 15 Constitution saving throw or take 9 (2d8) radiant plus 11 (2d10) necrotic damage.

Until the beginning of the herald's next turn, the area is filled with Magical Darkness, and creatures in the area can't regain hit points.

Wicked Visitor

Nicholas Gregory


Star Spawn Hollowed of Zhudun

Medium aberration, neutral evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 187 (22d8 + 88)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 18 (+4) 19 (+4) 7 (-2) 4 (-3)

  • Saving Throws STR +5, CON +7
  • Condition Immunities Charmed, Frightened, Prone
  • Senses Blindsight 60 ft., Passive Perception 8
  • Languages Common, Deep Speech, Telepathy 60 ft.
  • Challenge 8 (3,900 XP)

Puppet of the Radiant Void. When the hollowed is reduced to 0 hit points, it does not die or fall unconscious. Instead, it moves up to half its speed and makes a single attack with its Hammer Sanity on each of its turns, taking no other actions.

If it ends its turn while at 0 hit points without dealing damage, the hollowed dies.

Actions

Multiattack. The hollowed makes three attacks with its Hammer Sanity.

Hammer Sanity (4th Level Spell). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d8) psychic damage.

If the damage dealt by this spell is greater than the target's Wisdom score, the target becomes indifferent to the hollowed and hostile to each other creature until the end of its next turn.

Visions of the Endless End (6th Level Spell). One creature within 60 feet must succeed on a DC 15 Intelligence saving throw or take 45 (10d8) psychic damage and be Blinded until the end of the hollowed's next turn with visions of the infinite timeless void at the end of all things.

If the target is reduced to 0 hit points by this damage, it is instead Blinded until cured by Lesser Restoration or similar magic, and permanently gains Blindsight with a range of 5 feet.

Corpse-Light of Zhudun (Recharge 5-6, 7th Level Spell). The hollowed manifests a blank and flickering visage of the evershining absence left where Zhudun once burned, sending forth its screaming light in a 30 foot cone.

Each creature in the area must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic plus 22 (4d10) radiant damage and be Frightened until the end of the hollowed's next turn, or take half as much damage on a success.

Star Spawn Hollowed of Zhudun Lore

Religion DC 20: Zhudun's blank face is a void within the void, a space that abhors space, a window to the maddening Truth. All that is has already been, and never was, a dead image projected inward onto itself.

Star Spawn Hollowed of Zhudun Tactics

The Hollowed of Zhudun uses its Corpse-Light of Zhudun whenever available if it can catch three or more enemies in the area. It uses Visions of the Endless End until a creature fails the saving throw, then follows up against the same target with its Hammer Sanity, directing as many attacks toward the Blinded creature as required to overcome its Wisdom score.

Star Spawn Maw of Acamar Lore

Religion DC 20: Mightiest in the sky, dead Acamar's devouring void strikes quivering fear even among the stars, dragging scars of nothing through the sky as its wandering kin flee before it.

Star Spawn Maw of Acamar Tactics

The Maw of Acamar uses its Corpse Star's Grip if needed to close to melee, or just before using its Endless Hunger of Acamar to ensure it hits at least three targets. Otherwise, it uses its Feed the Void each turn, preferentially devouring corpses or objects that might be used as cover.

Star Spawn Hulk Tactics

The star spawn hulk rushes into the thick of things, spreading its attacks out to always try to have two foes grappled. If forced to make an Intelligence or Charisma saving throw, it voluntarily fails to trigger its Freed From Will trait. Normally it uses its Ragdoll Slam whenever available, but will prioritize its Hurl ability if a hazard is available to throw an enemy into.

Geth, Lord of the Vault

Whit Brachna


Star Spawn Maw of Acamar

Medium aberration/humanoid, neutral evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 178 (21d8 + 84)
  • Speed 30 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 19 (+4) 18 (+4) 12 (+1) 8 (-1)

  • Damage Immunities Radiant
  • Condition Immunities Charmed, Frightened, Prone
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Common, Deep Speech
  • Challenge 8 (3,900 XP)

Rim of the Void. The maw projects Dim Light in a 5 foot radius, blocking out all other light sources.

Creatures in the area are immune to Radiant damage, and a creature must spend 20 additional feet of movement to leave the area.

Actions

Devouring Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 33 (6d10) force damage.

Endless Hunger of Acamar (Recharge 5-6). Each creature in the area of the maw's Rim of the Void aura must succeed on a DC 15 Constitution saving throw or take 22 (4d10) force plus 18 (4d8) psychic damage.

Bonus Actions

Corpse-Star's Grip. Each creature within 30 feet of the maw's Rim of the Void aura must succeed on a DC 15 Strength saving throw or be drawn up to 15 feet directly toward the maw.

Feed the Void. The maw draws a Medium or Large corpse or other nonmagical object within 5 feet into its body, destroying it utterly.

For the next minute, the radius of its Rim of the Void aura increases by 10 feet.

Reactions

Distort Time (1/Day, Concentration). The first time the maw is reduced below 90 hit points, it may warp the passage of time in the area affected by its Rim of the Void ability.

For the next minute, each creature in the area cannot make more than a single attack on its turn, and each creature in the area has advantage on saving throws against effects originating outside of it.


Star Spawn Hulk

Large aberration, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 166 (16d10 + 80)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)

  • Saving Throws DEX +3, WIS +5
  • Skills Perception +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Deep Speech
  • Challenge 10 (5,900 XP)

Psychic Mirror. A creature that attempts to read the hulk's mind instead reads deeply into its own, its deepest fears, insecurities and repressed memories laid bare before it.

Freed From Will. Whenever the hulk voluntarily fails a saving throw, it gains 11 (2d10) temporary hit points. While it has these temporary hit points, the hulk's attacks are made at advantage.

Actions

Multiattack. The hulk makes two melee attacks, one of which it may replace with a use of its Hurl ability.

Pallid Claws. Melee Weapon Attack: +9 to hit. reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing plus 18 (4d8) psychic damage and the target is grappled (escape DC 14).

Hurl. The hulk hurls a grappled creature up to 30 feet. The creature must succeed on a DC 17 Dexterity saving throw or take 28 (8d6) bludgeoning damage and be knocked prone, or take half as much damage on a success.

Ragdoll Slam (Recharge 5-6). The hulk slams a grappled creature into the ground repeatedly, forcing it to make three DC 17 Constitution saving throws.

For each save it failed, the creature takes 21 (3d10 + 5) bludgeoning damage, and half as much damage for each save on which it succeeded.

A creature that fails two or more of these saving throws in a turn is Stunned until the end of the hulk's next turn.

Reactions

Psychic Dispersal. When the hulk takes any psychic damage, it may force each creature within 10 feet of it to succeed on a DC 17 Intelligence saving throw or take the same damage, or half as much damage on a success.



Star Spawn Glare of Delban

Medium aberration/humanoid, neutral evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 209 (22d8 + 110)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 20 (+5) 17 (+3) 12 (+1) 21 (+5)

  • Saving Throws CON +9, WIS +5, CHA +9
  • Skills Arcana +7, Perception +9
  • Damage Immunities Cold, Radiant
  • Condition Immunities Charmed, Frightened, Prone
  • Senses Darkvision 60 ft., Passive Perception 19
  • Languages Common, Deep Speech
  • Challenge 12 (8,400 XP)

Stilling Glow. Colors fade and motion stills within 20 feet of the glare.

Spells and ranged weapon attacks that target a creature or point in the area deal half as much damage.

Unseasonable Flare. When the glare loses concentration on a spell, it flares with freezing light.

Each other creature within 20 feet of it must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold damage and be Blinded until the end of its next turn.

Actions

Boreal Gaze. The glare turns its impassive gaze upon a creature it can see within 30 feet and an evil chill begins to creep through the creature's veins.

The target must succeed on a DC 17 Constitution saving throw or take 45 (10d8) cold damage and have its movement reduced by half until the end of its next turn.

Hateful Silence (6th Level Spell, Concentration, Recharge 5-6). A horrid magical silence descends in a 30 foot radius extending from the glare, stifling all sound but that of a creature's own thunderous heartbeat.

A non-aberration creature that starts its turn in the area must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) psychic damage and be Frightened until the beginning of its next turn.

Doom of Delban (9th Level Spell, Concentration, 1/Day). The glare calls down a shaft of freezing starlight on a 5 foot radius space it can see. Each creature in the space when it appears, or that enters it for the first time on a turn, must make a DC 17 Constitution saving throw

On a failed save, a creature takes 66 (8d8 + 30) cold plus 33 (6d10) radiant damage and is Paralyzed until the end of the glare's next turn, or take half as much damage on a success.

While concentrating on this spell, the glare takes 11 (2d10) necrotic damage at the beginning of each of its turns, then may use its action to move the effect up to 120 feet.

Star Spawn Glare of Delban Lore

Nature DC 15: Flares of Delban often presage particularly brutal and long-lasting winters, some few of which can linger for years under its unblinking eye.
Religion DC 20: Delban's light is that of chill and impassive silence, one that slows the roiling pace of mortality, granting a searing clarity and perspective to those who contemplate its motions. The Boreal Watcher is far from indifferent, however, and few can survive even an instant of its curiosity.

Star Spawn Glare of Delban Tactics

The Glare of Delban begins combat with its Hateful Silence, striding into the midst of foes and using its Boreal Gaze on any who try to escape the area. Once concentration is broken on their Hateful Silence, they use their Doom of Delban, targeting the most injured melee threat, and using its action to move the effect whenever a creature leaves the area.

Ponder

Steve Argyle

Star Spawn Seer Tactics

The seer prioritizes getting an Astral Maelstrom up and running first, using its Mind Colonizer trait to have a friendly Larva Mage or Hulk concentrate for it. It then uses its Crumple Space and Music of the Spheres abilities to force foes into it.

If a Hulk is available, it always tries to catch it in its Crumple Space ability to make use of its Psychic Dispersal, and uses Music of the Spheres to get it into position and grant it temporary hit points with its Freed From Will trait.

If supported by a Mangler, it prioritizes targets affected by the Mangler's Aura of Hysteria to hit with its Untether Mind ability, and uses its warp ability to guard the mangler's retreat as it skirmishes in and out of combat.

Star Spawn Larva Mage Tactics

Larva Mages attack with their Nerve Rot Bolt as they approach a melee but try to end their turn in another creature's space. Once locked in, the star spawn uses its Plague of Worms whenever available, trying to catch at least two enemies in it each time. While recharging, it moves far enough away to avoid disadvantage and uses its multiattack, then moves back in to occupy another creature's space again.

The larva mage tries to focus down a single target to 0 HP so it can kill it with a combination of its Nerve Rot Bolt and Conquer Life ability, then consume it with Detritus Feeding.


Star Spawn Scion of Gibbeth Lore

Arcana DC 10: To meditate too deeply upon the stars and their motions is a sure path to madness and depravity, surer still if the star in question is one whose baleful green light never shone in any sky. Those who find themselves dwelling upon such a fantasy are strenuously advised to seek magical or surgical excisement of these thoughts with all possible haste.
Religion DC 30: Slain before the birth of time was noble Gibbeth, murdered in his cradle for fear of what his light might reveal! See his screams, clawing at the void from his rightful seat! His birth yet awaits, and none shall see his beauteous light. None! Nothing! Nothing within, and Nothing shall be revealed...

Star Spawn Scion of Gibbeth Tactics

Scions of Gibbeth use their Squamous Lurch each turn while approaching, attempting to Dodge or Hide if their enemies are moving toward them, and using their Dread Fascination if their enemies are moving away. Once in melee, they use their Unbearable Touch against two different targets if possible.

In the ideal case, they use their Unbearable Touch, are able to make an attack of opportunity against the same target, use their Squamous Lurch to follow it, use their Mind Splinter, then make their third attack of the turn.

When they lose concentration on Invoker of the Vengeful Endless, they prioritize Veil of the Clinging Void if it can hit two or more spellcasters, Embrace of Ancient hate if it can hit three or more creatures, ideally pushing them into the scion's reach, and Unmaking Gaze otherwise, targeting the most distant creature that can see it.

They nearly always use their Suppress Memories whenever they begin their turn not concentrating on Invoker of the Vengeful Endless, unless they have a ranged combatant with Area of Effect spells affected by their Unmaking Gaze.

'

Broken Concentration

Clint Cearly



Star Spawn Seer

Medium aberration, neutral evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3)

  • Saving Throws DEX +6, INT +11, WIS +9, CHA +8
  • Skills Perception +9
  • Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Psychic
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 19
  • Languages Common, Deep Speech, Undercommon, Telepathy 30 ft.
  • Challenge 13 (10,000 XP)

Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

Mind Colonizer. When the seer casts a spell that requires concentration, it may have a willing aberration within 30 feet of it maintain concentration in its stead.

Fractal Demise. When the star spawn is reduced to 0 hit points, if one or more friendly aberrations are within 30 ft. it casts Astral Maelstrom before it dies centered on itself, its body tearing apart into a ragged spiral.

Actions

Untether Mind (5th level Spell). Melee Spell Attack: +11 to hit. reach 10 ft., one target. Hit: 16 (3d10) force plus 39 (6d12) psychic damage and the target must make a DC 19 Wisdom saving throw.

On a failure, the creature is Frightened and Blinded until the end of the seer's next turn as its field of perception expands and expands and expands until it encompasses the entirety of the multiverse.

A creature that fails by 10 or more is additionally Paralyzed until the end of the seer's next turn.

Astral Maelstrom (5th Level Spell, Concentration). The seer creates a 5-ft. radius disk of unimaginable density in an unoccupied space it can see within 60 feet that lasts for a minute; raw voidstuff compressed until it glows with a searing light that does not reflect or illuminate.

A creature that begins its turn within 10 ft. of the sphere must succeed on a DC 19 Constitution saving throw or take 33 (6d10) radiant damage.

Crumple Space (Recharge 5-6, 6th Level Spell). The seer chooses a point along a 5 ft. wide line that is 30 ft. long and wholly within 120 feet.

Each creature in the line's area must succeed on a DC 19 Charisma saving throw or be teleported to the nearest unoccupied space to the point chosen by the seer, then take 22 (4d10) force plus 13 (2d12) psychic damage.

Legendary Actions

The seer can take 3 legendary actions, choosing from the options below.

Warp (1st Level Spell). A 10 ft. radius of space centered on a point the seer can see within 60 ft. becomes difficult terrain for non-aberrations until the beginning of the seer's turn.

Music of the Spheres (3rd Level Spell). The seer chooses two creatures or objects it can see within 120 ft. The first creature or object is levitated off the ground and revolves up to 30 ft. clockwise around the second, maintaining the same distance. A creature levitated in this way makes a DC 19 Constitution saving throw, resisting the effect on a success.

Beckoning of the Expanse (Costs 2 Actions). Each creature within 30 ft. of the seer's Astral Maelstrom must succeed on a DC 19 Wisdom saving throw or use its reaction to move 10 ft. towards it.

Emrakul's Evangel

Jason Felix



Star Larva Mage

Medium aberration, neutral evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 210 (20d8 + 120)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3)

  • Saving Throws DEX +6, WIS +6, CHA +8
  • Skills Perception +6
  • Damage Resistances Cold; Bludgeoning, Piercing, and Slashing
  • Damage Immunities Psychic
  • Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Restrained
  • Senses Darkvision 60 ft., Passive Perception 16
  • Languages Deep Speech
  • Challenge 16 (15,000 XP)

Seething Mass. The larva mage can occupy another creature's space and vice versa, and the larva mage can move through any opening large enough for a tiny creature.

A creature that starts its turn in the larva mage's space must succeed on a DC 17 Wisdom saving throw or be Frightened until the beginning of its next turn.

Endurance of the Never-Living. If the larva mage would take more than 15 damage from a source that targets only it, it instead takes 15 damage.

Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.

Actions

Multiattack. The larva mage makes two attacks with its Nerverot Bolt, one of which it may replace with a use of its Squirming Touch.

Nerverot Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one creature. Hit: 18 (4d8) necrotic damage plus 11 (2d10) psychic damage.

Squirming Touch. One creature within 5 feet must make a DC 19 Wisdom saving throw.

On a failure, the creature falls prone and is Frightened and Poisoned until the end of its next turn as it becomes briefly aware of the number and direction of each worm on the same plane of existence.

Plague of Worms (Recharge 5-6). Each creature within 10 feet must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be Blinded and restrained by a mass of swarming worms (Save Ends at end of turn).

A creature restrained in this way takes 22 (5d8) necrotic damage at the start of each of the larva mage’s turns.

Reactions

Feed on Weakness. When a creature within 20 feet of the larva mage fails a saving throw, the larva mage regains an expended legendary action.

Sprouting Flesh (1/Day). When the larva mage is reduced below 106 hit points, it can force each other creature within 30 feet that has fewer than half of its hit points to succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage as writhing grubs sprout from its wounds.

The larva mage gains temporary hit points equal to the total damage dealt this way.

Legendary Actions

The larva mage can take 3 legendary actions, choosing from the options below.

Boil Out. The larva mage teleports to the space of a corpse within 60 feet or that of a creature restrained by its Plague of Worms.

Detritus Feeding. The larva mage reduces one corpse in its space to bones. If it does, it gains advantage on saving throws until the beginning of its next turn.

Squirming Touch. The larva mage uses its Squirming Touch.

Conquer Life (Costs 2 Actions). The mage forces one creature with 0 hit points within 15 feet to make a Death saving throw.

On a failure, the larva mage gains 18 (4d8) temporary hit points and the creature does not reset that failure until it completes a Long Rest.

Squelching Leeches

Svetlin Velinov



Star Spawn Scion of Gibbeth

Medium aberration/humanoid, neutral evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 475 (50d8 + 250)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 21 (+5) 23 (+6) 7 (-2) 14 (+2)

  • Saving Throws CON +12, INT +13, WIS +5
  • Skills History +20, Perception +5, Stealth +10
  • Senses Blindsight 60 ft., Passive Perception 15
  • Languages Common, Deep Speech
  • Challenge 21 (33,000 XP)

Shroud of Cosmic Revulsion. A creature with a Wisdom score of 10 or higher must avert its gaze from the scion if it is more than 10 feet away, treating the scion as Invisible.

Invoker of the Vengeful Endless. The scion must maintain Concentration to avoid recalling what dwells in Gibbeth.

When it loses Concentration on this effect or ends its turn while not Concentrating on this effect, formless limbs spring from the scion's body to lash at it, dealing 5 (1d10) force damage to it and restraining it until it regains Concentration on this ability.

Knowledge of the Coming Hour. At the end of each creature's turn, the scion may take 4 (1d8) psychic damage.

If it does, the scion immediately makes a saving throw to end each effect on it that ends on a successful saving throw.

Actions

Multiattack. The scion makes two attacks with its Unbearable Touch and uses its Dread Fascination or Mind-Splinter, if available.

Unbearable Touch. Melee Weapon Attack: +11 to hit. reach 5 ft., one target. Hit: 27 (6d8) psychic damage and the target must use its reaction to move 15 feet directly away from the scion, if available.

Dread Fascination. One creature the scion can see within 120 feet must make a DC 19 Wisdom saving throw.

On a failed save, the creature must use all of its movement on its following turn to approach the scion by the most direct route available.

Mind-Splinter (Recharge 5-6). Each other creature within 10 feet of the scion must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against itself, if available.

On a hit, this attack deals an additional 13 (3d8) psychic damage.

Bonus Actions

Squamous Lurch. The scion moves up to its speed, then each creature within 10 feet of it must succeed on a DC 19 Intelligence saving throw or take 13 (3d8) psychic damage and be Frightened until the end of the scion's next turn.

While Frightened in this way, a creature makes Intelligence and Wisdom saving throws at disadvantage.

Suppress Memories. The scion hastily attempts to clear thoughts of Gibbeth from its mind, making a DC 10 Intelligence check. On a success, the scion regains Concentration on its Invoker of the Endless ability.

Glimpses of Gibbeth

When the scion loses concentration on its Invoker of the Endless ability, it causes one of the following effects, which lasts until it regains concentration or dies:

Unmaking Gaze. The scion assaults the mind of one creature that can see it, revealing a fragmentary vision of infinite possible futures converging unerringly toward the moment of Gibbeth's inevitable birth.

The creature must succeed on a DC 19 Intelligence saving throw or become hostile toward each creature it can see (Save Ends at end of turn).

Embrace of Ancient Hate. Slivers of a being outside of time violently extrude through reality, squirming across a 10 foot radius column that is 60 feet high and centered on a point the scion can see within 120 feet.

A creature that starts its turn in the area or that enters it for the first time on a turn must succeed on a DC 19 Dexterity saving throw or take 21 (6d6) bludgeoning plus 18 (4d8) psychic damage and be pushed to the nearest unoccupied space outside the area.

Veil of the Clinging Void. An obscuring wall of starry void crashes into existence within 120 feet of the scion. The wall is 60 feet long, 10 feet wide, and arbitrarily high.

A creature that starts its turn in the wall or enters its space for the first time on a turn takes 18 (6d8) cold damage, and is Blinded and Choking until the beginning of its next turn as clinging tendrils of black nothing envelop it.

Tsochari

A tangled knot of writhing, barbed tendrils, the parasitic tsochar seems to have no center, seems insensate to most of the outside world. Outside of a host, the creature is near-helpless, but of course tsochari are rarely found outside a host. A tsochar spends the vast majority of its life wrapped tightly around the brain of its host, controlling the every breath and motion of its still-conscious dwelling.

Tsochari seek out hosts of power and influence, but the ultimate prize for the tsochar is the powerful mage, whose magic can be turned toward the will of the Nine-Tongued Worm, or else used to advance the Tsochar's position against its rivals.

Tsochar Lore

Arcana DC 20: Though tsochari are known for the magic they steal, there is a unique tradition of tsochari magic practiced by their arcanists, focused on subterfuge.
History DC 15: The tsochari are said to hail from a world terribly remote in the multiverse, one bridged to our own by malformed magic, trans-spheric gates twisted from orignal design by mishap or malice.
History DC 20: The tsochari, though each is first concerned with its own power and advancement, rarely enter into direct conflict with one another. When they do, however, their fights can go on for hours, neither strong enough to inflict serious injury on the other, both too stubborn and vicious to submit.
History DC 25: The world the tsochari come from is one inimical to most life, one of extreme cold, crushing darkness, and shrieking winds, stalked by monstrosities unimaginable by the sane.
Medicine DC 10: Abandoned tsochar hosts often are mostly intact mentally, but rapidly bleed out if they do not
receive immediate medical attention.
Medicine DC 15: Tsochar seem to be distressed by heat, evidenced by the fact that some tsochar hosts seem to run slightly cooler than their unparasitized kin.
Medicine DC 20: Tsochar can occasionally be extracted from their hosts by exposure to extreme heat, though
this process is equally likely to be fatal to the patient.
Nature DC 20: Rather than a single cohesive organism, the tsochar seems to actually be a colony of smaller, specialized creatures living in symbiosis and telepathically sharing a consciousness.
Religion DC 15: The tsochari maintain a great reverence for the great powers of the Far Realm, in particular Mak Thuum Ngatha , the Nine-Tongued worm, who represents the infinite power of revelation to destroy lesser truths.

Tsochar Tactics

Tsochar seek to ambush a lone humanoid, and after gaining control of it seek to do the same to a more powerful, influential, or magical one, ad infinitum. Ordinarily upon taking a new host, a tsochar will kill its previous host, unless it thinks it might need to move back in in the forseeable future.

In combat, the tsochar preferentially attacks spellcasters, and tries to subdue and invade them as quickly as possible. If it feels in serious danger, it flees using its size and climb speed to reach areas inaccessable to its foes.

Encounter Groups

CR 20 Encounter 8,350 XP

  • 1 Fleshclad Blackguard (CR 8)
  • 2 Tsochar Parasite (CR 4)
  • 1 Fleshclad Thug Enforcer (CR 2)
  • 4 Ruffian Enforcers (CR 2)

CR 23 Encounter 18,600 XP

  • 1 Fleshclad Archmage (CR 12)
  • 1 Tsochar Noble (CR 7)
  • 1 Shield Guardian (CR 7)
  • 4 Helmed Horrors (CR 4)

Tsochari

Chuck Lukacs


Tsochar Parasite

Tiny aberration, chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 34 (4d10 + 12)
  • Speed climb 20 ft., crawl 20 ft.

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

  • Skills Deception +6, Insight +4, Perception +4, Stealth +4
  • Senses Darkvision 60 ft, Passive Perception 14
  • Damage Resistances Bludgeoning, Cold
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Languages Tsochar, the languages of its host, Telepathy 120 ft.
  • Challenge 4 (1,100 XP)

Slitherer. Outside of a host, the tsochar always counts as prone. It can enter or move through the space of any creature without spending additional movement.

Mindsight. The tsochar knows the exact location of each creature with an Intelligence score of at least 2 within 120 feet. It has disadvantage on Wisdom (Perception) checks made to perceive anything else.

Actions

Leaping Clutch. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: The tsochar moves up to 10 ft. toward the target. If it ends this space in the target's space, the target is grappled (escape DC 13).

A creature that starts its turn grappled by the tsochar must succeed on a DC 13 Constitution saving throw or take 22 (5d8) nonlethal poison damage and be Poisoned until the beginning of its next turn, or half as much damage on a success.

Crush. Melee Weapon Attack: +5 to hit, reach 0 ft., one grappled target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is restrained until the end of the tsochar's next turn..

Silence (2nd Level Spell, Concentration). The tsochar is surrounded by a 5 ft. radius sphere of silence for the next minute. Creatures inside the sphere are immune to thunder damage and cannot perform the verbal components of spells.

Wear Flesh. One incapacitated humanoid grappled by the tsochar must succeed on a DC 13 Strength saving throw or have the tsochar begin to invade and take control of its body. At the beginning of the tsochar's next turn, the tsochar enters the grappled creature's body, bores into its nerve centers and takes control.

Tsochar Parasitism. When the tsochar takes control of a host, it may choose to leave the brain intact or destroy it. If it chooses to leave the brain intact, it can access the creature's stored memories, though doing so takes visible effort for the first several weeks after taking control of a new host.

Tsochar continuously absorb nutrients from their host. At the end of each month, a tsochar host has its Constiution score reduced by a cumulative and permanent 1d4, until restored by Greater Restoration or similar magic.

If its host takes any fire damage, the tsochar must make a Constitution saving throw with DC equal to 10, or half the damage dealt, whichever is higher. On a failure, the tsochar is expelled into the nearest unoccupied space. If a host dies, the tsochar exits the host automatically at the beginning of its next turn.

When a tsochar exits its host, the host begins to bleed profusely, losing 10 (3d6) hit points at the start of each of its turns until a creature stanches the bleeding as an action with a successful DC 17 Wisdom (Medicine) check.

Fleshclad Template. A fleshclad creature has:

  • Creature Type. The creature's type becomes Aberration.
  • Ability Scores. The creature's Intelligence, Wisdom, and Charisma scores become the higher of its own or its tsochar's.
  • Telepathy. The creature gains Telepathy 120 ft.
  • Whispercast. The creature ignores any verbal or somatic components for spells it casts.
  • Spellcasting. The creature knows and can cast any spells its tsochar knows, in addition to its own.
  • Flesh Exchange. As an action, the fleshclad expels its Tsochar controller onto a creature grappled by the fleshclad. The tsochar parasite exits into the grappled creature's space and immediately makes a Leaping Clutch attack.


Tsochar Noble

Small aberration, chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 115 (11d10 + 55)
  • Speed climb 20 ft., crawl 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 21 (+5) 17 (+3) 15 (+2) 19 (+4)

  • Skills Deception +6, Insight +4, Perception +4, Stealth +4
  • Senses Darkvision 60 ft, Passive Perception 14
  • Damage Resistances Bludgeoning, Cold
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Languages Tsochar, the languages of its host, Telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Slitherer. Outside of a host, the tsochar always counts as prone. It can enter or move through the space of any creature without spending additional movement.

Dweomerbarbed Grip. If a creature that it is grappling teleports, the tsochar teleports with it.

Mindsight. The tsochar knows the exact location of each creature with an Intelligence score of at least 2 within 120 feet. It has disadvantage on Wisdom (Perception) checks made to perceive anything else.

Actions

Multiattack. The tsochar makes two melee attacks.

Leaping Clutch. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The tsochar moves up to 15 ft. toward the target. If it ends this space in the target's space, the target is grappled (escape DC 16).

A creature that starts its turn grappled by the tsochar must succeed on a DC 17 Constitution saving throw or take 36 (8d8) nonlethal poison damage and be Poisoned until the beginning of its next turn, or half as much damage on a success.

Crush. Melee Weapon Attack: +8 to hit, reach 0 ft., one grappled target. Hit: 15 (3d6 + 5) bludgeoning damage and the target is restrained until the end of the tsochar's next turn.

Silence (2nd Level Spell, Concentration). The tsochar is surrounded by a 5 ft. radius sphere of silence for the next minute. Creatures inside the sphere are immune to thunder damage and cannot perform the verbal components of spells.

Greater Invisibility (1/Day, 4th Level Spell, Concentration). The tsochar and its host become invisible for the next minute.

Phantasmal Killer (1/Day, 4th Level Spell, Concentration). One creature within 120 ft. that the tsochar can see must succeed on a DC 16 Intelligence saving throw or be Frightened for the next minute as it hallucinates an illusory manifestation of its deepest fears. An affected creature repeats this saving throw at the end of each of its turns, taking 22 (4d10) psychic damage on a failure or ending the effect on a success.

Memory Slip (1/Day 5th Level Spell). One creature within 30 ft. must succeed on a DC 16 Wisdom saving throw or forget one event that occurred in the last minute. On a success, the creature knows it was targeted with a spell.

Wear Flesh. One incapacitated humanoid grappled by the tsochar must succeed on a DC 16 Strength saving throw or have the tsochar begin to invade and take control of its body. At the beginning of the tsochar's next turn, the tsochar enters the grappled creature's body, bores into its nerve centers and takes control.

Reactions

Counterspell (3rd Level Spell). As a reaction to seeing a creature cast a spell within 60 feet, the tsochar may make an Charisma check with DC equal to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd level or below, the tsochar succeeds automatically.

Uvuudaum

The uvuudaum is a creature born of a remote reality so inimical to ours that, on the rare occasions that such a realm expels one of their number into the material, its very presence heralds madness; a madness that spills out of the mind and into physical space as the natural laws of the world tries to reject it.

Uvuudaum Lore

Arcana DC 15: As a creature clearly not from this realm, the uvuudaum is likely resistant to most conventional magics. Arcana DC 20: The uvuudaum flickers as it moves, appearing to teleport continuously, despite giving off no trace of conjuration magic. While possible that its magics are simply too alien to be detected, the more likely explanation seems to be that they simply experience time differently, scuttling through moments as easily as they move through space.
History DC 25: Uvuudaum incursions occur sporadically at times when the barriers between planes thin, particularly during astronomic events associated with the Far Realm. Their appearance on the material plane seems to
be a cosmic accident, rather than the result of any
grand design.
Nature DC 15: The uvuudaum's crab-like
physique looks to be well-suited to evading
explosions and other area-of-effect magics.
Nature DC 20: The uvuudaum's alien nature
likely leaves it relatively vulnerable to conventional
poisons.
Nature DC 25: The tense posture, natural weapons and blinding speed of this creature indicate it could
respond vigorously to any melee assault.
Engaging at as great a range as possible is likely
the wisest approach.

Uvuudaum Tactics

The uvuudaum attempts to focus on single
target at a time, starting with the targets with
the lowest Wisdom and continuing to
attack a creature until its Wisdom is reduced
to 1, then going after the creature with the next
lowest Wisdom. The uvuudaum breaks this
pattern either to claim a more defensible position
with its Spider Climb ability, or to afflict a
spellcaster in range with Anoxia or Seizures, if
applicable.

The uvuudaum tries to use its movement, its
Four Dimensional trait, and its Non-Euclidian
trait each turn to ensure that only a single enemy
can close to melee range. The uvuudaum is
careful, however, not to get entirely out of melee
range and thus miss out on the chance to
use its Ruin Mind reaction.

Encounter Groups

A typical encounter might include an Uvuudaum and six mooncalves that were drawn through a portal together; or a pair of uvuudaum acting as heralds of harbingers of some greater being of infinite incomprehensibility.

CR 27 Encounter 38,400 XP

  • 1 Uvuudaum (CR 17)
  • 5 Mooncalves (CR 7)
  • 1 Moonlord (CR 10)

CR 29 Encounter 54,000 XP

Uvuudaum

Wayne Reynolds



Uvuudaum

Large aberration, chaotic evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 228 (24d10+96)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 18 (+4) 17 (+3) 17 (+3) 17 (+3)

  • Saving Throws DEX +10, INT +9, WIS +8, CHA +8
  • Skills Insight +13, Perception +8
  • Senses Blindsight 120 ft, Passive Perception 18
  • Languages Telepathy 120 ft
  • Challenge 17 (18,000 XP)

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

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

Non-Euclidian. The space in a 10 foot radius around the uvuudaum is difficult terrain, as the uvuudaum's presence warps it into incomprehensible geometries.

Four Dimensional. Time does not seem to pass during the Uvuudaum's turn. It does not provoke attacks of opportunity, and its melee attacks are made at advantage.

Actions

Multiattack. The uvuudaum makes three attacks with its head spike.

Head Spike. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6+5) piercing damage and the target has its Wisdom score reduced by 1d6, to a minimum of 1. If this reduces the target below 10 Wisdom, the target suffers one additional effect of the uvuudaum's choice. The uvuudaum may not choose the same effect twice in a turn:

  • Amnesia. The target loses a chunk of memory, reducing its proficiency bonus by 1 for the next minute.
  • Anoxia. If the target cast a spell since the end of the uvuudaum's previous turn, it loses the ability to cast that spell until it completes a long rest.
  • Apnea. The target forgets how to breathe. At the end of each of its turns, it may make a DC 19 Wisdom saving throw, remembering how to breathe on a success.
  • Mania. On the target's next turn, it may make one melee attack as a bonus action, but its targets are selected at random from those it can reach with its movement.
  • Paranoia. The target becomes Frightened of one of its allies until the end of its next turn. While Frightened in this way, it cannot willingly accept assistance from that ally.
  • Seizure. If the target casts a spell on its following turn, it must succeed on a DC 19 Constitution saving throw or fall prone and end its turn.

Reactions

Ruin Mind. As a reaction to a creature within 15 ft. hitting it with an attack, the uvuudaum uses its multiattack, targeting the attacker with each attack.

Scuttle. As a reaction to being forced to make a saving throw against a spell or magical effect, the uvuudaum moves up to half of its speed. If this movement puts the uvuudaum out of range or area of the spell or magical effect, the uvuudaum is unaffected.

Psychic Storm. As a reaction to being reduced below 115 hit points, the uvuudaum lets out a telepathic shriek. Each creature within 60 ft. that has a Wisdom score of 1 is Stunned until the end of its next turn.

Spells

Astral Maelstrom

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a chunk of marble worth 20 gp, which the spell consumes)
  • Duration: 1 minute, concentration

You create a 5-foot-radius disk of unimaginable density in an unoccupied space you can see within 60 feet that lasts for a minute; raw voidstuff compressed until it glows with a searing light that does not reflect or illuminate. As a Bonus Action on each of your turns, you can cause each creature within 30 ft. of the disk to make a Wisdom saving throw, using its reaction to move 10 feet towards the disk on a failure.

A creature that begins its turn within 10 ft. of the sphere must succeed on a Constitution saving throw or take 33 (6d10) radiant damage.

Spell Lists. Druid, Warlock

Blood to Vitriol

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (flesh scarred by acid)
  • Duration: 1 minute, concentration

You attempt to turn a creature's blood to acid. One creature you can see within 60 ft. must succeed on a Constitution saving throw or be Stunned for 1 minute. A Stunned creature repeats this saving throw at the end of each of its turns, taking 22 (5d8) acid damage on a failure, or ending the effect on a success.

Spell Lists. Sorcerer, Warlock, Wizard

Chaos Flame

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, M (a solution of magnesium in oil)
  • Duration: instantaneous

You create a ball of sparking, multicolored fire and hurl it at a creature within range. Make a ranged spell attack. On a hit, the target takes 6d6 fire damage.

If this attack misses, make a second attack roll against a random creature within 10 ft. of the original target. On a hit, the target takes 6d6 fire damage.

Spell Lists. Artificer, Sorcerer

Crumple Space

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, M (a pinch of powdered granite)
  • Duration: instantaneous

You collapse a line of space into a single point. Choose a point along a 5 feet wide line that is 30 feet long and wholely within 120 feet. Each creature in the line's area must succeed on a Charisma saving throw or be teleported to the nearest unoccupied space to the chosen point, then take 22 (4d10) force plus 13 (2d12) psychic damage.

Spell Lists. Sorcerer, Warlock, Wizard

Dematerialize

3rd-level evocation


  • Casting Time: 1 reaction, which you take when targeted with an attack or harmful spell
  • Range: self
  • Components: V, S
  • Duration: instantaneous

As a reaction to being targeted with an attack or harmful spell, you attempt to dodge across the border ethereal. Roll a d20. On an 11-20, you disappear until the beginning of your next turn, when you reappear in the unoccupied space nearest to where you departed.

Spell Lists. Bard, Sorcerer, Wizard

Eye of Rot

4th-level enchantment


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a drop of vitreous fluid)
  • Duration: 1 minute, concentration

You affix a creature with a putrefying gaze. One creature the you can see within range must succeed on a Charisma saving throw or be Poisoned for the next minute. A creature poisoned in this way takes 4d10 necrotic damage at the beginning of each of its turns and repeats this saving throw at the end of each of its turns, with disadvantage if you can see it, ending the effect on a success.

Spell Lists. Bard, Sorcerer, Warlock

Eye of Veiling

3rd-level enchantment


  • Casting Time: 1 reaction, which you take when hit with a melee attack
  • Range: Touch
  • Components: V, S, M (a shard of broken glass)
  • Duration: 1 minute, concentration

As a reaction when hit with a melee attack, you force the attacker to make a Wisdom saving throw. On a failed save, the you become invisible to that creature for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success.

Spell Lists. Bard, Sorcerer

Fold Space

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (a star of folded paper)
  • Duration: instantaneous

You teleport to an unoccupied location you can see within 30 feet. Each creature within 15 ft. of the space you departed must succeed on a Strength saving throw or be pulled up to 10 ft. toward the space you departed and take 22 (4d10) psychic damage.

Spell Lists. Sorcerer, Warlock, Wizard

Force Rift

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a cracked lodestone)
  • Duration: instantaneous

You wrench gravity in a line 100 feet long and 5 feet wide extending from you. Each creature in the line must make a Strength saving throw. A creature takes 5d10 force damage and is knocked prone, or takes half as much damage and is not knocked prone on a successful one. A creature that fails by 5 or more is additionally pushed 15 ft. away.

Spell Lists. Sorcerer, Warlock, Wizard

Lightning Burst

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a flake of rust)
  • Duration: instantaneous

A crackling ball of lightning kindles into existence at a point you can see, then rapidly expands. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 ft. for each slot level above 3rd.

Spell Lists. Sorcerer, Warlock, Wizard

Mental Scourge

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a whip or flail)
  • Duration: 1 round

You attempt to turn a creature's mind against it. One creature you can see within range must make a Intelligence saving throw. A creature takes 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one.

A creature that fails this save by 5 or more additionally has its movement controlled by the you on its following turn. The creature can take its action before or after moving.

Spell Lists. Bard, Sorcerer

Music of the Spheres

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (two stones of equal weight but different size)
  • Duration: 1 minute, concentration

You set one object orbiting another by forging a gravitational bond between them. You choose two creatures or objects you can see within range. The first creature is levitated off the ground and revolves up to 30 feet clockwise around the second, maintaining the same distance. A creature levitated in this way may make a Constitution saving throw, resisting the effect on a success.

On each of your turns until the spell ends, you can use your BonusAction to select another two targets.

Spell Lists. Druid, Sorcerer, Warlock, Wizard

Untether Mind

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

You attempt to share a truth with a creature its mind cannot contain. Make a melee spell attack against the target. On a hit, the target takes 3d10 force plus 6d12 psychic damage and must make a Wisdom saving throw.

A creature that fails is Frightened and Blinded until the end of your next turn as its field of perception expands and expands and expands until it encompasses the entirety of the multiverse.

A creature that fails this save by 10 or more is additionally Paralyzed until the end of your next turn.

Spell Lists. Warlock

Window to Madness

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a dried pineal gland)
  • Duration: 1 minute, concentration

You create an illusory portal to the far realm in an unoccupied space within range that fills a 10 foot cube. A creature other than you that starts its turn within 30 feet of the portal and can see it takes 1d4 psychic damage. A creature other than you that starts its turn within the portal's space must make a Intelligence saving throw. A creature takes 8d8 psychic damage and is Stunned until the beginning of its next turn on a failed save, or takes half as much damage and is not Stunned on a success.

On each of your turns until the spell ends, you can use your Bonus Action to force each creature within 60 feet of the portal to succeed on a Strength saving throw or be pulled 10 feet towards it.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the distance a creature is pulled on a failed Strength save increases by 5 ft. for each slot level above 4th.

Spell Lists. Warlock

Art Credits

  • Spellweaver by Rae Elderidge @elffucker
  • Mind Flayer copyright Wizards of the Coast
  • Aboleth by Mark Behm
  • Miniature by Rocket Pig Games
  • Photograph/Mini Painted by Oh_Hi_Mark_
  • Balhannoth by Brynn Metheney
  • Balhannoth by Carl Frank
  • Beholders by Doug Stewart
  • Gazer by Christopher Burdett
  • Spectator by Jim Nelson
  • Mindwitness copyright Wizards of the Coast
  • Eye of the Deep by Mitch Cotie
  • Gouger by Sam Wood
  • Beholder by Skip Williams
  • Director copyright Wizards of the Coast
  • Doomsphere by Jim Nelson
  • Death Kiss by Cory Trego-Erdner
  • Death Tyrant by Kieran Yanner
  • Overseer by Colin Fix
  • Elder Orb by Wayne England
  • Miniature by Rocket Pig Games
  • Photograph/Mini Painted by Oh_Hi_Mark_
  • Berbalang copyright Wizards of the Coast.
  • Illithid Tadpole about to perform cerromorphosis by Christopher Burdett
  • Gnome ceremorph by Shawn Wood
  • Mozgriken by Larry Smith
  • Tzakandi by Larry Smith
  • Uchuulon copyright Wizard of the Coast
  • Urophion by Wayne Reynolds
  • Two Chokers by Izzy Medrano
  • Chuul by Kate Pfeilschiefter
  • Chuul by Francis Tsai
  • Cloaker by Ben Wootten
  • Cloaker by Larry Elmore
  • Darkweaver by Kevin McCann
  • Derro by Ben Wootten
  • Elder Brain by Nino Is
  • Ephemeral Hangman by Daarken
  • Flumph by Conceptopolis
  • Gibberers by Pete Ventner
  • Grell copyright Wizards of the Coast
  • Grell Patriarch by Dan Scott
  • Hagunemnon copyright Wizards of the Coast
  • Illithidae by Ron Spencer
  • Kythons Copyright Wizards of the coast
  • A group of mind flayers by Fred Hooper
  • Ulitharid by Scott Murphy
  • The dwarves of Clan Duergar fall to the power of the elder brain of Oryndoll by Cladio Pozas
  • An alhoon by Wayne Reynolds
  • Neogi by Warren Mahy
  • Neogi Raid by Ron Spencer
  • Neogi Master copyright Wizards of the Coast
  • Neogi Great Old Master by Mitch Cotie
  • Neothelid copyright Wizards of the Coast
  • Nothic by Chippy
  • A Nothic by Des Hanley
  • Otyugh by Arnie Swekel
  • Phaerimm ritual by Ciruelo Cabral
  • Running phaerimm by Richard Sardinha
  • Quori copyright Wizards of the Coast
  • Tsucora Quori by Dave Allsop
  • Tsoreva Quori by Cory Trego-Erdner
  • Uvaspena Quori by Eric Deschamps
  • Dal Quor by Thomas Bourdon
  • Du'ulora Quori copyright Wizards of the Coast
  • Hashalaq Quori by Cory Trego-Erdner
  • Kalaraq Quori by Christopher Burdett
  • Thought Scour by Julie Dillon
  • Roper by Andrew Mar
  • Prismatic Roper copyright Wizards of the Coast
  • Slaad Assembly by James Zhang
  • Slaad Tadpole by Mark Behm
  • Red Slaad by Conceptopolis
  • Blue Slaad by Conceptopolis
  • Green Slaad by Conceptopolis
  • Grey Slaad by Conceptopolis
  • Death Slaad by Conceptopolis
  • White Slaad by Richard Sardhina
  • Black Slaad by Richard Sardhina
  • Silthilar by Michael Phillippi
  • Spellweaver by Rae Eldridge
  • Star Spawn copyright Wizards of the Coast
  • Far Realm copyright Wizard of the Coast
  • Tsochari by Chuck Lukacs
  • Uvuudaum by Wayne Reynolds

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License

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