Leonaru - Bestiary of Faerun v1.3
Leonaru - Bestiary of Faerun v1.3
v 1.3
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  Welcome to the Forgotten Realms
Welcome to the Bestiary of Faerûn. This book contains more than a hundred
monsters of all types, sizes and challenge ratings from the Forgotten Realms™
campaign setting for use with the Dungeons & Dragons™ 5th Edition Rules.
The new monsters and templates here follow the same rules as those present-
ed in the Dungeons & Dragons Monster Manual™. With this book, there will be
no shortage of monsters in any of your campaigns!
                   Table of Contents
Alphabetical Listing of Monsters                                          2
Monsters by Challenge Rating                                             89
Monsters by Size                                                         90
Monsters by Type and Subtype                                             91
Monsters by Alignment                                                    92
Monsters by Environment                                                  93
Monster Index                                                            94
                                                                            1
     Alphabetical Listing of Monsters
Aballin                   3   Elf                       40   Naga, Dark                     67
Alaghi                    3       Rockseer              40   Neo-Orog                       68
Arch-Shadow               4       Avariel               40      Red Neo-Orog                68
Asperii                   4       Aquatic Elf           41      Black Neo-Orog              68
Aurumvorax                5   Fachan                    41   Neshezu                        68
Bainligor                 5   Firenewt                  42   Nereid                         69
Banedead                  6   Firestar                  43   Nightshade                     69
Baneguard                 7   Foulwing                  43   Nishruu                        70
Banelar                   8   Frost                     44      Hakeashar                   70
Bat, Deep                 9   Gambado                   44   Norker                         71
   Azmyth                 9   Ghaunadan                 45   Nyth                           72
   Bonebat                9   Giant                     45   Ogre                           72
   Night Hunter          10       Fog Giant             45      Ice Spire Ogre              72
   Sinister              10   Mountain Giant            46      Ice Spire Ogre Chieftain    73
Beguiler                 10       Phaerlin Giant        46      Ice Spire Ogre Cabalist     73
Beholder                 11   Gibberling                47   Ondonti                        73
   Beholder Mage         11   Goblin, Dekanter          47   Phaerimm                       74
   Death Kiss            11   Golem                     48   Pterafolk                      74
   Elder Orb             12       Gemstone Golem        48   Quelzarn                       75
   Gouger                12          Ruby Golem         48   Raven, Great                   75
Blazing Bones            14          Emerald Golem      48   Reverend One                   76
Burnbones                14          Diamond Golem      49   Scalamagdrion                  76
Cat                      15       Lightning Golem       49   Shalarin                       77
   Change Cat            15       Magic Golem           49   Sharn                          77
   Elven Cat             15   Greatswan                 50   Shatjan                        78
   Luck Eater            15   Hag, Bheur                51   Silver Dog                     78
   Sand Cat              15   Hamadryad                 51   Skum                           79
   Choldrith             17   Hendar                    52      Skum Renegade               79
Chosen One               17   Hybsil                    52   Strider, Giant                 80
Curst                    18   Ibrandlin                 53   Tempest                        81
Dark Tree                19   Inquisitor                53   Thylacine                      81
Darkenbeast              19   Laerti                    53   Tomb Trapper                   82
Darktentacles            20       Stingtail             54   Unicorn, Black                 82
Deepspawn                21   Lammasu                   54   Vampiric Mist                  83
Demon                    22   Laraken                   55      Crimson Death               83
   Arrow Demon           22   Leucrotta                 55      Scarlet Dancer              84
   Ghour                 22       Greater Leucrotta     55   Volt                           84
   Rat-Fiend             23   Lich                      56   Wemic                          85
Disenchanter             23       Alhoon                56   Wizshade                       85
Displacer Serpent        24       Baelnorn              57   Wyvern Drake                   86
Doppelganger, Greater    25       Banelich              58   Wood Man                       87
Dracimera                25       Banelich              59   Xantravar                      87
Dracohydra               26   Lizard                    60   Xvart                          88
Dragon                   27       Fire Lizard           60
   Brown Dragon 
   Deep Dragon 
                          27
                          29
                                   Minotaur Lizard 
                               Loxo 
                                                          60
                                                          61
                                                               New Templates
   Fang Dragon           31   Lycanthrope               61   Curst Template                 17
   Mercury Dragon        33       Lythari               61   Dread Warrior Template         37
   Yellow Dragon         35       Werebat               62   Alhoon Template                55
Dragonkin                37       Werecrocodile         62   Baelnorn Template              57
Dread                    37          Cleric of Sebek    63   Banelich Template              58
Dread Warrior            37   Magedoom                  64
Dwarf 
   Innugaakalikurit 
                          38
                          38
                               Manni 
                               Mantidrake 
                                                          64
                                                          65
                                                               New Spells
   Urdunnir              38   Mara                      65   Charm Death Tyrant             11
   Wild Dwarf            38   Meazel                    66   Create Chosen One              16
Elephant Bird            39   Myrlochar                 67   Create Darkenbeast             19
2
Aballin                                                                Alaghi
Aballin, also know as the "living water", is a liquid creature
that drowns and consumes those who come too close to                    Alaghi
it. Most aballin disguise themselves as cavern pools, but               Medium humanoid, neutral
some have made a ruin their home and pretend to be a
fountain or small pond. The aballin is sometimes mistaken               Armour Class 13 (natural armour)
for a creature from the Elemental Plane of Water. Its body              Hit Points 78 (12d8+12)
does not consist of water, though, but is instead made of a             Speed 30 ft.
unique acidic susbtance.                                                   STR        DEX        CON         INT        WIS        CHA
   Liquid Predator. In its passive form, the aballin is virtu-           18 (+4)     15 (+2)    13 (+1)     6 (-2)    10 (+0)     11 (+0)
ally indistinguishable from a pond of clear water. The only
things noticeable about the apparent pond is the complete               Skills Stealth +3
lack of fish or other living creatures and the presence of              Senses passive Perception 11
coins, rings and other small metal items. Once prey comes               Languages Sylvan, sometimes Giant or Goblin
near - either to drink or to fetch an item from the pond - the          Challenge 4 (1,100 XP)
aballin's body becomes gelatinous and it attacks. Once its
has drowned its prey, the victim is slowly digested and the             Natural Camouflage. The alaghi has advantage on Dexterity
aballin disposes of its indigestible equipment; only small              (Stealth) checks while in its natural environment.
metal items remain.
                                                                        Actions
                                                                        Multiattack. The alaghi makes two slam attacks, or one attack
 Aballin                                                                with its slam and one with its handaxe.
 Large ooze, neutral                                                    Slam. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
                                                                        Hit: 10 (1d12+4) bludgeoning damage.
 Armour Class 13
 Hit Points 37 (5d10+10)                                                Handaxe. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
 Speed 20 ft., swim 40 ft.                                              Hit: 11 (2d6+4) slashing damage.
    STR        DEX        CON          INT       WIS        CHA         Javelin. Ranged Weapon Attack. +3 to hit, range 30/120 ft., one
   17 (+3)    16 (+3)    14 (+2)     10 (+0)     9 (-1)     6 (-2)      target. Hit: 8 (2d6+1) piercing damage.
                                                                                                                                            3
Arch-Shadow
                                                                       Spellcasting. The arch-shadow is an 18th-level spellcaster. Its
 Arch-Shadow                                                           spellcasting ability is Intelligence (spell save DC 17, +9 to hit
 Medium undead, neutral evil
                                                                       with spell attacks). The arch-shadow has the following wizard
 Armour Class 15 (natural armour)                                      spells prepared:
 Hit Points 117 (18d8+36)                                              Cantrips (at will): dancing lights, mage hand, prestidigitation
 Speed 30 ft.                                                          1st level (4 slots): charm person, detect magic, disguise self, shield
      STR      DEX        CON         INT       WIS        CHA         2nd level (3 slots): detect thoughts, misty step, scorching ray, web
    10 (+0)   16 (+3)    15 (+2)    19 (+4)    14 (+2)    15 (+2)      3rd level (3 slots): animate dead, bestow curse, dispel magic,
                                                                         fireball
 Saving Throws Int +9, Wis +7, Cha +7                                  4th level (3 slots): hallucinatory terrain, wall of fire
 Skills Arcana +9, Deception +7, History +9, Persuasion +7             5th level (3 slots): cone of cold, dominate person
 Damage Immunities poison; bludgeoning, piercing, and slash-           6th level (1 slot): create undead, wall of ice
   ing from nonmagical weapons                                         7th level (1 slot): finger of death, prismatic spray
 Conditions Immunities charmed, exhaustion, frightened, para-          8th level (1 slot): dominate monster
   lysed, poisoned
                                                                       9th level (1 slot): time stop
 Senses darkvision 120 ft., passive Perception 12
 Languages Common plus up to three other languages                     Actions
 Challenge 14 (11,500 XP)
                                                                       Cold Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one crea-
 Rejuvenation. If it has a receptacle, a destroyed arch-shadow         ture. Hit: 13 (2d8+4) necrotic damage. The target must succeed
 gains a new body in 1d10 days, regaining all its hit points and       on a DC 17 Constitution saving throw or its hit point maximum
 becoming active again. The new body appears within 5 feet of          is reduced by an amount equal to the damage taken. This reduc-
 the receptacle. If the receptacle si destroyed, the arch-shadow is    tion lasts until the target finishes a long rest. The target dies if
 destroyed permanently.                                                this effect reduces its hit point maximum to 0.
4
Aurumvorax                                                           Bainligor
At first glance, the aurumvorax could be mistaken for a              The bainligor are a race of flightless anthropomorphic
badger or a similar animal, but closer inspection reveals            bats that live in the upper reaches of the Underdark. Their
its eight legs, shiny brown fur, silver eyes and copper teeth.       culture is primitive, and their appearance is considered to
Despite its comparably small size, the aurumvorax is a               be hideous by most other races. Bainligor can speak the
quite dangerous and very territorial. Aurumvorax are fear-           common tongue of the Underdark, but their voices are so
less beasts and do not hesitate to charge creatures much             high-pitched that most other creatures cannot understand
larger than they are.                                                them. Bainligor are blind are use echolocation to scan
  Gold Eaters. The aurumvorax, also known as the golden              their environment. The oldest members of a bainligor tribe
gorger, lives on meat and precious metals, preferably gold.          sometimes undergo a strange transformation and become
Thus, aurumvorax are found near mines or other sources               undead. These bainligor either serve as tribal leaders or
of metal. An aurumvorax's saliva corrodes metal, but is not          live a life in solitude, exploring the Underdark.
as potent as the antenna of a rust monster. Aurumvorax
see rust monsters are competition and kill them on sight.             Bainligor
Some dwarven clans keep aurumvorax as pets and guards                 Medium humanoid, neutral evil
against rust monsters.
  Precious Furs. The fur of the aurumvorax is beautiful               Armour Class 13
and highly prized. The fur and the rest of the aurumvorax's           Hit Points 16 (3d8+3)
body contain a high amount of gold and other metals,                  Speed 30 ft., climb 20 ft.
which explains the beast's incredible weight. Burning the                 STR       DEX         CON        INT        WIS        CHA
body will leave the gold behind.                                        11 (+0)    17 (+3)     13 (+1)    12 (+1)    14 (+2)    10 (+0)
                                                                      Skills Perception +4, Stealth +5
                                                                      Conditions Immunities blinded
 Aurumvorax                                                           Senses blindsight 120 ft., passive Perception 14
 Medium beast, unaligned
                                                                      Languages Bainligor, Undercommon
 Armour Class 18 (natural armour)                                     Challenge 1 (200 XP)
 Hit Points 75 (10d8+30)
 Speed 30 ft., burrow 15 ft.                                          Echolocation. The bainligor can't use its blindsight while deaf-
                                                                      ened.
    STR       DEX           CON       INT       WIS        CHA
  18 (+4)    10 (+0)       16 (+3)   3 (-4)    14 (+2)     6 (-2)     Keen Hearing. The bainligor has advantage on Wisdom (Percep-
                                                                      tion) checks that rely on hearing.
 Skills Perception +4
 Damage Resistances fire, poison                                      Actions
 Conditions Immunities poisoned                                       Multiattack. The bainligor makes one attack with its bite and
 Senses darkvision 60 ft., passive Perception 14                      one with its claws.
 Languages —
                                                                      Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
 Challenge 4 (1,100 XP)
                                                                      Hit: 6 (1d6+3) piercing damage.
 Keen Smell. The aurumvorax has advantage on Wisdom (Per-             Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
 ception) checks that rely on smell.                                  Hit: 10 (2d6+3) slashing damage.
 Actions                                                              Sonic Boom (recharge 5-6). The bainligor emits a piercing shriek
                                                                      in an 20-foot line that is 5 feet wide. Each creature in that line
 Multiattack. The aurumvorax makes one attack with its bite and       must make a DC 12 Dexterity saving throw, taking 10 (3d6)
 one with its claws.                                                  thunder damage on a failed save, or half as much damage on a
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.     successful one. Creatures that fail their saving throw are addi-
 Hit: 22 (4d8+4) piercing damage.                                     tionally deafened for 1 minute. A creature can repeat the saving
                                                                      throw at the end of each of its turns, ending the effect on itself
 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
                                                                      on a success.
 Hit: 13 (2d8+4) slashing damage.
                                                                                                                                          5
Banedead                                                         Banedead
Banedead are undead created by the followers of Bane, the        Medium undead, lawful evil
god of fear and tyranny. They appear as withered humans          Armour Class 13 (natural armour)
devoid of life and vitality. Their eyes glow red, and one of     Hit Points 78 (12d8+24)
their hands is always twisted into a hideous claw, symbolis-     Speed 30 ft.
ing the black hand of Bane. Banedead appeared first in the
Moonsea region during the Time of Troubles, especially in           STR        DEX        CON         INT        WIS        CHA
the area around Zhentil Keep.                                      13 (+1)    10 (+0)    15 (+2)    10 (+0)     12 (+1)    14 (+2)
  Undead Fanatics. Despite rumours that the Church of            Damage Immunities poison
Bane abducts people to turn them into banedead, baned-           Conditions Immunities exhaustion, poisoned
ead are created from devoted followers of bane. The
                                                                 Senses darkvision 60 ft., passive Perception 11
elaborate ritual needed to create banedead requires twelve
                                                                 Languages Common
willing fanatics, twenty-four other followers of Bane to offer
                                                                 Challenge 2 (450 XP)
prayer and a cleric. At the end of the ritual, the banedead
are placed under the control of this cleric. However, baned-     Fanatic of Bane. When the banedead is successfully turned,
ead retain their intelligence. In combat, they apply tactics     the cleric the banedead has been created by can attempt to end
and coordinate one another. Many a warrior has been              the effect prematurely. If the cleric uses its action to do so, the
killed by bandedead because he mistook them for ordinary         turned banedead is permitted a another Wisdom saving throw
mindless undead.                                                 with the same DC as the one it initially failed. If this second
  Children of a Dead God. It is said that banedead were          saving throw is successful, the banedead is no longer turned.
originally created to hunt down those who lost their faith
in Bane during the Times of Troubles. Due to the fact that       Actions
Bane supposedly had been destroyed when the banedead             Multiattack. The banedead makes two greatclub attacks using
emerged, some say that this breed of undead was not cre-         its bite and its claw.
ated by Bane, but by Xvim, the alleged Godson of Bane.
  Undead Nature. A banedead doesn't require air, food,           Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
drink, or sleep.                                                 Hit: 11 (3d6+1) piercing damage.
                                                                 Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
                                                                 Hit: 8 (2d6+1) necrotic damage, and the target's Dexterity score
                                                                 is reduced by 1d4. The target dies if this reduces its Dexterity to
                                                                 0. Otherwise, the reduction lasts until the target finishes a short
                                                                 or long rest.
6
Baneguard                                                              Direguard
Baneguards are skeletons animated by clerics to serve as               Medium undead, neutral evil
guardians. They are often but not always human and at                  Armour Class 16 (natural armour)
first glance identical to common animated skeletons. The               Hit Points 33 (6d8+6)
technique used to create these undead was originally creat-            Speed 30 ft.
ed by a cleric of Bane but has since then spread and is now
used by other evil and sometimes neutral clerics too.                    STR         DEX        CON         INT       WIS        CHA
   Magical Guardians. What sets baneguards apart from                   16 (+3)     12 (+1)    10 (+0)    10 (+0)    14 (+2)     7 (-2)
common skeletons are their intelligence and their magical              Damage Immunities poison
abilities. Baneguards have a sense of self-preservation and            Conditions Immunities exhaustion, poisoned
flee from combat when the odds turn against them and
                                                                       Senses darkvision 60 ft., passive Perception 12
their orders permit it. Baneguards have two magical abil-
                                                                       Languages understands the languages it knew in life but can't
ities: They can shift into the Ethereal Plane and back into
                                                                         speak
the Material Plane, and they can create magical darts not
                                                                       Challenge 2 (450 XP)
unlike those created by the spell magic missile.
   Undead Servants. Originally limited to clerics of Bane,             Ethersight. The direguard can see invisible objects and crea-
the technique of baneguard creation has since been taken               tures.
up by cleric of other deities. Baneguards were especially
popular among the cleric of Velsharoon and Xvim, as were               Actions
direguards. Direguards are stronger baneguards clad in
                                                                       Multiattack. The direguard makes two claw attacks.
spectral black armour with red flames burning in their eye
sockets.                                                               Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
   Undead Nature. Baneguards and direguards don't re-                  Hit: 7 (1d8+3) bludgeoning damage.
quire air, food, drink, or sleep.                                      Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
                                                                       target.
                                                                       Hit: 8 (1d10+3) slashing damage.
 Baneguard                                                             Etherstep (1/Turn). From the next turn on for four turns, the
 Medium undead, neutral evil                                           direguard has a 50% chance to disappear from the Material
 Armour Class 12 (natural armour)                                      Plane at the start of its turn and appear on the Ethereal Plane
 Hit Points 18 (4d8)                                                   instead. If this happens, the direguard will return to the Material
                                                                       Plane at the beginning of its turn after that. The direguard will
 Speed 30 ft.
                                                                       appear within 10 ft. of the space it vanished from. If no space is
   STR         DEX        CON         INT       WIS        CHA         available, it appear in the nearest unoccupied space.
  14 (+2)     11 (+0)    10 (+0)    10 (+0)    12 (+1)     7 (-2)      Direguard Missile (Recharge 5-6). The direguard shoots three
 Damage Immunities poison                                              magical darts from the tip of its fingers. The darts hit one to
                                                                       three creatures the direguard can see within a range of 120 ft
 Conditions Immunities exhaustion, poisoned
                                                                       and deal 3 (1d4+1) force damage each.
 Senses darkvision 60 ft., passive Perception 11
 Languages understands the languages it knew in life but can't
   speak                                                                Creating a Baneguard
 Challenge 1 (200 XP)                                                   A cleric who uses an 8th-level spell slot can create two
                                                                        bane- guards with create undead. Expending an 8th-level
 Actions                                                                spell slot allows for the creation of three baneguards or two
                                                                        direguards. At the DM's discretion, this is only possible
 Multiattack. The baneguard makes two claw attacks.                     for neutral and evil clerics, or only in the Forgotten Realms
 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.         campaign world.
 Hit: 5 (1d6+2) bludgeoning damage.
 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
 target.
 Hit: 7 (1d10+2) slashing damage.
 Etherstep (1/Turn). From the next turn on for four turns, the
 baneguard has a 50% chance to disappear from the Material
 Plane at the start of its turn and appear on the Ethereal Plane in-
 stead. If this happens, the baneguard will return to the Material
 Plane at the beginning of its turn after that. The baneguard will
 appear within 10 ft. of the space it vanished from. If no space is
 available, it appear in the nearest unoccupied space.
 Baneguard Missile (Recharge 5-6). The baneguard shoots two
 magical darts from the tip of its fingers. The darts hit one or two
 creatures the baneguard can see within a range of 120 feet and
 deal 3 (1d4+1) force damage each.
                                                                                                                                          7
Banelar
                                                                      attacks). It does not require material or somatic spell compo-
 Banelar                                                              nents. The banelar has the following wizard spells prepared:
 Large monstrosity, lawful evil
                                                                      Cantrips (at will): dancing lights, friends, mage hand, minor illu-
 Armour Class 15 (natural armour)                                       sion
 Hit Points 75 (10d10+20)                                             lst level (4 slots): colour spray, shield, sleep
 Speed 30 ft., swim 30 ft.                                            2nd level (3 slots): Melf's acid arrow, scorching ray
     STR        DEX          CON       INT       WIS        CHA       3rd level (3 slots): dispel magic, fireball
    17 (+3)    13 (+1)      15 (+2)   17 (+3)   14 (+2)    16 (+3)
                                                                      Actions
 Skills Insight +6, Deception +6
                                                                      Multiattack. The banelar makes one attack with its bite and one
 Senses passive Perception 12
                                                                      with its sting.
 Languages Common, Orc
 Challenge 5 (1,800 XP)                                               Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
                                                                      Hit: 13 (3d6+3) piercing damage.
 Amphibious. The banelar can breathe air and water.
                                                                      Stinger. Melee Weapon Attack. +6 to hit, reach 5 ft., one creature.
 Regeneration. The banelar regains 5 hit points at the start of its   Hit: 10 (2d6+3) piercing damage, and the target must make a
 turn.                                                                DC 15 Constitution saving throw, taking 28 (8d6) poison dam-
                                                                      age on a failed save, or half as much damage on a successful
 Spellcasting. The banelar is a 6th-level spellcaster. Its spell-
                                                                      one.
 casting ability is Intelligence (save DC 14, +6 to hit with spell
8
Bat, Deep                                                               Bonebat
The term "deep bat" refers to a number of different bat                 The bonebat is a huge skeletal bat. Bonebats serve as
species that originate from the Underdark. The four most                familiars and messengers for wizards, evil clerics and
common types of deep bats are the azmyth, the bonebat,                  powerful undead such as liches and vampires. They are
the night hunter and the sinister.                                      especially popular among the Red Wizards and members
                                                                        of the Arcane Brotherhood. The ritual needed to create
Azmyth                                                                  bonebats is very old and widely known. Many bonebats
The azymth resembles a winged, legless reptile. It has                  have gone feral and live in the Underdark and the wilder-
crested head, white eyes and leathery, green to grey skin.              ness. Bonebats do not require food or drink, but enjoy
Despite its sinister appearance, the azymth is a peaceful               killing other creatures nevertheless.
creature that lives on plants and insects. Azymths are
known to enter partnerships with humanoids and often                     Bonebat
accompany them for their entire life. They are not true                  Medium undead, neutral evil
familiars, though, and their humanoid companion cannot                   Armour Class 12
command them. Azymths are mysterious and magical crea-                   Hit Points 13 (3d8)
tures; their origin, lifespan and purpose is unknown.                    Speed 10 ft., fly 60 ft.
                                                                            STR         DEX          CON       INT        WIS       CHA
Azmyth                                                                     12 (+1)     15 (+2)      10 (+0)   6 (-2)    10 (+0)     7 (-2)
Small monstrosity, chaotic neutral
                                                                         Damage Vulnerabilities bludgeoning
Armour Class 13
                                                                         Damage Immunities poison
Hit Points 27 (6d6+6)
                                                                         Condition Immunities exhaustion, poisoned
Speed 10 ft., fly 60 ft.
                                                                         Senses darkvision 90 ft., passive Perception 10
    STR       DEX           CON        INT       WIS         CHA         Languages —
   7 (-2)    16 (+3)       12 (+1)   15 (+2)    13 (+1)     11 (+0)      Challenge 1 ( XP)
Senses darkvision 90 ft., telepathy 120 ft., passive Perception 11
Languages Common, Undercommon                                            Actions
Challenge 1/2 (100 XP)                                                   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                                                                         Hit: 5 (1d6+2) slashing damage plus 3 (1d6) cold damage. If the
Magic Resistance. The bat has advantage on saving throws                 target is a creature other than an elf or undead, it must succeed
against spells and other magical effects.                                on a DC 10 Constitution saving throw or be paralysed for 1 min-
                                                                         ute. The target can repeat the saving throw at the end of each of
Actions                                                                  its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) slashing damage.
                                                                         Night Hunter
Shocking Bite (Recharge 6). Melee Weapon Attack. +5 to hit, reach        Medium monstrosity, neutral evil
5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 7 (2d6)
lightning damage.                                                        Armour Class 14
                                                                         Hit Points 26 (4d8+8)
Sphere of Silence (1/Day). The bat creates a magical zone of
                                                                         Speed 10 ft., fly 50 ft.
silence in a 20-foot-radius sphere centred on itself. No sound
can be created within or pass through it. Any creature or object            STR         DEX          CON       INT        WIS       CHA
entirely inside the sphere is immune to thunder damage, and                12 (+1)     15 (+2)      10 (+0)   6 (-2)    10 (+0)     7 (-2)
creatures are deafened while entirely inside it. Casting a spell
that includes a verbal component is impossible there.                    Skills Perception +2
                                                                         Senses darkvision 120 ft., passive Perception 12
Invisibility (1/Day). The bat magically turns invisible until it
                                                                         Languages —
attacks or uses one of its special abilities, or until its concentra-
tion ends.                                                               Challenge 1 ( XP)
                                                                         Actions
                                                                         Multiattack. The bat makes two attacks: one with its claws and
                                                                         one with its tail.
                                                                         Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                         Hit: 7 (1d6+4) slashing damage.
                                                                         Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                         Hit: 11 (2d6+4) slashing damage.
                                                                                                                                             9
Night Hunter                                                          Beguiler
The night hunter is a malicious bat with velvet black
                                                                      The beguiler is small mammal found almost exclusively
fur, orange or red eyes and a long tail with a triangular
                                                                      in Eastern Shaar. This murine creature seems to be a
razor-sharp end. Night hunters are nocturnal when they
                                                                      common animal at first glance, but is actually quite intel-
live on the surface, where they reside in large trees. In the
                                                                      ligent. The beguiler has the ability to change the colour of
Underdark, the are active at any time. Night hunters hunt
                                                                      its fur to match that of its environment, granting it natural
in packs. They are not above eating carrion and even attack
                                                                      camouflage. In addition to that, beguilers see right through
human settlements when they are hungry. Some night
                                                                      illusions, magical disguises and supernatural methods of
hunters serve as familiars for drow wizards.
                                                                      camouflage used by other creatures, which makes catching
Sinister                                                              them notoriously difficult. Beguilers lack natural preda-
                                                                      tors due to these abilities, but are sometimes hunted by
The sinister resembles a large, jet-black manta ray. Despite
                                                                      humans and other races due to the magical aspects of their
their unnerving appearance and their dark name, sinister
                                                                      fur.
aren't evil creatures. Sinisters have the innate ability to lev-
itate and can even hang motionless in mid-air if they desire           Beguiler
so. They cannot speak, but communicate among one an-
                                                                       Small monstrosity, neutral
other with a limited form of telepathy. Sinisters love music.
Those who wander through the wilderness, singing, or play              Armour Class 13
a song at the camp fire might find themselves sounded by a             Hit Points 10 (3d6)
flock of sinisters that, silently floating, listens to the music.      Speed 40 ft.
                                                                          STR        DEX         CON        INT         WIS       CHA
 Sinister                                                                6 (-2)     16 (+3)     10 (+0)    13 (+1)    10 (+0)     4 (-3)
 Large monstrosity, lawful neutral
                                                                       Skills Perception +4, Stealth +5
 Armour Class 15 (natural armour)
                                                                       Senses truesight 60 ft., passive Perception 12
 Hit Points 45 (6d10+12)
                                                                       Languages —
 Speed 10 ft., fly 50 ft. (hover)
                                                                       Challenge 1/2 (100 XP)
      STR       DEX         CON        INT       WIS        CHA
                                                                       Fur Camouflage. The beguiler can change the colour of its fur to
     16 (+3)   13 (+1)     15 (+2)   14 (+2)    15 (+2)    10 (+0)
                                                                       match its surroundings. Unless the beguiler's fur is wet, it has
 Skills Perception +4                                                  advantage on Dexterity (Stealth) checks.
 Senses darkvision 120 ft., telepathy 30 ft., passive Perception 14
 Languages Sinister                                                    Actions
 Challenge 3 (700 XP)                                                  Multiattack. The beguiler makes two bite attacks.
 Missile Shield. The bat is surrounded by an invisible force field.    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
 Ranged damage-dealing spells such as magic missile or Melf's          Hit: 5 (1d4+3) piercing damage.
 acid arrow that target the bat directly are absorbed by the force
 field and have no effect on the bat. The force field collapses
 when the bat is killed.                                                Beguiler Magic
                                                                        The fur of a beguiler can be turned into several magic
 Actions                                                                items. One of these is the cap of the beguiler, a very
 Multiattack. The bat makes two bite attacks.                           rare wondrous item. It grants its wearer truesight out
                                                                        to 30 feet. The cloak of the beguiler is a very rare
 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.        wondrous item with 3 charges. Expending 1 grants
 Hit: 16 (3d8+3) slashing damage.                                       its wearer advantage on Dexterity (Stealth) checks for
 Paralysing Ray (1/Day). The bat chooses a creature it can see          10 minutes. The cloak regains 1d3 expended charges
 within a range of 90 feet. The target must succeed on a DC 13          daily at dawn. Both items require attunement.
 Wisdom saving throw or be paralysed for 1 minute. This ability
 has no effect on undead. The target can repeat the saving throw
 at the end of each of its turns, ending the effect on itself on a
 success.
10
Beholder                                                                  Death Kiss
Beholders, malicious floating spheres with a single central               The death kiss is beholder mutant. At first glance, it looks
eye and eyestalks with supernatural powers, can be found                  common beholder, but closer inspection reveals that its
in almost every region and are especially common in the                   eyestalks are actually tentacles. The death kiss uses these
Underdark. Apart from the common beholder, Faerûn is                      tentacles - all of which end in hook-toothed orifices - to kill
home to many beholder mutants and subraces.                               its prey and drain its blood. Death kisses like to prey on
                                                                          weak creatures and toy with them, but do not hesitate to
Beholder Mage                                                             attack other powerful creatures. According to rumours, a
                                                                          gargantuan death kiss called the Tentacles One haunts the
Beholders are exceptionally intelligent, but wizards are                  forests of the northern Sword Coast.
rarely found among them. The main reason of that is the                     Megalomaniac Bloodsuckers. The death kiss shares the
antimagical ray that the beholder's central eye emits. A                  beholders ego and paranoia. Every death kiss considers it-
few old beholders - mainly elder orbs - have mastered                     self the ruler of its territory and will not hesitate to destroy
arcane magic, and so have those referred to as beholder                   any creature that could rival it. When two death kisses
mages. Beholder mages are outcasts. They were born with                   meet, they will inevitably fight to the death. The loser's
a blind central eye, lost it in a fight, or even dared to take            corpse becomes an incubator for the eggs of the winner.
it out themselves. Beholder mages are secretive and often                 After only a couple of days, three of four death kiss hatch.
solitary. Those who enjoy company surrounded themselves                   They grow to full size in a matter of months.
with slaves that are more suitable to do tasks a common
wizards would use arms for.
 Legendary Actions
 The beholder can take 3 legendary actions, using the
 spellstalk option below. It can take only one legendary
 action at a time and only at the end of another creature's
 turn. The beholder regains spent legendary actions at
 the start of its turn.
 Spellstalk. The beholder casts a spell.
                                                                                                                                                11
Elder Orb                                                          Gouger
Some beholders, the elder orbs, are blessed with a long            The gouger is an abomination bred from true beholders.
lifespan. Most of these venerable beholders have lost              It resembles a beholder, but is larger, with four short legs
some of their eyestalks but gained the ability to cast spells      and a massive, gruesome tongue. The gouger's eyestalks,
instead. Learning spell is a difficult process for a beholder      now without function, are constantly twitching. Gougers
and is only possible when it loses its central antimagical         possess the antimagic common beholders have, and never
eye or, like the elder orb, lives long enough to master            ever close it. Designed to be expendable killers, gougers
arcana magic anyway. Beholders hunger for power and are            are reckless and have almost no sense of self-preservation.
as megalomaniac as any beholder, but are also more social.           Beholder Killers. The gouger is an aberrant beholder
They often lead beholder factions or work as advisers for          originally created by the phaerimms. The phaerimms
even more powerful beings. Beholders avoid beholder                found little use for their new servants until a group of three
communities lead by hive mothers, with whom they do not            free phaerimms called the Triumvirate conquered the
get along well.                                                    beholder city of Ooltul. Due to heavy resistance by behold-
   One-Eye Wizards. Despite their outstanding intellect,           ers and beholder mages, the Triumvirate started to deploy
elder orbs often know comparably few spells. Always                gougers against the beholders, which proved reasonably
jealous, they avoid to exchange spell formulae with other          effective. The phaerimms did not bother to keep a close eye
spellcasters, especially other elder orbs or beholder mages.       on their creations and gougers quickly spread throughout
Furthermore, elder orbs need to develop variants spells            the Underdark.
that only require verbal components. One spell that is
known to almost elder orbs is charm death tyrant, a spell
designed to take control over death tyrants and other               Gouger
undead beholders.                                                   Large aberration (beholder), neutral evil
                                                                    Armour Class 16 (natural armour)
Charm Death Tyrant                                                  Hit Points 161 (19d10+57)
4st-level enchantment (wizard, warlock)                             Speed 10 ft., fly 30 ft.
Casting Time: 1 action                                                STR          DEX         CON          INT       WIS      CHA
Range: 30 feet                                                       20 (+5)      14 (+2)     16 (+3)      9 (-1)   10 (+0)   10 (+0)
Components: V
Duration: 1 month                                                   Saving Throws Dex +6, Int +3, Wis +4
                                                                    Skills Perception +4
  You attempt to charm an undead beholder you can see               Conditions Immunities prone
within range. It must make a Wisdom saving throw, and               Senses darkvision 120 ft., passive Perception 14
does so with advantage if you or your companions are fight-         Languages Deep Speech
ing it. If it fails the saving throw, it is charmed by you until    Challenge 11 (7,200 XP)
the spell ends. The charmed beholder obeys your every
command to the best of its ability. At any given time, you          Antimagic Cone. The gouger's central eye creates an area of
can control a maximum number of undead beholders equal              antimagic, as in the antimagic field spell, in a 150-foot cone. At
to your Intelligence modifier. When you attempt to charm            the start of each of its turns, the gouger decides which way the
another beholder, a random beholder already under your              cone faces.
control is freed. When the spell ends, the creature knows it        Beholder Slayer. The gouger has advantage on attacks rolls
was charmed by you.                                                 made against beholders.
                                                                    Actions
                                                                    Multiattack. The gouger makes one attack with its bite and two
                                                                    with its tongue.
                                                                    Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
                                                                    Hit: 23 (4d8+5) piercing damage.
                                                                    Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft., one crea-
                                                                    ture.
                                                                    Hit: 32 (6d8+5) bludgeoning damage.
12
                                                                          The target can repeat the saving throw at the end of each of
Elder Orb                                                              its turns, ending the effect on itself on a success.
Large aberration (beholder), lawful evil
                                                                          3. Fear Ray. The targeted creature must succeed on a DC 17
Armour Class 18 (natural armour)                                       Wisdom saving throw or be frightened for 1 minute. The target
Hit Points 172 (23d10+46)                                              can repeat the saving throw at the end of each of its turns, end-
Speed 0 ft., fly 20 ft. (hover)                                        ing the effect on itself on a success.
                                                                          4. Slowing Ray. The targeted creature must succeed on a DC
   STR         DEX         CON          INT       WIS       CHA        17 Dexterity saving throw. On a failed save, the target's speed
 10 (+0)      14 (+2)     16 (+3)      21 (+5)   18 (+4)   18 (+4)     is halved for 1 minute. In addition, the creature can't take reac-
Saving Throws Int +11, Wis +9, Cha +9                                  tions, 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
Skills Arcana +10, Perception +9
                                                                       end of each of its turns, ending the effect on itself on a success.
Conditions Immunities prone
                                                                          5. Enervation Ray. The targeted creature must make a DC 17
Senses darkvision 120 ft., passive Perception 19                       Constitution saving throw, taking 36 (8d8) necrotic damage on a
Languages Deep Speech, Undercommon                                     failed save, or half as much damage on a successful one.
Challenge 16 (15,000 XP)                                                  6. Telekinetic Ray. If the target is a creature, it must succeed on
                                                                       a DC 17 Strength saving throw or the beholder moves it up to 30
Antimagic Cone. The beholder's central eye creates an area of
                                                                       feet in any direction. It is restrained by the ray's telekinetic grip
antimagic, as in the antimagic field spell, in a 150-foot cone. At
                                                                       until the start of the beholder's next turn or until the beholder
the start of each of its turns, the beholder decides which way
                                                                       is incapacitated. If the target is an object weighing 300 pounds
the cone faces and whether the cone is active. The area works
                                                                       or less that isn't being worn or carried, it is moved up to 30
against the beholder's own eye rays.
                                                                       feet in any direction . The beholder can also exert fine control
Magic Resistance. The beholder has advantage on saving throws          on objects with this ray, such as manipulating a simple tool or
against spells and other magical effects.                              opening a door or a container.
                                                                          7. Sleep Ray. The targeted creature must succeed on a DC 17
Actions                                                                Wisdom saving throw or fall asleep and remain unconscious
                                                                       for 1 minute. The target awakens if it takes damage or another
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                       creature takes an action to wake it. This ray has no effect on
Hit: 21 (6d6) piercing damage.
                                                                       constructs and undead.
Spellcasting. The beholder is an 11th-level spellcaster. Its              8. Petrification Ray. The targeted creature must make a DC 17
spellcasting ability is Intelligence (save DC 18, +10 to hit with      Dexterity saving throw. On a failed save, the creature begins to
spell attacks). The beholder only ever has one spell slot per          turn to stone and is restrained. It must repeat the saving throw
spell level, no matter its level. It has the following wizard spells   at the end of its next turn. On a success, the effect ends. On a
prepared:                                                              failure, the creature is petrified until freed by the greater restora-
Cantrips (at will): acid splash, dancing lights, mage hand, ray of     tion spell or other magic.
  frost                                                                   9. Disintegration Ray. If the target is a creature, it must suc-
1st level (1 slot): detect magic, fog cloud, silent image              ceed on a DC 17 Dexterity saving throw or take 54 (12d8) force
                                                                       damage. If this damage reduces the creature to 0 hit points, its
2nd level (1 slot): detect thoughts, darkness
                                                                       body becomes a pile of fine grey dust. If the target is a Large
3rd level (1 slot): dispel magic, slow
                                                                       or smaller non magical object or creation of magical force, it is
4th level (1 slot): charm death tyrant, Otiluke's resilient sphere     disintegrated without a saving throw. If the target is a Huge or
5th level (1 slot): hold monster, wall of force                        larger object or creation of magical force, this ray disintegrates a
6th level (1 slot): flesh to stone, globe of invulnerability           10-foot cube of it.
Eye Rays. Due to their advanced age, elder orbs usually have              10. Death Ray. The targeted creature must succeed on a DC 17
lost a few of their eyestalks. Roll 1d4 to determine how many          Dexterity saving throw or take 66 (12d10) necrotic damage. The
eyestalks the elder orb has lost, roll 1d4. Then roll 1d10 for every   target dies if the ray reduces it to 0 hit points.
eyestalk to determine which eyestalks have been lost (reroll
duplicates). The beholder shoots three of the following magical        Legendary Actions
eye rays at random (reroll duplicates), choosing one to three          The beholder can take 3 legendary actions, using the
targets it can see within 120 feet of it:                              options below. It can take only one legendary action at a
  1. Charm Ray. The targeted creature must succeed on a DC 17          time and only at the end of another creature's turn. The
Wisdom saving throw or be charmed by the beholder for 1 hour,          beholder regains spent legendary actions at the start of
or until the beholder harms the creature.                              its turn.
  2. Paralysing Ray. The targeted creature must succeed on a DC        Eye Ray. The beholder uses one random eye ray.
17 Constitution saving throw or be paralysed for 1 minute.             Spell (Costs 2 Actions). The beholder casts a spell.
                                                                                                                                           13
Blazing Bones                                                         Burnbones
The blazing bones resembles a skeleton engulfed by                    The burnbones are clerics of Cyric infused with a portion
flames. It is created when a cleric, wizard or sorcerer               of the power of their god. This transformation consumes
prepares a contingency in order to save himself from being            the cleric's entire body, leaving nothing but a burning
killed by fire. Should the contingency spell go awry and the          skeleton behind. Burnbones resemble a blazing bones, but
caster be killed, there is a chance that he turns into a blaz-        are entirely black and they always wear the symbol of Cyric
ing bones and goes insane.                                            prominently. A burnbones retains its ability to use divine
  Endless Pain. The blazing bones is constantly on fire,              magic, and no longer requires any material components.
but never consumed by it. It lives an unlife in agony, and              Burning Fanatics. Cyric originally created burnbones
the only way to momentarily ease it pain is to burn living            when his cult was still young and under pressure from
beings and wage destruction. Thus, blazing bones inevita-             other religious factions, especially the church of Bane.
bly become killer that set everything and everyone on fire.           Only the most devoted of Cyric's followers are turned into
Blazing bones avoid other undead in general and other                 burnbones. As a result, most of them are unstable and
blazing bones specifically. The only time several of them             insane. Occasionally, Cyric transforms a lesser follower of
can be found in one place is when a powerful wizard delib-            his. These burnbones will eventually be consumed by their
erately sacrifices some of his apprentices to turn them into          own fire and exist only for a couple of moths or years.
blazing bones. These blazing bones cannot be controlled                 Undead Nature. A burnbones doesn't require air, food,
directly, but can be ordered to saty in one place and not             drink, or sleep.
attacker their master.
  Undead Nature. A blazing bones doesn't require air, food,            Burnbones
drink, or sleep.                                                       Medium undead, neutral evil
                                                                       Armour Class 16 (natural armour)
 Blazing Bones                                                         Hit Points 117 (18d8+36)
 Medium undead, chaotic evil
                                                                       Speed 30 ft.
 Armour Class 15 (natural armour)
                                                                          STR        DEX         CON         INT       WIS            CHA
 Hit Points 58 (13d6)
                                                                         16 (+3)    14 (+2)     15 (+2)    15 (+2)    18 (+4)        15 (+2)
 Speed 30 ft.
                                                                       Saving Throws Con +6, Int +6, Wis +8
      STR       DEX       CON          INT       WIS         CHA
                                                                       Damage Resistances bludgeoning, piercing, and slashing from
     15 (+2)   16 (+3)   10 (+0)     17 (+0)    15 (+2)     12 (+1)
                                                                         nonmagical weapons
 Damage Vulnerabilities bludgeoning                                    Damage Immunities fire, poison
 Damage Immunities fire, poison                                        Conditions Immunities exhaustion, poisoned
 Condition Immunities exhaustion, poisoned                             Senses darkvision 60 ft., passive Perception 14
 Senses darkvision 60 ft., passive Perception                          Languages Common
 Languages understands all languages it knew in life but can't         Challenge 10 (5,900 XP)
   speak
 Challenge 4 (1,100 XP)                                                Heated Body. A creature that touches the burnbones or hits it
                                                                       with a melee attack while within 5 feet of it takes 18 (4d8) fire
 Fire Absorption. Whenever the blazing bones is subjected to fire      damage.
 damage, it takes no damage and instead regains a number of            Illumination. The burnbones sheds bright light in a 15-foot
 hit points equal to the fire damage dealt.                            radius and dim light for an additional 15 feet.
 Illumination. The blazing bones sheds bright light in a 10-foot       Magic Resistance. The burnbones has advantage on saving
 radius and dim light for an additional 10 feet.                       throws against spells and other magical effects.
14
Cat                                                               Change Cat
The cat is a widespread domestic animal, valued for the           Small monstrosity (shapechanger), unaligned
companionship it provides and for its ability to hunt ver-        Armour Class 13
min. Cats are even venerated in some societies and consid-        Hit Points 22 (5d6+5)
ered to be divine creatures or messengers of the gods.            Speed 40 ft.
                                                                                                                                     15
 Luck Eater                                                              Chitine
 Tiny fey, chaotic neutral                                               The chitines are a race of small humanoids with arachnoid
 Armour Class 13                                                         features. They have four arms, and while a chitine's face
 Hit Points 7 (3d4)                                                      looks human, it has two long mandibles and multi-faceted
 Speed 40 ft.
                                                                         eyes. Chitines have long, oily hair and bushy eyebrows.
                                                                         Their skin is grey and mottled, and constantly secrets an
      STR       DEX           CON       INT       WIS        CHA         oily substance. This substance negates the adhesive effect
     3 (-4)    16 (+3)       10 (+0)   7 (-2)    12 (+1)    17 (+3)      of spider webs and allows chitines to move over webbing
                                                                         without being hindered. Chitines spin sticky spider silk and
 Skills Perception +3, Stealth +4
                                                                         use it as a material to build their homes, just like other rac-
 Senses passive Perception 13
                                                                         es use wood and stone. This webbing is also used to make
 Languages —
                                                                         lightweight armour.
 Challenge 1/4 (50 XP)
                                                                           Renegade Experiments. It is said that the chitines were
                                                                         originally created by drow wizards from the city of Ched
 Actions                                                                 Nasad. The goal was to create a race of slaves both loyal
 Feline Charm. The cat begins to purr. Intelligent creatures within      and similar to the drows' beloved spiders. However, chit-
 a 30-foot-radius have to make a DC 13 Wisdom saving throw.              ines turned out to be unruly. A couple of escaped, and chit-
 Those who fail their saving throw become charmed. Charmed               ines can now be found throughout the northern reaches of
 creatures have the desire to take care of the cat and feed it. They     the Underdark. Their largest stronghold is a collective of
 also have disadvantage on attack rolls, saving throws and ability       villages and outposts known as Yathchol, located beneath
 checks. Those who succeed their saving throw are not affected,          the Far Forest southeast of Hellgate Keep. Chitines are
 but have to repeat the saving throw every turn until they leave         hunted by both drow and driders.
 the area. Deafened creatures are immune to the luck eater's               Children of Lolth. Lolth, the Spider Queen, is the only
 charm. When no attack rolls or ability checks are made in a             deity chitines worship. Their are jealous of the drow, and
 30-foot-radius around the luck eater within the next 30 minutes         constantly plot to destroy them and become the sole race
 after the first victim has been charmed, the cat alters its charm.      favoured by Lolth. Comparably small in numbers and
 All charmed creatures have to make another DC 13 Wisdom                 less sophisticated than their enemies, the chitines are
 saving throw. Those who fail have to attack the next creature
                                                                         unlikely to become an actual threat to the drow any time
 they meet that isn't part of their group. Those who succeed
                                                                         soon. The clerics of Lolth among the chitines are known
 merely stay charmed. Should no attack rolls or ability checks be
                                                                         as choldriths. Choldrith resemble large, pale spider with a
 made within another 30 minutes after this, the cat alters its purr
 once more. Those who fail a DC 13 Wisdom saving throw this              humanoid head, long hair and long, horn-like ears. Chold-
 time attack the nearest creature, even if it is an ally. If a charmed   riths have eight spider legs, two of which are slender and
 creature leaves the 30-foot-radius around the cat, it is no longer      serve as hands. In chitine society, choldriths are viewed
 charmed after 1 minute.                                                 as beings blessed by Lolth due their close resemblance of
                                                                         the Spider Queen. It is unclear whether choldriths are a
                                                                         special breed of chinines or a different species altogether.
 Sand Cat
 Tiny beast, unaligned                                                    Chitine
 Armour Class 12                                                          Small humanoid, neutral evil
 Hit Points 7 (2d4+2)                                                     Armour Class 14 (webbing armour)
 Speed 40 ft., climb 30 ft.                                               Hit Points 18 (4d6+4)
                                                                          Speed 30 ft., climb 30 ft.
      STR       DEX           CON       INT      WIS         CHA
     4 (-3)    15 (+2)       13 (+1)   3 (-4)   14 (+2)      6 (-2)          STR        DEX         CON       INT         WIS       CHA
                                                                           10 (+0)     15 (+2)     12 (+1)   13 (+1)    11 (+0)     7 (-2)
 Skills Perception +4, Stealth +4
 Senses passive Perception 14                                             Senses darkvision 60 ft., passive Perception 10
 Languages —                                                              Languages Elvish, Undercommon
 Challenge 1/8 (25 XP)                                                    Challenge 1/2 (100 XP)
 Keen Smell. The cat has advantage on Wisdom (Perception)                 Sunlight Sensitivity. While in sunlight, the chitine has disadvan-
 checks that rely on smell.                                               tage on attack rolls, as well as on Wisdom (Perception) checks
                                                                          that rely on sight.
 Actions                                                                  Web Walker. The chitine ignores movement restrictions caused
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.          by webbing.
 Hit: 5 (1d6+2) slashing damage.
                                                                          Actions
                                                                          Multiattack. The chitine makes two attacks with its short sword.
                                                                          Short sword. Melee Weapon Attack. +4 to hit, reach 5 ft., one
                                                                          target. Hit: 5 (1d6+2) slashing damage.
16
Choldrith                                                             Chosen One
Large monstrosity, chaotic evil
                                                                      Chosen ones were once human slaves of the Red Wizards.
Armour Class 16 (natural armour)                                      Transformed by torture and magic, they now look like
Hit Points 76 (9d10+27)                                               extremely thin, hairless humans with twisted features and
Speed 40 ft., climb 30 ft.                                            tough leathery skin. These hideous caricatures of humans
                                                                      serve as bodyguards and soldiers, and many Red Wizards
   STR         DEX          CON        INT       WIS         CHA
                                                                      use them to guard their homes or personal belongings.
  16 (+3)     16 (+3)      17 (+3)   15 (+2)    16 (+3)     14 (+2)     Vengeful Servant. Chosen ones are full of hate and wish
Skills Perception +6                                                  nothing more than to take revenge on those who caused
Senses darkvision 60 ft., passive Perception 16                       their pain and misery. The spell used to create chosen ones
Languages Abyssal, Elvish, Undercommon                                directs this hatred away from the chosen one's creator an
Challenge 4 (1,100 XP)                                                his allies and towards everybody else. However, the spell
                                                                      used to create chosen ones is flawed, and sometimes their
Spider Climb. The choldrith can climb difficult surfaces, includ-     conditioning breaks down. In this case, the chosen ones
ing upside down on ceilings, without needing to make an ability       relive their past memories and see who is truly responsible
check.                                                                for their pain. More than one Red Wizard has been ripped
Sunlight Sensitivity. While in sunlight, the choldrith has dis-       apart by its own chosen one servant.
advantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.                                            Create Chosen One
Web Sense. While in contact with a web, the choldrith knows           5th-level transmutation (sorcerer, wizard)
the exact location of any other creature in contact with the same
                                                                      Casting Time: 1 hour
web.
                                                                      Range: Touch
Web Walker. The choldrith ignores movement restrictions               Components: V, M
caused by webbing.
                                                                      Duration: Instantaneous
Spellcasting. The choldrith is a 4th-level spellcaster. Its spell-
                                                                        You transform a restrained human of challenge rating 1
casting ability is Wisdom (spell save DC 13 , +5 to hit with spell
attacks). The choldrith has the following cleric spells prepared:     or lower into a chosen one. At the end of the casting, the
                                                                      target must make a Wisdom saving throw. On a failed save,
Cantrips (at will): guidance, resistance, spare the dying             the victim is transformed into a chosen one under your
1st level (4 slots): bane, cure wounds, shield of faith               control.
2nd level (3 slots): hold person, silence
                                                                       Berserk. From the beginning of its fifth combat turn on, there is
                                                                       a cumulative 1% chance that the chosen one goes berserk at the
                                                                       beginning of its turn. If this happens, the chosen one ignores
                                                                       whatever orders its creator has given it, and tries to reach its
                                                                       creator and destroy him as fast as possible.
                                                                       Actions
                                                                       Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
                                                                       Hit: 11 (2d8+2) piercing damage, and the target must make a
                                                                       DC 11 Constitution saving throw, taking 9 (2d8) poison damage
                                                                       on a failed save, or half as much damage on a successful one.
                                                                       Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
                                                                       Hit: 11 (2d8+2) slashing damage.
                                                                                                                                          17
Curst                                                                Curst Template
                                                                     Any human can become a curst. Creating a curst deliber-
The curst are undead humans trapped in the world of the
                                                                     ately is possible, but most cursts are the rest of magical
living due to a curse. A curst looks much like it did in live,
                                                                     accidents. When a creature becomes a curst, it retains all
but has gaunt, unnaturally white skin and eyes that are
                                                                     its statistics except as noted below.
entirely black. A curst can be created when a bestow curse
                                                                       Type. The creature becomes an undead.
spell is cast on a human followed by a carefully worded
wish. However, curst are seldom created on purpose, as a               Alignment. The curst is chaotic neutral.
crust's creator holds no power over it. Occasionally, curst            Intelligence. The creature's Intelligence score is lowered
serve a master to attain the mercy of death. Curst prefer            by 1d4.
to live in darkness, even though they are not harmed or                Damage Immunities. The curst is immune to cold, fire,
hindered by light. They often wear black clothes and only            and poison.
talk when necessary.                                                   Conditions Immunities. The curst cannot be exhausted
   The Curst of Waterdeep. Curst are very rare and most of           or poisoned.
them are created accidentally. During the Time of Trouble,             Senses. The curst gains darkvision with a radius of 60
several dozen watchmen and guards from Waterdeep were                feet.
exposed to an outbreak of wild magic while they were fight-            Devoid of Magic. The dread warrior can not cast spells
ing followers of Myrkul. These men were transformed into             or use any other magical abilities.
curst and allegedly still wander the sewers of Waterdeep.              Healing Susceptibility. Unlike other undead, the curst
   Undead Nature. A curst doesn't require air, food, drink,          can regain hit points via cure wounds or similar spells.
or sleep.                                                              Magic Resistance. The curst has advantage on saving
                                                                     throws against spells and other magical effects.
  Creating a Curst                                                     Rejuvenation. A destroyed curst reforms within 2d12
  Cursts can only be created from humans, and it is unknown          hours, regaining all its hit points and becoming active
  why other races are not susceptible to the curst's unique con-     again. A remove curse spell destroys the curst instantly
  dition. To create a curst, bestow curse has to be cast on the      and permanently.
  victim followed by a wish. Both spells have to be cast by the        Turn Immunity. The curst is immune to any effect that
  same caster, who does not gain any control ov`er the curst.        turns undead.
  After their creation, only a remove curse spell will destroy a       New Action: Weapon Attack. When the curst deals
  curst permanently.                                                 damage with a melee weapon attack, the attack deals an
                                                                     additional 13 (3d8) necrotic damage.
18
Dark Tree                                                               Darkenbeast
The dark tree is a sentient tree native to the Shining                  The darkenbeast is a fearsome creature created from com-
South. A dark tree looks like a large cypress, but has two              mon animals. Once transformed, the darkenbeast becomes
arm-like branches and a pair of dark, narrow eyes. These                a bat-winged monstrosity not unlike a pterodactyl. They
features are difficult to see without inspecting the dark tree          have grey leathery skin stretched tightly on their bones.
closely, providing it with natural camouflage.                          Their bones glow through their skin green or purple, giving
  Blood Drinkers. Superficially, dark trees resemble tre-               darkenbeasts a skeletal appearance. Occasionally, dark-
ants, but the hatred glittering in their eyes betrays them.             enbeasts retain a feature of their former shape and close
Dark trees can live on photosynthesis and the nutrients the             observation tells what kind of animal that darkenbeasts
soil offers, but prefer to supplement their diet with blood.            was created from. Darkenbeasts are mainly used as mes-
They reproduce by budding and require large amounts of                  sengers, guardians and as helpers in combat. During its
blood to be able to do so.                                              creation, a spell can be embedded in a darkenbeast and
  Renegade Servants. Dark trees can be found in the Shin-               later be used by its master. The Red Wizards of Thay value
ing South. They were originally created centuries ago by                this aspect of the darkenbeasts and are notorious for their
Benauril, a wizard from Halruaa. Benauril intended to cre-              usage.
ate dark trees as loyal servants similar to treants (none of
which would ever enter his service deliberately). The dark               Darkenbeast
trees turned on their creator and can since be found in                  Medium monstrosity, neutral evil
Wood of Dark Trees in Durpar as well as the Amtar Forest
north of Dambrath and the Granuin Forest in Luiren.                      Armour Class 16 (natural armour)
                                                                         Hit Points 71 (11d8+22)
                                                                         Speed 10 ft., fly 40 ft.
 Dark Tree                                                                  STR        DEX         CON         INT        WIS       CHA
 Huge plant, neutral evil                                                  16 (+3)    15 (+2)     16 (+3)     5 (-3)    11 (+0)     4 (-3)
 Armour Class 16 (natural armour)                                        Conditions Immunities charmed
 Hit Points 138 (12d12+60)                                               Senses darkvision 120 ft., passive Perception 10
 Speed 5 ft.                                                             Languages —
   STR          DEX          CON       INT        WIS       CHA          Challenge 4 (1,100 XP)
  22 (+6)       8 (-1)      21 (+5)   5 (-3)    10 (+0)     7 (-2)
                                                                         Spell Embedding. When a spell is cast on a darkenbeast right
 Damage Vulnerabilities cold                                             after its creation and darkenbeast's creator succeeds on a DC 12
 Damage Resistances fire                                                 check for his spellcasting ability, the spell will be embedder into
 Senses passive Perception 10                                            the darkenbeast. Otherwise, the spell has no effect. The spell
                                                                         can be embedded using a higher spell slot. Using an action, the
 Languages Sylvan
                                                                         darkenbeast's creator can cast the embedded spell at any time,
 Challenge 6 (2,300 XP)                                                  provided the darkenbeast is within a range of 30 feet. If he does
 False Appearance. While the dark tree remains motionless, it is         so, the spell is cast as if the creator were casting it normally.
 indistinguishable from a normal cypress.                                Casting the spell does not expend a spell slot. The spell has a
                                                                         25% chance to fail and have no effect, with an additional 10%
 Actions                                                                 chance for every other darkenbeast-embedded spell the caster
                                                                         has used. This chance of failure is again reduced to 25% after
 Multiattack. The dark tree makes two slam attacks and uses its
                                                                         the creator took a long rest. In any case, the darkenbeast bursts
 confusion ability, or makes a bite attack and uses its confusion
                                                                         into purple or emerald flames and dies. Upon death, it reverts
 ability.
                                                                         back to sit original form.
 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
                                                                         Sunlight Sensitivity. While in sunlight, the darkenbeast has
 Hit: 24 (4d8+6) piercing damage.
                                                                         disadvantage on attack rolls, as well as on Wisdom (Perception)
 Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.       checks that rely on sight. When the darkenbeasts starts its turn
 Hit: 15 (2d8+6) bludgeoning damage. A target that is hit by two         in sunlight, roll a d4. On a 4, the darkenbeast turns back into
 slam attacks in one round is grappled (escape DC 15). If the tar-       the beats it was created from and is no longer under the control
 get is Medium or smaller, it is also restrained until this grapple      of its master.
 ends. While grappling the target, the dark tree has advantage on
 attack rolls against it and can't use this attack against other tar-    Actions
 gets. When the dark tree moves, any Medium or smaller target            Multiattack. The darkenbeast makes two attacks: one with its
 it is grappling moves with it.                                          claw and one with its bite.
 Confusion. The dark tree chooses a creature within 50 feet. The         Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 target must succeed on a DC 15 Wisdom saving throw or will              Hit: 21 (4d8+3) piercing damage.
 become confused for 1 minute. A confused creature uses all its
 movement to move in a random direction during its turn. To              Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 determine the direction, roll a d8 and assign a direction to each       Hit: 16 (3d8+3) slashing damage.
 die face. A confused creature doesn’t take an action during its
 turn. The creature can repeat the saving throw at the end of
 each of its turns, ending the effect early on a success.
                                                                                                                                             19
Create Darkenbeast                                                 Darktentacles
5th-level transmutation (warlock, wizard)
                                                                   The darktentacles is an octopoid swamp monster. It is
Casting Time: 1 hour                                               as intelligent as it is malicious, and uses treasure to lure
Range: 30 feet                                                     travellers within its reach. The darktentacles has a shiny
Components: V, S, M (dried wyvern blood and a black                black body and no less than thirty-six arms. Instead of
 pearl worth 200 GP)                                               suction cups, each arm is lined with glistering black eyes.
Duration: Instantaneous                                            The darktentacles is amphibious and uses it arms to move
                                                                   on land. Group or even mated pairs of darktentacles have
This spell transforms a beast of challenge rating 1 or
                                                                   never been seen.
lower that you can see within range into a darkenbeast. An
                                                                      Malicious Predator. The darktentacles does not hoard
unwilling creature must make a Wisdom saving throw to
                                                                   treasures or equipment, but is aware of its value to other
avoid the effect. The spell has to be cast indoors, under-
                                                                   species. It often places valuables close to the pond or lake
ground or at night. The transformation is permanent, but
                                                                   it resides in, waits for unsuspecting travellers to pass by,
can reversed with dispel magic. A sunbeam or sunburst
                                                                   and strikes when they are within reach. The darktentacles
immediately reverse the transmutation. The darkenbeast
                                                                   can communicate with other species, but will only negoti-
obeys all order of its creator and can receive telepathic
                                                                   ate when if faces overwhelming odds. Occasionally, the
commands over a distance of up to 30 feet.
                                                                   darktentacles uses its innate ability to charm other crea-
  When you cast a spell on the darkenbeast right after its
                                                                   tures and brings someone under its control. The victim is
creation and succeed on a DC 12 check for your spellcast-
                                                                   then used to lure more prey to the darktentacles.
ing ability, the spell will be embedded into the darkenbeast.
                                                                      Many-Armed Horror. The darktentacles has many, many
Otherwise, the spell has no effect. The spell can be embed-
                                                                   arms. A full-grown darktentacles has thirty-six arms. It
ded using a higher spell slot. Using an action, you can cast
                                                                   occasionally loses an arm in combat. Lost arms regrow
the embedded spell at any time, provided the darkenbeast
                                                                   within a matter of days. Regrowing an arm makes a dark-
is within a range of 30 feet. If you does so, the spell is cast
                                                                   tentacles even hungrier - and thus more dangerous - than it
as if you were casting it normally. Casting the spell does
                                                                   already is. A darktentacles does use many, but not all of its
not expend a spell slot. The spell has a 25% chance to fail
                                                                   arm in combat. It is smart and dexterous enough to wield
and have no effect, with an additional 10% chance for every
                                                                   two-handed weapon with one of its arms. Darktentacles
other darkenbeast-embedded spell you have used. This
                                                                   have no innate sense for magic items, and simply select the
chance of failure is again reduced to 25% after you took a
                                                                   weapons that look most efficient to them.
long rest. In any case, the darkenbeast bursts into purple
or emerald flames and dies. Upon death, it reverts back to
sit original form.
 Darktentacles                                                     Actions
 Large monstrosity, chaotic evil                                   Multiattack. The darktentacles makes eight attacks: four with its
                                                                   slam, two with its greatsword and two with its pike. It can use a
 Armour Class 16 (natural armour)
                                                                   maximum of four attacks against a single opponent during its
 Hit Points 112 (15d10+30)
                                                                   turn.
 Speed 10 ft., swim 30 ft.
                                                                   Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
       STR      DEX          CON        INT      WIS      CHA      Hit: 6 (1d4+4) bludgeoning damage, damage, and the target is
     19 (+4)   15 (+2)      17 (+3)   14 (+2)   12 (+1)   7 (-2)   grappled (escape DC 14).
 Saving Throws Dex +5, Wis +4, Cha +1                              Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one
 Skills Perception +4                                              target. Hit: 11 (2d6+4) slashing damage.
 Condition Immunities blinded, prone                               Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
 Senses darkvision 60 ft., tremorsense 120 ft., passive Percep-    Hit: 9 (1d10+4) piercing damage.
   tion 14
                                                                   Tentacle Charm. One creature the darktentacles can see within
 Languages Aquan, Common, telepathy 30 ft.
                                                                   30 feet of it must succeed on a DC 15 Wisdom saving throw or
 Challenge 7 (2,900 XP)                                            be magically charmed for 1 day. The charmed target obeys the
 Amphibious. The darktentacles can breathe air and water.          darktentacles's telepathic commands. If the target suffers any
                                                                   harm or receives a suicidal command, it can repeat the saving
 Magic Resistance. The darktentacles has advantage on saving       throw, ending the effect on a success. If the target successfully
 throws against spells and other magical effects.                  saves against the effect, or if the effect on it ends, the target is
                                                                   immune to this darktentacles's Charm for the next 24 hours.
                                                                   The darktentacles can have only one target charmed at a time. If
                                                                   it charms another, the effect on the previous target ends.
20
Deepspawn
Deepspawn                                               Actions
Large aberration, chaotic evil                          Multiattack. The deepspawn makes four attacks: Two with its
Armour Class 15 (natural armour, shield)                bite and two with its tentacles. For each creature the deepspawn
                                                        has grappled, its has to forfeit a tentacle attack.
Hit Points 144 (17d10+51)
Speed 20 ft., swim 20 ft.                               Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
                                                        Hit: 26 (4d10+4) piercing damage.
                                                        Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one
                                                        creature. Hit: 15 (2d10+4) bludgeoning damage, and the target
Saving Throws Dex +4, Wis +4                            is grappled (escape DC 16). If the target is Medium or smaller,
Skills Perception +5                                    it is also restrained until this grapple ends. While grappling the
Conditions Immunities blinded                           target, the deepspawn has advantage on attack rolls against
Senses darkvision 120 ft., passive Perception 15        it. The deepspawn can grapple a maximum of two creatures
Languages —                                             at once. When the deepspawn moves, any Medium or smaller
Challenge 8 (3,900 XP)                                  target it is grappling moves with it. The deepspawn can only
                                                        use this attack if it has grappled less than two creatures.
Amphibious. The deepspawn can breathe air and water.    Paralysing Ray (Recharge 5-6). The deepspawn chooses a
                                                        creature it can see within a range of 90 feet. The target must
                                                        succeed on a DC 16 Wisdom saving throw or be paralysed for 1
                                                        minute. This ability has no effect on undead. At the end of each
                                                        of its turns, the target can make another Wisdom saving throw,
                                                        ending the effect on itself on a success.
                                                                                                                            21
                                                                        demon can wield and fire two bows at the same time - a
Demon                                                                   task that is all but impossible for other creatures. Arrow
Demons are fiends native to the Abyss. They are malicious               demons were originally created to serve their lords in large
creatures and have no true ruler, though some demon lords               battalions, but have since begun to appear elsewhere. Mor-
and other powerful beings have brought sizable armies of                tals and other beings sometimes summon arrow demons
demons under their control. Demons have a long-standing                 to serve them as guards or assassins.
feud with the devils, the inhabitants of the Nine Hells.
                                                                        Ghour
                                                                        Ghours are demons that serve the abyssal lord Baphomet,
 Arrow Demon                                                            the Horned King. They resemble huge minotaurs with
 Medium fiend (demon), chaotic evil                                     twisted faces, burning eyes and enormous horns. Most
 Armour Class 14                                                        ghours are not found in Baphomet's labyrinthine domain
 Hit Points 117 (18d8+36)                                               but on the Material Plane, where they lead groups of hill
 Speed 30 ft.                                                           giants, ogres, and minotaurs to enforce Baphomet's will.
                                                                        Their true master is known only to a few people; most of
   STR         DEX        CON           INT      WIS        CHA         the followers of the ghour assume them to be godlike being
  22 (+6)     19 (+4)    15 (+2)      14 (+2)   13 (+1)    14 (+2)      themselves. Occasionally, Baphomet sends out a ghour
 Saving Throws Dex +7, Wis +4, Cha +5                                   to bring an independent minotaur tribe under his control.
 Damage Resistances cold, fire, lightning; bludgeoning, piercing,       Ghour are fearless creatures and liek to charge into battle,
   and slashing from nonmagical weapons                                 ensured by their physical power.
 Damage Immunities poison
 Conditions Immunities poisoned                                          Ghour
 Senses darkvision 120 ft., passive Perception                           Huge fiend (demon), chaotic evil
 Languages Abyssal, telepathy 120 ft.
                                                                         Armour Class 16 (natural armour)
 Challenge 7 (2,900 XP)
                                                                         Hit Points 149 (13d12+65)
 Close Combat Shot. The arrow demon does not suffer penalties            Speed 40 ft.
 from using a ranged weapon while next to an opponent.
                                                                           STR         DEX         CON        INT       WIS        CHA
 Magic Resistance. The arrow demon has advantage on saving                24 (+7)     11 (+0)     20 (+5)   15 (+2)    13 (+1)    12 (+1)
 throws against spells and other magical effects.
                                                                         Saving Throws Dex +4, Int +6, Wis +5, Cha +5
 Actions                                                                 Damage Resistances cold, fire, lightning; bludgeoning, piercing,
                                                                           and slashing from nonmagical weapons
 Multiattack. The arrow demon makes two attacks with its com-            Damage Immunities poisoned
 posite longbow. It can't use the same type of arrow twice during        Conditions Immunities poison
 one turn.
                                                                         Senses darkvision 20 ft., passive Perception 11
 Longsword. Melee Weapon Attack: +9 to hit, +5 to hit, reach 5 ft.,      Languages Abyssal, giant, telepathy 120 ft.
 one target. Hit: 10 (1d8+6) slashing damage.                            Challenge 10 (5,900 XP)
 Composite Longbow. Ranged Weapon Attack: +9 to hit, range
 150/600 ft., one target. Hit: 18 (2d10+6) piercing damage. De-          Magic Resistance. The ghour has advantage on saving throws
 pending on the type of arrow the arrow demon uses, the attack           against spells and other magical effects.
 has one of the following effects:
                                                                         Actions
    1. Plague Arrow. The target takes an additional 13 (3d8) poison
 damage and must succeed on a DC 13 Constitution saving                  Multiattack. The unicorn makes two attacks: one with its
 throw or be poisoned. The poison lasts until it is removed by           hooves and one with its horn.
 the lesser restoration spell or similar magic.                          Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
    2. Burning Arrow. The target takes an additional 18 (4d8) fire       Hit: 25 (4d8+7) bludgeoning damage.
 damage.
                                                                         Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
    3. Frost Arrow. The target takes an additional 9 (2d8) cold          Hit: 34 (6d8+7) piercing damage.
 damage and musts succeed on a DC 14 Constitution saving
 throw or be paralysed for 1 minute. A creature can repeat the           Gas Breath (Recharge 5-6). The ghour exhales noxious gas in
 saving throw at the end of each of its turns, ending the effect on      a 30-foot cone. Each creature in that area must make a DC 16
 itself on a success.                                                    Constitution saving throw, taking 35 (10d6) poison damage on a
    4. Crystal Arrow. The target takes an additional 13 (3d8) radiant    failed save, or half as much damage on a successful one.
 damage and musts succeed on a DC 14 Constitution saving                 Terrifying Roar (1/Day). The Each creature within 240 feet can
 throw or be blinded for 1 minute. A creature can repeat the             can hear the roar and that fails a DC 15 Wisdom saving throw
 saving throw at the end of each of its turns, ending the effect on      is frightened for 1 minute. A frightened creature can repeat the
 itself on a success.                                                    saving throw at the end of each of its turns, ending the effect on
                                                                         itself on a success.
Arrow Demon
The arrow demon looks like a hairless humanoid with
green, leathery skin, glistering eyes and long sharp teeth.
The demon's most striking feature are its four arms. Due to
these arms and its enormous physical strength, an arrow
22
Rat-Fiend                                                             Disenchanter
Rat-fiends look like large anthropomorphic rats with short
                                                                      The disenchanter resembles a gaunt camel with blue
legs and a hunchback. Rat-fiends are demons, but rank low
                                                                      fur and a single hump. It has a long, flexible neck and an
on the social ladder of the Abyss. They are often mistreat-
                                                                      elongated snout. The disenchanter's tongue is even longer
ed and abused by other demons, and protect themselves by
                                                                      than its head. Disenchanters are known and feared for
becoming the servant of a higher demon. Rat-fiends work
                                                                      their ability to consume enchantments. They can detect
as messengers, manservants, and assassins. Accomplished
                                                                      magic items and enchantments around them, and once
rat-fiends are treated well by their masters, but old or crip-
                                                                      their flexible tongue touches a magic item, it loses some
pled rat-fiends often find themselves served up as dinner.
                                                                      of its magical qualities - sometimes even permanently.
Rat-fiends with no master live as scavengers, always look-
                                                                      Disenchanter are generally benevolent creatures, but can
ing for food and bullying weaker demons.
                                                                      get very aggressive when they want to feed.
  Rat-Catchers. Due to their low social status, many rat-
                                                                        Mysterious Beasts. The origin of the disenchanter is
fiends prefer to live on the Material Plane, where they ter-
                                                                      unclear. Some speculate that disenchanter were created by
rorise rural communities and enjoy the superiority to other
                                                                      the phaerimm, evil creatures that live beneath Anauroch,
beings they didn't know from the Abyss. Rat-fiends have
                                                                      and were intended to be used against their enemies, like
the ability to communicate with rats, and a rat-fiend on the
                                                                      the sharn or the humans of Netheril. Others claim that
Material Plane is likely to command a swarm of common
                                                                      these creatures were bred by a group of desperate gener-
and giant rats. These rats act as scouts and guards, and
                                                                      als who needed a weapon to be used against their enemy's
gather food for their master.
                                                                      magic, but later escaped their creatures and now roam the
                                                                      wilderness in search for magic to consume.
 Rat-Fiend
 Medium fiend (demon), chaotic evil
                                                                      Disenchanter
 Armour Class 13                                                      Large monstrosity, neutral
 Hit Points 71 (11d8+22)
                                                                      Armour Class 15 (natural armour)
 Speed 30 ft.
                                                                      Hit Points 52 (7d10+14)
   STR         DEX          CON        INT       WIS       CHA        Speed 60 ft.
  14 (+2)     17 (+3)      15 (+2)    7 (-2)   10 (+0)     8 (-1)
                                                                         STR         DEX            CON       INT      WIS        CHA
 Saving Throws Con +4, Wis +2                                           16 (+3)     15 (+2)        12 (+1)   5 (-3)   14 (+2)    10 (+0)
 Skills Stealth +5
                                                                      Senses passive Perception 12
 Damage Resistances cold, fire, lightning; bludgeoning, piercing,
                                                                      Languages Disenchanter
   and slashing from nonmagical weapons
                                                                      Challenge 3 (700 XP)
 Damage Immunities poison
 Conditions Immunities poisoned                                       Aura of Absorption. The disenchanter is surrounded by an
 Senses darkvision 60 ft., passive Perception                         invisible aura. A spell that targets the disenchanter directly is ab-
 Languages Abyssal, telepathy 120 ft.                                 sorbed by the aura and has no effect. The aura disappears when
 Challenge 4 (1,100 XP)                                               the disenchanter is killed.
                                                                      Magic Sense. The disenchanter can sense magic items and
 Insomnia. Magic can't put the rat-fiend to sleep.
                                                                      enchantments within 120 feet of it.
 Keen Smell. The rat-fiend has advantage on Wisdom (Percep-
 tion) checks that rely on smell.                                     Actions
 Speak with Rats. The rat-fiend can communicate simple con-           Multiattack. The disenchanter makes two attacks with its
 cepts to rats when it uses its telepathy.                            hooves.
                                                                      Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 Actions                                                              Hit: 12 (2d8+3) bludgeoning damage.
 Multiattack. The rat-fiend makes two attacks: one with its bite
                                                                      Tongue. The disenchanter touches an exposed magic item it can
 and one with its claws.
                                                                      see within 5 feet of it. If the object is being worn or carried by a
 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.       creature, the creature can make a DC 13 Dexterity saving throw
 Hit: 12 (2d8+3) piercing damage. If the target is a creature other   to avoid the disenchanter's tongue.
 than an undead, it must succeed on a DC 13 Constitution saving          The item loses a random magic property. If the item has no
 throw or be paralysed for 1 minute. The target can repeat the        magic properties, its enchantment level suffers a -1 penalty.
 saving throw at the end of each of its turns, ending the effect on   If the item has charges, it loses a charge instead. Lost magic
 itself on a success.                                                 properties and enchantment levels are restored after 24 hours,
 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.      charges are not. If the target is no a spellcaster or does not carry
 Hit: 12 (2d8+3) slashing damage.                                     a magic item, this ability has no effect, unless the target has
                                                                      been enchanted with a spell, in which case the enchantment is
                                                                      permanently dispelled. Artefacts are not affected by this ability.
                                                                                                                                           23
Displacer Serpent
                                                                       Displacement. The displacer serpent projects a magical illusion
 Displacer Serpent                                                     that makes it appear to be standing near its actual location,
 Large monstrosity, chaotic evil
                                                                       causing attack rolls against it to have disadvantage. If it is hit
 Armour Class 13                                                       by an attack, this trait is disrupted until the end of its next turn.
 Hit Points 60 (8d10+16)                                               This trait is also disrupted while the displacer serpent is inca-
 Speed 30 ft., climb 10 ft., swim 10 ft.                               pacitated or has a speed of 0.
24
                                                                        a humanoid, it gains all its abilities and skill, can speak
Doppelganger, Greater                                                   the languages its victim spoke, and even learn how to use
                                                                        magic. This unique ability allows greater doppelgängers
 Greater Doppelganger                                                   to replace powerful humanoids and turn themselves into
                                                                        high-ranking personality such as nobles, archmages or
 Medium monstrosity (shapechanger), neutral evil
                                                                        generals. They avoid taking the identity of cleric, as they
 Armour Class 18 (natural armour)                                       cannot copy a cleric's divine gifts.
 Hit Points 91 (14d8+28)                                                  Ruthless Egomaniacs. Greater doppelgängers are
 Speed 30 f.t                                                           extremely self-centred. Their entire life is focused on ac-
                                                                        quiring more wealth, power and influence. Greater doppel-
    STR        DEX        CON         INT           WIS       CHA
                                                                        gängers sometimes lead group of common doppelgängers
   12 (+1)    19 (+4)    14 (+2)     17 (+3)       16 (+3)   18 (+4)
                                                                        and fill entire organisations with their minions. They never
 Skills Deception +7, Insight +6, Persuasion +7                         accept to work for someone else. The only exception to this
 Conditions Immunities charmed                                          rule are apparently a group of greater doppelgängers in
 Senses darkvision 60 ft., passive Perception 12                        Waterdeep those influence reaches into the Undermoun-
 Languages Common                                                       tain and the city of Skullport.
 Challenge 6 (2,300 XP)
                                                                                                                                            25
on parent. Dracimeras with a metallic dragon parent are all
but unheard of.                                                  Dracoydra
  Creatures of the Cult. The Cult of the Dragon, highly in-      Huge dragon, chaotic evil
terested in dragon and draconic creatures, has breed sever-      Armour Class 15 (natural armour)
al dracimeras. They are trained as guards and sometimes          Hit Points 149 (13d10+78)
used as shock troops for raids. Some of the dracimeras           Speed 30 ft., fly 40 ft., swim 30 ft.
found in the wilderness escaped the cult, others were cre-
ated by coincidence. Dracimeras can breed true, but rarely         STR         DEX            CON         INT      WIS       CHA
do so, as they are very uncommon creatures in general.            22 (+6)     10 (+0)        23 (+6)     6 (-2)   14 (+2)   10 (+0)
Dracimeras prefer the same habitat as they chimera parent        Saving Throws Dex +4, Wis +6, Cha +4
and require a large territory to sustain themselves. They do     Skills Perception +6
not tolerate other powerful creatures and attack any such        Damage Resistances acid
creature should it enter its territory.
                                                                 Senses darkvision 60 ft., passive Perception 16
                                                                 Languages Draconic
Other Dracimeras                                                 Challenge 10 (5,900 XP)
The dracimera described above is a green dracimera, the          Hold Breath. The dracohydra can hold its breath for 1 hour.
offspring of a green dragon and a chimera (or, less com-
mon, the offspring of two other dracimeras). To create           Multiple Heads. The dracohydra has five heads. While it has
                                                                 more than one head, the dracohydra has advantage on saving
dracimeras of other types, change the energy type of the
                                                                 throws against being blinded, charmed, deafened, frightened,
dracimera's breath weapon and the energy type it resists
                                                                 stunned, and knocked unconscious. Whenever the dracohydra
according to the table below.
                                                                 takes 30 or more damage in a single turn, one of its heads dies.
                                                                 If all its heads die, the dracohydra dies. At the end of its turn,
Dracimera Types                                                  it grows two heads for each of its heads that died since its last
       Colour            Energy Type        Breath Weapon        turn, unless it has taken fire damage since its last turn. The dra-
       Black                Acid               30'/5' line       cohydra regains 15 hit points for each head regrown in this way.
        Blue              Lightning            30'/5' line       Reactive Heads. For each head the dracohydra has beyond one,
                                                                 it gets an extra reaction that can be used only for opportunity
       Brown                Acid               30'/5' line
                                                                 attacks.
       Green               Poison              30' cone
                                                                 Wakeful. While the dracohydra sleeps, at least one of its heads
        Red                  Fire              30' cone          is awake.
       White                Cold               30' cone
       Yellow                Fire              30' cone          Actions
                                                                 Multiattack. The dracohydra makes as many bite attacks as it
                                                                 has heads. When its breath weapon is available, it can use the
Dracohydra                                                       breath in place of its bite.
                                                                 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
The dracohydra is a multiheaded monstrosity. It has the          Hit: 11 (1d10+6) piercing damage.
body of a hydra, a pair of dragon wings and serpentine
                                                                 Acid Breath (Recharge 5-6). The dracohydra exhales acid in a
necks that end in multiple black dragon heads. Like a
                                                                 10-foot cone. Each creature in that area must make a DC 16
hydra's heads, the heads of a dracohydra can be severed,
                                                                 Dexterity saving throw, taking 18 (4d8) acid damage on a failed
but will always regrow unless the stump is cauterised. This
                                                                 save, or half as much damage on a successful one. This attack
makes dracohydras dangerous opponents and notoriously            recharges separately for each of the dracohydra's heads.
difficult to slay. Due to its draconic heritage, each of the
dracohydra's heads can spit acid. Dracohydras can be             Wing Attack. The dracohydra beats its wings. Each creature
found in remote locations far off from civilisation. They like   within 10 feet of the dracohydra must succeed on a DC 16 Dex-
to sit on mountain peaks, looking down on their domain.          terity saving throw or take 11 (10+6) bludgeoning damage and
Usually the strongest creature in its territory, a dracohydra    be knocked prone.
does little more than hunt, eat, and sleep.
  Beasts of Legend. The origin of the dracohydra is
unclear. Some believe that these beings descent from
creatures that roamed the world before dragons did, and
have been hibernating for millennia. Others say that dra-
cohydras are hydras blessed by Tiamat, the Queen of Evil
Dragons, and exist to destroy her enemies. According to a
third theory, dracohydras are merely the offspring of black
dragon and hydras, even though they are not usually found
in close to any of these creatures. The Cult of the Dragon is
known to employ dracohydras.
26
                                                                 If the dragon dies, these effects fade over the course of
Dragon                                                           1dl0 days with the exception of the last one.
Dragons are a race of fearsome replies, often winged and
with devastating breath. They are an ancient species with
many shapes and colours. Dragons are rare, but inhabit
                                                                  Adult Brown Dragon
almost every corner of Faerûn.                                    Huge dragon, neutral evil
                                                                  Armour Class 18 (natural armour)
Brown Dragon                                                      Hit Points 187 (15d12+90)
                                                                  Speed 60 ft., burrow 40 ft.
Brown dragons reside in deserts. These dragons - some-
times refereed to as great desert dragons - were first seen          STR        DEX            CON        INT      WIS       CHA
in Raurin and are now frequent much of the wastes in                21 (+5)    14 (+2)        22 (+6)   14 (+2)   16 (+3)   13 (+1)
Eastern Mulhorand. The brown dragon's leathery scales
                                                                  Saving Throws Dex +6, Con +10, Wis +7, Cha +5
make it hard to spot in its natural environment. Unlike
most other dragons, the brown dragon has no wings, but            Skills Perception +7, Stealth +6
two large fins on its back. It compensates for its lack of        Damage Immunities acid
wings with fast reflexes and incredible speed.                    Senses tremorsense 60 ft., darkvision 120 ft., passive Percep-
  Desert Kings. Brown dragons consider themselves the               tion 17
supreme rulers of their territory. Some of them live close to     Languages Common, Draconic
settlements and terrorise these from time to time. Never-         Challenge 11 (7,200 XP)
theless, folklore and legends treat the brown dragon more         Legendary Resistance (3/Day). If the dragon fails a saving throw,
favourable than the blue dragons. Brown dragons and blue          it can choose to succeed instead.
dragons are bitter rivals, but humans are the brown drag-
on's main enemy and hunt it for its hide and its treasures.
                                                                  Actions
                                                                  Multiattack. The dragon can use its Frightful Presence. It then
A Brown Dragon's Lair                                             makes three attacks: one with its bite and two with its claws.
Brown dragons live in caves deep beneath the surface of           Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
the desert. Sometimes these are the sunken ruins of an an-        Hit: 14 (2d8+5) piercing damage plus 4 (1d8) acid damage.
cient civilisation. A brown dragon does not return to its lair
every night and sometimes just buries itself in desert sand.      Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
                                                                  Hit: 13 (2d6+5) slashing damage.
Lair Actions                                                      Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
On initiative count 20 (losing initiative ties), the dragon       Hit: 13 (2d6+5) bludgeoning damage.
takes a lair action to cause one of the following effects; the
                                                                  Frightful Presence. Each creature of the dragon's choice that sis
dragon can't use the same effect two rounds in a row:             within 120 feet of the dragon and aware of it must succeed on a
• The dragon chooses a 10-foot square area on the                 DC 13 Wisdom saving throw or become frightened for 1 minute.
  ground that it can see within 90 feet of it. The ground         A creature can repeat the saving throw at the end of each of its
  in that area turns into quicksand. Each creature on the         turns, ending the effect on itself on a success. If a creature's
  ground in that area when the mud appears must suc-              saving throw is successful or the effect ends for it, the creature
  ceed on a DC 15 Strength saving throw or sink into the          is immune to the dragon's Frightful Presence for the next 24
                                                                  hours.
  quicksand and become restrained. A creature can take
  an action to attempt a DC 15 Strength check, freeing            Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot
  itself or another creature within its reach and ending          line that is 10 feet wide. Each creature in that line must make a
  the restrained condition on a success. Moving 1 foot in         DC 19 Dexterity saving throw, taking 45 (10d8) acid damage on
  quicksand costs 2 feet of movement.                             a failed save, or half as much damage on a successful one.
• The dragon swirls up sand. All creatures in a 15- feet-ra-
  dius around it must make a DC 15 Constitution saving            Legendary Actions
  throw or be blinded for 1 minute. A creature can repeat         The dragon can take 3 legendary actions, choosing from
  the saving throw at the end of each of its turns, ending        the options below. Only one legendary action option can
  the effect on itself on a success.                              be used at a time and only at the end of another crea-
                                                                  ture's turn. The dragon regains spent legendary actions
Regional Effects                                                  at the start of its turn.
The region containing a legendary brown dragon's lair is          Detect. The dragon makes a Wisdom (Perception) check.
warped by the dragon's magic, which creates one or more           Tail Attack. The dragon makes a tail attack.
of the following effects:                                         Sand Cloud (Costs 2 Actions). The dragon turns into a sand
• Small sand storms are common within a 6-mile-radius               cloud, allowing it to move through occupied spaces, and
  around the dragon's lair.                                         moves up to half its land speed. It has to end its movement in
                                                                    an unoccupied space. Creatures in space the dragon moved
• Sources of water within 1 mile of the lair sometimes dry
                                                                    through must succeed on a DC 17 Dexterity saving throw or
  out over night only to reappear a couple of days later.           take 9 (1d8+5) slashing damage and be blinded until the start
• Reptilians that live within 1 mile of the lair tend to have       of the dragon's next turn. Afterwards, the dragon turns back
  scales in shades that match the dragon's colour.                  into its natural form.
                                                                                                                                      27
                                                                     Frightful Presence. Each creature of the dragon's choice that sis
 Ancient Brown Dragon                                                within 120 feet of the dragon and aware of it must succeed on a
 Gargantuan dragon, neutral evil
                                                                     DC 17 Wisdom saving throw or become frightened for 1 minute.
 Armour Class 19 (natural armour)                                    A creature can repeat the saving throw at the end of each of its
 Hit Points 277 (15d20+120)                                          turns, ending the effect on itself on a success. If a creature's
 Speed 60 ft., burrow 40 ft.                                         saving throw is successful or the effect ends for it, the creature
                                                                     is immune to the dragon's Frightful Presence for the next 24
      STR       DEX       CON         INT        WIS        CHA      hours.
     25 (+7)   16 (+3)   26 (+8)     16 (+3)    18 (+4)    14 (+2)
                                                                     Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot
 Saving Throws Dex +9, Con +14, Wis +10, Cha +8                      line that is 10 feet wide. Each creature in that line must make a
 Skills Perception +10, Stealth +9                                   DC 19 Dexterity saving throw, taking 58 (13d8) acid damage on a
 Damage Immunities acid                                              failed save, or half as much damage on a successful one.
 Senses tremorsense 120 ft., darkvision 120 ft., passive Percep-
   tion 20                                                           Legendary Actions
 Languages Common, Draconic                                          The dragon can take 3 legendary actions, choosing from
 Challenge 18 (20,000 XP)                                            the options below. Only one legendary action option can
                                                                     be used at a time and only at the end of another crea-
 Legendary Resistance (3/Day). If the dragon fails a saving throw,
                                                                     ture's turn. The dragon regains spent legendary actions
 it can choose to succeed instead.
                                                                     at the start of its turn.
 Actions                                                             Detect. The dragon makes a Wisdom (Perception) check.
 Multiattack. The dragon can use its Frightful Presence. It then     Tail Attack. The dragon makes a tail attack.
 makes three attacks: one with its bite and two with its claws.      Sand Cloud (Costs 2 Actions). The dragon turns into a sand
                                                                       cloud, allowing it to move through occupied spaces, and
 Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.      moves up to half its land speed. It has to end its movement in
 Hit: 20 (3d8+7) piercing damage plus 4 (1d8) acid damage.             an unoccupied space. Creatures in space the dragon moved
 Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.      through must succeed on a DC 20 Dexterity saving throw or
 Hit: 14 (2d6+7) slashing damage.                                      take 16 (2d8+7) slashing damage and be blinded until the
                                                                       start of the dragon's next turn. Afterwards, the dragon turns
 Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.      back into its natural form.
 Hit: 17 (3d6+7) bludgeoning damage.
 Actions                                                             Actions
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.      Multiattack. The dragon makes three attacks: one with its bite
 Hit: 6 (1d8+2) piercing damage plus 4 (1d8) acid damage.            and two with its claws.
 Acid Breath (Recharge 5-6). The dragon exhales acid in a 20-foot    Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
 line that is 5 feet wide. Each creature in that line must make a    Hit: 12 (2d8+3) piercing damage plus 4 (1d8) acid damage.
 DC 11 Dexterity saving throw, taking 16 (3d10) acid damage on a     Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 failed save, or half as much damage on a successful one.            Hit: 7 (1d8+3) slashing damage.
28
                                                                      • Stalactites fall from the ceiling, striking up to three
Deep Dragon                                                             creatures underneath that the dragon can see within
The deep dragons, sometimes called purple dragons, are                  60 feet of it. The dragon makes one ranged attack roll
a rare species of dragon that lives in the Underdark. Deep              (+7 to hit) against each target. On a hit, the target takes
dragon hatchlings have maroon scales and are born as                    7 (2d6) piercing damage.
leg- and wingless serpents. When a deep dragon matures,               • Magical darkness spreads from a point the dragon
it grows limbs and wings, and its scales change to a deep,              chooses within 60 feet of it, filling a 15-foot-radius
rich purple, almost black. Deep dragons expertly navigate               sphere until the dragon dismisses it as an action, uses
the tunnels and caverns of the Underdark and prefer to                  this lair action again, or dies. The darkness spreads
move on foot rather than use their wings.                               around corners. A creature with darkvision can't see
   Dragons of the Dark. Deep dragons rarely venture to the              through this darkness, and nonmagical light can't illumi-
surface and even avoid the upper layers of the Underdark.               nate it. If any of the effect's area overlaps with an area
When they leave their cavernous home, they do it to take                of light created by a spell of 2nd level or lower, the spell
revenge on somebody or retrieve stolen goods. Deep drag-                that created the light is dispelled.
ons can eat almost anything, but prefer aquatic beings such
as clams, fish, kuo-toa, and aboleth. They keep to them-              Regional Effects
selves but occasionally form an alliance with the drow.
                                                                      The region containing a legendary deep dragon's lair is
                                                                      warped by the dragon's magic.
A Deep Dragon's Lair                                                  • Within 30 miles of the lair, the whispering voice of the
Deep dragons make their lairs in well-fortified caves,                  deep dragon can be heard from shadowy corners.
preferably those difficult to reach for other creatures. Such         • Fallen humanoids within 15 miles of the lair sometimes
caves can only be reached by flying creatures or excellent              rise as shadows under the dragon's control.
climbers, or only through a water-filled tunnel.                      • Reptilian figures can be seen in the shadows within 1
                                                                        mile of the lair, but they disappear upon closer inspec-
Lair Actions
                                                                        tion.
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects; the        If the dragon dies, these effects fade over the course of
dragon can't use the same effect two rounds in a row:                 1d10 days.
                                                                       A creature can repeat the saving throw at the end of each of its
 Adult Deep Dragon                                                     turns, ending the effect on itself on a success. If a creature's
 Large dragon, chaotic evil
                                                                       saving throw is successful or the effect ends for it, the creature
 Armour Class 17 (natural armour)                                      is immune to the dragon's Frightful Presence for the next 24
 Hit Points 220 (21d10+105)                                            hours.
 Speed 40 ft., burrow 30 ft., fly 60 ft., swim 30 ft.                  Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in
   STR          DEX            CON        INT      WIS       CHA       a 60-foot cone. Each creature in that area must make a DC 18
                                                                       Dexterity saving throw, taking 63 (18d6) acid damage on a failed
  22 (+6)      15 (+2)        20 (+5)   14 (+2)   17 (+3)   14 (+2)
                                                                       save, or half as much damage on a successful one.
 Saving Throws Dex +7, Con +9, Wis +8, Cha +7                          Change Shape. The dragon magically polymorphs into a human-
 Skills Deception +7, Perception +8, Persuasion +8, Stealth +7         oid that has a challenge rating no higher than its own, or back
 Damage Resistances cold, fire                                         into its true form. It reverts to its true form if it dies. Any equip-
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception      ment it is wearing or carrying is absorbed or borne by the new
   16                                                                  form (the dragon's choice). In a new form, the dragon retains
 Languages Draconic, Undercommon                                       its alignment, hit points, Hit Dice, ability to speak, proficiencies,
 Challenge 15 (13,000 XP)                                              Legendary Resistance, lair actions, and Intelligence, Wisdom,
                                                                       and Charisma scores, as well as this action. Its statistics and
 Legendary Resistance (3/Day). If the dragon fails a saving throw,     capabilities are otherwise replaced by those of the new form ,
 it can choose to succeed instead.                                     except any class features or legendary actions of that form.
                                                                                                                                            29
                                                                      A creature can repeat the saving throw at the end of each of its
 Ancient Deep Dragon                                                  turns, ending the effect on itself on a success. If a creature's
 Huge dragon, chaotic evil
                                                                      saving throw is successful or the effect ends for it, the creature
 Armour Class 19 (natural armour)                                     is immune to the dragon's Frightful Presence for the next 24
 Hit Points 378 (28d12+196)                                           hours.
 Speed 40 ft., burrow 30 ft., fly 60 ft., swim 40 ft.                 Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in
   STR          DEX           CON        INT       WIS       CHA      a 60-foot cone. Each creature in that area must make a DC 22
                                                                      Dexterity saving throw, taking 90 (20d8) acid damage on a failed
  26 (+8)      17 (+3)       24 (+7)    16 (+3)   19 (+4)   16 (+3)
                                                                      save, or half as much damage on a successful one.
 Saving Throws Dex +10, Con +14, Wis +11, Cha +10                     Change Shape. The dragon magically polymorphs into a human-
 Skills Deception +10, Perception +11, Persuasion +10,                oid that has a challenge rating no higher than its own, or back
   Stealth +10                                                        into its true form. It reverts to its true form if it dies. Any equip-
 Damage Resistances cold, fire                                        ment it is wearing or carrying is absorbed or borne by the new
 Senses blindsight 60 ft., darkvision 240 ft., passive Percep-        form (the dragon's choice). In a new form, the dragon retains
   tion 21                                                            its alignment, hit points, Hit Dice, ability to speak, proficiencies,
 Languages Draconic, Undercommon                                      Legendary Resistance, lair actions, and Intelligence, Wisdom,
 Challenge 22 (41,000 XP)                                             and Charisma scores, as well as this action. Its statistics and
                                                                      capabilities are otherwise replaced by those of the new form ,
 Legendary Resistance (3/Day). If the dragon fails a saving throw,    except any class features or legendary actions of that form.
 it can choose to succeed instead.
                                                                      Legendary Actions
 Actions                                                              The dragon can take 3 legendary actions, choosing from
 Multiattack. The dragon can use its Frightful Presence. It then      the options below. Only one legendary action option can
 makes three attacks: one with its bite and two with its claws.       be used at a time and only at the end of another crea-
 Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.     ture's turn. The dragon regains spent legendary actions
 Hit: 21 (3d8+8) piercing damage plus 7 (2d6) acid damage.            at the start of its turn.
 Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.      Detect. The dragon makes a Wisdom (Perception) check.
 Hit: 17 (2d8+8) slashing damage.                                     Tail Attack. The dragon makes a tail attack.
                                                                      Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
 Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.       creature within 10 feet of the dragon must succeed on a DC
 Hit: 24 (4d8+8) bludgeoning damage.                                    22 Dexterity saving throw or take 18 (3d6+8) bludgeoning
                                                                        damage and be knocked prone. The dragon can then fly up to
 Frightful Presence. Each creature of the dragon's choice that is
                                                                        half its flying speed.
 within 120 feet of the dragon and aware of it must succeed on a
 DC 19 Wisdom saving throw or become frightened for 1 minute.
 Actions                                                              Actions
                                                                      Multiattack. The dragon makes three attacks: one with its bite
 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                                                                      and two with its claws.
 Hit: 9 (2d6+2) piercing damage plus 3 (1d6) acid damage.
                                                                      Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
 Acid Breath (Recharge 5-6). The dragon exhales corrosive gas         Hit: 11 (2d6+4) piercing damage plus 7 (2d6) acid damage.
 in a 15-foot cone. Each creature in that area must make a DC 13
 Dexterity saving throw, taking 16 (4d6) acid damage on a failed      Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
 save, or half as much damage on a successful one.                    Hit: 11 (2d4+4) slashing damage.
30
Fang Dragon                                                             Young Fang Dragon
Fang dragons are cunning and greedy, even when com-                     Large dragon, chaotic neutral
pared to other dragons. While the fang dragon is compa-
                                                                        Armour Class 19 (natural armour)
rably small and lack a breath weapon, it is armoured with
bony plates that cover its entire body and has two nasty                Hit Points 75 (10d10+20)
claws at the ends of sit wings. Fang dragons are clumsy                 Speed 30 ft., fly 30 ft.
fliers and prefer to use their wings for extended jumps in-                STR        DEX         CON          INT        WIS        CHA
stead of flying for a prolonged period of time. Fang dragons              17 (+3)    14 (+2)     14 (+2)      9 (-1)     13 (+1)     9 (-1)
have grey or brown body plates, granting them camouflage
in the mountain areas and barren lands they live in.                    Saving Throws Dex +4, Con +4, Wis +3, Cha +1
   Vicious Hoarders. Fang dragon highly value treasure                  Skills Perception +3, Stealth +4
and do almost everything to increase the size of their                  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
hoard. Those who travel through the territory of a fang                 Languages Common, Draconic
dragon are likely to have to pay a fee or be attacked. Fang             Challenge 3 (700 XP)
dragons always hunt far away from their cave to prevent
                                                                        Mimicry. The dragon can mimic the voices of humans and
other from locating it. The only creature a fang dragon will
                                                                        other creatures with a spoken language. A creature that hears
never attack is another one of its kind. Fang dragons avoid
                                                                        the sounds can tell they are imitations with a successful DC 12
one another and only spent a brief period of time together              Wisdom (Insight) check.
when they mate. Fang dragon do not have the terrifying
breath that other dragons have, but are feared for their                Natural Camouflage. The dragon has advantage on Dexterity
life-draining bite.                                                     (Stealth) checks made to hide in its natural environment.
                                                                        Actions
 Adult Fang Dragon                                                      Multiattack. The dragon makes three attacks: one with its bite
                                                                        and two with its claws.
 Huge dragon, chaotic neutral
 Armour Class 20 (natural armour)                                       Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
 Hit Points 136 (13d12+52)                                              Hit: 12 (2d8+3) piercing damage. The target must succeed on
                                                                        a DC 16 Constitution saving throw or its hit point maximum is
 Speed 40 ft., fly 40 ft.
                                                                        reduced by an amount equal to the damage taken. This reduc-
    STR        DEX        CON          INT       WIS         CHA        tion lasts until the target finishes a long rest. The target dies if
   21 (+5)    16 (+3)    18 (+4)     11 (+0)    15 (+2)     10 (+0)     this effect reduces its hit point maximum to 0.
                                                                        Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
 Saving Throws Dex +7, Con +8, Wis +6, Cha +4
                                                                        Hit: 7 (1d8+3) slashing damage.
 Skills Perception +6, Stealth +7
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception
   16
 Languages Common, Draconic
 Challenge 9 (5,000 XP)
 Actions
 Multiattack. The dragon makes three attacks: one with its bite
 and two with its claws.
 Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
 Hit: 23 (4d8+5) piercing damage. The target must succeed on a
 DC 16 Constitution saving throw or its hit point maximum is re-
 duced by an amount equal to the damage taken. This reduction
 lasts until the target finishes a long rest. The target dies if this
 effect reduces its hit point maximum to 0.
 Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
 Hit: 14 (2d8+5) slashing damage.
 Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
 Hit: 32 (6d8+5) bludgeoning damage.
                                                                                                                                               31
                                                                      Natural Camouflage. The dragon has advantage on Dexterity
 Fang Dragon Wyrmling                                                 (Stealth) checks made to hide in its natural environment.
 Medium dragon, chaotic neutral
 Armour Class 18 (natural armour)                                     Actions
 Hit Points 14 (4d6)                                                  Multiattack. The dragon makes two attacks: one with its bite
 Speed 30 ft., fly 30 ft.                                             and one with its claw.
      STR       DEX       CON          INT        WIS      CHA        Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
     13 (+1)   12 (+1)   10 (+0)      7 (-2)    11 (+0)    8 (-1)     8 (2d6+1) piercing damage. The target must succeed on a DC 11
                                                                      Constitution saving throw or its hit point maximum is reduced
 Saving Throws Dex +3, Con +2, Wis +2, Cha +1                         by an amount equal to the damage taken. This reduction lasts
 Skills Perception +2, Stealth +3                                     until the target finishes a long rest. The target dies if this effect
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12   reduces its hit point maximum to 0.
 Languages Draconic
 Challenge 1 (200 XP)                                                 Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
                                                                      Hit: 4 (1d6+1) slashing damage.
32
Mercury Dragon                                                         Adult Mercury Dragon
The mercury dragon is small compared to other dragons,                 Large dragon, chaotic good
but agile and highly manoeuvrable. Mercury dragons are
                                                                       Armour Class 17 (natural armour)
born with scales of a dull silver that get brighter and bright-
                                                                       Hit Points 180 (19d10+76)
er when the dragon matures. Adult mercury dragons have
                                                                       Speed 40 ft., fly 90 ft.
scales that cast perfect reflections. While generally benev-
olent creatures, mercury dragons are whimsical. They are                  STR        DEX        CON          INT        WIS        CHA
unreliable, change their mind often and never stick with an              21 (+5)    18 (+4)    19 (+4)     14 (+2)     15 (+2)    17 (+3)
idea for long.
   Carefree Loners. Mercury dragons are solitary by                    Saving Throws Dex +8, Con +8, Wis +6, Cha +7
nature. Their erratic behaviour makes it difficult for other           Skills Perception +6
creatures to spend prolonged periods of time with a mer-               Damage Immunities fire, radiant
cury dragon. A mercury dragon's behaviour in combat is                 Conditions Immunities blinded
just as unpredictable: Sometimes it will parley, sometimes             Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
it attacks without warning or provocation. Mercury dragon              Languages Common, Draconic
offspring tends to leave its parents at an early age.                  Challenge 12 (8,400 XP)
 Radiant Breath (Recharge 5-6). The dragon exhales glistering          Legendary Actions
 light in an 30-foot line that is 5 feet wide. Each creature in that
 line must make a DC 16 Dexterity saving throw, taking 22 (5d8)        The dragon can take 3 legendary actions, choosing from
 radiant damage plus 22 (5d8) fire damage on a failed save, or         the options below. Only one legendary action option can
 half as much damage on a successful one.                              be used at a time and only at the end of another crea-
                                                                       ture's turn. The dragon regains spent legendary actions
                                                                       at the start of its turn.
                                                                       Detect. The dragon makes a Wisdom (Perception) check.
                                                                       Tail Attack. The dragon makes a tail attack.
                                                                       Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
                                                                         creature within 10 feet of the dragon must succeed on a DC 18
                                                                         Dexterity saving throw or take 12 (2d6+5) bludgeoning dam-
                                                                         age and be knocked prone. The dragon can then fly up to half
                                                                         its flying speed.
                                                                                                                                             33
 Ancient Mercury Dragon                                                A Mercury Dragon's Lair
 Huge dragon, chaotic good                                             Mercury dragons prefer to live in caves in temperate or
 Armour Class 19 (natural armour)                                      subtropical areas and often make their home in the moun-
 Hit Points 300 (24d12+144)                                            tains or even on a volcano. Mercury dragon spend little
 Speed 40 ft., fly 90 ft.
                                                                       time in their lair and prefer to explore the area around they
                                                                       territory and watch their scales glistering in the sun.
      STR       DEX       CON         INT        WIS        CHA
     25 (+7)   20 (+5)   22 (+6)     16 (+3)    17 (+2)    19 (+4)     Lair Actions
                                                                       • A burst of bright light originates at a point the dragon
 Saving Throws Dex +11, Con +12, Wis +8, Cha +10                         can see within 120 feet of it. Each creature within a
 Skills Perception +8                                                    20-foot radius centred on that point must make a DC 14
 Damage Immunities fire, radiant                                         Dexterity saving throw or take 5 (1d10) radiant damage
 Conditions blindsight 60 ft., darkvision 60 ft., Immunities             and be blinded until the end of its next turn.
   blinded                                                             • Magical light spreads from a point the dragon chooses
 Senses passive Perception 18                                            within 60 feet of it, filling a 15-foot-radius sphere until
 Languages Common, Draconic                                              the dragon dismisses it as an action, uses this lair ac-
 Challenge 19 (22,000 XP)                                                tion again, or dies. The light spreads around corners.
                                                                         Creatures in the are blinded until they end their turn
 Legendary Resistance (3/Day). If the dragon fails a saving throw,
 it can choose to succeed in stead.
                                                                         outside of it. If any of the effect's area overlaps with an
                                                                         area of darkness created by a spell of 2nd level or lower,
 Actions                                                                 the spell that created the darkness is dispelled.
 Multiattack. The dragon can use its Frightful Presence. It then
 makes three attacks: one with its bite and two with its claws.
                                                                       Regional Effects
                                                                       The region containing a legendary mercury dragon's lair is
 Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one              warped by the dragon's magic.
 target.
                                                                       • Reflective surfaces within 30 miles of the dragon' lair
 Hit: 21 (4d6+7) piercing damage plus 7 (2d6) radiant
                                                                         sometimes show the dragon's face to those who look at
 damage.
                                                                         them.
 Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one               • Animals who spend a night within 1 mile of the lair
 target.                                                                 become twitchy and unpredictable.
 Hit: 17 (3d6+7) slashing damage.                                      • Ponds and other bodies of water within 60 miles of the
 Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one                lair are highly reflective, even when the sun is not shin-
 target.                                                                 ing.
 Hit: 21 (4d6+7) bludgeoning damage.                                   If the dragon dies, these effects fade over the course of
 Frightful Presence. Each creature of the dragon's choice that is      1d10 days. The sinkholes all close within this time period.
 within 120 feet of the dragon and aware of it must succeed on a
 DC 13 Wisdom saving throw or become frightened for 1 minute.
 A creature can repeat the saving throw at the end of each of its
                                                                        Mercury Dragon Wyrmling
                                                                        Small dragon, chaotic good
 turns, ending the effect on itself on a success. If a creature's
 saving throw is successful or the effect ends for it, the creature     Armour Class 16 (natural armour)
 is immune to the dragon's Frightful Presence for the next 24           Hit Points 31 (7d6+7)
 hours.                                                                 Speed 30 ft., fly 60 ft.
 Radiant Breath (Recharge 5-6). The dragon exhales glistering              STR        DEX         CON         INT         WIS       CHA
 light in an 60-foot line that is 5 feet wide. Each creature in that      13 (+1)    14 (+2)     13 (+1)    10 (+0)     11 (+0)    13 (+1)
 line must make a DC 18 Dexterity saving throw, taking 40 (9d8)
 radiant damage plus 40 (9d8) fire damage on a failed save, or          Saving Throws Dex +4, Con +3, Wis +2, Cha +3
 half as much damage on a successful one.                               Skills Perception +2
                                                                        Damage Immunities fire, radiant
 Legendary Actions                                                      Conditions Immunities blinded
 The dragon can take 3 legendary actions, choosing from                 Senses blindsight 10 ft., darkvision 30 ft., passive Perception 12
 the options below. Only one legendary action option can                Languages Draconic
 be used at a time and only at the end of another crea-                 Challenge 2 (450 XP)
 ture's turn. The dragon regains spent legendary actions
 at the start of its turn.                                              Actions
 Detect. The dragon makes a Wisdom (Perception) check.                  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
 Tail Attack. The dragon makes a tail attack.                           Hit: 8 (2d6+1) piercing damage plus 3 (1d6) radiant damage.
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
   creature within 10 feet of the dragon must succeed on a DC 21        Radiant Breath (Recharge 5-6). The dragon exhales glistering
   Dexterity saving throw or take 17 (3d6+7) bludgeoning dam-           light in an 20-foot line that is 5 feet wide. Each creature in that
   age and be knocked prone. The dragon can then fly up to half         line must make a DC 13 Dexterity saving throw, taking 9 (2d8)
   its flying speed.                                                    radiant damage plus 9 (2d8) fire damage on a failed save, or
                                                                        half as much damage on a successful one.
34
Yellow Dragon                                                         Lair Actions
                                                                      • Rocks fall from the ceiling from a point the dragon can
Yellow dragons are both rarer and more secretive than                   see within 120 feet of it and come down on a 5-foot-
other dragons. Almost always solitary, they avoid both oth-             radius area. Each creature in the area must make a DC
er of their kind and members of different species. Yellow               14 Dexterity saving throw, taking 14 (4d6) bludgeoning
dragons have a long body, elongated neck and are born                   damage on a failed save, or half as much damage on a
with tan scales. When a yellow dragon gets older, its scales            successful one.
turn more and yellow. They never become reflective and
                                                                      • The dragon beats its wings and swirls up sand in a 30-
don't give away the dragon's position when it is exposed to
                                                                        foot radius around itself. Each creature other than the
the sun.
                                                                        dragon in that area must succeed on a DC 14 Dexterity
  Evil Omnivores. Yellow dragons tolerate unbearable hot
                                                                        saving throw or be blinded until the beginning of the
and freezing cold temperatures, but prefer to live in sand
                                                                        dragons next turn.
deserts. A yellow dragons' territory often overlaps with that
of the more common brass dragon, and the two species                  Regional Effects
often come into conflict. Yellow dragons are selfish and
look down on other creatures, including others of their               The region containing a legendary yellow dragon's lair is
kind. They can live off anything, even sand, but prefer fresh         warped by the dragon's magic.
meat. Unhatched brass dragon eggs are considered a deli-              • The area within 1 mile of the dragon' lair is devoid of
cacy by yellow dragon, and one that most yellow dragons                 animals and other creatures larger than an insect.
never get to taste.                                                   • Within 30 miles of the lair, sinkholes spontaneously
                                                                        appear and disappear just as quickly. Sinkholes can
 Young Yellow Dragon                                                    be spotted with a DC 15 Wisdom (Perception) check.
 Large dragon, chaotic evil                                             Otherwise, the first creature to step on the thin crust
 Armour Class 17 (natural armour)
                                                                        covering the sinkhole must succeed on a DC 13 Dexter-
                                                                        ity saving throw or fall 1d4x10 feet into the sinkhole.
 Hit Points 85 (9d10+36)
 Speed 30 ft., fly 40 ft.                                             • When the noon sun is at its height, mirages of the
                                                                        dragon can be seen within a radius of 30 miles around
    STR          DEX           CON        INT      WIS       CHA        the lair.
   17 (+3)      12 (+1)       18 (+4)   11 (+0)   13 (+1)   10 (+0)
                                                                      If the dragon dies, these effects fade over the course of
 Saving Throws Dex +3, Con +6, Wis +3, Cha +2                         1d10 days. The sinkholes all close within this time period.
 Skills Perception +3
 Damage Immunities fire
 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13    Yellow Dragon Wyrmling
 Languages Draconic                                                    Medium dragon, chaotic evil
 Challenge 4 (1,100 XP)
                                                                       Armour Class 16 (natural armour)
                                                                       Hit Points 15 (3d8+2)
 Actions                                                               Speed 30 ft., fly 30 ft.
 Multiattack. The dragon makes three attacks: one with its bite
                                                                          STR        DEX        CON         INT         WIS       CHA
 and two with its claws.
                                                                         13 (+1)    11 (+0)    14 (+2)     9 (-1)     11 (+0)    10 (+0)
 Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
 Hit: 13 (3d6+3) piercing damage.                                      Saving Throws Dex +2, Con +4, Wis +2, Cha +2
                                                                       Skills Perception +2
 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                       Damage Immunities fire
 Hit: 10 (2d6+3) slashing damage.
                                                                       Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
 Sand Breath (Recharge 5-6). The dragon exhales scaling hot            Languages Draconic
 sand in a 30-foot cone. Each creature in that area must make a        Challenge 1 (200 XP)
 DC 13 Constitution saving throw, taking 17 (5d6) slashing dam-
 age an 17 (5d6) fire damage and be blinded until the beginning        Actions
 of the dragon's next turn on a failed save, or half as much dam-
 age on a successful one.                                              Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
                                                                       Hit: 8 (2d6+1) piercing damage.
                                                                                                                                           35
 Adult Yellow Dragon                                                  Ancient Yellow Dragon
 Huge dragon, chaotic evil                                            Gargantuan dragon, chaotic evil
 Armour Class 18 (natural armour)                                     Armour Class 19 (natural armour)
 Hit Points 162 (13d12+78)                                            Hit Points 259 (14d20+112)
 Speed 40 ft., fly 60 ft.                                             Speed 40 ft., fly 60 ft.
      STR       DEX           CON       INT       WIS       CHA          STR        DEX        CON          INT       WIS         CHA
     21 (+5)   12 (+1)       22 (+6)   13 (+1)   15 (+2)   11 (+0)      25 (+7)    12 (+1)    26 (+8)     15 (+2)    17 (+3)     13 (+1)
 Saving Throws Dex +5, Con +10, Wis +6, Cha +4                        Saving Throws Dex +7, Con +14, Wis +9, Cha +7
 Skills Perception +6                                                 Skills Perception +9
 Damage Immunities fire                                               Damage Immunities fire
 Senses blindsight 60 ft., darkvision 120 ft., passive Perception     Senses blindsight 60 ft., darkvision 120 ft., passive Perception
   16                                                                   19
 Languages Draconic                                                   Languages Draconic
 Challenge 10 (5,900 XP)                                              Challenge 17 (18,000 XP)
 Legendary Resistance (3/Day). If the dragon fails a saving throw,    Legendary Resistance (3/Day). If the dragon fails a saving throw,
 it can choose to succeed instead.                                    it can choose to succeed instead.
 Actions                                                              Actions
 Multiattack. The dragon can use its Frightful Presence. It then      Multiattack. The dragon can use its Frightful Presence. It then
 makes three attacks: one with its bite and two with its claws.       makes three attacks: one with its bite and two with its claws.
 Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.      Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
 Hit: 19 (4d6+5) piercing damage.                                     Hit: 20 (3d8+7) piercing damage.
 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.       Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
 Hit: 12 (2d6+5) slashing damage.                                     Hit: 16 (2d8+7) slashing damage.
 Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.      Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
 Hit: 15 (3d6+5) bludgeoning damage.                                  Hit: 17 (3d6+7) bludgeoning damage.
 Frightful Presence. Each creature of the dragon's choice that is     Frightful Presence. Each creature of the dragon's choice that is
 within 120 feet of the dragon and aware of it must succeed on a      within 120 feet of the dragon and aware of it must succeed on a
 DC 14 Wisdom saving throw or become frightened for 1 minute.         DC 18 Wisdom saving throw or become frightened for 1 minute.
 A creature can repeat the saving throw at the end of each of its     A creature can repeat the saving throw at the end of each of its
 turns, ending the effect on itself on a success. If a creature's     turns, ending the effect on itself on a success. If a creature's
 saving throw is successful or the effect ends for it, the creature   saving throw is successful or the effect ends for it, the creature
 is immune to the dragon's Frightful Presence for the next 24         is immune to the dragon's Frightful Presence for the next 24
 hours.                                                               hours.
 Sand Breath (Recharge 5-6). The dragon exhales scaling hot           Sand Breath (Recharge 5-6). The dragon exhales scaling hot
 sand in a 60-foot cone. Each creature in that area must make a       sand in a 90-foot cone. Each creature in that area must make a
 DC 18 Constitution saving throw, taking 24 (7d6) slashing dam-       DC 20 Constitution saving throw, taking 31 (9d6) slashing dam-
 age an 24 (7d6) fire damage and be blinded until the beginning       age an 31 (9d6) fire damage and be blinded until the beginning
 of the dragon's next turn on a failed save, or half as much dam-     of the dragon's next turn on a failed save, or half as much dam-
 age on a successful one.                                             age on a successful one.
36
Dragonkin                                                              Dragonkin
Dragonkin are dragonlike humanoids. They live in small                 Large humanoid, lawful evil
tribes, but can also be found in the service of human mas-             Armour Class 15 (natural armour)
ters. Dargonkin stand eight or nine feet tall. Their scales            Hit Points (9d10+9)
range from a dark ochre to deep red, and their head is deci-           Speed 30 ft., fly 60 ft.
sively dragonlike, with horn and a long snout. Dragonkin
have long manes, and some have thin beards as well. Their                 STR        DEX         CON        INT        WIS         CHA
wings allows them to fly, something that dragonkin sue to               18 (+4)     12 (+1)     13 (+1)   10 (+0)     14 (+2)     13 (+1)
their advantage whenever possible. A dragonkin's tail is too           Senses passive Perception
short to be used in combat, its claws are not.                         Languages Common, Draconic
  Magic Collectors. Dragonkin have the innate ability to
                                                                       Challenge 3 (700 XP)
detect magic. They are obsessed with magic, even com-
pared to the desire of dragons to hoard gold and other rich-           Flyby. The dragonkin doesn't provoke opportunity attacks when
es. The leader of a dragonkin tribe is defined by physical             it flies out of an enemy's reach.
strength and ownership of the most powerful magic item.
                                                                       Magic Sense. The dragonkin can sense magic items within 60
Dragonkin value all kinds of magic items, including those
                                                                       feet of it.
they cannot use themselves. When a band of dragonkin
encounters a group of travellers with magic items, they are
almost guaranteed to attack them. When they are clearly
                                                                       Actions
outmatched, they will bargain for them. However, dragokin              Multiattack. The dragonkin makes two claw attacks..
are reluctant to use magic items in combat due to the fear             Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
of losing them.                                                        Hit: 17 (3d8+4) slashing damage.
  Cult Guardians. The Cult of the Dragon, an evil organi-
                                                                       Greatspear. Melee Weapon Attack. +7 to hit, reach 10 ft., one
sation venerating dracoliches and other undead dragons,
                                                                       target. Hit: 15 (2d10+4) piercing damage.
has brought a couple of dragonkin tribes under its control.
These tribes are more disciplined and will not abandon a
mission for a magic item. Some dragonkin serve the cult
as guards and enforcers. The exchange, they get combat
                                                                      Dread
training and a steady supply of magic trinkets.                       The dread is a floating, animated pair of skeletal arms.
                                                                      Dread are created by wizards and warlocks, and serve as
 Dread                                                                guardians. They possess no actual intelligence, but can re-
                                                                      ceive instructions during their creation. These instructions
 Small undead, unaligned
                                                                      determine under what circumstances a dread will or won't
 Armour Class 13                                                      attack a creature it senses. Oftentimes dread are instructed
 Hit Points 14 (4d6)                                                  to leave intruders alone if they know a password or wear a
 Speed 20 ft., fly 40 ft. (hover)                                     certain emblem. Dread are usually equipped with weap-
                                                                      ons, and will use their bony fingers as claws should they be
    STR        DEX          CON        INT       WIS         CHA
                                                                      disarmed. In rare cases, dread are employed as sparring
  10 (+0)     16 (+3)      11 (+0)    1 (-5)    13 (+1)      3 (-4)
                                                                      partners for wizards that enjoy fencing.
 Damage Immunities poison
 Conditions Immunities blinded, charmed, deafened, exhaustion,
   frightened, poisoned, prone
                                                                      Dread Warrior
 Senses blindsight 120 ft. (blind beyond this radius), passive        Dread warriors are undead soldiers employed by the Red
   Perception 11                                                      Wizards of Thay. They are raised from fallen warriors and
 Languages —                                                          were originally created by Szass Tam, Zulkir of Necroman-
 Challenge 1/2 (100 XP)                                               cy. Only fresh corpses are used for this process, so they
                                                                      retain a bit of the intelligence they possessed in life. Dread
                                                                      warriors have cold dead eyes, grey dried-out skin and often
 Actions                                                              carry the same equipment the wore then they were killed
 Multiattack. The dread makes two attacks with its scimitar.          on the battlefield. Some Red Wizards use groups of dread
 Scimitar. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.   warriors as fearless elite troops, but most of them are
 Hit: 6 (1d6+3) slashing damage.                                      employed in the defence of Thay.
                                                                        Undead Veterans. Dread warriors are far more deadly
                                                                      than skeletons or zombies. While they are also smarter,
                                                                      they can only comprehend simple commands and will
                                                                      neither understand nor use complex tactics. Occasionally,
                                                                      a dread warrior gets confused or goes berserk. In this case,
                                                                      he turns against his allies, attacks random creatures within
                                                                      reach or simply runs away. Some renegade dread warriors
                                                                      haunt the countryside of Thay, challenging those to a fight
                                                                      who cross their path and terrorising the innocent.
                                                                        Undead Nature. A dread warrior doesn't require air,
                                                                      food, drink, or sleep.
                                                                                                                                            37
                                                                     broad and small even compared to other dwarves, but are
Dread Warrior Template                                               physically powerful. Innugaakalikuri like to sing, tell stories
Any Medium humanoid can become a dread warrior. When                 and engage in friendly brawls. They have a long-standing
a creature becomes a dread warrior, it retains all its statis-       feud with frost giants. Innugaakalikuri are primarily
tics except as noted below.                                          hunters and eat everything from fish to polar bears. Their
  Type. The creature becomes an undead.                              favoured weapon is the eyklak, a bulky bow that fires thick
  Alignment. The dread warrior is neutral evil.                      arrows. Arctic dwarves are curious about exotic weapons
  Intelligence. The creature's Intelligence score is halved.         (which to them includes most metal weapons). Some of
  Damage Immunities. The dread warrior is immune to                  them even collect these.
poison.
  Conditions Immunities. The dread warrior cannot be                 Urdunnir
charmed, exhausted or poisoned.                                      The urdunnir, also known as orecutters, are a long-
  Senses. The dread warrior gains darkvision with a                  forgotten race of dwarves. They look similar to moun-
radius of 60 feet.                                                   tain dwarves, with grey skin and grey hair. According to
  Languages. The dread warrior understands the languag-              legends, they received a special blessing from Dumathoin,
es it knew in life but can no longer speak.                          the Keeper of Secrets Under the Mountain: Urdunnir have
  Nemesis. The dread warrior has disadvantage on attack              the ability to pass through stone and form stone and metal
rolls against the Witches of Rashemen or spirits under               with their bare hands. They use this ability to create spe-
their control.                                                       cial armour from stone. Urdunnir live in clans and are very
  Veteran Fighter. A melee weapon deals one extra die of             reclusive. Their homes are decorated with fantastic works
its damage when the dread warrior hits with it.                      of art, and they allegedly eat gems instead of common food.
  Devoid of Magic. The dread warrior can not cast spells
or use any other magical abilities.                                  Wild Dwarf
                                                                     Wild dwarves, sometimes known as jungle dwarves, live
                                                                     in he jungles of Mhair and Chult. They are dark-skinned,
 Dread Warrior                                                       short and covered in tattoos. Wild dwarves never wear
 Medium undead, neutral evil                                         clothes. Despite their savage appearance, wild dwarves do
 Armour Class 17 (splint armour)                                     not attack outsiders without warning, though they often
 Hit Points 58 (9d8+18)                                              mistrust them. They avoid eating sapient creatures, but
 Speed 30 ft.                                                        hunt all kinds of animals and eat whatever fruit the jungle
                                                                     provides them with. Wild dwarves live in polygamous
      STR       DEX       CON        INT       WIS        CHA        group with ever-changing members. In times of trouble,
     16 (+3)   11 (+0)   15 (+2)    5 (-3)    14 (+2)     6 (-2)     they call over groups using special war drums.
 Damage Immunities poison
 Conditions Immunities charmed, exhaustion, poisoned                  Innugaakalikurit
 Senses darkvision 60 ft., passive Perception 12                      Small humanoid (dwarf ), lawful neutral
 Languages understands the languages it knew in life but can't
   speak                                                              Armour Class 12 (fur tunic)
 Challenge 3 (700 XP)                                                 Hit Points 11 (2d6+4)
                                                                      Speed 25 ft.
 Nemesis. The dread warrior has disadvantage on attack rolls
                                                                         STR        DEX         CON         INT      WIS       CHA
 against the Witches of Rashemen or spirits allied to them.
                                                                        16 (+3)    10 (+0)     14 (+2)    10 (+0)   13 (+1)    9 (-1)
 Veteran Fighter. A melee weapon deals one extra die of its dam-
 age when the dread warrior hits with it (included in the attack).    Damage Resistances cold
                                                                      Senses passive Perception 11
 Actions                                                              Languages Dwarvish
                                                                      Challenge 1/4 (50 XP)
 Multiattack. The dread warrior makes three attacks with its
 longsword.
 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                                      Actions
 target. Hit: 12 (2d8+3) slashing damage.                             Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
                                                                      range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage.
                                                                      Shortbow. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Dwarf                                                                 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
Dwarves are a race of short bearded humanoids that can
be found all over the Realms. Dwarves are traditionalists
and known for their craftsmanship. The most common
dwarves in Faerûn are gold dwarves and shield dwarves.
Innugaakalikurit
The innugaakalikurit, also know as arctic dwarves, are
dwarves native to the Great Glacier region. They have
pale blue to white skin and white hair. Innugaakalikuri are
38
Wild Dwarf                                                             Elephant Bird
Small humanoid (dwarf ), lawful neutral
                                                                       The elephant bird is man-sized large bird of prey with
Armour Class 12                                                        green plumage and a curved yellow beak. Male elephant
Hit Points 18 (4d6+4)                                                  birds often have red stripes reaching down to their tail
Speed 30 ft., climb 20 ft.                                             feathers. These birds have a prominent gullet dangling
                                                                       from their throats. This gullet is used to store and heat up
  STR         DEX         CON        INT         WIS        CHA
                                                                       rocks. In combat, elephant birds use these rocks against
 14 (+2)     15 (+2)     12 (+1)    13 (+1)     14 (+2)     8 (-1)     their prey. Elephant birds live in flocks in the jungle and
Damage Resistances poison                                              the savannah. They never leave a flock unless accompanied
Senses passive Perception 12                                           by a couple of other birds. It is said that a hungry flock of
Languages Dwarvish                                                     birds is powerful enough to kill a grown elephant.
Challenge 1/2 (100 XP)
                                                                        Elephant Bird
Actions                                                                 Medium beast, unaligned
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or         Armour Class 13
range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage.            Hit Points 45 (6d10+12)
Blowpipe. Ranged Weapon Attack: +4 to hit, reach 5 ft. or range         Speed 10 ft., fly 60 ft.
80/320 ft., one target. Hit: 1 piercing damage, and the target              STR       DEX          CON       INT        WIS        CHA
must succeed on a DC 13 Constitution saving throw or be poi-              16 (+3)    16 (+3)      14 (+2)   2 (-4)     14 (+2)     7 (-2)
soned for 1 minute. The target is unconscious while poisoned
in this way, and can repeat the saving throw at the end of each         Skills Perception +4
of its turns. If a creature's saving throw is successful, the effect    Senses passive Perception 14
ends on it. Wild dwarves are not affected by the poison.                Languages —
                                                                        Challenge 1 (200 XP)
Urdunnir                                                                Actions
Medium humanoid (dwarf ), neutral
                                                                        Multiattack. The elephant bird makes two attacks with its beak.
Armour Class 18 (stone armour)
                                                                        Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 34 (4d8+16)                                                  Hit: 8 (1d10+3) piercing damage.
Speed 25 ft.
                                                                        Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
  STR         DEX         CON         INT        WIS         CHA        target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) fire
 14 (+2)     15 (+2)     18 (+4)     12 (+1)    15 (+2)      8 (-1)     damage.
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 12
Languages Dwarvish
Challenge 1 (200 XP)
Actions
Multiattack. The dwarf makes two attacks with its warhammer.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) bludgeoning damage.
Shaper. The dwarf can shape a stone, gem, or metal object of
Medium size or smaller no more than 5 feet in any dimension
into any shape that suits its purpose. If the object is worn or
carried by a creature, the creature can avoid the object being
shaped with a DC 10 Dexterity saving throw.
                                                                                                                                            39
Elf                                                                      Avariel
The elves are a race of humanoids mostly found in forests                The avariel resemble high elves, except for one stunning
and the wilderness. They are known for their grace and                   characteristic: A pair of large feathered wings. These
their magical nature, and are divided into many subraces.                winged elves are among the oldest elven races. Some even
                                                                         say that all other elves descent from the avariel, but lost
Rockseer                                                                 their wings millennia ago. They are very reclusive and
The androgynous rockseer elves are the rarest of elvenkind               dwell in isolated forest or mountains. When members
in all of Faerûn. They are very tall for elves, with pale skin,          of a hostile race discover an avariel settlement, they are
long silver hair and ice-blue eyes. The rockseer live deep               hunted relentlessly. If possible, winged elves avoid to reveal
in the Underdark and shun all other races. Rockseer live                 the location of their homes even to peaceful and friendly
more than a millennium, but are few in number and gener-                 creatures.
ally avoid conflict. Oftentimes, they simply make their es-                Fragile Flyers. Avariel have light bones and are more
cape or use their innate ability to hide in stone. However, if           fragile than any other elven race. Their wings are highly
one of their own is threatened, rockseer fight to the death.             susceptible to fire, which is why winged elves generally
Unlike many other kinds of elves, they rarely use bows.                  mistrust those who use fire magic. Using fire against one
  Lost Ones. Rockseer elves have been separated from                     another is considered an unspeakable sin among the ava-
other elves since mythic times. According to their own                   riel. Winged elves enjoy long flights on sunny days. Some
lore, their ancestors fled when Corellon Larethian, Crea-                of them are quite arrogant and see themselves as superior
tor of the Elves, was battling Lolth, and took refuge deep               to groundlings. Occasionally, an avariel makes contact with
underground. Rockseer know the drow and avoid them                       humans or other earthbound races and pretends to be a
whenever possible, but are unaware of the surface elves.                 divine messenger or another higher being.
Some rockseer are wizards or sorcerers, but no clerics can
be found among them. The rockseer believe themselves to
be shunned by higher powers and worship has become an                     Avariel
alien concept to them.                                                    Medium humanoid (elf ), neutral good
                                                                          Armour Class 13
 Rockseer                                                                 Hit Points 13 (3d8)
 Medium humanoid (elf ), neutral                                          Speed 25 ft., fly 40 ft.
 Armour Class 16 (leather armour)
                                                                             STR         DEX          CON        INT      WIS       CHA
 Hit Points 18 (4d8)
                                                                             9 (-1)     16 (+3)      10 (+0)   15 (+2)   14 (+2)   11 (+0)
 Speed 30 ft.
                                                                          Skills Perception +4
       STR      DEX        CON          INT        WIS         CHA
                                                                          Senses darkvision 60 ft., passive Perception 14
     11 (+0)   18 (+4)    10 (+0)     15 (+2)     16 (+3)      8 (-1)
                                                                          Languages Elvish
 Skills Perception +5, Stealth +6                                         Challenge 1/4 (50 XP)
 Conditions Immunities petrified
                                                                          Claustrophobia. While indoors or underground, the elf has
 Senses darkvision 120 ft., passive Perception 15
                                                                          disadvantage on attack rolls and saving throws.
 Languages Rockseer Elvish
 Challenge 200 (1 XP)                                                     Fey Ancestry. The elf has advantage on saving throws against
                                                                          being charmed, and magic can't put the elf to sleep.
 Fey Ancestry. The elf has advantage on saving throws against
                                                                          Flyby. The elf doesn't provoke opportunity attacks when it flies
 being charmed, and magic can't put the elf to sleep.
                                                                          out of an enemy's reach.
 Actions                                                                  Actions
 Multiattack. The elf makes two attacks: one with its longsword
                                                                          Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
 and one with its spear.
                                                                          target.
 Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one              Hit: 4 (1d8) slashing damage.
 target.
                                                                          Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
 Hit: 8 (1d8+4) slashing damage.
                                                                          one target. Hit: 3 (1d6) piercing damage.
 Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
 range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage.
 Stone Step. Using its movement, the elf steps into a stone
 object or surface large enough to fully contain its body and
 its equipment. It can step in no deeper than necessary to fully
 merge with the stone. Once inside, the elf can't be detected by
 nonmagical senses. It can cast spells, but can otherwise only
 move to leave the stone. Minor damage to the stone does not
 harm the elf, but its partial destruction forces it to leave the
 stone and deals 7 (2d6) points of bludgeoning damage to the
 elf. The stone's full destruction kills the elf. If expelled, the elf
 falls prone in the nearest unoccupied space next to the stone.
40
Aquatic Elf                                                          Fachan
Aquatic elves or sea elves are an ocean-dwelling offshoot
of the elven race. Aquatic elves have pale skin and blue to          Superficially similar to ogres and orcs, the fachan is one
green hair. Their gills allows them to breathe water, and            of the stranger creatures found in Faerûn. It possess only
aquatic elves can survive on land for about an while. They           one eyes, leg, and arm. The fachan's skin varies from a
avoid land dwellers and most other aquatic races. Sa-                mottled green to dark grey, but its hair is always long and
huagin and sea elves are bitter enemies and have been at             black. Despite its lack of a second leg or arm, the fachan
a constant state of war for centuries. Sometimes a sea elf           is by no means clumsy. It hops surprisingly fast and wields
community is infiltrated by a malenti, a sahuagin born with          one-handed weapons with ease. Some orc tribes believe
the looks of an elf. This also hints at a blood bond between         that fachans are blessed by Gruumsh and refer to these
the these two races.                                                 creatures as "gruumshkin".
                                                                       Cruel Predators. Fachans enjoy the taste of humans,
                                                                     elves and other sapient creatures. They are cruel beings
 Aquatic Elf                                                         that like to play with their rpey instead of killing it fast
 Medium humanoid (elf ), chaotic good
                                                                     and in a clean way. Even other evil races avoid fachans,
 Armour Class 12                                                     as they have a reputation of being unpredictable. Fachans
 Hit Points 9 (2d8)                                                  are excellent swimmer and live in half-submerges lodges.
 Speed 20 ft., swim 40 ft.                                           Most fachans live in the Spider Swamps of Calimshan, but
                                                                     fachans can be found as far north as the Osraun Mountains
   STR         DEX        CON        INT        WIS        CHA
                                                                     of Turmish.
  10 (+0)     15 (+2)    10 (+0)    16 (+3)    13 (+1)    11 (+0)
 Skills Perception +3, Stealth +4                                     Fafach
 Senses darkvision 120 ft., passive Perception 13                     Small monstrosity, neutral evil
 Languages Elvish, Sahuagin                                           Armour Class 12
 Challenge 1/4 (50 XP)                                                Hit Points 45 (10d8)
                                                                      Speed 30 ft., swim 30 ft.
 Aquatic. The elf can survive for 1 hour while on land.
 Fey Ancestry. The elf has advantage on saving throws against            STR         DEX         CON       INT       WIS        CHA
 being charmed, and magic can't put the elf to sleep.                   14 (+2)     14 (+2)     11 (+0)   7 (-2)    13 (+1)     8 (-1)
                                                                      Skills Perception +3
 Actions                                                              Senses passive Perception 13
 Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or    Languages Giant, Orc
 range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or      Challenge 3 (700 XP)
 6 (1d8+2) piercing damage if used with two hands to make a
 melee attack.                                                        Ambusher. The fachan has advantage on attack rolls against any
                                                                      creature it has surprised.
 Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large
 or smaller creature. Hit: The target is restrained. A creature       Keen Hearing. The fachan has advantage on Wisdom (Percep-
 can use its action to make a DC 10 Strength check to free itself     tion) checks that rely on hearing.
 or another creature in a net, ending the effect on a success.
 Dealing 5 slashing damage to the net (AC 10) frees the target        Actions
 without harming it and destroys the net.
                                                                      Multiattack. The fachan makes two attacks: one with its club
                                                                      and one with its bite.
                                                                      Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
                                                                      Hit: 4 (1d6+2) piercing damage.
                                                                      Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                                                                      Hit: 9 (2d6+2) piercing damage. If the target is a creature other
                                                                      than an undead, it must succeed on a DC 13 Constitution saving
                                                                      throw or be paralysed 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.
                                                                                                                                         41
Firenewt
 Firenewt                                            Actions
 Medium humanoid, neutral evil                       Multiattack. The firenewt makes two attacks: one with its fire
 Armour Class 15 (chain shirt)                       breath, and one with its longsword or its pike.
 Hit Points 13 (3d8)                                 Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
 Speed 40 ft.                                        target. Hit: 5 (1d8+1) slashing damage.
                                                     Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.
                                                     Hit: 7 (1d10+1) piercing damage.
                                                     Fire Breath (Recharge 5-6). Melee Weapon Attack: +3 to hit, reach
 Damage Resistances fire
                                                     5 ft., one target. Hit: 9 (2d8) fire damage.
 Senses passive Perception 10
 Languages Draconic
 Challenge 1/2 (100 XP)
42
Firestar                                                              Foulwing
Firestars, also known as moondancers, are spherical                   The foulwing is malicious predator sometimes found in
glowing beings that roam hill and forests. They are often             the service of evil humans. Native to the Realms now,
confused with will-o'-wisps, with whom they share a similar           foulwings are assumed to have come from a different plane
appearance. However, the firestar has none of the will-               of existence. They have dark, toadlike bodies, a pair of
o'-wisp's malignancy. When left alone, it does not bother             leathery wings, and four legs that end in rubbery fingers
travellers or other creatures. Firestars communicate by               suitable to cling to surfaces. A foulwing's eyes are red an
changing their illumination levels. They can't speak, but             faceted, its vaguely equine head possesses no less than
can be taught to understand vocal languages. During the               three jaws. Since their arrival, some foulwings have mated
night, they can be seen dancing in the air, forming mysteri-          with wyverns, creating abominations known as foulverns.
ous patterns. During the day, firestars rest, absorbing the             Misshapen Mounts. Though rather clumsy flyers,
rays of the sun. While they rest, firestars can be mistaken           foulwings are sometimes tamed by evil humans and serve
for exotic stone or ornamented eggs. Resting firestars are            them as mounts. Wild foulwings are either solitray hunters
sometimes collected by travellers. At nightfall, the firestar         or live on flocks. Flocks of foulwings are dominated by its
awakes and reveal its true self.                                      strongest member and hunt together to bring down large
  Fire Eaters. Firestars feed on heat and electricity. While          prey. Foulwing meat is heavy, oily and foul in taste; many
they do not harm other beings intentionally unless they               powerful predators simply avoid foulwings because of that.
have to defend themselves, firestars sometimes consume
a torch or a campfire, leaving its owner in darkness. Most
magic has no effect on a firestar. Fire and lightning magic            Foulwing
is even absorbed by a firestar, and only cold-based spell can          Large aberration, chaotic evil
damage them.
                                                                       Armour Class 16
                                                                       Hit Points 105 (14d10+28)
                                                                       Speed 20 ft., fly 30 ft.
 Firestar
 Tiny aberration, neutral                                                 STR         DEX         CON       INT        WIS       CHA
 Armour Class 15                                                         16 (+3)     10 (+0)     14 (+2)   5 (-2)    11 (+0)     6 (-2)
 Hit Points 20 (8d4)                                                   Senses darkvision 90 ft., passive Perception 10
 Speed 0 ft., fly 50 ft. (hover)                                       Languages —
     STR        DEX          CON        INT      WIS       CHA         Challenge 5 (1,800 XP)
    1 (-5)     21 (+5)      10 (+0)   14 (+2)   15 (+2)   10 (+0)
                                                                       Actions
 Damage Immunities fire, lightning, poison
 Conditions Immunities blinded, grappled, paralysed, poisoned,         Multiattack. The foulwing makes two claw attacks.
   prone, restrained, unconscious                                      Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
 Senses darkvision 120 ft., passive Perception 12                      Hit: 19 (3d10+3) piercing damage.
 Languages Firestar
 Challenge 1 (200 XP)                                                  Caustic Breath (Recharge 5-6). The foulwing exhales ammonia
                                                                       in a 20-foot cone. Each creature in that area must make a DC 15
 Energy Absorption. Whenever the firestar is subjected to fire         Constitution saving throw or be poison for 1 minute. A creature
 or lightning damage, it takes no damage and instead regains a         can repeat the saving throw at the end of each of its turns, end-
 number of hit points equal to the fire or lightning damage dealt.     ing the effect on itself on a success.
 Ephemeral. The firestar can't wear or carry anything.
 Magic Protection. The firestar is not affected by magic with the
 exception of spell used for communication, detection, magic
 missile and spells that deal cold damage.
 Variable Illumination. The firestar can control its illumination
 level. When the firestar reduces its brightness to total darkness,
 it is not visible in dim or darker lighting conditions.
 Actions
 Shock. Ranged Weapon Attack: +7 to hit, range 30 ft., one target.
 Hit: 10 (3d6) lightning damage.
                                                                                                                                          43
Frost                                                                    Gambado
Frosts, sometimes called snow fairies, snow sprites, or                  The gambado is a strange creature. It has a muscular
winterfolk, are tiny fey creatures native to the boreal forest           human torso that ends in a single leg with three curved
of the north. They are thin and elfin, with wings like those             claws. The gambado's legs can be compressed, allowing
of a bee, blue skin, and silver hair. Like many fey, frost like          it to hop like a spring. What seems to be the gambado's
to play pranks to other creatures, but keep those to a mini-             skull-like head is in fact the head of another creature worn
mum. Their pranks usually involve shaking snow down on                   as a helmet. Gambado that live on the surface often wear
someone or hiding an icicle in their sleeping bag.                       horned skulls and skulls of exotic and rare animals. Those
  Nomads of the North. Frosts tend fight only to defend                  that live underground prefer human skulls. Some gamabdo
themselves or to assist others, though larger groups of                  are solitray, others live in families and hunt together.
frosts sometimes engage evil creatures that enter their                     Obsessed Collectors. The gambado hides in a well-dis-
realm. Frosts carry tiny daggers made of ice, but prefer to              guised pit in the ground. When a creature passes by, it
use ranged weapons and stay of their opponent's reach if                 jumps out of the pit and takes its prey by surprise. Gamba-
possible. They live in family groups and, nomadic in na-                 do sometimes kill sapient creatures, but do not hunt them
ture, constantly travel around and rarely stay in one place              specifically. They have no interest in treasure with the
for more than a year. Frosts love gem and crystals, and                  exception of coins, gems and small pieces jewellery. These
sometimes go on expeditions to search for such treasures.                will be hidden and meticulously sorted by size, colour, and
                                                                         type. Every now and then, the gambado uncovers its hoard
                                                                         to admire it.
 Frost
 Tiny fey, neutral good
 Armour Class 14
                                                                          Gambado
                                                                          Medium monstrosity, chaotic neutral
 Hit Points 2 (1d4)
 Speed 10 ft., fly 30 ft.                                                 Armour Class 13 (natural armour)
                                                                          Hit Points 33 (3d8+6)
      STR       DEX          CON        INT       WIS         CHA
                                                                          Speed 30 ft.
     2 (-4)    18 (+4)      10 (+0)   15 (+2)    14 (+2)     15 (+2)
                                                                            STR         DEX        CON           INT      WIS       CHA
 Skills Perception +4, Stealth +6
                                                                           14 (+2)     12 (+1)    14 (+2)       6 (-2)   13 (+1)    8 (-1)
 Damage Immunities cold
 Senses passive Perception 12                                             Skills Stealth +3
 Languages Auran, Elvish                                                  Senses passive Perception
 Challenge 1/4 (50 XP)                                                    Languages Common
                                                                          Challenge 1 (200 XP)
 Magic Resistance. The frost has advantage on saving throws
 against spells and other magical effects.                                Surprise Attack. If the gambado surprises a creature and hits it
                                                                          with an attack during the first round of combat, the target takes
 Actions                                                                  an extra 4 (1d8) damage from the attack.
 Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
 Hit: 2 (1d2) slashing damage.                                            Actions
                                                                          Multiattack. The gambado makes two claw attacks.
 Shortbow. Ranged Weapon Attack. +6 to hit, range 40/160 ft., one
 target. Hit: 1 piercing damage                                           Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                                                                          Hit: 9 (2d8) slashing damage.
 Cold Ray (Recharge 5-6). A ray of cold springs from the frost's
 hands in form of a 30-foot line that is 5 feet wide. Each creature
 in that line must make a DC 12 Dexterity saving throw, taking 7
 (2d6) cold damage on a failed save, or no damage on a success-
 ful one.
 Invisibility. The frost magically turns invisible until it attacks or
 casts a spell, or until its concentration ends (as if concentrating
 on a spell). Any equipment the frost wears or carries is invisible
 with it.
44
                                                                         have infiltrated Waterdeep itself. Few are even aware that
Ghaunadan                                                                ghaunadan exist, and some think of them merely as intelli-
                                                                         gent oozes.
 Ghaunadan
 Medium ooze (shapechanger), chaotic evil                                Giant
 Armour Class 15 (natural armour)
                                                                         Giants are humanoid creatures of great strength and size.
 Hit Points 71 (13d8+13)                                                 They are a diverse group of creatures and inhabit a wide
 Speed 30 ft.                                                            range of climates. Some of them, the true giants, trace
   STR         DEX         CON         INT         WIS       CHA         their ancestry all the way back to the giant gods Annam
  14 (+2)     15 (+2)     13 (+1)    14 (+2)     10 (+0)    16 (+3)      All-Father and Othea.
                                                                                                                                          45
Mountain Giant                                                           Phaerlin Giant
Mountain giants are not unlike hill giants, but stand far                Centuries ago, the phaerimms enslaved a group of stone
taller and live in mountainous regions. They have light                  giants and twisted them with powerful magic. The result
brown to red skin and black hair. Both genders wear hides                were feral hunched creatures that now roam the Un-
and furs. Mountain giants can oftentimes be detected from                derdark. Phaerlin giants have the grey skin of the stone
afar by their stale reek. They are cruel creatures and like to           giants they once were, yellow eyes, long teeth and bestial
hunt other sapient creatures for sport.                                  features. They use their hands when they walk and are
   Scattered Hunters. Mountain giants live in family units.              rather clumsy. Phaerlin giants can use weapons but prefer
The females and young often remain the caves they live in                to attack with their fists and teeth instead. Their skin is in-
and are rarely seen. Several mountain giant families for a               credibly though, and their backs are covered with crimson
loose tribe. The spiritual leader of a mountain giant tribe              plates similar to those of some beholders.
is rumoured to be a shaman. These shamans apparently                       Tragic Savages. Nothing of giant culture is left in the
live in solitude and are guarded by hill giants, ogres, and              phaerlin giants. Those still under the control of the phaer-
similar creatures. When the need arises, they give counsel               imms follow their order without questions. Independent
to the heads of the families of their tribe or coordinate the            phaerlin giants as less reckless and show a sense of
different families. Mountain giants are primarily hunters                self-preservation. Phaerlin are named for the part of the
and eat all kinds of other creatures.                                    Underdark under the desert of Anauroch they originate
   Evil Summoners. In combat, mountain giant use                         from. Other giants view these degenerate creatures with
greatclubs and throw boulders. If possible, they take the                pity. Stone giants are likely to kill phaerlin giants on sight
high ground and bombard their opponents with rocks;                      to end their miserable existence.
otherwise, they go straight into close combat, reassured
by their physical power. Despite their low intelligence and               Phaerlin Giant
lack of sophistication, mountain giants possess a unique                  Huge giant, neutral evil
ability: They can call other evil giant to their aid. This call           Armour Class 17 (natural armour)
is usually only heard by weaker giants such as ogres, trolls              Hit Points 8d12+40 (92)
and hill giants. Mountain giants have a limited amount of                 Speed 40 ft.
control of these summoned giants. The origin of this ability
is unknown and can neither be explained by scholars nor                       STR        DEX          CON       INT       WIS        CHA
by the mountain giants themselves.                                          19 (+4)     10 (-1)      20 (+5)   8 (-1)     8 (-1)     9 (-1)
 Multiattack. The giant makes two greatclub attacks.                      Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
                                                                          Hit: 13 (2d8+4) bludgeoning damage.
 Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one
 target. Hit: 25 (4d8+7) bludgeoning damage.                              Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
                                                                          Hit: 17 (3d8+4) bludgeoning damage.
 Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
 target. Hit: 29 (4d10+7) bludgeoning damage.
46
Gibberling                                                                 Goblin, Dekanter
At first glance, a horde of gibberlings - for they always                  Dekanter goblins are a race created from common goblins
come in hordes - appears to be nothing but a screaming                     but bear little resemblance to their smaller and cowardly
mass of fur and flesh. Closer observation shows that the                   cousins. Dekanter goblins have brown to orange skin,
horde consists of short, hunchbacked individuals with dark                 black hair, and a horn not unlike that of a rhino. They are
leonine manes, white eyes, overly long arms, and hideous                   as tall as human, broad-shouldered and rather muscular. A
faces. Originally from the depths of the Underdark, large                  Dekanter goblin's hands end in sharp claws. They can ma-
swarms of gibberlings sometimes makes their way to the                     nipulate tools and weapons, but generally prefer to attack
surface.                                                                   with their horn and claws. Dekanter goblins fight viciously,
  Ravenous Horde. Gibberlings always appear in huge                        be because their master commanded them to do so, their
numbers and devour every creature they come across, the                    lair is under attack or they simply wish to kill whomever
fallen among their own numbers included. Structures are                    they came across.
destroyed, and there are reports of entire villages that have                Minions of the Beast Lord. The only place where
been razed by gibberlings. Gibberlings only ever stop to kill              Dekanter goblins have been sighted are mines of Dekanter
something or if they face a powerful opponent. The only                    in the Greypeak Mountains west of Anauroch. These mines
thing they seem to avoid consciously is fire.                              were a major source of iron of there Netherese Empire
  Mysterious Swordsmen. Despite their apparent lack                        and were later turned into a magical laboratory. Now the
of a society or a culture, gibberlings often carry swords.                 mines have been overrun by goblins and gargoyles, but one
Nobody know where they get these swords, or who trained                    powerful mage remains: The Beast Lord. The Beast Lord
them in their use. Any attempts to follow the track a                      is allegedly an alhoon, a mind flayer that has been trans-
gibberling horde back into the Underdark failed to reveal                  formed into a lich, and breeds the Dekanter goblins for his
any kind of lair. Likewise, communicating with gibberlings                 dark schemes.
seems to be impossible. Gibberlings are clearly able to
speak to one another, but none of them seems to speak                       Dekanter Goblin
any language but their own incomprehensible tongue. Like                    Medium humanoid (goblinoid), lawful evil
so much about the gibberlings, this language remains a
mystery to others.                                                          Armour Class 15 (natural armour)
                                                                            Hit Points 19 (3d8+6)
                                                                            Speed 30 ft.
 Gibberling
 Small humanoid, chaotic evil                                                 STR         DEX        CON         INT        WIS        CHA
 Armour Class 12                                                             16 (+3)     12 (+1)    14 (+2)    10 (+0)     12 (+1)     9 (-1)
 Hit Points 9 (2d6+2)                                                       Skills Perception +3
 Speed 30 ft.                                                               Damage Resistances cold
    STR         DEX        CON          INT        WIS         CHA          Senses darkvision 120 ft., passive Perception 13
  10 (+0)      15 (+2)    12 (+1)      6 (-2)      8 (-1)      7 (-2)       Languages Goblin, Undercommon
                                                                            Challenge 1/2 (200 XP)
 Conditions Immunities charmed
 Senses darkvision 60 ft., passive Perception 9                             Charge. If the goblin moves at least 20 feet straight toward
 Languages Gibberling                                                       a target and then hits it with a horn attack on the same turn,
 Challenge 1/4 (50 XP)                                                      the target takes an extra 3 (1d6) piercing damage. If the target
                                                                            is a Medium or smaller creature, it must succeed on a DC 13
 Bunching. Gibberlings crawl over one another with ease. Up to              Strength saving throw or be knocked prone.
 three gibberlings can occupy the same space.                               Regeneration. The goblin regains 3 hit points at the start of its
 Gibbering. Any creature except for gibberlings that starts its turn        turn.
 within 30 feet of a group of ten or more gibberlings must make
 a DC 10 Wisdom saving throw, unless all gibberlings incapaci-              Actions
 tated. On a failed save, the creature has disadvantage on attack           Multiattack. The goblin makes two attacks: one with its horn
 rolls until the start of its next turn. If a creature's saving throw is    and one with its claws.
 successful, the creature is immune to the gibbering for the next
 24 hours.                                                                  Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                            Hit: 6 (1d6+3) piercing damage.
 Sunlight Sensitivity. The gibberling has disadvantage on Wis-
 dom (Perception) checks while exposed to bright light.                     Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                            Hit: 7 (1d8+3) slashing damage.
 Actions
 Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
 Hit: 3 (1d6) piercing damage.
 Longsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
 Hit: 6 (1d8+2) slashing damage.
                                                                                                                                                47
Golem                                                                Emerald Golem
Golems are magically created constructs. They are de-                Large construct, unaligned
signed for specific purposes and never tire. Many golems             Armour Class 17 (natural armour)
are powerful combat machines, but some are built for                 Hit Points 133 (14d10+56)
other tasks.                                                         Speed 20 ft.
                                                                       STR         DEX         CON        INT        WIS       CHA
Gemstone Golem                                                        22 (+6)     10 (+0)     18 (+4)    3 (-4)    10 (+0)     1 (-5)
Gemstone golems were originally created by the god-kings
of Mulhorand, one of the Old Empires. Centuries later, the           Damage Resistances lightning
secret to their construction was re-discovered by Aznar              Damage Immunities acid, fire, poison, psychic; bludgeoning,
Thrul, Red Wizard and Zulkir of Evocation. Gemstone                    piercing, and slashing from nonmagical weapons that aren't
                                                                       adamantine
golems have since become more widespread again. Thrul
intended to use them against the Witches of Rashemen,                Conditions Immunities charmed, exhaustion, frightened, para-
                                                                       lysed, petrified, poisoned
but these golems are used by and against other Red Wiz-
ards just as much.                                                   Senses passive Perception 10
  The most simple gemstone golem is the ruby golem,                  Languages understands the languages of its creator but can't
                                                                       speak
which appears as a crystalline humanoid statue. A more
advanced gemstone golem, the emerald golem, is often re-             Challenge 8 (3,900 XP)
sembles a human male with perfect physique. Lastly, there            Immutable Form. The golem is immune to any spell or effect
is the diamond golem. It is usually designed as a warrior            that would alter its form.
with shield and sword, even though these are merely for
decoration. It is assumed that gemstone golems can be                Magic Resistance. The golem has advantage on saving throws
made from other precious stones too, but none of these               against spells and other magical effects.
gemstone golems been sighted in recent times.                        Magic Weapons. The golem's weapon attacks are magical.
                                                                     Nemesis. If the golem fails a saving throw against an attack or
                                                                     spell from a Witch of Rashemen or a spirit allied to them, it can
 Ruby Golem                                                          choose to re-roll it once.
 Large construct, unaligned
 Armour Class 16 (natural armour)                                    Actions
 Hit Points 102 (12d10+36)                                           Multiattack. The golem makes two slam attacks.
 Speed 20 ft.                                                        Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
      STR       DEX        CON        INT        WIS       CHA       Hit: 28 (4d10+6) bludgeoning damage.
     20 (+5)   10 (+0)    16 (+3)    3 (-4)    10 (+0)     1 (-5)
                                                                     Lightning Blot (Recharge 5-6). A lightning bolt blasts out from
 Damage Immunities fire, lightning, poison, psychic; bludgeon-       the golem's hands. It forms a line 100 feet long and 5 feet wide.
   ing, piercing, and slashing from nonmagical weapons that          Each creature in the line must make a DC 14 Dexterity saving
   aren't adamantine                                                 throw, taking 21 (6d6) lightning damage on a failed save, or
 Conditions Immunities charmed, exhaustion, frightened, para-        half as much damage on a successful one. The lightning ignites
   lysed, petrified, poisoned                                        flammable objects in the area that aren’t being worn or carried.
 Senses passive Perception 10                                        Poison Cloud (Recharge 6). The golem creates a 20-foot-radius
 Languages understands the languages of its creator but can't        sphere of poisonous gas around itself. Each creature in the area
   speak                                                             must make a DC 14 Constitution saving throw, taking 28 (8d6)
 Challenge 6 (2,300 XP)                                              poison damage on a failed save, or half as much damage on a
                                                                     successful one.
 Immutable Form. The golem is immune to any spell or effect
 that would alter its form.
 Magic Resistance. The golem has advantage on saving throws
 against spells and other magical effects.
 Magic Weapons. The golem's weapon attacks are magical.
 Nemesis. If the golem fails a saving throw against an attack or
 spell from a Witch of Rashemen or a spirit allied to them, it can
 choose to re-roll it once.
 Actions
 Multiattack. The golem makes two slam attacks.
 Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
 Hit: 27 (4d10+5) bludgeoning damage.
48
 Diamond Golem                                                         Lightning Golem
 Large construct, unaligned                                            Medium construct, unaligned
 Armour Class 18 (natural armour)                                      Armour Class 16 (natural armour)
 Hit Points 168 (16d10+90)                                             Hit Points 112 (15d8+45)
 Speed 20 ft.                                                          Speed 40 ft.
   STR         DEX         CON        INT        WIS       CHA           STR         DEX        CON         INT        WIS        CHA
  24 (+7)     10 (+0)     20 (+5)    3 (-4)    11 (+0)     1 (-5)       16 (+3)     14 (+2)    16 (+3)     5 (-3)    10 (+0)      1 (-5)
 Damage Immunities acid, fire, lightning, poison, psychic; bludg-      Damage Immunities lightning, poison, psychic; bludgeoning,
   eoning, piercing, and slashing from nonmagical weapons that           piercing, and slashing from nonmagical weapons that aren't
   aren't adamantine                                                     adamantine
 Conditions Immunities charmed, exhaustion, frightened, para-          Conditions Immunities charmed, exhaustion, frightened, para-
   lysed, petrified, poisoned                                            lysed, petrified, poisoned
 Senses passive Perception 10                                          Senses passive Perception 10
 Languages understands the languages of its creator but can't          Languages understands the languages of its creator but can't
   speak                                                                 speak
 Challenge 12 (8,400 XP)                                               Challenge 7 (2,900 XP)
 Immutable Form. The golem is immune to any spell or effect            Immutable Form. The golem is immune to any spell or effect
 that would alter its form.                                            that would alter its form.
 Magic Resistance. The golem has advantage on saving throws            Magic Resistance. The golem has advantage on saving throws
 against spells and other magical effects.                             against spells and other magical effects.
 Magic Weapons. The golem's weapon attacks are magical.                Magic Weapons. The golem's weapon attacks are magical.
 Nemesis. If the golem fails a saving throw against an attack or
 spell from a Witch of Rashemen or a spirit allied to them, it can     Actions
 choose to re-roll it once.                                            Multiattack. The golem makes two slam attacks.
                                                                       Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
 Actions                                                               Hit: 12 (1d8+3) bludgeoning damage plus 9 (2d8) lightning
 Multiattack. The golem makes two slam attacks.                        damage.
 Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.        Lightning Arc (Recharge 5-6). The golem targets a creature it
 Hit: 40 (6d10+7) bludgeoning damage.                                  can see within a range of 30 feet, which is it by a lightning bolt.
                                                                       Three bolts then leap from that target to as many as three other
 Blinding Light (Recharge 5-6). A beam of bright light emerges
                                                                       targets, each of which must be within 30 feet of the first target.
 from the golem's hands. It forms a line 60 feet long and 5 feet
                                                                       A target must make a DC 14 Dexterity saving throw, taking 18
 wide. Each creature in the line must make a DC 16 Constitution
                                                                       (4d8) slashing damage on a failed save, or half as much dam-
 saving throw, taking 28 (8d6) radiant damage and are blinded
                                                                       age on a successful one.
 until the start of the golem's next turn on a failed save, or half
 as much damage on a successful one and aren't blinded.
 Diamond Shards (Recharge 6). The golem emits a cloud of tiny
 diamond chips in a radius of 20 feet around itself. Each creature
                                                                      Magic Golem
                                                                      The magic golem appears as a tall humanoid figure made
 in the are must make a DC 16 Dexterity saving throw, taking 35
 (10d6) slashing damage on a failed save, or half as much dam-        of the dazzling substance that is pure magic. Unlike most
 age on a successful one.                                             other golems, the magic is not formed and animated, but
                                                                      the result of an incident in a zone of wild magic. Zhentarim
                                                                      wizards discovered these unique creatures and brought a
Lightning Golem                                                       few of them under their control.
                                                                         Made of Magic. A magic golem is created from a hu-
The lightning golem is a construct in form of a golden hu-            manoid exposed to a spontaneous magical effect in a wild
manoid framework. Once animated, it discharges and arcs               magic zone. The Zhentarim apparently managed to create
of electricity can be seen all over its body. Lightning golems        magic golems deliberately using unwilling subjects, but the
are surprisingly fast. They are often used as guardians and           process is rumoured to be complicated and highly unrelia-
have a rudimentary intelligence that allows the to under-             ble. Magic golems constantly absorb whatever magical en-
stand relatively complex orders. In combat, a lightning go-           ergies surround them. They are encircled by a zone devoid
lem often dashes into a group of enemies, trying to shock             of magic. An except to this is the golem's own magic which
as many of them as possible with a discharge of electricity.          it releases every now and then due to its link to wild magic.
                                                                                                                                           49
 Magic Golem                                                          Actions
 Large construct, unaligned                                           Multiattack. The golem makes two attacks with its magic blast.
 Armour Class 18 (natural armour)                                     If it can use its magic flare, the golem uses that as well.
 Hit Points 180 (24d10+48)                                            Magic Blast. Melee Spell Attack: +10 to hit, reach 5 ft., one tar-
 Speed 60 ft.                                                         get. Hit: 33 (5d10+6) force damage.
   STR         DEX         CON        INT        WIS       CHA        Magic Flare (Recharge 5-6). The golem causes a random magi-
  22 (+6)     15 (+2)     14 (+2)    6 (-2)    10 (+0)     1 (-5)     cal effect of the ones listed below:
 Damage Immunities poison, psychic; bludgeoning, piercing,               1. Antimagic Blast. Magic effects on all creatures and objects
   and slashing from magical weapons                                  within a 120-foot-radius feet around the golem end. If there mul-
                                                                      tiple magic effects on a creature or object, a random one ends.
 Conditions Immunities charmed, exhaustion, frightened, para-
   lysed, petrified, poisoned                                            2. Fire Ring. Fire surrounds the golem in a 10-foot-radius until
                                                                      the beginning of its next turn. Creatures who are in the ring
 Senses passive Perception 10
                                                                      when it appears or end there turn there must make a DC 15 Dex-
 Languages understands the languages of its creator but can't
                                                                      terity saving throw. On a failed save, a creature takes 22 (5d8)
   speak
                                                                      fire damage, or half as much damage on a successful save.
 Challenge 10 (5,900 XP)
                                                                         3. Blinding Light. Multicoloured light surrounds the golem in
 Antimagic Sphere. The golem is surrounded by a 20-foot-radius        a 120-foot-radius. Creatures in the area must succeed on a DC
 antimagic sphere. Within this sphere, spells can't be cast, sum-     15 Constitution saving throw or be blinded until the end of their
 moned creatures disappear. Spells and other magical effects,         next turn.
 except those created by an artefact or a deity, are suppressed          4. Petrification. A random creature within 60 feet of the golem
 in the sphere and can't protrude into it. Spell effects and spells   creature must make a DC 15 Dexterity saving throw. On a failed
 that enter the sphere simply disappear. A slot expended to cast      save, the creature is petrified until freed by the greater restora-
 a spell in the sphere is consumed. A magic golem's abilities are     tion spell or other magic.
 not affected by the sphere.                                             5. Tremor. The ground within a 60-foot-radius around the go-
                                                                      lem shakes. Creatures in the area must make a DC 15 Dexterity
 Immutable Form. The golem is immune to any spell or effect           saving throw. On a failed save, a creature takes 27 (6d8) bludg-
 that would alter its form.                                           eoning damage, or half as much damage on a successful save.
 Magic Resistance. The golem always succeeds on saving throws         Creatures that fail their saving throw fall prone. The ground in
 against spells and other magical effects unless it deliberately      the area becomes difficult terrain.
 chooses not to.                                                         6. Time Freeze. Within a 60-foot-radius around the golem,
                                                                      time temporarily freezes for 1d4+1 turns for all creatures and
 Magic Weapons. The golem's weapon attacks are magical.
                                                                      objects. The golem is unaffected and can move and use actions
                                                                      as normal. The zone does not move with the golem. The effect
                                                                      ends prematurely when the golem touches or damages a crea-
                                                                      ture within the zone or an object it does not carry itself.
Greatswan                                                             Greatswan
Greatswans are huge swan raised by the elves. They serve              Large beast, chaotic good
as pets, guardians and war mounts. Greatswans are fierce              Armour Class 13
fighters and, just like common swans, can be vicious and              Hit Points 45 (6d10+12)
mean-spirited. Other than that, they are graceful, majestic           Speed 20 ft., fly 80 ft., swim 20 ft.
birds.
  War Birds. A greatswan can carry up to two elf-sized rid-              STR        DEX            CON         INT      WIS       CHA
ers; oftentimes one rider will lead the swan while the other           18 (+4)     16 (+3)        14 (+2)     7 (-2)   15 (+2)   10 (+0)
one is a scout or archer. Very few greatswans live outside            Skills Perception +4
elven communities. The elves are reluctant to release any             Senses passive Perception 14
of these swans since they consume large amounts of food
                                                                      Languages understands Elvish but can't speak
and might upset the natural balance in their territory.
                                                                      Challenge 2 (450 XP)
                                                                      Actions
                                                                      Multiattack. The greatswan makes two attacks: one with its
                                                                      beak and one with its wings.
                                                                      Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                      Hit: 11 (2d6+4) slashing damage.
                                                                      Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                      Hit: 14 (3d6+4) bludgeoning damage, and the target must make
                                                                      a DC 14 Dexterity saving throw or be blinded until the end of its
                                                                      next turn.
50
Hag, Bheur                                                              Hamadryad
According to legend, the bheur - sometimes known as the
blue hag - is the bringer of winter in Rashemen. Tales and              Hamadryad
folklore are uncertain whether there is only a single bheur             Medium fey, neutral
or many, but all agree that she appears as an old women
                                                                        Armour Class 13
with grey hair, pale skin, sunken eyes and a voice as icy as
                                                                        Hit Points 44 (8d8+8)
a snow storm. The bheur always carries a staff. It looks like
                                                                        Speed 30 ft.
an ordinary wooden staff, but in the hands of the bheur, it
holds power over the coldness of the winter.                               STR        DEX        CON          INT       WIS        CHA
  Winter Hag. Some tales describe bheur as a hideous                     10 (+0)     17 (+3)    12 (+1)     14 (+2)    15 (+2)    18 (+4)
crone that wants to engulf the world in eternal winter, only
to be driven back by the arrival of spring, sometimes said              Skills Perception +4, Stealth +5
to be brought by the oldest of the Witches of Rashemen.                 Senses darkvision 60 ft., passive Perception 14
Other stories describe her more positive and as a force                 Languages Sylvan
necessary to maintain the natural balance of seasons.                   Challenge 2 (450 XP)
Some even say that the blue hag is merely attracted by win-
                                                                        Magic Resistance. The hamadryad has advantage on saving
ter and does not bring it herself. These tales often mention
                                                                        throws against spells and other magical effects.
that the bheur likes to prey upon lone travellers, freezes
their bodies and devours them.                                          Speak with Beasts and Plants. The hamadryad can communi-
                                                                        cate with beasts and plants as if they shared a language.
                                                                        Trackless Step. In natural surroundings, the hamadryad leaves
 Bheur                                                                  no trail. She can only be tracked if she desires to leave a trail.
 Medium fey, chaotic evil                                               Tree Stride. Once on her turn, the hamadryad can use 10 feet of
 Armour Class 18 (natural armour)                                       her movement to step magically into one living tree within her
 Hit Points 136 (16d8+64)                                               reach and emerge from a second living tree within 120 feet of
                                                                        the first tree, appearing in an unoccupied space within 5 feet of
 Speed 30 ft., fly 60 ft.
                                                                        the second tree. Both trees must be large or bigger.
    STR        DEX           CON       INT       WIS         CHA
                                                                        Treebound. When a hamadryad's tree is destroyed, the hama-
  18 (+4)     14 (+2)       19 (+4)   12 (+1)   17 (+3)     15 (+2)     dryad dies.
 Saving Throws Dex +5, Int +4, Wis, +6
 Skills Perception +6                                                   Actions
 Damage Resistances fire; piercing, and slashing from non magi-         Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
   cal weapons that aren't silvered                                     Hit: 5 (1d4+3) bludgeoning damage.
 Damage Immunities cold
 Conditions Immunities charmed                                          Fey Charm. The hamadryad targets one humanoid or beast
 Senses passive Perception 16                                           that she can see within 30 feet of her. If the target can see the
 Languages Common, Primordial                                           hamadryad, it must succeed on a DC 15 Wisdom saving throw
                                                                        or be magically charmed. If the target is a beast, it has disad-
 Challenge 7 (2,900 XP)
                                                                        vanatge on ist savong throw. The charmed creature regards
 Magic Resistance. The hag has advantage on saving throws               the hamadryad as a trusted friend to be heeded and protected.
 against spells and other magical effects.                              Although the target isn't under the hamadryad's control, it takes
                                                                        the hamadryad's requests or actions in the most favourable way
                                                                        it can . Each time the hamadryad or its allies do anything harm-
 Actions                                                                ful to the target, it can repeat the saving throw, ending the effect
 Cold Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one           on itself on a success. Otherwise, the effect lasts 24 hours or
 target. Hit: 9 (2d8) cold damage plus 9 (2d8) necrotic damage.         until the dryad dies, is on a different plane of existence from the
                                                                        target, or ends the effect as a bonus action. If a target's saving
 Frost Ray (Recharge 5-6). Unnaturally cold air emerges from the        throw is successful, the target is immune to the hamadryad's
 hag's staff in a 60-foot line that is 10 feet wide. Each creature in   Fey Charm for the next 24 hours. The hamadryad can have no
 that line must make a DC 15 Dexterity saving throw, taking 27          more than one humanoid and up to three beasts charmed at a
 (6d8) cold damage on a failed save, or half as much damage on          time.
 a successful one.
                                                                        Thorn Cage (Recharge 4-6). The hamadryad chooses a spot
 Cone of Ice (Recharge 5-6). The hag's staff emits ice crystals in a    within 60 feet of her. Thorny vines shoot from the ground on
 10-foot cone. Each creature in that area must make a DC 15 Con-        that spot. Each creature in a 15-foot-radius centred on that point
 stitution saving throw, taking 18 (4d8) cold damage on a failed        must make a DC 15 Dexterity saving throw. A target takes 14
 save, or half as much damage on a successful one. Creatures            (4d6) piercing damage on a failed save, or half as much damage
 that fail their saving throw are also paralysed until the beginning    on a successful one. A creature that fails its saving throw is also
 of the hag's next turn.                                                restrained for 1 minute. It can repeat the saving throw at the end
                                                                        of each of its turns, ending the effect on a success. Creatures of
                                                                        the dryad's choice are not affected by this attack.
                                                                                                                                             51
The hamadryad appears as a beautiful human or elven                  edible, and the more malicious ones even attack travellers
woman with striking green eyes and green hair. Like com-             or settlements. Hendar hate the cold and hibernate during
mon dryads, hamadryads are bound to tree, and possess                the winter.
the ability to charm other creatures. Hamadryads shun
physical combat and use charmed creatures for their
protection. They do not need to eat and live off water and
sunlight alone. A hamadryads that is forced to spend a pro-
                                                                     Hybsil
longed period of time indoors or underground will suffer.            The hybsils are woodland nomad that resemble small cen-
  Tree Children. A hamadryad's tree is almost always                 taurs. They have the striped body of an antelope instead of
an old oak tree in an even older forest. The tree does not           than of a horse. Both sexes have antlers, the males ones
show magical properties, and it is almost impossible for             being large and forking, the females ones being smaller
an outsider to determine whether or not a hamadryad is               and straight. Hybsils are semi-nomadic and live in tribes
bound to a certain tree. Hamadryads can move as far away             of about two dozen individuals led by the oldest members.
from their tree as they want, but avoid doing so. When a             They roam over vast forests and plains in search for food
hamadryad travels, she leaves animals behind as guard-               and to preserve their isolation from other races. Hybsils
ians or ask other sylvan beings such as centaurs, treants            are knwon to live in the Border Forest, the Reaching
or druids to look after her tree. Hamadryads are mostly              Woods, and the Trollbark Forest.
friendly creatures, but have little reluctance to kill stran-          Xenophobic Isolationists. Hybsils are generally peaceful,
gers or use them for their own needs when they consider it           but avoid the company of nonhybsils, other fey and sylvan
to be necessary.                                                     creatures included. Many hybsils tribes have been betrayed
                                                                     by outsiders in the past; now hybsils consider all strangers
                                                                     as untrustworthy until proved otherwise. Hybsil antlers
 Hendar                                                              have magical properties. The alchemists of Zhentil Keep
 Large monstrosity, neutral (50%) or neutral evil (50%)              are known to pay well for intact hybsil antlers still attached
                                                                     to their scalp, and some hybsils started to waylay Zhentish
 Armour Class 14 (natural armour)                                    travellers in retaliation.
 Hit Points 97 (13d10+26)
 Speed 20 ft., fly 60 ft., swim 50 ft.
       STR      DEX        CON          INT        WIS      CHA       Hybsil
     18 (+4)   10 (+0)    15 (+2)     10 (+0)     14 (+2)   7 (-2)    Small fey, neutral good
 Cold Susceptibility. When the hendar takes cold damage, it can't     Skills Perception +2, Stealth +5
 use its multiattack during its next turn.                            Damage Immunities poison
                                                                      Conditions Immunities poisoned
 Actions                                                              Senses truesight 60 ft., passive Perception 12
                                                                      Languages Sylvan
 Multiattack. The hendar makes two attacks: one with its bite
 and one wing attack.                                                 Challenge 1/2 (100 XP)
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.       Trackless Step. In natural surroundings, the hybsil leaves no
 Hit: 22 (4d8+4) piercing damage.                                     trail. It can only be tracked if it desires to leave a trail.
 Wing Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one
 target. Hit: 22 (4d8+4) bludgeoning damage.                          Actions
                                                                      Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                      Hit: 5 (1d4+3) piercing damage.
Hendar                                                                Shortbow. Ranged Weapon Attack: +5 to hit, range 40/160 ft.,
                                                                      one target. Hit: 1d6 piercing damage, and the target must suc-
The hendar resembles a large worm with bat wings and
                                                                      ceed on a DC 10 Constitution saving throw fall unconscious for
the head of a horse. Its body is black with blue and purple
                                                                      1 minute, or until it takes damage or another creature takes an
iridescence, its mane white and its eyes a fiery red. When
                                                                      action to shake it awake.
angry, the hendar sometimes emits deep, roaring noises
and blows steam from its nostrils. Hendar are always                  Phantom Image (1/Day). The hybsil creates three illusionary
found alone, except during mating season. Even then, hen-             images of itself that mimic its actions, making it impossible to
dar tend to be aggressive towards others of their kind.               track the real hybsil. An image has AC 13 and disappears when it
                                                                      takes damage. The hybrsil can also dismiss the images using an
  Amphibious Predators. The hendar lives in marshes and
                                                                      action. When the hybsil is target with an attack, roll a d20. A roll
caves near the coast. It can breathe both air and water, and
                                                                      of 6, 8, or 11 is necessary to hit the hybsil when three, two, or
uses this advantage when it hunts. Hendar like to grab land           one images are left. Otherwise, an image is hit and disappears.
dwellers and drown them, or drag aquatic creatures out of
the water and let them suffocate. Hendar hunt everything
52
Ibrandlin                                                              Inquisitor
Ibrandlin, sometimes know as lurkers in darkness, appear               Inquisitors were created by evil wizards centuries ago.
as elongated, wingless red dragons, with grey-scaled bod-              Superficially, they look like rotting corpses and could be
ies tinged with red on the back and belly. Though ibrandlin            mistaken for zombies. However, inquisitors are much more
are not as powerful as many true dragons, they are impres-             malicious than any zombie. Each of them is an ancient
sive beasts nevertheless and can even breathe fire. Ibrand-            torturer and expert in information extraction. Inquisitors
lin can speak, but rarely do so. They can mainly be found in           need no food, water, or sleep; their only desire is to torture
the Underdark guarding holy sites and treasure vaults.                 others and perfect the pain-inflicting techniques they
  Children of a Dead God. The ibrandlin have been cre-                 developed over the centuries. It is not know who originally
ated by cleric of Ibrandul, god of cavern, dungeons and                created the inquisitors. Today, they can be found living
the Underdark. Ibrandul was killed by Shar a long time                 alone in long-forgotten underground torture chambers or
ago, but Shar decided to impersonate him and his cult and              in the service of evil beings in need of an experienced inter-
priesthood lived on. For a long time, the clerics of Ibrandul          rogator.
tried to create ibrandlin from fire lizards. While the first             Undead Nature. An inquisitor doesn't require air, food,
ibrandlin were born centuries ago, they started to breed               drink, or sleep.
true only recently. The clerics use ibrandlin to guard their
underground temples and train them from birth. Most of
Ibrandul's worshippers live in the Shining South and the
city of Waterdeep. Thus, ibrandlins are most common in
                                                                        Inquisitor
                                                                        Medium undead, lawful evil
these areas.
                                                                        Armour Class 13
                                                                        Hit Points 78 (12d8+24)
 Ibrandlin                                                              Speed 25 ft.
 Huge dragon, lawful neutral                                              STR         DEX        CON        INT         WIS       CHA
 Armour Class 16 (natural armour)                                        14 (+2)     16 (+3)    15 (+2)    13 (+1)    10 (+0)    14 (+2)
 Hit Points 150 (12d12+72)                                              Skills Insight +4, Intimidation +4
 Speed 30 ft., climb 10 ft.                                             Damage Immunities poison
      STR       DEX       CON         INT        WIS        CHA         Conditions Immunities exhaustion, poisoned
     26 (+8)   10 (+0)   22 (+6)     6 (-2)     14 (+2)     7 (-2)      Senses darkvision 60 ft., passive Perception 10
                                                                        Languages Common
 Saving Throws Dex +4, Int +2, Wis +6                                   Challenge 4 (1,100 XP)
 Damage Immunities fire
 Senses passive Perception 12
 Languages Draconic                                                     Actions
 Challenge 9 (5,000 XP)                                                 Multiattack. The inquisitor makes two attacks: one with its claw
                                                                        and one with its whip.
 Magic Resistance. The ibrandlin has advantage on saving throws
 against spells and other magical effects.                              Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                                                                        Hit: 9 (2d6+2) slashing damage, and the target must make a
                                                                        DC 14 Constitution saving throw, taking 14 (4d6) poison dam-
 Actions                                                                age on a failed save, or half as much damage on a successful
 Multiattack. The ibrandlin makes two attacks: one with its bite        one. A target that fails its saving throw is also poisoned for for
 and one with its claws.                                                1 minute. At the end of each of its turns, the target can make
                                                                        another Constitution saving throw, ending the effect on itself on
 Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                                                                        a success.
 Hit: 24 (4d8+5) piercing damage plus 9 (2d8) fire damage.
                                                                        Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
 Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                                                                        Hit: 5 (1d4+3) slashing damage.
 Hit: 34 (6d8+6) slashing damage.
                                                                        Paralysing Gaze (Recharge 5-6). The inquisitor chooses a
 Fire Breath (Recharge 5-6). The ibrandlin exhales fire in a 15-foot
                                                                        creature it can see within a range of 90 feet. The target must
 cone. Each creature in that area must make a DC 15 Dexterity
                                                                        succeed on a DC 14 Wisdom saving throw or be paralysed for 1
 saving throw, taking 35 (10d6) fire damage on a failed save, or
                                                                        minute. This ability has no effect on undead. At the end of each
 half as much damage on a successful one.
                                                                        of its turns, the target can make another Wisdom saving throw,
                                                                        ending the effect on itself on a success.
 .
                                                                       Laerti
                                                                       The laertis - called asabi in the Bedine tongue - are a race
                                                                       of desert-dwelling reptilian humanoids. They share some
                                                                       similarity with lizardfolk, but have brown or grey scales
                                                                       and are not amphibious. Laertis have yellow eyes with
                                                                       black slit pupils and narrow skulls. Their limbs, which
                                                                                                                                           53
leave their body at awkward angles, make laertis look
clumsy - and impression that is betrayed by the agility and           Lammasu
speed of these reptilians. Laertis are only encountered dur-          The lammasu is a leonine creature with the bearded head
ing the night. During the day, they hide from the sun.                of a human and the wings of an eagle. Lammasu are be-
  Evil Mercenaries. Laerti have little concern for other              nevolent beings that fight evil wherever possible. They are
races and are often employed as mercenaries by evil                   concerned for the wellbeing and safety of good creatures.
creatures. The Zhentarim are known to hire laerti merce-              Lammasu occasionally aid oen another and occasionally
naries from time to time, and phaerimms, mind flayers and             gather, but keep for themselves otherwise. Many of them
beholders are sometimes have laerti slaves. Some laerti               live in old temples or near holy sites in the wasteland, and
are significantly taller than the rest. These stingtails live         serve as their self-proclaimed protectors. Lammasu are
peacfully alongside the common laerti and interbreed with             friendly towards good beings, hostile to those who are evil
them. Stingtail secrete poison from glands in their tails,            and watch those in between with suspicion. Lammasu de-
hence their name. They are less intelligent than common               spise lamias and manticores, and are sometimes confused
laerti and usually found under the command of one.                    with the latter.
 Laerti                                                                Lammasu
                                                                       Large celestial, lawful good
 Medium humanoid, lawful evil
                                                                       Armour Class 15 (natural armour)
 Armour Class 15 (scale mail)
                                                                       Hit Points 93 (11d10+33)
 Hit Points 18 (4d8)
                                                                       Speed 30 ft., fly 60 ft.
 Speed 50 ft.
                                                                         STR          DEX         CON       INT         WIS        CHA
      STR       DEX        CON        INT        WIS        CHA
                                                                        18 (+4)      12 (+1)     17 (+3)   16 (+3)     17 (+3)    14 (+2)
     12 (+1)   13 (+1)    10 (+0)    12 (+1)    14 (+2)     8 (-1)
                                                                       Saving Throws Dex +4, Con +6, Wis +6
 Senses passive Perception 12
                                                                       Skills History +6, Perception +6, Religion +6
 Languages Laerti, Common
                                                                       Conditions Immunities charmed, frightened
 Challenge 1/2 (100 XP)
                                                                       Senses darkvision 60 ft., passive Perception
                                                                       Languages Common, Celestial, Draconic
 Actions                                                               Challenge 6 (2,300 XP)
 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
 Hit: 3 (1d4+1) piercing damage                                        Circle of Protection. Creatures of the lammasu's choosing
                                                                       within a 10-foot-radius around the lammasu can't be charmed,
 Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.    frightened, or possessed by aberrations, fiends, and undead. If a
 Hit: 4 (1d6+1) slashing damage                                        creature is already charmed, frightened, or possessed by an ab-
 Hand Crossbow. Ranged Weapon Attack: +3 to hit, range                 erration, fiend, or undead, the target has advantage on any new
 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.               saving throw against the relevant effect. Aberrations, fiends,
                                                                       and undead have disadvantage against protected creatures. The
                                                                       lammasu itself is always affected by the Circle of Protection.
 Stingtail                                                             Magic Resistance. The lammasu has advantage on saving
 Large humanoid, lawful evil                                           throws against spells and other magical effects.
 Armour Class 14 (scale mail)                                          Innate Spellcasting. The lammasu's innate spellcasting ability is
 Hit Points 42 (8d8+6)                                                 Wisdom (spell save DC 14). The lammasu can innately cast the
 Speed 40 ft.                                                          following spells, requiring no material components:
54
                                                                        with the exception of its glowing red eyes and terrifying
Laraken                                                                 jaws. Leucrottas are malicious creatures that often kill
The laraken is an alien creature found in the swamps of                 wildlife in an area faster than it replenishes itself. Despite
the Shining South. It looks like a glossy yellow sphere that            their sadistic tendencies, leurcottas prefer nonsapient prey
can produce two tentacles if it desires so. The laraken has             those relatives do not take revenge.
nothing resembling facial features, but seems to be able to
see and hear like other creatures. Laraken prefer to stay in             Leucrotta
the water and will perish if they stay on land for too long.             Large monstrosity, chaotic evil
  Magic Drainer. Laraken are feared for their ability to
                                                                         Armour Class 12
drain magic. Most laraken sustain themselves by consum-
ing water from the Elemental Plane of Water and live near                Hit Points 30 (4d10+8)
small gates that lead to this plane. Once a laraken senses               Speed 50 ft.
a wizard or other spellcaster nearby, it will do everything                 STR         DEX         CON         INT        WIS       CHA
to get close to it and drain his spells. Laraken can't be rea-             16 (+3)     14 (+2)     14 (+2)     6 (-2)     14 (+2)    8 (-1)
soned with. They do not seem to speak any language and
are hostile to virtually all other creatures.                            Conditions Immunities charmed
                                                                         Senses darkvision 120 ft., passive Perception 12
 Laraken                                                                 Languages —
                                                                         Challenge 1 (200 XP)
 Large aberration, chaotic evil
 Armour Class 16 (natural armour)                                        Mimicry. The leucrotta can mimic animal sounds. A creature
                                                                         that hears the sounds can tell they are imitations with a suc-
 Hit Points 189 (18d10+90)
                                                                         cessful DC 13 Wisdom (Insight) check.
 Speed 20 ft., swim 30 ft.
    STR         DEX         CON        INT       WIS        CHA          Actions
   21 (+5)     12 (+1)     20 (+5)    7 (-2)     8 (-1)    10 (+0)       Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 Saving Throws Dex +5, Int +2, Wis +3                                    Hit: 14 (2d10+3) piercing damage, and the target is grappled
 Conditions Immunities blinded, deafened, poisoned, prone                (escape DC 13). If the target is Medium or smaller, it is also re-
                                                                         strained until this grapple ends. While grappling the target, the
 Senses darkvision 60 ft., passive Perception 9
                                                                         leurcrotta can't use this attack against other targets. When the
 Languages —
                                                                         leurcotta moves, any Medium or smaller target it is grappling
 Challenge 6 (2,300 XP)                                                  moves with it.
 Limited Amphibiousness. The laraken can breathe air and water,
 but it needs to be submerged at least once every 24 hours to            Greater Leucrotta
 avoid suffocating.                                                      Large monstrosity (shapechanger), neutral evil
 Magic Resistance. The laraken has advantage on saving throws            Armour Class 14 (natural armour class)
 against spells and other magical effects.                               Hit Points 60 (8d10+16)
                                                                         Speed 50 ft.
 Actions
                                                                             STR        DEX         CON        INT         WIS       CHA
 Multiattack. The laraken makes two tentacle attacks.
                                                                           18 (+4)     14 (+2)     15 (+2)    12 (+1)     16 (+3)    8 (-1)
 Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one
 target.                                                                 Conditions Immunities charmed
 Hit: 27 (4d10+5) bludgeoning damage. If the target is a spell-          Senses darkvision 120 ft., passive Perception 13
 caster, it loses a spell slot for its highest remaining spell level.    Languages Common
 The lost slot is regained after a long rest. After being drained        Challenge 3 (700 XP)
 this way, the spellcaster must make a DC 16 Constitution saving
 throw or fall unconscious until the end of the laraken's next           Shapechanger. The leucrotta can use its action to polymorph
 turn.                                                                   into a quadrupedal beast or monstrosity of challenge rating 2 or
                                                                         lower, or back into its true form. Its statistics, other than its hit
 Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.          points and hit dice, are replaced by those of the new from, but
 Hit: 38 (6d10+5) bludgeoning damage. If the target is a spell-          the leucrotta retains its alignment and Intelligence, Wisdom,
 caster, it loses a random prepared spell of the highest spell           and Charisma scores. It reverts to its true form if it dies.
 level it has a spell prepared for. The lost spell can be prepared
 again after a long rest. The laraken gains the ability to cast the      Mimicry. The leucrotta can mimic animal sounds and voices. A
 spell once using an action. It does not requiring components            creature that hears the sounds can tell they are imitations with a
 and casts the spell as if cast by the original spellcaster using the    successful DC 15 Wisdom (Insight) check.
 lowest possible spell slot.
                                                                         Actions
Leucrotta                                                                Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                         Hit: 20 (3d10+4) piercing damage, and the target is grappled
The leucrotta is a hideous predator that haunts the Silver               (escape DC 14). If the target is Medium or smaller, it is also re-
Marches and other parts of northern Faerûn. The leucrot-                 strained until this grapple ends. While grappling the target, the
ta's body resembles that of a black stag with a lion's tail and          leurcrotta can't use this attack against other targets. When the
the hooves of a goat. Its head is closer to that of a badger             leurcotta moves, any Medium or smaller target it is grappling
                                                                         moves with it.
                                                                                                                                              55
Lich
                                                                         Spellcasting. The lich is a 9th-level spellcaster. Its spellcasting
 Alhoon                                                                  ability is Intelligence (save DC 17, +9 to hit with spell attacks).
 Medium undead, neutral evil
                                                                         The lich has the following wizard spells prepared:
 Armour Class 17 (natural armour)                                        Cantrips (at will): acid splash, chill touch, mage hand, ray of frost
 Hit Points 67 (9d8+27)                                                  1st level (4 slots): charm person, detect magic, shield, sleep
 Speed 30 ft.                                                            2nd level (3 slots): alter self, invisibility, suggestion
    STR        DEX         CON         INT        WIS         CHA        3rd level (3 slots): animate dead, dispel magic, vampiric touch
  10 (+0)     13 (+1)     16 (+3)     21 (+5)    18 (+4)     16 (+3)     4th level (3 slots): Evard's black tentacles, ice storm
                                                                         5th level (1 slot): dominate person, hold monster
 Saving Throws Int +9, Wis +8, Cha +7
 Skills Arcana +9, Deception +7, Insight +8, Perception +8, Per-         Turn Immunity. The lich is not affected by effects that turn
   suasion +7, Stealth +5                                                undead.
 Damage Resistances cold, lightning, necrotic
 Damage Immunities poison; bludgeoning, piercing, and slash-             Actions
   ing from nonmagical weapons
                                                                         Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one crea-
 Conditions Immunities charmed, exhaustion, frightened, para-            ture. Hit: 21 (3dl0+5) psychic damage. If the target is Medium
   lysed, poisoned                                                       or smaller, it is grappled (escape DC 17) and must succeed on a
 Senses truesight 120 ft., passive Perception 18                         DC 17 Intelligence saving throw or be stunned until this grapple
 Languages Deep Speech, Undercommon, telepathy 120 ft.                   ends.
 Challenge 11 (7,200 XP)
                                                                         Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one
 Legendary Resistance (3/Day). If the lich fails a saving throw, it      incapacitated humanoid grappled by the lich. Hit: The target
 can choose to succeed instead.                                          takes 55 (10d10) piercing damage. If this damage reduces the
                                                                         target to 0 hit points, the lich kills the target by extracting and
 Magic Resistance. The lich has advantage on saving throws               devouring its brain.
 against spells and other magical effects.
                                                                         Mind Blast (Recharge 5-6). The mind flayer magically emits
 Innate Spellcasting (Psionics). The lich's innate spellcasting
                                                                         psychic energy in a 60-foot cone. Each creature in that area
 ability is Intelligence (spell save DC 17). It can innately cast the
                                                                         must succeed on a DC 15 Intelligence saving throw or take 26
 following spells, requiring no components:
                                                                         (4d10+4) psychic damage and be stunned for 1 minute. A crea-
 At will: detect thoughts, levitate                                      ture can repeat the saving throw at the end of each of its turns,
 1/day each: dominate monster, plane shift (self only)                   ending the effect on itself on a success.
Liches are wizards or, more rarely, sorcerer and clerics                Alhoons always keep and eye out for wizards in the hope of
unwilling to accept that their mortal lives will end one                capturing their spellbook - often the only way for an alhoon
day. Through a risky magical ritual, these spellcasters                 to learn new spells without developing them from scratch.
transform themselves into undead, preserving their power                  Undead Nature. An alhoon doesn't require air, food,
and existence in the world of the living. Liches are almost             drink, or sleep. Alhoons still enjoy the taste of fresh brain,
universally evil.                                                       though.
56
                                                                          Cantrips (at will): dancing lights, friends, mage hand
 Baelnorn                                                                 1st level (4 slots): colour spray, detect magic, fog cloud, shield
 Medium undead (elf ), lawful good (85%) or lawful neutral (15%)
                                                                          2nd level (3 slots): detect thoughts, hold person, misty step
 Armour Class 18 (natural armour)                                         3rd level (3 slots): dispel magic, fear
 Hit Points 112 (15d8+45)                                                 4th level (3 slots): confusion, greater invisibility
 Speed 30 ft.                                                             5th level (2 slots): dominate person, legend lore
   STR         DEX         CON         INT        WIS         CHA         6th level (1 slot): mass suggestion, wall of ice
  14 (+2)     17 (+3)     16 (+3)    18 (+4)     18 (+4)     17 (+3)      7th level (1 slot): prismatic spray, forcecage
                                                                          8th level (1 slot): sunburst
 Saving Throws Con +8, Wis +10, Cha +9
 Skills Arcana +10, History +10, Insight +10, Persuasion +9               Turn Resistance. The lich has advantage on saving throws
 Damage Resistances cold, lightning, necrotic                             against any effect that turns undead.
 Damage Immunities poison; bludgeoning, piercing, and slash-
   ing from nonmagical weapons                                            Actions
 Conditions Immunities charmed, exhaustion, frightened, para-             Paralysing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one
   lysed, poisoned                                                        creature. Hit: 10 (3d6) cold damage. The target must succeed
 Senses truesight 120 ft.,passive Perception 14                           on a DC 17 Constitution saving throw or be paralysed for 1 min-
 Languages Common, Elvish                                                 ute. The target can repeat the saving throw at the end of each of
 Challenge 18 (20,000 XP)                                                 its turns, ending the effect on itself on a success.
                                                                                                                                               57
  taking 42 (12d6) necrotic damage on a failed save, or            New Legendary Action: Turn Undead. Each undead
  half as much damage on a success. The spirits then             within 30 feet that can see or hear the lich must make a
  disappear.                                                     DC 18 Wisdom saving throw or become frightened for 1
• A 60-foot square area of ground within 120 feet of the         minute. The target can repeat the saving throw at the end
  lich overgrows with plants; that area is difficult terrain     of each of its turns, ending the effect on itself on a success.
  until initiative count 20 on the next round.                     New Legendary Action: Hand of Radiance (Costs 3 Ac-
                                                                 tions). Each creature within 20 feet of the lich must make
Baelnorn Template                                                a DC 17 Constitution saving throw against this magic,
Any elf can become a baelnorn. There are no recent re-           taking 18 (4d8) radiant damage on a failed save, or half as
ports of baelnorn, and elven lichdom remains a mystery to        much damage on a successful one.
most people, elves included. When a creature becomes a
baelnorn, it retains all its statistics except as noted below.
  Type. The creature becomes an undead.                          Banelich
  Natural Armour. The baelnorn has an armour class               Due to the pressure put on his church by the forces of
equal to 10 plus its proficiency bonus.                          good, Bane, god of tyranny and fear, decided to turn certain
  Saving Throws. The baelnorn is proficient in Constitu-         members of his church into immortal liches. These crea-
tion, Intelligence, and Charisma saving throws.                  tures, called liches of Bane or baneliches, were selected
  Damage Resistances. The baelnorn is resistant to cold,         from Bane's most powerful clerics. Records indicate
lightning, and necrotic damage.                                  that at least thirty-five baneliches were created, and the
  Damage Immunities. The baelnorn is immune to poison            destruction of only ten is documented. It is assumed that
damage as well bludgeoning, piercing, and slashing dam-          the followers of Iyachtu Xvim destroyed more these liches,
age from nonmagical weapons.                                     though.
                                                                   Proud and Mighty. Baneliches resemble common
  Conditions Immunities. The baelnorn cannot be
                                                                 liches. They are dressed in decaying elegant ceremonial
charmed, exhausted, frightened, paralysed, or poisoned.
                                                                 robes and always wear the symbol of Bane, a black hand,
  Senses. The baelnorn gains truesight with a radius of
                                                                 prominently. In ancient times, baneliches openly fought
120 feet.
                                                                 the churches Bane's rivals. As a result, followers of the
  Legendary Resistance (3/Day). If the baelnorn fails a          good deities of Faerûn often allied against baneliches and
saving throw, it can choose to succeed instead.                  hunted them specifically. In addition to that, all baneliches
  Lich Aura. Any beast or undead other than a baelnorn           considered themselves to be the natural leader of the
that starts its turn within 20 feet of the baelnorn must         church of Bane in the realm of the mortals, which lead to
make a DC 18 Wisdom saving throw, unless the baelnorn            rivalry between different baneliches and high-ranking cler-
is incapacitated. On a failed save, the creature is frightened   ics. As a result, Bane refrained from creating more liches
until the start of its next turn.                                at one point - at least openly.
  Sending (3/Day). Using an action, the baelnorn can               Undead Nature. A banelich doesn't require air, food,
create an ethereal copy of itself. The sending has the same      drink, or sleep.
statistics as the baelnorn, but is unable to wear or carry
objects, use the baelnorn's Paralysing Touch, or use magic.
It flies with a speed of 30 feet and additionally can't be       A Banelich's Lair
grappled, petrified, prone, restrained, or unconscious. The
baelnorn can see through the sending's eyes and dismiss it       The lair of a banelich is more often than not a Temple to
with an action. If not dismissed or destroyed, the sending       Bane, sometimes a ruined one. Occasional, baneliches
disappears after 1 hour. The baelnorn can only create one        make reside in other places, such as a mausoleum or an-
sending at a time and takes half of nay damage the sending       cients ruins far off from civilisation. A banelich in a temple
suffers.                                                         will always be its head and not tolerate anybody else above
                                                                 itself, no matter how high-ranking a priest. A banelich
  Turn Resistance. The baelnorn has advantage on saving
                                                                 encountered in its lair has a challenge rating of 21 (33,000
throws against any effect that turns undead.
                                                                 XP).
  New Action: Paralysing Touch. The Paralysing Touch
is an Intelligence-based melee spell attack. On a hit, the
attack deals 3d6 cold damage, and the target must succeed        Lair Actions
on a Constitution saving throw with a DC equal to the            On initiative count 20 (losing initiative ties), the banelich
baelnorn's spell save DC or be paralysed for 1 minute. The       can take a lair action to cause one of the following magical
target can repeat the saving throw at the end of each of its     effects; the banelich can't use the same effect two rounds
turns, ending the effect on itself on a success.                 in a row:
  New Legendary Actions. The lich can take 3 legendary            • The lich rolls a d8 and regains a spell slot of that level
actions, choosing from the options below. Only one legend-          or lower. If it has no spent spell slots of that level or
ary action option can be used at a time and only at the end         lower, nothing happens.
of another creature's turn. The lich regains spent legendary      • A creature that meets the banelich's gaze must make a
actions at the start of its turn.                                   DC 19 Wisdom saving throw, taking 42 (12d6) necrotic
  New Legendary Action: Cantrip. The lich casts a                   damage from severe, muscle-wrenching pain on a failed
cantrip.                                                            save, or half as much damage on a success.
  New Legendary Action: Paralysing Touch (Costs 2 Ac-
tions). The lich uses its Paralysing Touch.
58
                                                                         2nd level (3 slots): blindness/deafness, hold person, spiritual weap-
 Banelich                                                                  on, zone of truth
 Medium undead, lawful evil
                                                                         3rd level (3 slots): animate dead, bestow curse, dispel magic, peak
 Armour Class 17 (natural armour)                                          with dead
 Hit Points 127 (17d8+51)                                                4th level (3 slots): banishment, freedom of movement
 Speed 30 ft.                                                            5th level (2 slots): geas, scrying
   STR         DEX         CON          INT       WIS         CHA        6th level (1 slot): blade barrier, harm
  14 (+2)     15 (+2)     17 (+3)     19 (+4)    20 (+5)     15 (+2)     7th level (1 slot): fire storm, symbol
                                                                         8th level (1 slot): earthquake, holy aura
 Saving Throws Str +8, Int +10, Wis +11                                  9th level (1 slot): gate
 Skills Deception +8, History +8, Perception +11, Religion +8
 Damage Resistances cold, lightning, necrotic                            Turn Resistance. The lich has advantage on saving throws
 Damage Immunities poison; bludgeoning, piercing, and slash-             against any effect that turns undead.
   ing from nonmagical weapons
 Conditions Immunities charmed, exhaustion, frightened, para-            Actions
   lysed, poisoned                                                       Touch of Despair. Melee Spell Attack:+ 11 to hit, reach 5 ft., one
 Senses truesight 120 ft., passive Perception 21                         creature. Hit: 22 (4d10) cold damage. The target must succeed
 Languages Common plus up to three other languages                       on a DC 19 Wisdom saving throw. Otherwise, it has disadvan-
 Challenge 20 (25,000 XP)                                                tage on skill checks and attack rolls until the beginning of the
                                                                         lich's next turn.
 Fear Aura. Any creature hostile to the lich that starts its turn
 within 20 feet of the lich must make a DC 19 Wisdom saving              Legendary Actions
 throw, unless the lich is incapacitated. On a failed save, the
 creature is frightened until the start of its next turn. If a crea-     The lich can take 3 legendary actions, choosing from the
 ture's saving throw is successful, the creature is immune to the        options below. Only one legendary action option can be
 lich's Fear Aura for the next 24 hours.                                 used at a time and only at the end of another creature's
                                                                         turn. The lich regains spent legendary actions at the start
 Legendary Resistance (3/Day). If the lich fails a saving throw, it      of its turn.
 can choose to succeed instead.
                                                                         Cantrip. The lich casts a cantrip.
 Rejuvenation. If it has a phylactery, a destroyed lich gains a new      Touch of Despair (Costs 2 Actions). The lich uses its Touch of
 body in 2d10 days, regaining all its hit points and becoming ac-          Despair.
 tive again. The new body appears within 5 feet of the phylactery.       Control Undead. The lich presents the holy symbol of Bane
 When the lich's phylactery is destroyed, all creature within 10           and demands obedience from all undead creatures nearby.
 feet of it must make a DC 19 Constitution saving throw, taking            Each undead within 30 feet that can see or hear the lich must
 35 (10d6) necrotic damage on a failed save, or half as much               make a DC 19 Wisdom saving throw or become charmed for 1
 damage on a successful one.                                               minute. Charmed creatures obey the lich's verbal commands
 Spellcasting. The lich is an 17th-level spellcaster. Its spellcast-       and gestures.
 ing ability is Wisdom (spell save DC 19, +11 to hit with spell          Coldfire (Costs 3 Actions). Ranged Spell Attack: +11 to hit, range
 attacks). The lich has the following cleric spells prepared:              60 ft., one target. Hit: 44 (8d10) cold damage. Resistance to
                                                                           cold damage is not applied to this attack. Immunity to cold
 Cantrips (at will): resistance, sacred flame, thaumaturgy                 damage is treated as resistance fire damage instead.
 1st level (4 slots): command, guiding bolt, inflict wounds,shield of
   faith
• The lich uses its Voice of Maleficence on a creature                    Damage Resistances. The lich is resistant to cold, light-
  within a range of 60 feet. The creature must make a DC                ning, and necrotic damage.
  19 Wisdom saving throw or answer a short question the                   Damage Immunities. The lich is immune to poison dam-
  lich asks. The question has to be answerable with 'yes'               age as well bludgeoning, piercing, and slashing damage
  or 'no'. Deafened creature and creatures that do not                  from nonmagical weapons.
  share a language with the lich are no affected by this                  Conditions Immunities. The lich cannot be charmed,
  ability.                                                              exhausted, frightened, paralysed, or poisoned.
                                                                          Senses. The lich gains truesight with a radius of 120
Banelich Template                                                       feet.
Any humanoid can become a banelich, but there are no                      Fear Aura. Any creature hostile to the lich that starts
reports of anyone but cleric of Bane having received this               its turn within 20 feet of the pit fiend must make a DC 19
divine blessing. When a creature becomes a banelich, it                 Wisdom saving throw, unless the lich is incapacitated. On
retains all its statistics except as noted below.                       a failed save, the creature is frightened until the start of
  Type. The creature becomes an undead.                                 its next turn. If a creature's saving throw is successful, the
  Natural Armour. The lich has an armour class equal to                 creature is immune to the lich's Fear Aura for the next 24
10 plus its proficiency bonus.                                          hours.
  Saving Throws. The lich is proficient in Strength, Intel-               Legendary Resistance (3/Day). If the lich fails a saving
ligence, and Wisdom saving throws.                                      throw, it can choose to succeed instead.
                                                                          Rejuvenation. The lich gain a phylactery. If it has a
                                                                        phylactery, a destroyed lich gains a new body in 2d10 days,
                                                                                                                                            59
regaining all its hit points and becoming active again. The
new body appears within 5 feet of the phylactery. When the       Fire Lizard
lich's phylactery is destroyed, all creature within 10 feet of   Huge monstrosity, unaligned
it must make a Constitution saving throw with a DC equal         Armour Class 15 (natural armour)
to the lich's spell DC, taking 35 (10d6) necrotic damage on      Hit Points 95 (10d12+30)
a failed save, or half as much damage on a successful one.       Speed 30 ft.
   Turn Resistance. The lich has advantage on saving
throws against any effect that turns undead.                       STR         DEX         CON         INT        WIS        CHA
   New Action: Touch of Despair. The Touch of Despair             20 (+5)     12 (+1)     17 (+3)     3 (-4)    10 (+0)      7 (-2)
is a Wisdom-based melee spell attack. On a hit, the attack       Damage Vulnerabilities cold
deals 1d10 cold damage per four cleric levels of the lich.       Damage Immunities fire
The target must succeed on a Wisdom saving throw with            Senses passive Perception 10
a DC equal to the lich's spell save DC. Otherwise, it has
                                                                 Languages —
disadvantage on skill checks and attack rolls until the
                                                                 Challenge 4 (100 XP)
beginning of the lich's next turn.
   Legendary Actions. The lich can take 3 legendary ac-
tions, choosing from the options below. Only one legendary       Actions
action option can be used at a time and only at the end of       Multiattack. The lizard makes two attacks: one with its bite and
another creature's turn. The lich regains spent legendary        one with its claws.
actions at the start of its turn.                                Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
   New Legendary Action: Cantrip. The lich casts a               Hit: 14 (2d8+5) piercing damage.
cantrip.                                                         Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
   New Legendary Action: Touch of Despair (Costs 2               Hit: 18 (3d8+5) slashing damage.
Actions). The lich uses its Touch of Despair.
   New Legendary Action: Control Undead. The lich                Fire Breath (Recharge 5-6). The fire lizard exhales fire in a 15-foot
presents the holy symbol of Bane and demands obedience           cone. Each creature in that area must make a DC 13 Dexterity
from all undead creatures nearby. Each undead within 30          saving throw, taking 27 (6d8) fire damage on a failed save, or
                                                                 half as much damage on a successful one.
feet that can see or hear the lich within must make a Wis-
dom saving throw with a DC equal to the lich's spell save
DC or become charmed for 1 minute. Charmed creatures
obey the lich's verbal commands and gestures.                    Minotaur Lizard
   New Legendary Action: Coldfire (Costs 3 Actions).             Huge beast, unaligned
The Coldfire is a Wisdom-based ranged spell attack with
a range of 60 feet that targets one creature. On a hit, the      Armour Class 14 (natural armour)
attack deals 2d10 cold damage per four cleric levels of the      Hit Points 76 (10d12+36)
lich. Creatures immune to cold damage take half damage.          Speed 20 ft.
Creatures resistant to cold damage take full damage.                STR        DEX         CON         INT        WIS        CHA
                                                                  19 (+4)     10 (+0)     16 (+3)     3 (-4)    10 (+0)      6 (-2)
Lizard                                                           Senses passive Perception
Lizards are reptilian animals that can be found all over the     Languages —
Realms, sometimes even in colder climates. Most lizards          Challenge 3 (700 XP)
are small and harmless, but some grow to enormous sizes.
Minotaur Lizard
The minotaur lizard is named for its impressive horns.
Interestingly, these horns are not used in combat, but
apparently attract mates during mating season. Instead,
minotaur lizards use their sharp teeth and claws to kill
prey and defend themselves. Minotaur lizards are found in
mountainous regions, often close to the lairs of copper and
red dragons.
60
Loxo                                                                  Lycanthrope
The loxoth are a race of humanoid elephants. They have                Lycanthropes are cursed - and often evil - humanoids with
grey to blue wrinkled skin, large ears, little hair, two trunks       the ability to shapeshift into an animal.
and a pair of tusks. Loxoth wear lose, patterned clothing.
They are peaceful creatures, but do not hesitate to use               Lythari
their great physical power to defend themselves when nec-             Lythari are elves capable of changing into the form of a
essary. Enraged loxoth are extremely dangerous and fight              wolf. Unlike most werewolves, these lycanthropes are not
to the death. Loxoth have a good memory and never forget              evil and do not intentionally harm other sapient beings.
the face of someone who did their herd harm.                          Lythari looks fascinating and otherworldly, even when com-
  Elephantine Nomads. Loxoth are nomads. They roam                    pared to other elves. They have pale skin, striking blue or
the plains in herds, consuming large amounts of grass and             green eyes and silver hair. In their lupine form, lythari have
harvesting fruit and nuts. On their way, they sometimes               grey to silver fur and lack the ferocity and danger a com-
build simple huts to serve as temporary shelter. These huts           mon wolf emits. Lythari cannot shift into a hybrid form.
are sometimes taken over by other races after the loxoth                Lone Wolves. Lythari avoid combat and prefer to flee
left. A loxo herd is divided into several clans, each of which        rather than fight. During times of war, they work as scouts
is dressed in clothes with a unique colour pattern. While             and spies. Lythari can transmit lycanthropy just like other
they are not eating or travelling, loxoth create rustic works         lycanthropes do. They are infertile, and turn other elves
of art which they use to trade for metal items and other              into lythari from time to time. This is only done if both
goods.                                                                sides agree to it, and lythari avoid using their bite against
                                                                      humanoids to contain their curse. Small bands of lythari
                                                                      can be found in the woods of Evermeet, and individual
 Loxo                                                                 lythari can still be found all over Faerûn. Lythari worship
                                                                      Rillifane Rallathil and other elven deities of nature.
 Medium humanoid, neutral
 Armour Class 13 (natural armour)                                      Lythari
 Hit Points 31 (6d8+4)                                                 Medium humanoid (elf, shapechanger), chaotic good
 Speed 30 ft.
                                                                       Armour Class 14
    STR        DEX        CON         INT         WIS       CHA        Hit Points 26 (4d8+8)
  19 (+4)     12 (+1)    14 (+2)    10 (+0)     11 (+0)    10 (+0)     Speed 30 ft. (40 ft. in wolf form)
 Skills Perception +2                                                    STR         DEX         CON          INT       WIS        CHA
 Senses passive Perception 12                                           14 (+2)     18 (+4)     14 (+2)     11 (+0)    12 (+1)    11 (+0)
 Languages Common, Loxo
 Challenge 2 (450 XP)                                                  Skills Perception +3, Stealth +4
                                                                       Damage Immunities bludgeoning, piercing, and slashing dam-
 Berserk. Whenever the loxo starts its turn with 10 hit points           age from nonmagical weapons that aren't silvered
 or fewer, roll a d6. On a 6, the loxo goes berserk. On each of        Senses darkvision 60 ft., passive Perception 13
 its turns while berserk, the loxo attacks the nearest creature it     Languages Elvish, Sylvan (can't speak in wolf form)
 can see that isn't another loxo. Once the loxo goes berserk, it       Challenge 2 (450 XP)
 continues to do so until it is killed, its enemies have been slain
 or it falls unconscious from exhaustion. Berserk loxoth are im-       Fey Ancestry. The lythari has advantage on saving throws
 mune to being charmed and do no suffer penalties from being           against being charmed, and magic can't put the lythari to sleep.
 exhausted.
                                                                       Shapechanger. The lythari can use its action to polymorph
                                                                       into a wolf, or back into its true form, which is humanoid. Its
 Actions                                                               statistics, other than its speed, are the same in each form. Any
 Multiattack. The loxo makes two attacks: One with its maul and        equipment it, is wearing or carrying isn't transformed. It reverts
 one with its shuriken.                                                to its true form if it dies.
 Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.        Keen Hearing and Smell. The lythari has advantage on Wisdom
 Hit: 7 (1d6+4) bludgeoning damage.                                    (Perception) checks that rely on hearing or smell.
 Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
 Hit: 11 (2d6+4) bludgeoning damage.                                   Actions
                                                                       Multiattack (Hybrid Form Only). The lythari makes two bite
 Shuriken. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one
                                                                       attacks.
 target. Hit: 4 (1d4+1) piercing damage.
                                                                       Bite (Wolf Form Only). Melee Weapon Attack: +4 to hit, reach 5
                                                                       ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is
                                                                       a humanoid, it must succeed on a DC 11 Constitution saving
                                                                       throw or be cursed with lythari lycanthropy.
                                                                       Longsword (Humanoid Form Only). Melee Weapon Attack: +6 to
                                                                       hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
                                                                       Longbow (Humanoid Form Only). Ranged Weapon Attack: +6
                                                                       to hit, reach 5 ft. or range 150/600 ft., one target. Hit: 8 (1d8+4)
                                                                       piercing damage.
                                                                                                                                            61
                                                                          Children of Sebek. Werecrocodiles are followers of
Werebat                                                                 Sebek, the evil Lord of Crocodiles and their original cre-
Werebats are stealthy and reclusive lycantropes. Fully                  ator. They rarely spread their curse; most werecrocodiles
transformed, a werebat resembles a huge vampire bat. In                 are born as a lycanthrope. Occasionally, a werecrocodile
hybrid form, it has leathery wings under its arms, a snout-             becomes a cleric of Sebek and will either lead a larger
like nose and large, prolonged fangs and yellow elongated               group of werecrocodiles or a human settlement near a
nails. Some werebats use their fearsome appearance to                   swamp. In Faerûn, most werecrocodiles live in Mulhorand.
terrify the members of isolated villages and settlements,
but most of them avoid civilisation if possible. Werebats
live in caves or forests, sometimes as the leaders of a
swarm of common bats. They look down on humanoids                       Werecrocodile
and see them as prey, but are less cruel than other evil                Medium humanoid (human, shapechanger), neutral evil
lycanthropes.                                                           Armour Class 10 in humanoid form, 15 (natural armour) in
                                                                          crocodile form
 Werebat                                                                Hit Points 119 (14d8+56)
 Medium humanoid (human, shapechanger), neutral evil                    Speed 30 ft., swim 50 ft.
 Armour Class 14                                                           STR        DEX        CON         INT         WIS       CHA
 Hit Points 44 (8d8+8)                                                    22 (+6)    10 (+0)    18 (+4)    10 (+0)     11 (+0)    12 (+1)
 Speed 30 ft. (10 ft. in bat form), fly 60 ft.
                                                                        Skills Stealth +3
      STR       DEX         CON         INT       WIS       CHA         Damage Immunities bludgeoning, piercing, and slashing dam-
     15 (+2)   18 (+4)     12 (+1)    10 (+0)    12 (+1)    9 (-1)        age from nonmagical weapons that aren't silvered
                                                                        Senses passive Perception 10
 Skills Perception +3, Stealth +6
                                                                        Languages Common, Mulhorandi
 Damage Immunities bludgeoning, piercing, and slashing dam-
                                                                        Challenge 6 (2,300 XP)
   age from nonmagical weapons that aren't silvered
 Senses blindsight 60 ft., passive Perception 13                        Hold Breath. The werecrocodile can hold its breath for 30
 Languages Common (can't speak in bat form)                             minutes.
 Challenge 3 (700 XP)
                                                                        Shapechanger. The werecrocodile can use its action to poly-
 Echolocation. The werebat can't use its blindsight while deaf-         morph into a Large crocodile, or back into its true form, which
 ened.                                                                  is humanoid. Its statistics, other than its AC and its size, are the
                                                                        same in each form. The werecrocodile can't polymorph if there
 Keen Hearing. The werebat has advantage on Wisdom (Percep-             is not enough space for its crocodile form. Any equipment it is
 tion) checks that rely on hearing.                                     wearing or carrying isn't transformed. It reverts to its true form
 Shapechanger. The werebat can use its action to polymorph into         if it dies.
 a bat-humanoid hybrid or into a bat, or back into its true form,       Speak with Crocodiles. The werecrocodile can communicate
 which is humanoid. Its statistics, other than its speed, are the       simple concepts to crocodiles, alligators and caimans while in
 same in each form. Any equipment it is wearing or carrying isn't       crocodile form.
 transformed. It reverts to its true form if it dies.
                                                                        Actions
 Actions                                                                Multiattack. The werecrocodile makes two attacks: one with its
 Multiattack (Humanoid or Hybrid Form Only). The werebat                bite and one with its tail, or two with its bite.
 makes two attacks, only one of which can be its claw.
                                                                        Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
 Bite (Bat and Hybrid Form Only). Melee Weapon Attack: +4 to            Hit: 28 (4d10+6) piercing damage. If the werecrocodile is in
 hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the   crocodile form, the target is grappled (escape DC 16). Until this
 target is a humanoid, it must succeed on a DC 12 Constitution          grapple ends, the target is restrained, and the werecrocodile
 saving throw or be cursed with werebat lycanthropy.                    can't bite another target. If the target is a humanoid, it must
 Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach         succeed on a DC 13 Constitution saving throw or be cursed with
 5 ft., one target. Hit: 11 (2d6+4) piercing damage.                    werecrocodile lycanthropy.
 Rapier (Humanoid Form Only). Melee Weapon Attack: +6 to hit,           Tail (Crocodile Form Only). Melee Weapon Attack: +9 to hit,
 reach 5 ft., one target. Hit: 6 (1d8+4) piercing damage.               reach 10 ft., one target not grappled by the werecrocodile. Hit:
                                                                        17 (2d10+6) bludgeoning damage. If the target is a creature, it
                                                                        must succeed on a DC 16 Strength saving throw or be knocked
                                                                        prone.
Werecrocodile                                                           Greatsword (Humanoid Form Only). Melee Weapon Attack: +9 to
In their human form, werecrocodiles are thin an tall, with
                                                                        hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
sharp features and often a noticeable overbite. In their
crocodile form, werecrocodiles are huge monstrosities
with massive jaws. Werecrocodiles can communicate with
crocodiles and similar creatures. They reside in family
groups in swamps and other areas where common croc-
odiles live. Werecrocodile families are led by its strongest
members. They despise wererats and devour them on
sight.
62
Cleric of Sebek                                                          Wereshark
Medium humanoid (human, shapechanger), neutral evil                      In humanoid form, the wereshark is a muscular brute,
                                                                         often hairless and scarred. When it transformed, the
Armour Class 10 in humanoid form, 15 (natural armour) in
                                                                         wereshark turns into a giant shark, often a white shark.
  crocodile form
                                                                         Common sharks have a reputation of being killers in many
Hit Points 144 (17d8+68)
                                                                         areas, but are ultimately just predators that hunt to eat.
Speed 30 ft., swim 50 ft.
                                                                         Weresharks are different. They consider themselves the
  STR         DEX         CON         INT        WIS         CHA         rulers of the oceans and eat everything that crosses their
 22 (+6)     11 (+0)     18 (+4)    14 (+2)     17 (+3)     15 (+2)      paths, and hunt creatures such as merfolk and aquatic
                                                                         elves on purpose. Sometimes they injure creatures just to
Skills Stealth +3                                                        attract other predators and watch them die a slow death.
Saving Throws Dex +3, Int +5, Wis +6                                       Scourge of the Sea. Weresharks fiercely territorial.
Damage Immunities bludgeoning, piercing, and slashing dam-               Even though they have little need for treasure, they often
  age from nonmagical weapons that aren't silvered.                      claim shipwrecks or demand tribute from those that sail
Senses passive Perception 10                                             their waters. Weresharks live alone or accompanied by
Languages Common, Mulhorandi                                             a school of sharks. Sahuagin sometimes form alliances
Challenge 8 (3,900 XP)                                                   with weresharks, and rumour says that weresharks can be
                                                                         found among their numbers too.
Hold Breath. The werecrocodile can hold its breath for 30
minutes.
                                                                          Wereshark
Innate Spellcasting. The werecrocodile's innate spellcasting abil-        Medium humanoid (human, shapeshifter), neutral evil
ity is Wisdom (spell save DC 14). The werecrocodile can innately
                                                                          Armour Class 11 in humanoid form, 14 (natural armour) in shark
cast the following spell as if using a 7th-level spell slot, requiring
                                                                            form
no material components:
                                                                          Hit Points 123 (13d6+65)
1/day: conjure animals (crocodiles and giant crocodiles only)             Speed 30 ft. (5 ft. in shark form), swim 50 ft .
Shapechanger. The werecrocodile can use its action to pol-                  STR         DEX        CON         INT       WIS        CHA
ymorph into a crocodile, or back into its true form, which is
                                                                           22 (+6)     12 (+1)    21 (+5)    10 (+0)    14 (+2)    10 (+0)
humanoid. Its statistics, other than its AC, are the same in each
form. Any equipment it is wearing or carrying isn't transformed.         Saving Throws Dex +4, Int +3
It reverts to its true form if it dies.                                  Skills Perception +5
Speak with Crocodiles. The werecrocodile can communicate                 Damage Immunities bludgeoning, piercing, and slashing dam-
simple concepts to crocodiles, alligators and caimans while in             age from nonmagical weapons that aren't silvered.
crocodile form.                                                          Senses blindsight 60 ft., passive Perception 15
                                                                         Languages Common, Sahuagin
Spellcasting. The werecrocodile is an 8th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with         Challenge 7 (2,900 XP)
spell attacks), and it requires no components to cast spells. It         Blood Frenzy. In shark form, the wereshark has advantage on
has the following cleric spells prepared:                                melee attack rolls against any creature that doesn't have all its
Cantrips (at will): guidance, sacred flame, thaumaturgy                  hit points.
1st level (4 slots): bane, command, shield of faith                      Hold Breath. While in humanoid form, the wereshark can hold
2nd level (3 slots): hold person, lesser restoration                     its breath for 1 hour.
3rd level (3 slots): bestow curse, dispel magic
                                                                         Shapechanger. The wereshark can use its action to polymorph
4th level (2 slots): death ward
                                                                         into a Large shark, or back into its true form, which is human-
                                                                         oid. Its statistics, other than its AC and its size, are the same
Actions                                                                  in each form. The wereshark can't polymorph if there is not
                                                                         enough space for its shark form. Any equipment it is wearing or
Multiattack. The werecrocodile makes two attacks: one with its
                                                                         carrying isn't transformed. It reverts to its true form if it dies.
bite and one with its tail, or two with its bite.
                                                                         Speak with Sharks. The wereshark can communicate simple
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
                                                                         concepts to sharks while in shark form.
Hit: 39 (6d10+6) piercing damage. If the werecrocodile is in
crocodile form, the target is grappled (escape DC 16). Until this        Water Breathing. While in shark form, the wereshark can
grapple ends, the target is restrained, and the werecrocodile            breathe only underwater.
can't bite another target.
Tail (Crocodile Form Only). Melee Weapon Attack: +9 to hit,               Actions
reach 10 ft., one target not grappled by the werecrocodile. Hit:          Multiattack. The wereshark makes two bite attacks or two
22 (3d10+6) bludgeoning damage. If the target is a creature, it           attacks with its glaive.
must succeed on a DC 16 Strength saving throw or be knocked
prone.                                                                    Bite (Shark From Only). Melee Weapon Attack: +9 to hit, reach
                                                                          5 ft., one target. Hit: 15 (2d8+6) piercing damage, or 33 (6d8+6)
Maul (Humanoid Form Only). Melee Weapon Attack: +9 to hit,                piercing damage in shark form. If the target is a humanoid,
reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.              it must succeed on a DC 13 Constitution saving throw or be
                                                                          cursed with werecrocodile lycanthropy.
                                                                          Glaive (Humanoid Form Only). Melee Weapon Attack: +9 to hit,
                                                                          reach 10 ft., one target. Hit: 11 (1d10+6) slashing damage.
                                                                                                                                             63
                                                                       kill them on sight. Some nomad tribes decorate them-
Magedoom                                                               selves with manni feathers or sell them to traders.
The mage doom is an antimagical horror created by the
wizards of Zhentil Keep. The magedoom is humanoid in
shape, with a yellow or brown body that seems to be made               Magedoom
of glistering sludge. It has a face, but its eyes are blind, and       Large monstrosity, lawful evil
its hands end in two large eyeballs. The magedoom exudes               Armour Class 18 (natural armour)
a distinctive odour that smell like ozone and citric acid.             Hit Points 209 (22d10+88)
  Tragic Monstrosity. The magedoom is the product of a                 Speed 50 ft., fly 50 ft.
horrible and painful transformation by a secret magical
ritual developed the wizards of Zhentil Keep. The ritual not              STR         DEX         CON         INT        WIS         CHA
only disposes of one of the Zhent wizard's enemies, but                  22 (+6)     10 (+0)     18 (+4)    10 (+0)     15 (+2)      8 (-1)
turns it into a weapon to be used against other spellcast-
                                                                       Saving Throws Dex +5, Con +9, Wis +7
ers. During the ritual, the transformed spellcaster loses
                                                                       Conditions Immunities blinded
his memories and almost all of his skills and abilities. The
                                                                       Senses blindsight 120 ft., passive Perception 12
wizard who initiated the ritual gains full control over the
                                                                       Languages —
magedoom. Should this wizard be killed, the magedoom
will go rampart and becomes threat to everyone who cross-              Challenge 14 (8,400 XP)
es its path. Until then, it is sent out to destroy spellcasters        Antimagic Sphere. The magedoom is surrounded by a
hostile to the wizards of Zhentil Keep. Magedoom always                10-foot-radius antimagic sphere. Within this sphere, spells can't
attack wizards and sorcerers first, and then go after clerics,         be cast and summoned creatures disappear, and even magic
warlocks and other casters.                                            items become mundane. Spells and other magical effects,
                                                                       except those created by an artefact or a deity, are suppressed
 Manni                                                                 in the sphere and can't protrude into it. Spell effects and spells
 Medium humanoid, chaotic evil                                         that enter the sphere simply disappear. A slot expended to cast
                                                                       a spell in the sphere is consumed. The magedoom's abilities are
 Armour Class                                                          not affected by it.
 Hit Points 18 (4d8)
                                                                       Magic Discharge. When the magedoom dies, it releases raw
 Speed 20 ft., fly 50 ft.
                                                                       magical power. All creatures within a 120-foot-radius are affect-
       STR      DEX          CON       INT       WIS       CHA         ed by a random magical effect as per Wild Magic Surge table
     11 (+0)   14 (+2)      10 (+0)   7 (-2)    13 (+1)    9 (-1)      (see Player's Handbook, p. 104).
Manni
The manni, also know as kara or black ones, are a race of
anthropomorphic crows. They are a little shorter than the
average human, have a long beak and claw-like hands at
the ends of their wings. Manni haunt the bleak and deso-
late corner of the Great Amber Steppes in flocks. They are
evil and perfidious creatures that mainly live on carrion,
but do not hesitate to slay other intelligent creatures when
they are hungry. In times of famine, they consume their
own dead.
  Wasteland Nomads. Manni have a primitive culture.
They live in simple, often temporary huts and use weapons
such as spears or clubs. Manni look down on humans and
other "wingless ones", but fear them at the same time. The
nomads of the steppe have no liking for manni and often
64
Mantidrake                                                              Red Mantidrake
The mantidrake is the offspring of a manticore and an evil              Huge monstrosity, neutral evil
dragon. It resembles a large manticore with scales colour-              Armour Class 15 (natural armour)
ed like those of its dragon parent, but darker and mixed                Hit Points 105 (10d12+48)
with a manticore's brown colouration. Mantidrakes have a                Speed 30 ft., fly 60 ft.
pair of dragon wings and the head of a dragon surrounded
by a leonine mane. Some mantidrakes have stripes. Like                      STR         DEX       CON              INT      WIS       CHA
its manticore parent, the mantidrake eyes the taste of                    19 (+4)      14 (+2)   19 (+4)          7 (-2)   13 (+1)   10 (+0)
human flesh. Unlike manticores, mantidrakes never work
                                                                        Skills Perception +4
together, though they can be found in the service of another
                                                                        Damage Resistances fire
powerful beings such as a dragon, a warlord or a sorcerer.
                                                                        Senses darkvision 60 ft., passive Perception 14
                                                                        Languages Common, Draconic
Mara                                                                    Challenge 6 (2,300 XP)
The mara is an evil spirit that inhabits a powerful stone
body. Mara roam cold regions at night, slaying all creatures            Tail Spike Regrowth. The mantidrake has twenty-four tail spikes.
that cross their part. They are never seen during the day, as           Used spikes regrow when the mantidrake finishes a long rest.
the light of the sun drives the mara from its stone body and
exiles it to another plane of existence. Those who travel the           Actions
wilderness sometimes find the body of a mara that did not               Multiattack. The mantidrake makes three attacks: one with its
hide in the underground or a cave in time, now abandoned                bite and two with its claws or three with its tail spikes. When its
and forever motionless.                                                 fire breath is available, it can use the breath in place of its bite
  Demonic Servants. Mara can have many different forms,                 or horns.
but most of them resemble hulking humanoids with large                  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
fists, glowing red eyes and a beak. They communicate                    Hit: 13 (2d8+4) piercing damage.
among themselves with bird-like shrieks and cries and are
                                                                        Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
apparently susceptible for telepathic commands. A mara's
                                                                        Hit: 8 (1d8+4) slashing damage.
only desire is that to kill and destroy. Mara are sometimes
found in the service of powerful fiends and used to kill or             Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft.,
abduct other creatures.                                                 one target. Hit: 13 (2d8+4) piercing damage.
 Actions
 Multiattack. The mare makes two slam attacks.
 Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
 Hit: 28 (4d10+6) bludgeoning damage.
                                                                                                                                               65
                                                                 Surprise Attack. If the meazel surprises a creature and hits it
 Meazel                                                          with an attack during the first round of combat, the target takes
 Medium humanoid, chaotic evil                                   an extra 5 (2d4) damage from the attack.
 Armour Class 12
 Hit Points 27 (6d8)                                             Actions
 Speed 30 ft.                                                    Multiattack. The meazel makes two claw attacks.
    STR       DEX        CON         INT        WIS     CHA      Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
  10 (+0)    14 (+2)    11 (+0)     6 (-2)    11 (+0)   7 (-2)   5 (1d6+2) slashing damage, and the target must make a DC 12
                                                                 Constitution saving throw or be poisoned for 1 minute. The poi-
 Skills Stealth +4                                               soned target can repeat the saving throw on each of its turns,
 Senses darkvision 120 ft., passive Perception 10                ending the effect on itself on a success.
 Languages Undercommon                                           Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
 Challenge 1 (200 XP)                                            range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage.
66
Myrlochar                                                                Naga, Dark
Myrlochar are arachnoid beings created by Lolth. They                    The naga are a race of sapient serpents that wield magical
strongly resemble skeletal spiders, with a glowing bones,                powers. Naga have a variety of different habitants, align-
a hairy main body and eight legs that end in sharp, bony                 ments and agendas. Like other nagas, the dark naga is a
stingers. Despite their fragile appearance, myrlochar are                serpentine creature with a human-like face. Dark nagas
powerful creatures. They live to kill and relentless hunt all            have smooth, blue or black scales that are hardly visible
other creatures. In packs, myrlochar even dare to attack                 and give them the appearance of a giant eel. Dark nagas
powerful creatures such as dragons.                                      are egoistic and greedy, but are willing to cooperate with
  Assassins of the Spider Queen. All myrlochar have been                 other evil creature when it serves their own interests. Dark
created by Lolth. The Spider Queen allows her clerics to                 nagas are known to work together with the Zhentarim and
summon myrlochar for specific tasks. A myrlochar will                    sometimes lead bands of orcs or serve as mentors.
fulfil this task and then start to roam free, killing everyone             Ancient Serpents. Dark nagas worship the Sess'innek,
who is not an open worshipper of Lolth. These killing                    a demon lord, unlike most other nagas, who worship
sprees only end when the myrlochar is destroyed by a                     Shekinester, creator goddess of the nagas. Despite their
more powerful creature. Occasionally, Lolth herself sends                close relations to other types of nagas, dark nagas have a
a myrlochar after a priestess that has fallen out of favour.             different origin and were apparently created by the same
                                                                         ancient race that made the yuan-ti.
 Myrlochar
 Medium monstrosity, chaotic evil                                         Dark Naga
                                                                          Large monstrosity, lawful evil
 Armour Class 15 (natural armour)
 Hit Points 88 (16d8+16)                                                  Armour Class 15 (natural armour)
 Speed 30 ft., climb 30 ft.                                               Hit Points 75 (10d10+20)
                                                                          Speed 40 ft.
    STR        DEX         CON        INT         WIS        CHA
   12 (+1)    17 (+3)     12 (+1)    12 (+1)     13 (+1)    11 (+0)          STR         DEX          CON       INT        WIS           CHA
                                                                            12 (+1)     17 (+3)      12 (+1)   12 (+1)    13 (+1)       11 (+0)
 Damage Immunities poison
 Conditions Immunities charmed, paralysed, poisoned                       Saving Throws Con +5, Wis +5, Cha +6
 Skills Perception +4, Stealth +6                                         Damage Immunities acid, poison
 Senses darkvision 120 ft., passive Perception 14                         Conditions Immunities charmed, poisoned
 Languages understands Elvish but can't speak                             Senses darkvision 60 ft.,passive Perception
 Challenge 5 (1,800 XP)                                                   Languages Common, Infernal
                                                                          Challenge 6 (2,300 XP)
 Silent Spider. The myrlochar does not make any noise while it
 moves unless it deliberately does so.                                    Mind Reader. The naga is aware of the surface thoughts of
                                                                          creatures within a 30-foot-range. Creatures within an Intelli-
 Spider Climb. The myrlochar can climb difficult surfaces, includ-
                                                                          gence of 3 or lower or creature that don't speak any language
 ing upside down on ceilings, without needing to make an ability
                                                                          are unaffected.
 check.
                                                                          Mind Shield. The naga's thoughts can't be read by magical or
 Web Walker. The myrlochar ignores movement restrictions
                                                                          mundane means.
 caused by webbing.
                                                                          Spellcasting. The naga is a 6th-level spellcaster. Its spellcast-
 Actions                                                                  ing ability is Intelligence (spell save DC 14, +6 to hit with spell
                                                                          attacks), and it needs only verbal components to cast its spells.
 Multiattack. The myrlochar makes three attacks: two with its
                                                                          It has the following wizard spells prepared:
 stinger and one with its bite.
                                                                          Cantrips (at will): dancing lights, mage hand, ray of frost
 Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                          1st level (4 slots): chromatic orb, detect magic, grease
 Hit: 12 (2d8+3) piercing damage.
                                                                          2nd level (3 slots): invisibility, suggestion
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.           3rd level (3 slots): fireball
 Hit: 12 (2d8+3) piercing damage, and the target has to make a
 DC 14 Wisdom saving throw. On a failure with an odd die roll,
 the target is paralysed for 1 minute. The target can repeat the          Actions
 saving throw at the end of each of its turns, ending the effect on       Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
 itself on a success. On a failure with an even die roll, gravity is      Hit: 15 (2d10+4) piercing damage.
 reversed for the target for 1 minute. The target falls upward and
 reach the top of the area they are in. It can make a DC 14 Dexter-       Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one crea-
 ity saving throw to grab onto a fixed object it can reach, thus          ture.
 avoiding the fall. If some solid object (such as a ceiling) is en-       Hit: 10 (2d11+4) piercing damage, and the target must make a
 countered in this fall, the target strikes it just as it would during    DC 14 Constitution saving throw, taking 11 (2d10) poison dam-
 a normal downward fall. If the target reaches the top of the area        age on a failed save, or half as much damage on a successful
 without striking anything, it remains there, oscillating slightly,       one.
 for the duration. The target must repeat the saving throw at the
 end of each of its turns, ending the effect on itself on a success.
                                                                                                                                                  67
Neo-Orog                                                              Black Neo-Orog
Neo-orogs are magical hybrids of ordinary orcs, ogres,                Medium humanoid (orc), lawful evil
orogs and other creatures. They look much like orcs, but              Armour Class 15 (studded leather)
are taller and leaner. There is a number of different neo-            Hit Points 22 (3d8+9)
orog breeds, with red and black neo-orogs being the most              Speed 30 ft.
common ones. Neo-orogs are highly organised and live a
life of military discipline. Those who break free from their             STR        DEX        CON           INT      WIS        CHA
masters often join armies or bands of mercenaries.                      15 (+2)    16 (+3)    16 (+3)      10 (+0)   15 (+2)    10 (+0)
   Servants of Thay. Neo-orogs were created by the Red                Skills Perception +4, Stealth +5
Wizard of Thay and are most common in the Thay region.                Senses darkvision 60 ft., passive Perception 14
They are trained from birth on and obey their wizard mas-
                                                                      Languages Common, Orc
ters without question. The Red Wizards originally intended
                                                                      Challenge 1 (200 XP)
to breed entire armies of neo-orogs. Due to the neo-orog's
slow reproduction rate, they never raises more than a few             Bodyguard. When defending a Red Wizard, the neo-orog has
companies. Some neo-orogs ended up as officers of orcs                advantage on attack rolls.
and other evil humanoids.
                                                                      Master of Camouflage. While in the wilderness, the neo-orog
   Black and Red. Red neo-orogs are elite soldiers. They
                                                                      can take the Hide action as a bonus action.
have dark, mottled red skin and yellow eyes. Red neo-orogs
are ruthless and violent, a trait only contained by their
military discipline. The thinner and slightly shorter black
                                                                      Actions
neo-orogs, on the other hand, were bred as scouts, spies              Multiattack. The neo-orog makes two attacks with its long-
and infiltrators. They have dark green to black skin and              sword.
completely black eyes.                                                Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                                      target.
                                                                      Hit: 6 (1d6+3) piercing damage.
 Red Neo-Orog                                                         Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
 Medium humanoid (orc), lawful evil                                   one target. Hit: 6 (1d6+3) piercing damage.
 Armour Class 14 (chain shirt)
 Hit Points 22 (3d8+9)
 Speed 30 ft.                                                        Neshezu
      STR       DEX       CON           INT      WIS       CHA       The neshezu resemble large hairy orang-utans with gobli-
     17 (+3)   12 (+1)   16 (+3)      10 (+0)   14 (+2)   10 (+0)    noid or orcish features. They are shorter than a human, but
                                                                     physically powerful and excellent climbers. Neshezu are
 Senses darkvision 60 ft., passive Perception 12                     almost exclusively found in dark, shadowy forests where
 Languages Common, Orc                                               they swing from branch to branch and make their homes
 Challenge 1 (200 XP)                                                in treetop villages. Neshezu are as cunning as they are
                                                                     evil and are likely to ambush whoever trespasses on their
 Bodyguard. When defending a Red Wizard, the neo-orog has
                                                                     territory.
 advantage on attack rolls.
 Actions                                                              Neshezu
                                                                      Medium humanoid, chaotic evil
 Multiattack. The neo-orog makes two attacks with its long-
 sword.                                                               Armour Class 13
                                                                      Hit Points 19 (3d8+6)
 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                                      Speed 30 ft., climb 20 ft.
 target.
 Hit: 7 (1d8+3) slashing damage.                                        STR         DEX        CON           INT       WIS       CHA
 Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,          16 (+3)     17 (+3)    14 (+2)      10 (+0)   11 (+0)     9 (-1)
 one target. Hit: 5 (1d8+1) piercing damage.                          Skills Acrobatics +5
 War Cry (1/Day). The neo-orog utters a war cry. All orcs that can    Senses darkvision 60 ft., passive Perception 10
 hear it deal one additional die of damage when they hit with a       Languages Goblin, Orc
 melee weapon until the beginning of the neo-orog's next turn.        Challenge 1/2 (100 XP)
 Until then, they also have advantage on saving throws against
 being charmed or frightened. The bonus is not cumulative with        Actions
 the war cries of other neo-orogs. A creature can't receive this
 bonus again from any neo-orog until it finishes a long rest.         Multiattack. The neshezu makes two attacks with its cutlass.
                                                                      Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                      Hit: 7 (1d8+3) slashing damage.
                                                                      Flintlock Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
                                                                      one target. Hit: 8 (1d10+3) piercing damage.
68
Nereid                                                                  Nightshade
The nereid is a fey creature from the Elemental Plane of                Nightshades, also called wood woses, resemble wild
Water. Nereids resemble females tritons and are distantly               dwarves with dark brown skin, white hair bronze-coloured
related to them. They never left their home plane perma-                eyes. Known to few, nightshades are elemental spirits of
nently, but often come to the Material Plane to explore its             poisonous plants such as mistletoe, hemlock, foxglove, and
oceans and sometimes stay for years.                                    belladonna. They live in dark, unhallowed forest and caves.
  Death Kiss. Nereids can be selfish creatures and some                 All clothes nightshades wear are made of leaves, vines
of them are outright malicious, using their magical touch               and branches. Nightshade warriors usually carry bronze
to drown sailors they seduce. In the Realms, nereids can                swords and spears.
be found in the underwater city of Ascale. Some also live in              Venomous Midgets. Nightshades have developed a spe-
Lake Ashane in Rashemen.                                                cial poison they use to coat their swords. This poison slows
                                                                        a creature's agility and reflexes, and humanoid killed by it
                                                                        will raise as a nightshade after the next full moon. It is un-
 Nereid                                                                 clear whether this is the only method by which nightshades
 Medium fey, chaotic neutral (75%) or chaotic evil (25%)                reproduce or just a side effect of their poison. Occasionally,
                                                                        prisoners are transformed with his poison too.
 Armour Class 13
                                                                          Poisonous Queen. The nightshades of Daggerdale are
 Hit Points 44 (8d8+8)
                                                                        led by a high queen, usually the oldest and most powerful
 Speed 30 ft., swim 40 ft.                                              female among them. Nightshade rulers retain an iron grip
    STR        DEX         CON         INT         WIS       CHA        on their subjects and demand disciple and absolute obe-
    9 (-1)    17 (+3)     12 (+1)     13 (+1)     12 (+1)   16 (+3)     dience. Nightshades are secretive, almost paranoid, about
                                                                        the location of their dwellings. During the winter, night-
 Skills Perception +3, Persuasion +5, Stealth +5                        shades become sluggish and eventually begin to hibernate.
 Senses darkvision 120 ft., passive Perception 13                       During this time, their secrecy is their only protection from
 Languages Aquan, Common                                                their enemies, mainly treants, druids, and rangers. Night-
 Challenge 2 (450 XP)                                                   shades are on good terms with korred, needlemen and evil
                                                                        myconids
 Amphibious. The nereid can breathe air and water.
 Aquatic Camouflage. When in water, the nereid's skin turns
 translucent and the nereid has advantage on Dexterity (Stealth)
 checks.
                                                                         Nightshade
                                                                         Small elemental, neutral evil
 Magic Resistance. The nereid has advantage on saving throws
                                                                         Armour Class 12 (natural armour)
 against spells and other magical effects.
                                                                         Hit Points 10 (3d6)
 Nereid Shawl. The nereid's essence is bound to a delicate               Speed 25 ft.
 shawl as white as sea foam. If the shawl is destroyed, the nereid
 begins to fade and dies within 1 hour.                                       STR       DEX         CON        INT      WIS        CHA
                                                                             12 (+1)   11 (+0)     13 (+1)   10 (+0)   12 (+1)     8 (-1)
 Actions                                                                 Damage Immunities poison; bludgeoning, piercing, and slash-
 Drowning Kiss. The nereid touches a creature it can see within            ing from wooden weapons
 a range of 5 feet. If the creature is a create that breathes air, it    Conditions Immunities poisoned
 must succeed on a DC 14 Constitution saving throw. On a failed          Senses passive Perception 11
 save, its lungs begin to fill with water. The creature must repeat      Languages Nightshade, Sylvan
 the saving throw at the end of its next turn. On a success, the         Challenge 1/4 (50 XP)
 effect ends. On a failure, the creature drops to 0 hit points.
                                                                         Speak with Plants. The nightshade can communicate with
 Spit Venom. The nereid spits saliva at a creature it can see            plants as if they shared a language.
 within a range of 10 feet. The targeted creature must succeed
 on a DC 14 Dexterity saving throw or be blinded for 1 minute.
 The target can repeat the saving throw at the end of each of its
                                                                         Actions
 turns, ending the effect on itself on a success.                        Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
                                                                         target. Hit: 4 (1d6+1) piercing damage, and the target's Dex-
                                                                         terity score is reduced by 1d4. The target dies if this reduces its
                                                                         Dexterity to 0. Otherwise, the reduction lasts until the target
                                                                         finishes a short or long rest. If a humanoid dies from this attack,
                                                                         its corpse turns into a new nightshade following the next full
                                                                         moon.
                                                                         Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
                                                                         range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage.
                                                                                                                                            69
                                                                          Silent Invaders. Nishruu barely interact with their envi-
Nishruu                                                                 ronment and the sole purpose of their existence seems to
                                                                        be to consume as much magic as possible. In the Realms,
 Nishruu                                                                nishruu were first sighted on the Moonshae Isles and have
                                                                        spread into other areas since. The Red Wizards of Thay
 Large aberration, chaotic neutral
                                                                        despise them more than anybody else, for more than one
 Armour Class 10                                                        of their magical workshops has been runied by a nishruu.
 Hit Points 60 (8d10+16)                                                A subspecies of the nishruu, the hakeashar, can be found
 Speed 0 ft., fly 30 ft. (hover)                                        Old Empires of Mulhorand, Unther, and Chessenta. It
                                                                        resembles a bright red sphere of gas. Within this sphere,
      STR      DEX          CON       INT        WIS        CHA
                                                                        hundreds of grasping claws, probing eyes and fang-filled
     1 (-5)   10 (+0)      14 (+2)   13 (+1)    14 (+2)     6 (-2)
                                                                        mouths can be seen.
 Damage Immunities poison
 Damage Resistances cold, fire                                           Hakeashar
 Conditions Immunities charmed, grappled, paralysed, petrified,          Large aberration, chaotic neutral
   poisoned, prone, restrained
                                                                         Armour Class 13
 Senses truesight 30 ft., passive Perception 12
                                                                         Hit Points 93 (11d10+33)
 Languages —
                                                                         Speed 0 ft., fly 30 ft. (hover)
 Challenge 2 (450 XP)
                                                                             STR        DEX         CON        INT      WIS        CHA
 Ephemeral. The nishruu can't wear or carry anything.                       1 (-5)     17 (+3)     16 (+3)   15 (+2)   14 (+2)     6 (-2)
 Gaseous Form. The nishruu can enter a creature's space and
                                                                         Damage Immunities poison
 stop there. It can move through a space as narrow as 1 inch
                                                                         Damage Resistances cold, fire
 wide without squeezing.
                                                                         Conditions Immunities charmed, grappled, paralysed, petrified,
 Magic Absorption. The nishruu absorbs any magic that it comes             poisoned, prone, restrained
 into contact with. When the nishruu comes into contact with a           Senses truesight 60 ft., passive Perception 12
 spell, the spell is absorbed and has no effect. If the nishruu was      Languages —
 subject to damage caused by a spell, it regains a number of hit
                                                                         Challenge 4 (1,100 XP)
 points equal to the damage the spell would have dealt instead.
 The only exception are spells that deal cold or fire damage. The        Ephemeral. The hakeashar can't wear or carry anything.
 nishruu takes half damage from these spells. Spell that do not
 deal damage are absorbed and the nishruu regains a number of            Gaseous Form. The hakeashar can enter a creature's space and
 hit points equal to the spell's level.                                  stop there. It can move through a space as narrow as 1 inch
   A magic item with charges loses 1d4 charges at the beginning          wide without squeezing.
 of each turn it is in contact with the nishruu. Magic items with-       Magic Absorption. The hakeashar absorbs any magic that it
 out charges become mundane as long as they are exposed to               comes into contact with. When the hakeashar comes into con-
 the nishruu and regain their capabilities 1d4 turns after they are      tact with a spell, the spell is absorbed and has no effect. If the
 no longer exposed to it. Artefacts and magic items created by           hakeashar was subject to damage caused by a spell, it regains a
 deities do not function while exposed to the nishruu and regain         number of hit points equal to the damage the spell would have
 their functionality 1 turn after being no longer exposed to it.         dealt instead. The only exception are spells that deal cold or fire
   A spellcaster that starts its turn in the nishruu loses a random      damage. The hakeashar takes half damage from these spells.
 spell slot. The spell slot is regained after a long rest. The caster    Spell that do not deal damage are absorbed and the hakeashar
 must also succeed on a DC 13 Constitution saving throw. On a            regains a number of hit points equal to the spell's level.
 failed save, the creature fall unconscious. A creature can repeat          A magic item with charges loses 1d4 charges at the beginning
 the saving throw at the end of each of its turns, ending the            of each turn it is in contact with the hakeashar. Magic items
 effect on itself on a success.                                          without charges become mundane as long as they are exposed
                                                                         to the hakeashar and regain their capabilities 1d4 turns after
 Magic Discharge. When a nishruu is destroyed, its body dissi-           they are no longer exposed to it. Artefacts and magic items
 pates and sinks into the ground. All magic items with charges           created by deities do not function while exposed to the hak-
 within a 30-foot-radius around the nishruu gain 1d6 charges.            eashar and regain their functionality 1 turn after being no longer
 Magic Sense. The nishruu is aware of all magic items, enchant-          exposed to it.
 ments, and spellcasters within a 240-feet-radius.                          A spellcaster that starts its turn in the hakeashar loses a
                                                                         random spell slot. The spell slot is regained after a long rest.
                                                                         The caster must also succeed on a DC 15 Constitution saving
The nishruu is an alien being that appears like an amor-
                                                                         throw. On a failed save, the creature's Intelligence and Charisma
phous cloud of red and purple mist. It is amorphous and
                                                                         scores become 1. The creature can't cast spells, activate magic
has no visible features. The nishruu is known as the eater               items, understand language, or communicate in any intelligible
of magic and feared for its ability to absorb magical spells             way. The creature can, however, identify its friends, follow them,
and turn those who can cast them into mindless shelves of                and even protect them.
their former selves. Nishruu are gaseous and even breath-
able, and have no harmful effect on those who do not use                 Magic Discharge. When a hakeashar is destroyed, its body dis-
magic. Nobody knows where the nishruu originates from,                   sipates and sinks into the ground. All magic items with charges
but it is generally assumed that it is not native to the Mate-           within a 30-foot-radius around the hakeashar gain 2d6 charges.
rial Plane.                                                              Magic Sense. The hakeashar is aware of all magic items, en-
                                                                         chantments, and spellcasters within a 480-feet-radius.
70
Norker                                                        Norker
Norkers are more primitive relatives of hobgoblins. They      Small humanoid (goblinoid), chaotic evil
are hairless, have long fangs and grey skin. This skin is     Armour Class 16 (natural armour)
incredibly though; as a result, norkers never wear armour.    Hit Points 19 (3d8+6)
They prefer to use large blunt weapons in combat, and         Speed 30 ft.
also attack with their nasty fangs. Norkers are led by the
strongest individual in their group. Norker leaders are         STR         DEX         CON         INT        WIS     CHA
overthrown when they shown signs of weakness or get old.       14 (+2)     11 (+0)     15 (+2)    10 (+0)    11 (+0)   8 (-1)
This results in temporary chaos, making the norkers even      Senses darkvision 60 ft., passive Perception
more disorganised than they already are. Norkers are a bel-   Languages Goblin, Orc
ligerent races and, though they avoid full-blown conflicts,
                                                              Challenge 1/2 (100 XP)
always wage guerilla warfare against their neighbours.
  Lazy Backstabbers. Norkers are an unproductive race.        Actions
They rarely manufacture anything they need and prefer
to take it from other races instead. Most norkers live in     Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
caves, and those who live in villages on the surface have     target.
taken them from other races. Norkers form alliances with      Hit: 4 (1d4+2) piecing damage.
stronger races, but always look for a way to betray them
                                                              Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft.,
for their own benefit. Hobgoblins are respected and feared
                                                              one target.
by norkers, and charismatic hobgoblin leaders sometimes
manage to bring a bunch of norkers under their control        Hit: 6 (1d8+2) bludgeoning damage.
and teach them some discipline. The norkers that live in
the Forest of Tethir are known to worship Maglubiyet, chief
deity of goblinoids.
                                                                                                                                71
Nyth                                                                    Ogre
                                                                        Ogres are an evil race related to the giants. They are tall
The nyth, often mistaken for a will-o'-wisp, is a predator
                                                                        and physically powerful humanoids, but not blessed with
that haunts the northern forests of Faerûn. It appears as
                                                                        many mental capabilities. Ogres and ogre subraces are
a glowing sphere of red, orange or green light. Nyth float
                                                                        common in the Realms.
silently, but can speak the common tongue. Among them-
                                                                           Nordic Ogres .The ogres of the Ice Spire are taller, thin-
selves, they communicate with a sign language of flicker-
                                                                        ner and generally more dangerous than the common ogres
ing lights similar to that of firestars. The barbarian of the
                                                                        found elsewhere in Faerûn. Ice Spire ogres have brown to
North refer to nyth as "wildfires" and consider them to be
                                                                        yellow skin, black or grey hair and purple eyes. All of them
evil spirits.
                                                                        smell like rotten flesh. Ice Spire ogres are well-adapted to
  Points of Light. Unlike firestars, nyth are as active dur-
                                                                        the cold environment they live in and quite stealthy consid-
ing the day to hunt birds and small mammals. They often
                                                                        ering their size.
attack with the sun behind them, making them hard to spot
                                                                           Vaprak's Ogres. Many Ice Spire ogres live in a large
before it's too late. Small prey is killed with a bite; against
                                                                        tunnel complex high up in the mountains. This complex is
larger enemies, the nyth uses magical projectiles. The nyth
                                                                        well-fortified and the different caves connected via ladders
itself is immune to attacks like this and even has the ability
                                                                        and stairs. The ogres in these caves worship Vaprak the
to reflect certain spells back at the caster.
                                                                        Destroyer, patron deity of the ogres. They are militaristic
                                                                        and fond of combat. From time to time, bands of these
                                                                        ogres leave the mountains to plunder and maraud, even if
 Nyth                                                                   they do not require anything of what they steal.
 Small aberration, lawful evil                                             Blood Dancers. Another tribe of Ice Spire ogres lives
 Armour Class 16                                                        in an icy chasm known as the Dour Fissure. These ogres
 Hit Points 49 (14d6)                                                   are under the influence of the demon lord Baphomet. The
 Speed 0 ft., fly 50 ft. (hover)                                        Dour Fissure ogres sometimes go into a frenzy known as
                                                                        the Blood Dance. While frenzied, the ogres attack anyone
      STR       DEX         CON         INT        WIS        CHA       who isn't one of their own and never stop fighting until they
     1 (-5)    22 (+6)     11 (+0)    15 (+2)     12 (+1)    11 (+0)    or their opponents have been killed. Nobody, not even the
 Damage Immunities fire, lightning                                      ogres themselves, can predict then the Blood Dance starts.
 Conditions Immunities charmed, grappled, paralysed, poisoned,
                                                                           Tragic Monstrosities. The Dour Fissure ogres pay a
   prone, restrained, unconscious                                       heavy price of their relationship with Baphomet. They do
 Senses darkvision 120 ft., passive Perception 11
                                                                        little else than fight, eat, and sleep. The rest of their time
                                                                        is spent in a lethargic state. At Baphomet's biding, they
 Languages Common, Nyth
                                                                        occasionally enter a trance and begin to carve hideous
 Challenge 4 (1,100 XP)
                                                                        and disturbing shapes and forms into the rock outside the
 Fire and Lightning Absorption. Whenever the nyth is subjected          chasm to scare away intruders.
 to fire or lightning damage, it takes no damage and instead
 regains a number of hit points equal to the fire or lightning           Ice Spire Ogre
 damage dealt.                                                           Large giant, chaotic evil
 Spell Protection. The nyth does not take damage from spells             Armour Class 12 (hide armour)
 that target it directly. If the nyth is targeted by a magic missile,    Hit Points 68 (8d10+24)
 the projectile is directed back at the caster.                          Speed 40 ft.
 Variable Illumination. The nyth can control its illumination               STR         DEX           CON        INT       WIS     CHA
 level. When the nyth reduces its brightness to total darkness, it
                                                                           20 (+5)     11 (+0)       16 (+3)   10 (+0)   11 (+0)   7 (-2)
 is not visible in dim or darker lighting conditions.
                                                                         Damage Resistances cold
 Actions                                                                 Senses darkvision 60 ft., passive Perception 10
 Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one target.          Languages Common, Giant
 Hit: 10 (3d6) piercing damage.                                          Challenge 2 (450 XP)
 Magic Dart (Recharge 4-6). The nyth releases two magical darts.         Snow Stealth. The ogre has advantage on Dexterity (Stealth)
 The darts hit one or two creatures the nyth can see within a            checks while in its natural environment
 range of 120 feet and deal 18 (4d6+4) force damage each.
                                                                         Actions
                                                                         Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                                                                         Hit: 18 (2d12+5) slashing damage.
                                                                         Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
                                                                         range 30/120 ft., one target. Hit: 12 (2d6+5) piercing damage.
72
Ice Spire Ogre Chieftain                                              Ondonti
Large giant, chaotic evil                                             Ondonti live north of The Ride, in a secluded part of the
Armour Class 16 (scale mail)                                          Tortured Lands. They are closely related to common orcs
Hit Points 104 (11d10+44)                                             and superficially, the two races are almost indistinguish-
Speed 40 ft.                                                          able. With regard to society and their way of life, the two
                                                                      could hardly be any more different. Ondonti live as peace-
  STR          DEX           CON       INT        WIS      CHA        ful farmers and gatherers, taking only what they need to
 22 (+6)      14 (+2)       18 (+4)   12 (+1)   11 (+0)   13 (+1)     survive from the land.
Saving Throws Dex +6, Int +5, Wis +4                                    Rural Pacifists. Ondonti worship Eldath, Mother
Skills Intimidation +4, Perception +3                                 Guardian of Groves, and follow a philosophy of peace and
Damage Resistances cold                                               harmony. Some scholars suspect that the very first ondonti
Senses darkvision 60 ft., passive Perception 13                       were in fact orcish infants found by clerics of Eldath and
Languages Common, Giant
                                                                      raised with her teachings. These teaching are embedded in
                                                                      a cycle of tales called the Way of Peace.
Challenge 5 (1,800 XP)
                                                                        Slaves of the Zhents. The ondonti lived peaceful lives
Snow Stealth. The ogre has advantage on Dexterity (Stealth)           until they were discovered by a scouting party from Zhentil
checks while in its natural environment                               Keep. Not prepared for any from of war and rejecting
                                                                      violence and bloodsheed, the ondonti were quickly over-
Actions                                                               whelmed by Zhent forces. All ondondti with the exception
                                                                      of an isolated tribe were enslaved. The ondonti are not suit-
Multiattack. The ogre makes two attacks with its
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
                                                                      ed for the battlefield, but their pacifist attitude and great
target. Hit: 20 (4d6+6) slashing damage.                              physical strength makes them ideal for lightly supervised
                                                                      manual labour. Some ondonti have been raised among
                                                                      orcs and been trained as assassins, but even these ondonti
 Variant: Ice Spire Ogre Blood Dancer                                 aren't as ruthless and brutal as their orc cousins.
 Baphomet's ogres can enter a frenzy known as the Blood
 Dance. A Blood Dancer has a challenge rating of 3 (700 XP)            Ondonti
 and the following additional trait:                                   Medium humanoid (orc), lawful good
    Blood Dance. The ogre has advantage on melee weapon                Armour Class 11 (16 with barkskin)
    attack rolls. It can't become charmed, frightened, or              Hit Points 13 (2d8+4)
    exhausted.
                                                                       Speed 30 ft.
                                                                         STR         DEX         CON         INT        WIS        CHA
Ice Spire Ogre Cabalist                                                 16 (+3)     13 (+1)     15 (+2)    10 (+0)     14 (+2)    10 (+0)
Large giant, chaotic evil                                              Conditions Immunities charmed
Armour Class 13 (hide armour)                                          Senses darkvision 60 ft., passive Perception
Hit Points 68 (8d10+24)                                                Languages Common, Orc
Speed 40 ft.                                                           Challenge 1/4 (50 XP)
    STR        DEX           CON       INT       WIS       CHA         Innate Spellcasting. The ondonti's innate spellcasting ability is
  19 (+4)     12 (+1)       17 (+3)   12 (+1)   16 (+3)   10 (+0)      Wisdom (spell save DC 10). The ondonti can innately cast the
                                                                       following spells, requiring no material components:
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 13                        3/day each: purify food and drink, sanctuary (self only)
Languages Common, Giant                                                1/day: barkskin
Challenge 3 (450 XP)
                                                                       Actions
Snow Stealth. The ogre has advantage on Dexterity (Stealth)
                                                                       Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
checks while in its natural environment
                                                                       Hit: 5 (1d4+3) slashing damage.
Spellcasting. The ogre is a 5th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
The ogre has the following cleric spells prepared:                      Variant: Ondonti Soldier
                                                                        Some ondonti have been trained with orcs and turned
Cantrips (at will): light, scared flame, thaumaturgy
                                                                        into soldiers. A lawful neutral ondonti solider wearing
1st Level (4 slots): bane, guiding bolt
                                                                        leather armour and carrying a shield (AC 14), and wielding
2nd Level (3 slots): hold person, prayer of healing                     a greatsword has a challenge rating of 1/2 (200 XP) and the
3rd Level (2 slots): bestow curse                                       following additional action options:
                                                                          Multiattack. The ondonti makes two greatsword attacks.
Actions
                                                                          Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one            creature. Hit: 10 (2d6+3) slashing damage.
target. Hit: 11 (2d6+4) bludgeoning damage pus 7 (2d6) cold
damage.
                                                                                                                                            73
                                                                       creatures or bring them under their control with magic -
Phaerimm                                                               their only purpose in the eye of a phaerimm. Sometimes a
                                                                       phaerimm lets its slave fight one another, or charms half
 Phaerimm                                                              a group of travellers and forces the other half to fight their
 Large aberration, neutral evil                                        companions. Phaerimms enjoy sadistic games like this,
                                                                       and this enjoyment is the only thing that prevents them
 Armour Class 16 (natural armour)                                      from trying to exterminate all other living beings.
 Hit Points 105 (14d10+28)                                               Forgotten Evil. Millennia ago, the phaerimm plotted to
 Speed 0 ft., fly 40 ft. (hover)                                       destroy all life in Faerûn. One reason for this was the Neth-
      STR       DEX         CON        INT       WIS          CHA      erese Empire, a mighty nation led by wizards. Netheril
     15 (+2)   13 (+1)     14 (+2)   19 (+4)    16 (+3)      17 (+3)   demanded so much magic that the magical powers in the
                                                                       phaerimms' homeland began to wane and the phaerimm's
 Saving Throws Dex +4, Con +5, Wis +6, Cha +6                          survival was at stake. Netheril's arrogance - in which the
 Skills Arcana +7, History +7, Insight +5, Intimidation +6             wizards even challenged the gods - ultimately led to their
 Conditions Immunities petrified                                       downfall and the destruction of their empire. The pha-
 Senses truesight 60 ft., passive Perception 13                        erimms took this opportunity to devastate Netheril and
 Languages Deep Speech, Phaerimm, Undercommon,                         created what is now know as the Anauroch Desert. What
   telepathy 120 ft.                                                   stopped them was the intervention of another ancient race,
 Challenge 8 (3,900 XP)                                                the Sharns, who defeated and imprisoned the phaerimms.
                                                                       Some of them escaped their prisons since and live in the
 Magic Resistance. The phaerimm has advantage on saving                Myth Drannor and other places.
 throws against spells and other magical effects.
 Spellcasting. The phaerimm is a l0th-level spellcaster. Its spell-
 casting ability is Intelligence (save DC 15, +7 to hit with spell
                                                                       Pterafolk
 attacks). The phaerimm doesn't require any components to cast
 spells and has the following wizard spells prepared:                   Pterafolk
                                                                        Large humanoid (shapechnager), neutral evil
 Cantrips (at will): acid splash, dancing lights, mage hand, minor
   illusion                                                             Armour Class 14 (natural armour)
 lst level (4 slots): charm person, magic missile, shield               Hit Points 42 (5d10+15)
 2nd level (3 slots): crown of madness, mirror image, misty step        Speed 30 ft. (10 ft. in pteranodon form)), fly 30 ft. (50 ft. in
 3rd level (3 slots): dispel magic, fireball, hypnotic pattern            pteranodon form)
 4th level (3 slots): confusion, ice storm, phantasmal killer              STR        DEX         CON          INT        WIS        CHA
 5th level (2 slots): dominate person, mislead                           18 (+4)     11 (+0)     16 (+3)     10 (+0)     15 (+2)     9 (-1)
                                                                        Senses passive Perception 12
 Actions                                                                Languages Draconic
 Multiattack. The phaerimm makes four attacks: One with its             Challenge 2 (450 XP)
 bite, two with its claws and one with its stinger.
                                                                        Flyby. The pterafolk doesn't provoke an opportunity attack when
 Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one target.
                                                                        it flies out of an enemy's reach.
 Hit: 15 (3d8+2) piercing damage.
                                                                        Shapechanger. The pterafolk can use its action to polymorph
 Claw. Melee Weapon Attack: +5 to hit, range 5 ft., one target.
                                                                        into a winged humanoid or into a pteranodon, or back into
 Hit: 11 (2d8+2) piercing damage.
                                                                        its true form, which is humanoid. Its statistics, other than its
 Stinger. Melee Weapon Attack: +5 to hit, range 5 ft., one target.      speed, are the same in each form. Any equipment it is wearing
 Hit: 6 (1d8+2) piercing damage, and target must succeed on a           or carrying isn't transformed. It reverts to its true form if it dies.
 DC 15 Constitution saving throw or be paralysed for 1 minute.
 This ability has no effect on undead. The target can repeat the        Actions
 saving throw at the end of each of its turns, ending the effect on
 itself on a success.                                                   Multiattack. The pterafolk makes two attacks. Neither its bite
                                                                        nor its spear can be used twice using this action.
The phaerimm are an ancient race of powerful magi-                      Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
cians. Phaerimms have a large conical body with an ovoid                Hit: 7 (1d6+4) slashing damage.
head surrounded by four arms. No face is discernible,
but phaerimms have a terrifying mouth filled with sharp                 Claw (Winged Humanoid or Pteranodon Form Only). Melee
teeth and surrounded by countless villi. Their bodies end               Weapon Attack: +6 to hit, reach 5 ft., one target.
in a stinger that secrets a paralysing poison. Among each               Hit: 11 (2d6+4) slashing damage.
other, phaerimms communicate by varying the wind speed                  Spear (Humanoid and Winged Humanoid From Only). Melee or
around their bodies. To speak with other creatures, they                Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft.,
use a form of telepathy.                                                one target. Hit: 7 (1d6+4) piercing damage.
   Ancient Mages. Phaerimm are masters of magic. They
                                                                       Pterafolk are reptilian humanoids. From a distance, they
live long and spend this live studying the arcane and learn-
                                                                       can be mistaken for lizardfolk, but closer observation
ing new spells. Phaerimms favour spells from the School
                                                                       reveals that they lack a tail, are taller and leaner, and
of Illusion, but are not above using something more violent
                                                                       resemble a humanoid pteranodon more than anything
when the situation demands it. Phaerimms enslave other
                                                                       else. Pterafolk have the innate ability to polymorph into a
74
winged humanoid or a pteranodon. Fully transformed, they
can no longer use their claws to handle tools or weapons              Raven, Great
but become fast and agile flyers.                                     Great ravens are home around the city of Ravens Bluff,
  Airborne Raiders. Pterofolk vicious and mean-spirited               which is named after them. Great ravens look much like
creatures. They care little for other races and raid settle-          common ravens but are larger, more intelligent and have
ments to take what they can't manufacture themselves.                 the ability to speak. Some say that these ravens can even
During these raids, pterafolk always attack from air.                 foretell the future. In Ravens Bluff, great ravens can be
Pterafolk are mainly found in the jungles of Chult and the            found almost anywhere, as can common ravens and crows.
enemies of both the human and goblin tribes living there.               Dark Curses. Great ravens are larger than their cousins,
                                                                      but not a serious threat to most races. However, killing a
Quelzarn                                                              great raven can have terrible consequences: A slain raven
                                                                      can utter a curse that affects its killer. When the raven is
The quelzarn is a giant aquatic snake found in the Shin-
                                                                      silenced just before it meets its demise, the curse will be
ing South. Quelzarn are swift and deadly hunters, and
                                                                      spoken out by a haunting disembodied voice. Magic can
probably of magical origin. They have an eel-like appear-
                                                                      silence this voice, but will not prevent the curse from being
ance but a spinelike fin on their back and eyes like those
                                                                      bestowed on the killer.
of humans. This has led to speculation that the quelzarn is
                                                                        Mysterious Companions. From time to time, a great
an artificial creature and possibly the result of experiments
                                                                      raven gains interest in a humanoid, most likely a traveller.
done by the mages of Unther. Quelzarn have the imitate
                                                                      When this happens, the raven will follow and observe the
ability to paralyse other creatures, and there are reports of
                                                                      person for several days. Sometimes a raven can be chased
sailors that were paralysed while standing on a pier only
                                                                      away, sometimes with will only intensify its curiosity. Curi-
to be eaten by a quelzarn tat reared out of the water and
                                                                      ous ravens are likely to remain with the person for a couple
grabbed them.
                                                                      of weeks.
 Quelzarn
 Large monstrosity, unaligned
                                                                       Great Raven
 Armour Class 12                                                       Tiny beast, neutral (75%), or neutral evil (25%)
 Hit Points 119 (14d10+42)
                                                                       Armour Class 13
 Speed 0 ft., swim 50 ft.
                                                                       Hit Points 5 (2d4)
   STR         DEX         CON       INT          WIS      CHA         Speed 10 ft., fly 50 ft.
  20 (+5)     14 (+2)     16 (+3)   4 (-3)       13 (+1)   7 (-2)
                                                                           STR        DEX          CON        INT          WIS       CHA
 Damage Immunities lightning                                              3 (-4)     16 (+3)      10 (+0)    13 (+1)      14 (+2)   11 (+0)
 Senses darkvision 120 ft., passive Perception
                                                                       Skills Insight +4, Perception +4
 Languages —
                                                                       Senses passive Perception
 Challenge 5 (1,800 XP)
                                                                       Languages Common
 Magic Resistance. The quelzarn has advantage on saving throws         Challenge 1/8 (25 XP)
 against spells and other magical effects.
                                                                       Magic Resistance. The raven has advantage on saving throws
                                                                       against spells and other magical effects.
 Actions
 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.        Mimicry. The raven can mimic simple sounds it has heard, such
 Hit: 21 (3d10+5) piercing damage. If the target is a Medium or        as a person whispering, a baby crying, or an animal chittering. A
 smaller creature, it must succeed on a DC 14 Dexterity saving         creature that hears the sounds can tell they are imitations with a
 throw or be swallowed by the quelzarn. A swallowed creature           successful DC 12 Wisdom (Insight) check.
 is blinded and restrained, it has total cover against attacks and     Raven's Curse. When the raven is killed, it curses the creature
 other effects outside the quelzarn, and it takes 14 (4d6) acid        that killed it. The raven being unable to speak when it dies does
 damage at the start of each of the quelzarn's turns. If the qu-       not prevent the curse. The curse lasts for 2d20 days. After this
 elzarn takes 30 damage or more on a single turn from a creature       period, the target is permitted a DC 15 Charisma saving throw
 inside it, the quelzarn must succeed on a DC 14 Constitution          per day to shack off the curse. Remove curse cannot lift this
 saving throw at the end of that turn or regurgitate all swal-         curse. The DM decides what kind of curse the raven utters. Pos-
 lowed creatures, which fall prone in a space within 10 feet of the    sible curses include:
 quelzarn. If the quelzarn dies, a swallowed creature is no longer      • Disadvantage on ability checks and saving throws for one
 restrained by it and can escape from the corpse by using 20 feet          ability score.
 of movement, exiting prone.                                            • Disadvantage on attacks with melee or ranged weapons.
 Paralysing Gaze (Recharge 6). The quelzarn chooses a creature          • When the target deals damage to another creature, it takes
 it can see within a range of 90 feet. The target must succeed on          1d4 psychic damage.
 a DC 14 Wisdom saving throw or be paralysed for 1 minute. This
 ability has no effect on undead. The target can repeat the saving     Actions
 throw at the end of each of its turns, ending the effect on itself    Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 on a success.                                                         Hit: 2 (1d4) piercing damage.
                                                                                                                                              75
Reverend One                                                            Scalamagdrion
Reverend ones are mysterious elven creatures that some-                 The scalamagdrion resembles a silver dragon, but has
times appear on the battlefield to aid elves in a fight. Who            grey scales, green eyes and a long tail with bony spikes
exactly the reverend ones are is debated. Some say that                 at the end. Many believe the scalamagdrion to be unique,
they are the spirits of elven warriors that chose to remain             though it is actually a race of beasts. The reason for this is
in the world of the living and defend their eleven brethren.            a booked named after these creatures, The Scalamagdrion.
Other claim that the reverend ones have been created by                 It tells the tale of Ningulfim, a cunning scalamagdrion with
the Seldarine to protect elven communities. Virtually noth-             vaguely defined magical powers. Ningulfim lives in a net-
ing is known about the society of the reverend ones, if one             work of cavern, possibly beneath the Great Glacier where
even exists.                                                            several scalamagdrions have been sighted.
  Mysterious Warriors. Reverend ones almost always ap-                    Silent and Stealthy. Scalamagdrions have a unique trait:
pear in groups. They wear plate armour and carry shield,                They are surrounded by a sphere of absolute silence, mak-
and usually carry a longsword and a longbow. Tales tell of              ing them uncannily quite despite their size. The silence
reverend ones riding into battle on warhorses, but these                also prevents a scalamagdrion to use any form of vocal
stories could never be confirmed. When a reverend one                   language, and it is speculated that scalamagdrions use a
falls, it returns to Arvandor, and its armour and weapons               sign language to communicate with one another. Scalam-
disappear. On rare occasions, a reverend one leaves a                   agdrions enjoy the taste of human flesh, but are content
weapon behind for a deserving elven warrior.                            with the meat of other creatures too.
76
Shalarin                                                                 Sharn
The shalarin are a sophisticated race of aquatic human-                  The sharn are a mysterious race that dwells in several
oids. They have webbed fingers and toes, but their most                  underground complexes, including Undermoutain. Sharn
prominent feature is the fin that runs from the bridge of the            are a reclusive race and do not tolerate intruders in their
nose over their skull down to their tailbone. Shalarin have              tunnels. Those who enter a sharn cave after a warning are
gill slits along their collarbones and rib cage, are complete-           likely to be killed and eaten. Sharn appear as large black
ly hairless and have dark, almost fully blakc eyes.                      beings shaped like tear drops. Their bodies are covered in
   Rigid Castes. Shalarin society is defined by a caste                  tiny eyes and surrounded by a faint purple glow.
system with four castes: The Protectors (warriors), the                    Ethereal Portals. Sharn can alter their shape and from
Providers (administrators, rulers, workers), the Scholars                up to three heads and three appendages. Each of these
(artists, philosophers, historians), and the Seekers (explor-            appendages in turn has three arms and claws. In addition
ers). Many shalarin are not aware that other species do not              to this, sharn have the ability to form small purple portals
necessarily have a similar system, and get confused when                 at will. They move their claws through these portals, which
they meet someone who mixes professions of two ore                       allows them to attack enemies over a long distance.
more castes, such as a bard who is also a warrior. Shalarin                Enigmatic Mages. The sharn are an ancient species
eggs have distinctive colour patterns indicating the caste a             whose origins are unknown to scholars. What is know is
child will belong to.                                                    that the sharn are sworn enemies of the phaerimms and
   Ancient Creatures. In Faerûn, shalarin can only be found              imprison them millenia ago, possibly saving Faerûn from
in the Sea of Fallen Stars. Their territroy spans from the               destruction. Like the phaerimm, sharn wield powerful
Whamite Isles to the Easting Reach between Impiltur and                  magic. There are several sharn clans, and those in the
the Great Dale. The shalarin's ancestral home is the Sea                 Undermountain worship the Drowned Queen, a mysteri-
of Corynactis, west of Maztica. Man groups of shalarin still             ous creature from the depths of Sargauth. Some say that
live in that area, and it is unclear what led the Faerûnian              the Drowned Queen is an ancient aboleth with unusual
shalarin away from their homeland.                                       magical powers. Other sharn clans worship other gods,
                                                                         including human, elven, dwarven and even goblinoid gods.
 Shalarin
 Medium humanoid, lawful neutral
                                                                          Sharn
 Armour Class 12                                                          Large aberration, chaotic neutral
 Hit Points 18 (4d8)
                                                                          Armour Class 17 (natural armour)
 Speed 10 ft., swim 50 ft.
                                                                          Hit Points 133 (14d10+56)
   STR         DEX        CON          INT         WIS        CHA         Speed 10 ft., fly 40 ft. (hover)
  14 (+2)     14 (+2)    10 (+0)     11 (+0)     11 (+0)     10 (+0)
                                                                              STR       DEX          CON        INT       WIS        CHA
 Senses darkvision 120 ft., passive Perception                              18 (+4)    20 (+5)      19 (+4)   18 (+4)    17 (+3)    20 (+5)
 Languages Aquan
                                                                          Saving Throws Str +7, Dex +8, Con +7, Wis +6
 Challenge 1/4 (50 XP)
                                                                          Skills Arcana +7, Insight +6, Intimidation +8, Perception +6
 Water Breathing. The shalarin can breathe only underwater.               Conditions Immunities charmed
                                                                          Senses truesight 60 ft., passive Perception
 Actions                                                                  Languages Deep Speech, Sharn, telepathy 120 ft.
 Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or        Challenge 7 (2,900 XP)
 range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or
                                                                          Alien Mind. A creature that tries to read the sharn's thoughts
 6 (1d8+2) piercing damage if used with two hands to make a
                                                                          or deals psychic to it takes 14 (4d6) points of psychic damage
 melee attack.
                                                                          and must succeed on a DC 15 Intelligence saving throw or be
                                                                          unconscious for 1 minute. The target can repeat the saving
  Variant: Sharn Enchanter                                                throw at the end of each of its turns, ending the effect on itself
  Many sharn are practitioners of the arcane arts. A sharn                on a success.
  enchanter spellcaster has a challenge rating of 9 (5,000 XP)            Magic Resistance. The sharn has advantage on saving throws
  and the following trait:                                                against spells and other magical effects.
    Spellcasting. The sharn is a 9th-level spellcaster. Its spell-        Magic Weapons. The sharn's weapon attacks are magical.
    casting ability is Charisma (spell save DC 17, +9 to hit with
    spell attacks). The sharn doesn't require any components              Actions
    to cast spells and has the following wizard spells prepared:          Multiattack. The sharn makes four claw attacks.
    Cantrips (at will): chill touch, dancing lights, shocking grasp       Claw. Melee Weapon Attack: +8 to hit, reach 60 ft., one target.
    1st level (4 slots): charm person, chromatic orb, detect magic,       Hit: 14 (3d6+4) slashing damage.
      sleep
    2nd level (3 slots): darkness, detect thoughts, misty step
    3rd level (3 slots): dispel magic, fireball, hypnotic pattern
    4th level (3 slots): confusion, greater invisibility, wall of fire
    5th level (1 slot): dominate person
                                                                                                                                               77
Shatjan                                                               Silver Dog
The shatjan is a nature spirit that lives high up in the north,       Few have ever seen the beautiful being known as the silver
where it protects the reindeer herds that roam the tundra.            dog. Silver dogs appear as graceful canines with long
It has the body of a human and the head of reindeer. Both             flowing hair the colour of mercury. Silver dogs only appear
sexes have antlers, with the males having larger ones.                at night when they, so legends say, feed on the light of the
A shatjan's neck, shoulders, and forearms are covered                 moon. The origin of the silver dog is unknown, but druids
in thick brown fur. Shatjans makes wear minimal cloth-                consider it to be a guardian spirit of the forest it dwells in.
ing from bark and fur, and often decorated with strange                 Alien Grace. The dog's supernatural beauty is so fasci-
symbols. They are solitary creatures that move with the               nating that it forces those who see a silver dog to chase
reindeer they guard. Shatjan only meet to mate or when                and try to catch it. It is said that those who catch a silver
one of them is in grave danger.                                       dog are granted a wish, but those who try to destroy it
  Guardian Spirits. Shatjan protect their reindeer herds,             suffer a terrible fate. Nobody has ever witness a silver dog
but only intervene when predators kill too many reindeer              defending itself in any other way than fleeing.
or when natural disasters threaten to eliminate the entire
herd. The tribes of the north respect and fear the shatjan,
and they will never begin a hunt without making an offer-              Silver dog
ing to the shatjan first. Shatjan play a prominent role in the         Medium fey, neutral
folklore of the tribes of the north and are considered to be
powerful totem spirits.                                                Armour Class 14
                                                                       Hit Points 49 (9d8+9)
                                                                       Speed 40 ft.
 Shatjan                                                                  STR        DEX        CON        INT        WIS        CHA
 Medium fey, lawful neutral                                              12 (+1)    19 (+4)    13 (+1)    16 (+3)    14 (+2)    18 (+4)
 Armour Class 15 (natural armour)                                      Skills Perception +4, Stealth +6
 Hit Points 112 (15d8+45)                                              Conditions Immunities charmed, paralysed, petrified
 Speed 30 ft.                                                          Senses darkvision 120 ft., passive Perception 14
       STR      DEX        CON       INT        WIS        CHA         Languages understands all languages but can't speak
     18 (+4)   11 (+0)    17 (+3)   13 (+1)    15 (+2)    11 (+0)      Challenge 3 (700 XP)
 Saving Throws Dex +3, Int +4, Wis +5                                  Magic Resistance. The silver dog has advantage on saving
 Skills Perception +5, Stealth +3                                      throws against spells and other magical effects.
 Damage Immunities cold                                                Silver Charm. A humanoid with an Intelligence score of 5 or
 Damage Resistances bludgeoning, piercing, and slashing from           higher that sees the silver dog must succeed on a DC 19 Cha-
   nonmagical weapons                                                  risma saving throw or become charmed. While charmed, the
 Senses passive Perception 15                                          target is compelled to chase the silver dog and try to catch it. A
 Languages Common, Sylvan                                              creature can repeat the saving throw for each minute it spends
 Challenge 5 (1,800)                                                   chasing the dog, ending the effect on itself on a success and
                                                                       becoming immune to the charm of this particular silver dog. A
 Speak with Beasts. The shatjan can communicate with beasts            charmed creature that loses the silver dog and does not see it
 and plants as if they shared a language.                              again within 1 hour is no longer charmed, but does not become
                                                                       immune to the silver dog's Charm. A creature that catches
 Actions                                                               the dog is granted a wish by it. A creature that slays the dog is
                                                                       reduced to 0 hit points.
 Multiattack. The shatjan makes two attacks with its greataxe, or
 one attack with its greataxe and one with its ice breath.
 Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
 Hit: 11 (1d12+4) slashing damage.
78
Skum                                                               Skum Renegade
                                                                   Medium humanoid, neutral evil
Skum                                                               Armour Class 14 (natural armour)
Medium humanoid, lawful evil                                       Hit Points 32 (6d8+5)
Armour Class 14 (natural armour)                                   Speed 25 ft., swim 40 ft.
Hit Points 27 (5d8+5)                                                 STR        DEX         CON        INT         WIS          CHA
Speed 25 ft., swim 40 ft.                                            16 (+3)    13 (+1)     12 (+1)    16 (+3)     12 (+1)       8 (-1)
  STR         DEX        CON         INT        WIS       CHA      Skills Deception +1, Insight +5, Perception +3
 16 (+3)     13 (+1)    13 (+1)    10 (+0)    10 (+0)     6 (-2)   Senses darkvision 120 ft., passive Perception 11
Damage Vulnerabilities psychic                                     Languages Deep Speech
Senses darkvision 120 ft., passive Perception 10                   Challenge 2 (450 XP)
Languages Deep Speech                                              Amphibious. The skum can breathe air and water.
Challenge 1 (200 XP)
                                                                   Innate Spellcasting (Psionics). The skum's innate spellcasting
Amphibious. The skum can breathe air and water.                    ability is Intelligence (spell save DC 13). It can innately cast the
                                                                   following spells, requiring no components:
Actions                                                            At will: detect thoughts, mage hand (the hand is invisible)
Multiattack. The bugbear makes two claw attacks.                   2/day each: misty step, nondetection (self only)
                                                                   1/day: command , magic weapon
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4+3) slashing damage.
                                                                   Actions
                                                                   Multiattack. The bugbear makes two claw attacks.
                                                                   Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                   Hit: 8 (2d4+3) slashing damage.
                                                                                                                                          79
Strider, Giant
                                                                  Heat Absorption. The giant strider regains 3 hit points at the
 Giant Strider                                                    start of its turn. If the strider is not exposed to intense heat or
 Large monstrosity, unaligned
                                                                  fire, this trait doesn't function at the start of the strider's next
 Armour Class 12                                                  turn.
 Hit Points 22 (3d10+6)
 Speed 50 ft.                                                     Actions
      STR       DEX         CON       INT       WIS     CHA       Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
     15 (+2)   14 (+2)     14 (+2)   2 (-4)   11 (+0)   8 (-1)    Hit: 9 (2d6+2) piercing damage.
                                                                  Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
 Damage Vulnerabilities cold
                                                                  Hit: 11 (2d8+2) piercing damage.
 Damage Immunities fire
 Senses passive Perception 10                                     Fireball (Recharge 6). The giant strider emits a fireball from its
 Languages —                                                      mouth. The fireball has a range of 60 feet and bursts in a radius
 Challenge 1/2 (100 XP)                                           of 10 ft. Each creature in that area must make a DC 12 Dexterity
                                                                  saving throw, taking 7 (2d6) fire damage on a failed save, or half
                                                                  as much damage on a successful one.
The giant strider is an ostrich-like featherless bird that         Fire Birds. In combat, giant strider attack either with a
inhabits volcanic regions. Often mistaken for a lizard,          bite when they face their opponent, or with a kick when
giant striders have red, leathery skin and glowing eyes.         their opponent stands behind them. Occasionally, a strider
They beak-like jaws are full of sharp little teeth. Due to its   spits out a ball of fire when it faces several opponents are
unique resistance to heat and fire, striders have no natural     once. Giant striders are generally fearless and flee only
enemies.                                                         from opponents that are significantly larger then they are.
   Fearless Mounts. Giant striders share their habitat with
firenewts. These reptilian humanoids raise
striders from eggs and train them as
mounts. Only the strongest and brav-
est firenewts warriors become
riders and lead parties
of firenewts on raids
outside their native
territory. Giant
striders do not
only withstand im-
mense amounts of
heat, but do in fact
have a metabolism
that allows them to
recover from wounds
quickly as long as
their are exposed
to intense
heat.
80
Tempest                                                                 Thylacine
The tempest is a living, sentient storm. It appears as a                The thylacine, also know as the mantiger or jumping tiger,
huge agglomeration of dark clouds accompanied by strong                 is an intelligent predator with illusionary powers. It looks
winds and electrical discharges. Occasionally, twisted faces            much like a tiger, but with grey fur and no stripes. Thy-
or bestial features can be seen in the clouds. Tempests                 lacines are very agile even for a great cat, but their most
speak the language of air elementals, and a few of them                 remarkable ability is to generate an illusion that makes
can communicate in halting Common. Tempests are very                    them appear as a human being. Thylacines use this power
territorial, and can be quite malicious. When a powerful                to lure travellers or even other predators. With the excep-
creature, especially a flyer, enters a tempest's domain, the            tion of mated pairs, thylacines are always solitary. They
tempest is likely to challenge it. However, tempests can                sometimes form alliances with other sapient great cats or
be appeased by making a sacrifice. Tempests live off the                feline creatures against a common foe.
moisture their sucks from the air around them.
                                                                         Thylacine
 Tempest                                                                 Large monstrosity, neutral
 Gargantuan elemental, chaotic neutral
                                                                         Armour Class 13
 Armour Class 15                                                         Hit Points 30 (4d10+8)
 Hit Points 201 (13d20+65)                                               Speed 50 ft.,
 Speed 0 ft., fly 60 ft. (hover)
                                                                            STR         DEX            CON        INT      WIS       CHA
   STR         DEX         CON        INT        WIS        CHA            16 (+3)     17 (+3)        14 (+2)   10 (+0)   13 (+1)   10 (+0)
  14 (+2)     21 (+5)     20 (+5)    9 (-1)     17 (+3)    10 (+0)
                                                                         Skills Perception +3, Stealth +5
 Saving Throws Str +7, Int +4, Wis +8                                    Condition Immunities charmed
 Damage Immunities poison; bludgeoning, piercing, and slash-             Senses passive Perception 13
   ing from nonmagical weapons                                           Languages —
 Damage Resistances lightning, thunder                                   Challenge 2 (450 XP)
 Conditions Immunities exhaustion, grappled, paralysed, petri-
   fied, poisoned, prone, restrained, unconscious                        Keen Smell. The thylacine has advantage on Wisdom (Percep-
 Senses blindsight 60 ft., darkvision 240 ft., passive Perception        tion) checks that rely on smell.
   13                                                                    Pounce. If the thylacine moves at least 20 feet straight toward
 Languages Auran                                                         a creature and then hits it with a claw attack on the same turn,
 Challenge 13 (10,000 XP)                                                that target must succeed on a DC 13 Strength saving throw or
                                                                         be knocked prone. If the target is prone, the thylacine can make
 Storm Aura. The tempest is surrounded by a 20-foot-sphere
                                                                         one bite attack against it as a bonus action.
 of strong winds. This area is difficult terrain, and attack rolls
 of ranged weapon attacks have disadvantage if they pass in              Running Leap. With a 10-foot running start, the thylacine can
 or out of the sphere. Fog, vapour, and gases in the sphere are          long jump up to 25 feet.
 dispersed. Torches and other smaller fires are extinguished. The
 tempest itself is not affected by the aura.                             Actions
                                                                         Multiattack. The thylacine makes one attack with its bite and
 Actions                                                                 one with its claw.
 Multiattack. The tempest makes a lightning strike attack and a          Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 twister attack.                                                         Hit: 7 (1d8+3) piercing damage.
 Lightning Strike. Ranged Spell Attack: +8 to hit, range 60 ft., one     Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.,
 target. Hit: 33 (6d10) lighting damage.                                 Hit: 6 (1d6+3) slashing damage.
 Twister. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
 Hit: 22 (4d10) bludgeoning damage, and the target must suc-             False From (1/Day). The thylacine makes itself appear as a
 ceed on a DC 16 Strength saving throw or be flung 30 feet away          harmless generic human until it attacks or until its concentra-
 from the tempest in a random direction and knocked prone. If a          tion ends (as if concentrating on a spell). The change is illusion-
 thrown target strikes an object, such as a wall or floor, the target    ary and the thylacine does not change its actual form. A DC 13
 takes 6 (1d10) bludgeoning damage for every 10 feet it was              Intelligence (Investigation) check reveals this illusion.
 thrown. If the target is thrown at another creature, that creature
 must succeed on a DC 16 Dexterity saving throw or take the
 same damage and be knocked prone.
                                                                                                                                           81
Tomb Trapper                                                         Unicorn, Black
The tomb trapper, also known as the thaalud, appears                 The black unicorn is result of experiments by the Red
as a tall sexless humanoid with no facial features and a             Wizards of Thay. Black unicorns resemble white unicorns
body made of smooth grey-blue material. Its most striking            and are just as beautiful, but also twisted and evil. They
feature is the huge terrifying mouth in its abdomen. Tomb            have shiny black fur, glowing red eyes, and spiralling silver
trappers are generally armed with massive hammers, but               horns. Black unicorns have an inherent hatred for white
will use their sharp claws too if necessary. Tomb trappers           unicorn. Whenever two of these creatures meet, a fight to
seem to be artificial beings, and it has been suggested that         the death is likely. A black unicorn does not possess all the
they are magically transformed humans from Netheril and              magical abilities of a white one, but compensates for this
possibly a weapon created to be used against the phaer-              with greater physical strength and ferocity. Black unicorns
imms.                                                                are carnivorous and enjoy the taste of human, elven and
   Magic Collectors. Tomb trappers are named after their             unicorn flesh.
ability to burrow through the ground. They use this skill to           Thayan Steeds. Black unicorns were originally bred for
enter underground tombs and other places where magical               the Thayan military and are popular pets among the Red
items are hidden. Magic is sacred to tomb trappers. They             Wizards. Their strength is far superior to that of a war-
never use magic item themselves, but gather, venerate, and           horse and their ability to teleport allows them to ambush
protect them. Tomb trappers live in clans and collectively           enemy troops easily. However, a black unicorn can only tel-
guard their magic items. They only keep gems and other               eport itself, and many a overwhelmed Thayan rider found
minor treasures for themselves. According to tomb trap-              himself spontaneously dismounted when his steed decided
per lore, magic stems from a place they call the Source              that the tide of the battle went into the wrong direction.
of All Magic. The faceless beings spend their eternal                The Sisters of Cyric are a famous cavalry unit that consists
lives searching for this place. Tomb trappers are awed by            entirely of female clerics of Cyric and black unicorns.
earth elementals and believe them to be connected to the
Source.
                                                                      Black Unicorn
                                                                      Large celestial, chaotic evil
 Tomb Trapper                                                         Armour Class 16 (chain barding)
 Huge construct, lawful neutral                                       Hit Points 85 (9d10+27)
 Armour Class 19 (natural armour)                                     Speed 50 ft.
 Hit Points 231 (22d12+88)                                                STR         DEX          CON        INT       WIS      CHA
 Speed 40 ft., burrow 10 ft.                                            19 (+4)      13 (+1)      16 (+3)   15 (+2)   10 (+0)   16 (+3)
   STR         DEX         CON         INT        WIS       CHA       Damage Immunities poison
  22 (+6)     10 (+0)     18 (+4)    14 (+2)    11 (+0)    10 (+0)    Conditions Immunities charmed, paralysed, poisoned
 Saving Throws Dex +5, Int +7, Wis +5                                 Senses darkvision 60ft., passive Perception 13
 Damage Resistances cold, fire; bludgeoning, piercing, and            Languages Common
   slashing from nonmagical weapons                                   Challenge 4 (1,100 XP)
 Conditions Immunities blinded, charmed, exhaustion, fright-
                                                                      Charge. If the unicorn moves at least 20 feet straight toward a
   ened, paralysed, petrified, poisoned
                                                                      target and then hits it with a horn attack on the same turn, the
 Senses blindsight 120 ft., passive Perception 10
                                                                      target takes an extra 9 (2d8) piercing damage. If the target is a
 Languages —                                                          creature, it must succeed on a DC 15 Strength saving throw or
 Challenge 13 (10,000 XP)                                             be knocked prone.
 Keen Hearing. The tomb trapper has advantage on Wisdom               Magic Resistance. The unicorn has advantage on saving throws
 (Perception) checks that rely on hearing.                            against spells and other magical effects.
                                                                      Magic Weapons. The unicorn's weapon attacks are magical.
 Actions
 Multiattack. The tomb trapper makes two attack: one with its         Actions
 bite, and one with its claws or its greathammer.
                                                                      Multiattack. The unicorn makes two attacks: one with its
 Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.      hooves and one with its horn.
 Hit: 51 (10d8+6) piercing damage.
                                                                      Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
 Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.     Hit: 18 (4d6+4) bludgeoning damage.
 Hit: 24 (4d8+6) slashing damage.
                                                                      Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
 Greathammer. Melee or Ranged Weapon Attack: +11 to hit, reach        Hit: 13 (2d8+4) piercing damage.
 5 ft. or range 60/120 ft., one target. Hit: 28 (6d6+6) bludgeon-
 ing damage.                                                          Harming Touch (3/Day). Melee Spell Attack: +6 to hit, reach 5 ft.,
                                                                      one target. Hit: 11 (2d8+2) necrotic damage, and the target is
                                                                      poisoned until healed or until it takes a long rest.
82
Vampiric Mist
                                                                 Blood Sense. The mist senses all warm-blooded creatures within
 Vampiric Mist                                                   a radius of 180 feet.
 Medium aberration, chaotic evil
                                                                 Mist Form. The mist can enter a hostile creature's space and
 Armour Class 13                                                 stop there. It can move through a space as narrow as 1 inch
 Hit Points 36 (8d8)                                             wide without squeezing.
 Speed 0 ft., fly 40 ft. (hover)
                                                                 Mist Stealth. While in fog or vapour, the mist can take the Hide
     STR       DEX         CON        INT      WIS      CHA      action as a bonus action.
    1 (-5)    16 (+3)     10 (+0)   10 (+0)   12 (+1)   6 (-2)
 Damage Resistances bludgeoning, piercing, and slashing from
                                                                 Actions
   nonmagical weapons                                            Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
 Damage Immunities poison                                        creature. Hit: 10 (3d6) necrotic damage. The target's hit point
 Conditions Immunities blinded, exhaustion, grappled, para-      maximum is reduced by an amount equal to the damage taken.
   lysed, petrified, poisoned, prone, restrained, unconscious    This reduction lasts until the creature finishes a long rest. The
 Senses blindsight 120 ft. (blind beyond this radius), passive   target dies if this effect reduces its hit point maximum to 0
   Perception 11
 Languages —
 Challenge 3 (450 XP)
Vampiric Mist
The vampiric mist is a gaseous being that preys
on warm-blooded creatures. When hungry, the
mist is whitish and can be confused with an air
elemental or a vampire in gaseous form. Once it
drained a creature, the vampiric mist is scar-
let red and reeks of blood. Vampiric mists
prefer to hunt during dawn and at night,
where they can mix with the morning and
night fog. Though apparently intelligent,
vampiric mists don't seem to speak any
known languages.
Crimson Death
The crimson death is a creature quite simi-
lar to the vampiric mist, but significantly
more powerful. Like the vampiric mist, it is
a vaporous being that thrives on the blood of
other creatures. Unlike the vampiric mist, it
is vaguely shaped like a humanoid with twisted
facial features. Tales draw a connection between
vampires and crimson deaths. Some say that
the death is a slain vampire, others claims that
whenever a vampire is born, its lost soul forms a
crimson death. Whichever answer is right,
no crimson death has ever been willing
to give it.
   Lone Bloodsuckers. Crimson deaths
live in bogs, near lakes and in other
areas where fog appears regularly. They
have no use for gold, gems or other
riches, but nevertheless like to hoard
treasure. Crimson deaths make their
lair in abandon houses of peat cutters,
old charnel houses and similar places.
When a crimson mist is destroys, it disap-
pears immediately in a gruesome
                                                                                                                                 83
 Crimson Death                                                          Scarlet Dancer
 Medium aberration, neutral evil                                        Medium swarm of Tiny aberrations, unaligned
 Armour Class 14                                                        Armour Class 12
 Hit Points 136 (21d8+42)                                               Hit Points 76 (17d8)
 Speed 0 ft., fly 40 ft. (hover)                                        Speed 0 ft., fly 30 ft. (hover)
      STR       DEX         CON        INT         WIS       CHA            STR        DEX        CON          INT        WIS        CHA
     3 (-4)    19 (+4)     14 (+2)    17 (+3)     13 (+1)   14 (+2)        1 (-5)     14 (+2)    10 (+0)      4 (-3)    10 (+0)      1 (-5)
 Damage Immunities poison                                               Damage Resistances bludgeoning, piercing, slashing
 Damage Resistances bludgeoning, piercing, and slashing from            Conditions Immunities charmed, frightened, grappled, para-
   nonmagical weapons                                                     lysed, petrified, poisoned, prone, restrained, stunned
 Conditions Immunities exhaustion, grappled, paralysed, petri-          Senses passive Perception 10
   fied, poisoned, prone, restrained, unconscious                       Languages —
 Senses darkvision 120 ft., passive Perception 11                       Challenge 4 (1,100 XP)
 Languages —
 Challenge 9 (5,000 XP)                                                 Blood Sense. The swarm senses all warm-blooded creatures
                                                                        within a radius of 120 feet.
 Blood Sense. The mist senses all warm-blooded creatures within         Misty Swarm. The swarm can occupy another creature's space
 a radius of 180 feet.                                                  and vice versa, and the swarm can move through any opening
 Magic Resistance. The mist has advantage on saving throws              as narrow as 1 inch wide without squeezing. The swarm can't
 against spells and other magical effects.                              regain hit points or gain temporary hit points.
 Mist Form. The mist can enter a hostile creature's space and           Sunlight Sensitivity. While in sun light, the swarm has disadvan-
 stop there. It can move through a space as narrow as 1 inch            tage on attack rolls and ability checks.
 wide without squeezing.
 Mist Stealth. While in fog or vapour, the mist can take the Hide       Actions
 action as a bonus action.                                              Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                                        creature. Hit: 14 (4d6) necrotic damage. The target's hit point
 Actions                                                                maximum is reduced by an amount equal to the damage taken.
                                                                        This reduction lasts until the creature finishes a long rest. The
 Blood Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one          target dies if this effect reduces its hit point maximum to 0.
 creature. Hit: 21 (6d6) necrotic damage. The target's hit point
 maximum is reduced by an amount equal to the damage taken,
 and the mist regains hit points equal to that amount. The reduc-
 tion lasts until the target finishes a long rest. The target dies if
 this effect reduces its hit point maximum to 0.
                                                                        Volt
                                                                        Small aberration, unaligned
84
                                                                       This colour apparently indicates the wizshade's rank,
Wemic                                                                  ascending from violet through indigo, blue, green, yellow,
Wemics are creatures with the upper body of a human,                   orange, and red. Nobody knows what meaning these ranks
the lower body of a lion, blond mane-like hair and leonine             actually have, as wizshades are not organised and their
facial features. They posses the keen senses of a lion and             colour is independent from their magical power.
share their habitat. In the Realms, wemics are mainly                    Colour Magic. Some say that wizshades were either
found the Stonelands near the Storm Horn Mountains,                    transformed by magical experiments or ascended to a
Pelleor's Prairie and the Shining Plains west of Turmish.              higher form of existence. Asking a wizshade is unlikely to
Wemics live in groups called prides, with some prides                  clarify this: despite their intelligence and vast knowledge of
formign wemic nations.                                                 the arcane, wizshades often talk gibberish and act errati-
  Proud Warriors. Wemics are fierce warriors and hunt-                 cally. They seem to enjoy annoying powerful mages, cler-
ers. Their culture is quite primitive; wemic do not manufac-           ics, or psionicists they encounter. Wizshades cast spells
ture anything but simple weapons and ornaments, and - de-              spontaneously, and often cast completely random and
spite of an intellect similar to that of humans - don't seem           inappropriate magic when the face other creatures.
to be interested in technological advancement. Wemic
warriors primarily use spears and stone clubs combined
with leather shields. Those who travel through wemic ter-               Wizshade
ritory have to pay a toll, preferably something the wemics              Medium aberration, chaotic neutral
don't make themselves. Wemics can also be hired as scouts               Armour Class 18 (natural armour)
and trackers, something they excel at.
                                                                        Hit Points 55 (10d8+10)
                                                                        Speed 30 ft., fly 40 ft.
 Wemic
 Large monstrosity, neutral                                                STR        DEX         CON          INT       WIS        CHA
                                                                         10 (+0)     14 (+2)     12 (+1)     19 (+4)    15 (+2)    16 (+3)
 Armour Class 14 (shield)
 Hit Points 52 (7d10+14)                                                Skills Arcana +7, History +7, Insight +5
 Speed 40 ft.                                                           Damage Immunities bludgeoning, piercing, and slashing from
                                                                          nonmagical weapons
    STR        DEX         CON         INT      WIS        CHA          Conditions Immunities exhaustion, grappled, paralysed, petri-
   16 (+3)    14 (+2)     14 (+2)    10 (+0)   12 (+1)    10 (+0)         fied, poisoned, prone, restrained
 Skills Perception +3, Survival +3                                      Senses darkvision 120 ft., passive Perception
 Senses passive Perception 13                                           Languages Common plus up to three other languages
 Languages Common, Wemic                                                Challenge 5 ( XP)
 Challenge 2 (450 XP)
                                                                        Incorporeal Movement. The wizshade can move through other
 Keen Smell. The wemic has advantage on Wisdom (Perception)             creatures and objects as if they were difficult terrain. It takes 7
 checks that rely on smell.                                             (2d6) force damage if it ends its turn in side an object.
 Pounce. If the wemic moves at least 20 feet straight toward a          Spell Block. When a spell is successfully cast at the wizshade,
 creature and then hits it with a claw attack on the same turn,         the wizshade can no longer cast spells with the same level as
 that target must succeed on a DC 13 Strength saving throw or           that spell until it finishes a long rest. The wizshade is otherwise
 be knocked prone. If the target is prone, the wemic can make           not affected by any spells, spell-like abilities, or magical effects
 one spear attack against it as a bonus action.                         unless these have been caused the wizshade's own spells.
                                                                        When a spell of a level that has previously been blocked for the
 Running Leap. With a 10-foot running start, the wemic can long         wizshade is successfully cast at the wizshade, there is a 25%
 jump up to 25 feet.                                                    chance that spells of that level are no longer blocked for the
                                                                        wizshade from the beginning of its next turn on.
 Actions
 Multiattack. The wemic makes two attacks, only one of which            Actions
 can be a shield bash.
                                                                        Wizshade Magic. The wizshade casts a spell. Roll 1d10 to
 Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or        determine the spell level of the spell. A roll of 10 indicates that
 range 20/60 ft., one target. Hit: 10 (2d6+3) piercing damage.          the wizshade casts a cantrip. Re-roll results higher than the wiz-
 Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one crea-    shade's maximum spell level. Roll 1d20 to determine the spell
 ture. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large        that is cast, ignoring results higher than the number of spells
 or smaller, it must succeed on a DC 13 Strength saving throw or        for the school and spell level. The spell immediately comes into
 be knocked prone.                                                      effect, and the wizshade only requires somatic components to
                                                                        cast it. When a wizshade tries to cast a blocked spell, it must
                                                                        succeed on a DC 10 Wisdom saving throw. On a success, it
Wizshade                                                                casts no spell. On a failure, the wizshade and its vortex disap-
Wizshades, also known as spellshades, are bizarre magical               pear.
beings that roam outer space around Toril and can also be
found in the Underdark. They resemble translucent wiz-
ards, often with long beards if male and long hair if female.
Wizshades seem to fly around freely in a vortex, ignoring
gravity. Their pupilless eyes and vortices share a colour.
                                                                                                                                              85
Creating a Wizshade                                             Blue Wyvern Drake
To create a wizshade, roll 1d8. This determines the             Huge dragon, neutral evil
wizshade's school. A wizshade can only cast spells from a
single school of magic.                                         Armour Class 16 (natural armour)
                                                                Hit Points 136 (13d12+52)
Wizshade School                                                 Speed 30 ft., fly 60 ft.
             1d8                      School of Magic              STR           DEX         CON           INT      WIS       CHA
              1                          Abjuration               21 (+5)       10 (+0)     18 (+4)      11 (+0)   14 (+2)   10 (+0)
              2                         Conjuration             Skills Perception +5
              3                          Divination             Damage Resistances lightning
              4                        Enchantment              Senses darkvision 60 ft., passive Perception 15
                                                                Languages Draconic
              5                          Evocation
                                                                Challenge 8 (3,900 XP)
              6                           Illusion
              7                         Necromancy
                                                                Actions
              8                        Transmutation
                                                                Multiattack. The wyvern drake makes two attacks: one with its
Roll 1d10, re-rolling results of 10. This determines the        bite and one with its stinger. While flying, it can use its claws in
maximum spell level a wizshade has access to. It cannot         place of one other attack.
casts spells of a higher level in combat. Wizshades cast        Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
spells randomly, no matter how inappropriate a spell is in      Hit: 14 (2d8+5) piercing damage.
the current situation.
                                                                Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Roll 1d8 to determine the wizshade's colour. The colour
                                                                Hit: 16 (2d10+5) slash ing damage.
is a mysterious rank indicator, but does not seem to be con-
nected to a wizshade's power.                                   Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one crea-
                                                                ture. Hit: 13 (2d8+5) piercing damage. The target must make a
Wizshade Colour                                                 DC 16 Constitution saving throw, taking 28 (8d6) poison dam-
             1d8                           Colour               age on a failed save, or half as much damage on a successful
                                                                one.
              1                            Violet
              2                            Indigo               Lightning Breath (Recharge 5-6). The dragon exhales lightning
                                                                in an 30-foot line that is 5 feet wide. Each creature in that line
              3                             Blue                must make a DC 15 Dexterity saving throw, taking 44 (8d10)
              4                            Green                lightning damage on a failed save, or half as much damage on a
              5                            Yellow               successful one.
              6                           Orange                Other Wyvern Drakes
              7                             Red
                                                                The wyvern drake described above is a blue wyvern drake,
              8                            Re-roll              the offspring of a blue dragon and a wyvern, or two blue
                                                                wyvern drakes. To create wyvern drakes of other types,
                                                                change the energy type of the wyvern drake's breath
Wyvern Drake                                                    weapon and the energy type it resists according to the
                                                                table below.
The wyvern drake is the offspring of a wyvern and an evil
dragon. It resembles a huge wyvern with massive wings,
and elongated neck and a tail with a stinger at the end.
                                                                Wyvern Drake Types
The scales of a wyvern drakes are coloured like those of its           Colour                 Energy Type          Breath Weapon
dragon parent, albeit darker. Wyvern drakes often have or-              Black                    Acid                 30'/5' line
ange or yellow swirls around their pupils, a remnant of the             Blue                   Lightning              30'/5' line
wyvern heritage. Wyvern drakes speak the tongue of the
                                                                       Brown                     Acid                 30'/5' line
dragons, and those raised by the Cult of the Dragon also
speak the common tongue. Wild wyvern drakes prefer to                  Green                    Poison                30' cone
live alone, using their intelligence to dominate other preda-           Red                       Fire                30' cone
tors in the area. Those raised by the Cult of the Dragon               White                     Cold                 30' cone
usually serve as mounts and messengers.
                                                                       Yellow                     Fire                30' cone
86
Wood Man                                                             Xantravar
The entity known as the wood man is the largest and most             The xantravar, also known as the stinging horror, is an
powerful of all nature spirits of Rashemen. It resembles a           alien creature that inhabits swamps, salt marshes and
colossal humanoid made of living wood, with root-bound               coastlines with tidal caves. Xantravars consist of two rub-
feet, mighty fists and a body that has branches, leaves and          bery bulbs shaped like tear drops. These leathery sacks are
needles form countless tree species sprouting all over it.           fused together and contain a gas that allows the xantravar
The wood man appears to aid the Rashemi in times of                  to float. This gas is highly volatile; exposing the xantravar
dire need. It is unclear how - of if - the wood man can be           to fire is likely to cause an explosion. Both bulbs end in
summoned deliberately. Some say that the oldest of the               stingers. One of them injects a venom into the xantravar's
Witches of Rashemen hold this secret; others claim that              victim; the other one sucks its blood. Above the stingers
it is send by the gods. Most of the time, the wood man ap-           is a ring of emerald eyes that allow the xantravar to scan
peared to repel and invasion by the Red Wizards of Thay.             its entire surroundings at any time. The stinging horrors
   Guardian of Nature. The wood man is first and foremost            do not interact with any other creature they don't intend
a protector of nature. Its appearance is always destructive,         to kill and eat, and are in turn shun by the animals in their
but all damage done to the environment magically heals af-           territory.
ter a couple of days. Occasionally, the wood man punishes
those rulers of Rashemen who neglect their duties and                 Xantravar
exploit the land beyond a reasonable limit. Notwithstand-             Medium aberration, neutral evil
ing the fact that the wood man is seen only very rarely, it
is respected and feared among the Rashemi. Many see its               Armour Class 12
appearance as a sign of impending doom.                               Hit Points 36 (8d8)
   Vengeful Colossus. Despite its enormous size and                   Speed 0 ft., fly 30 ft. (hover)
fearsome appearance, the wood man is not indestruct-                     STR         DEX         CON        INT         WIS       CHA
ible. However, it constantly heals any damage it suffered              10 (+0)      14 (+2)     11 (+0)    6 (-2)     10 (+0)     8 (-1)
in battle, making it difficult to destroy. The Red Wizards
and their troops are terrified by the wood man. Its appear-           Skills Perception +2
ance is likely to break the morale of any Thayan army that            Damage Immunities lighting, poisoned, radiant
encounters it.                                                        Conditions Immunities poison, prone
                                                                      Senses darkvision 60 ft., passive Perception 10
 Wood Man                                                             Languages —
 Huge plant, chaotic good                                             Challenge 1 (200 XP)
 Armour Class 16 (natural armour)                                     Death Throes. When the xantravar dies taking fire damage, it
 Hit Points 261 (18d12+144)                                           explodes, and each creature within 30 feet of it must make a
 Speed 60 ft.                                                         DC 10 Dexterity saving throw, taking 10 (3d6) fire damage on a
                                                                      failed save, or half as much damage on a successful one. The
   STR         DEX           CON       INT       WIS        CHA       explosion ignites flammable objects in that area that aren't be-
  28 (+9)     10 (+0)       26 (+8)   22 (+6)   25 (+7)    19 (+4)    ing worn or carried.
 Saving Throws Dex +6, Wis +12, Cha +10                               Energy Absorption. Whenever the xantravar is subjected to
 Damage Immunities lightning, fire                                    lightning or radiant damage, it takes no damage and instead
 Conditions Immunities charmed, frightened, petrified, poisoned       regains a number of hit points equal to the lightning or radiant
 Senses darkvision 120 ft., passive Perception 17                     damage dealt.
 Languages Sylvan
 Challenge 20 (25,000 XP)                                             Actions
 Magic Resistance. The wood man has advantage on saving               Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
 throws against spells and other magical effects.                     Hit: 7 (2d6) piercing damage plus 7 (2d6) poison damage.
 Magic Weapons. The wood man's weapon attacks are magical.            Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one
                                                                      creature.
 Regeneration. The wood man regains 30 hit points at the start        Hit: 3 (1d6) piercing damage. The target must succeed on a
 of its turn.                                                         DC 11 Constitution saving throw or its hit point maximum is re-
 Siege Monster. The wood man deals double damage to objects           duced by an amount equal to the damage taken. This reduction
 and structures.                                                      lasts until the target finishes a long rest. The target dies if this
                                                                      effect reduces its hit point maximum to 0.
 Actions
 Multiattack. The wood man makes four slam attacks.
 Slam. Melee Weapon Attack. +15 to hit, reach 10 ft., one target.
 Hit: 42 (6d10+9) bludgeoning damage.
                                                                                                                                           87
Xvart                                                         Xvart
Xvarts are an evil and cowardly race of humanoids. They       Small humanoid, chaotic evil
have blue hairless skin, oversized ears and long, often re-   Armour Class 13 (hide armour)
ceding, black hair. Xvart are physically more powerful than   Hit Points 9 (2d6+2)
kobolds but weaker than golbins. They speak the tongue        Speed 30 ft.
of both of these races and often act as intermediaries
between the two. Goblins use xvarts as spies, and kobolds        STR        DEX         CON          INT        WIS        CHA
keep them at bay with superior numbers. Xvarts have been         8 (-1)    14 (+2)     12 (+2)     10 (+0)    10 (+0)      8 (-1)
spotted in the area around Baldur's Gate, and some of         Senses darkvision 60 ft., passive Perception 10
them allegedly live under the city itself.                    Languages Draconic, Goblin
  Frustrated Midgets. Xvarts bully all weaker races and
                                                              Challenge 1/4 (50 XP)
fear everyone who is bigger than they are - which includes
most other evil races. Whenever possible, xvarts ambush       Pack Tactics. The xvart has advantage on an attack roll against a
and swarm humans and other taller creatures, and capture      creature if at least one of the xvart's allies is within 5 feet of the
and torte them. From time to time, they hold them ransom.     creature and the ally isn't incapacitated.
Xvarts don't use coins to tarde among themselves and often
refuse to deal in anything but goods. They live in caves in   Actions
forested areas.                                               Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
                                                              target. Hit: 5 (1d6+2) piercing damage.
                                                                 Shortbow. Ranged Weapon Attack: +3 to hit, range 30/120 ft.
                                                                   one target. Hit: 4 (1d4+2) bludgeoning damage.
88
           Monsters by Challenge Rating
Challenge 1/8 (25 XP)      Nereid                          Challenge 8 (3,900 XP)
Cat, Sand                  Nishruu                         Deepspawn
Raven, Great               Ogre, Ice Spire                 Dragon, Deep, Young
                           Pterafolk                       Giant, Mountain
Challenge 1/4 (50 XP)      Skum Renegade                   Golem, Emerald
Cat, Elven                 Thylacine                       Lycanthrope, Werecrocodile, Cleric of Sebek
Cat, Luck Eater            Wemic                           Phaerimm
Dwarf, Innugaakalikurit
                                                           Reverend Ones
Elf, Aquatic               Challenge 3 (700 XP)
                                                           Scalamagdrion
Elf, Avariel               Bat, Deep, Sinister
                                                           Wyvern Drake
Frost                      Disenchanter
Gibberling                 Dragon, Fang, Young             Challenge 9 (5,000 XP)
Nightshade                 Dragonkin                       Dragon, Fang, Adult
Ondonti                    Dread Warrior                   Giant, Fog
Shalarin                   Fachan                          Ibrandlin
Xvart                      Ogre, Ice Spire, Blood Dancer   Sharn Enchanter
                           Ogre, Ice Spire, Cabalist       Vampiric Mist, Crimson Death
Challenge 1/2 (100 XP)     Leucrotta, Greater
Bat, Deep, Azmyth          Lizard, Minotaur                Challenge 10 (5,900 XP)
Beguiler                   Lycanthrope, Werebat            Burnbones
Cat, Change                Silver Dog                      Demon, Ghour
Chitine                    Vampiric Mist                   Dracohydra
Dread                                                      Dragon, Yellow, Adult
Dwarf, Wild                Challenge 4 (1,100 XP)          Golem, Magic
Firenewt                   Aurumvorax
Hybsil                     Blazing Bones                   Challenge 11 (7,200 XP)
                           Chitine, Choldrith              Beholder, Death Kiss
Laerti
                           Darkenbeast                     Beholder, Gouger
Manni
                           Demon, Rat-Fiend                Dragon, Brown, Adult
Neshezu
                           Dragon, Brown, Young            Lich, Alhoon
Ondonti Soldier
Strider, Giant             Dragon, Yellow, Young           Challenge 12 (8,400 XP)
                           Hendar                          Dracimera, Green
Challenge 1 (200 XP)       Inquisitor                      Golem, Gemstone, Diamond
Bainligor                  Lizard, Fire                    Dragon, Mercury
Baneguard                  Nishruu, Hakeashar
Bat, Deep, Bonebat         Nyth                            Challenge 13 (10,000 XP)
Bat, Deep, Night Hunter    Vampiric Mist,Scarlet Dancer    Tempest
Chosen One                 Unicorn, Black                  Tomb Trapper
Dragon, Brown, Wyrmling
Dragon, Fang, Wyrmling     Challenge 5 (1,800 XP)          Challenge 14 (11,500 XP)
Dragon, Yellow, Wyrmling   Banelar                         Arch-Shadow
Dwarf, Urdunnir            Curst                           Beholder Mage
Elephant Bird              Foulwing                        Magedoom
Elf, Rockseer              Ghaunadan
                                                           Challenge 15 (13,000 XP)
Firestar                   Ogre, Ice Spire, Chieftain
                                                           Arch-Shadow, Demi-Shade
Gambado                    Myrlochar
                                                           Dragon, Deep, Ancient
Leucrotta                  Quelzarn
Meazel                     Shatjan                         Challenge 16 (15,000 XP)
Neo-Orog, Black            Wizshade                        Beholder, Elder Orb
Neo-Orog, Red                                              Dragon, Fang, Ancient
                           Challenge 6 (2,300 XP)
Skum
                           Dark Tree                       Challenge 17 (18,000 XP)
Volt
                           Doppelgänger, Greater           Dragon, Yellow, Ancient
Xantravar
                           Golem, Gemstone, Ruby
                           Laraken                         Challenge 18 (20,000 XP)
Challenge 2 (450 XP)
                           Lycanthrope, Werecrocodile      Dragon, Brown, Ancient
Aballin
                           Mantidrake, Red                 Lich, Baelnorn (not in lair)
Alaghi
Asperii                    Naga, Dark                      Challenge 19 (22,000 XP)
Bainligor, Reverend One    Reverend One                    Lich, Baelnorn (in lair)
Banedead
                           Challenge 7 (2,900 XP)          Challenge 20 (25,000 XP)
Banegurad, Direguard
                           Darktentacles                   Lich, Banelich (not in lair)
Displacer Serpent
                           Demon, Arrow                    Wood Man
Dragon, Deep, Wyrmling
                           Golem, Lightning
Hamadryad                                                  Challenge 21 (33,000 XP)
                           Hag, Bheur
Laerti, Stingtail                                          Lich, Banelich (in lair)
                           Lycanthrope, Wereshark
Loxo
                           Sharn
Lycanthrope, Lythari
                                                                                                         89
                            Monsters by Size
Tiny                           Inquisitor                                    Magedoom
Cat, Elven                     Laerti                                        Mara
Cat, Luck Eater                Lich, Alhoon                                  Naga, Dark
Cat, Sand                      Lich, Baelnorn                                Nishruu
Firestar                       Lich, Banelich                                Ogre, Ice Spire
Frost                          Loxo                                          Ogre, Ice Spire, Chieftain
Raven, Great                   Lycanthrope, Lythari                          Ogre, Ice Spire, Cabalist
                               Lycanthrope, Werebat                          Ogre, Ice Spire, Blood Dancer
Small                          Lycanthrope, Werecrocodile                    Phaerimm
Bat, Deep, Azmyth              Lycanthrope, Werecrocodile, Cleric of Sebek   Pterafolk
Beguiler                       Lycanthrope, Wereshark                        Quelzarn
Cat, Change                    Manni                                         Scalamagdrion
Chitine                        Meazel                                        Sharn
Dragon, Deep, Wyrmling         Myrlochar                                     Strider, Giant
Dragon, Mercury, Wyrmling      Nereid                                        Thylacine
Dread                          Neo-Orog, Red                                 Unicorn, Black
Dwarf, Innugaakalikurit        Neo-Orog, Black                               Wemic
Dwarf, Wild                    Neshezu
Fachan                         Ondonti
                                                                             Huge
Gibberling                                                                   Dark Tree
                               Ondonti Soldier
Hybsil                                                                       Demon, Ghour
                               Reverend One
Nightshade                                                                   Dracohydra
                               Shalarin
Norker                                                                       Dragon, Brown, Adult
                               Shatjan
Nyth                                                                         Dragon, Deep, Ancient
                               Silver Dog
Volt                                                                         Dragon, Fang, Adult
                               Skum
Xvart                                                                        Dragon, Mercury, Ancient
                               Skum Renegade
                                                                             Dragon, Yellow
Medium                         Vampiric Mist
                                                                             Giant, Fog
Alaghi                         Vampiric Mist, Crimson Death
                                                                             Giant, Mountain
Arch-Shadow                    Vampiric Mist, Scarlet Dancer
                                                                             Giant, Phaerlin
Arch-Shadow, Demi-Shade        Wizshade
                                                                             Ibrandlin
Aurumvorax                     Xantravar
                                                                             Lizard, Fire
Bainligor                      Large                                         Lizard, Minotaur
Bainligor, Reverend One        Aballin                                       Mantidrake, Red
Banedead                       Asperii                                       Tomb Trapper
Baneguard                      Banelar                                       Wyvern Drake
Baneguard, Direguard           Bat, Deep, Sinister                           Wood Man
Bat, Deep, Bonebat             Beholder Mage
Bat, Deep, Night Hunter        Beholder, Death Kiss
                                                                             Gargantuan
Blazing Bones                                                                Dragon, Brown, Ancient
                               Beholder, Elder Orb
Burnbones                                                                    Dragon, Fang, Ancient
                               Beholder, Gouger
Chosen One                                                                   Tempest
                               Chitine, Choldrith
Curst                          Darktentacles
Darkenbeast                    Deepspawn
Demon, Arrow                   Disenchanter
Demon, Rat-Fiend               Displacer Serpent
Doppelgänger, Greater          Dracimera, Green
Dragon, Brown, Wyrmling        Drgaon, Brown, Young
Dragon, Deep, Young            Dragon, Deep, Adult
Dragon, Fang, Wyrmling         Dragon, Fang, Young
Dragon, Mercury, Young         Dragon, Mercury, Adult
Dread Warrior                  Dragonkin
Dwarf, Urdunnir                Foulwing
Elephant Bird                  Golem, Gemstone, Ruby
Elf, Rockseer                  Golem, Gemstone, Emerald
Elf, Avariel                   Golem, Gemstone, Diamond
Elf, Aquatic                   Golem, Magic
Firenewt                       Nishruu, Hakeashar
Gambado                        Hendar
Ghaunadan                      Laerti, Stingtail
Goblin, Dekanter               Lammasu
Golem, Lightning               Laraken
Hag, Bheur                     Leucrotta
Hamadryard                     Leucrotta, Greater
90
             Monsters by Type and Subtype
                                Nereid                               Darktentacles
Monsters by type                Shatjan                              Disenchanter
                                                                                               Monsters by Subtype
Aberration                      Silver Dog                           Displacer Serpent         Beholder
Beholder Mage                                                        Doppelgänger, Greater     Beholder Mage
                                Fiend                                Dracimera, Green
Beholder, Death Kiss                                                                           Beholder, Death Kiss
                                Demon, Arrow
Beholder, Elder Orb                                                  Fachan                    Beholder, Elder Orb
                                Demon, Rat-Fiend
Beholder, Gouger                                                     Gambado                   Beholder, Gouger
                                Demon, Ghour
Deepspawn                                                            Hendar
                                                                     Leucrotta                 Demon
Firestar                        Giant
                                                                     Leucrotta, Greater        Demon, Rat-Fiend
Foulwing                        Giant, Phaerlin
                                                                     Lizard, Fire              Demon, Ghour
Laraken                         Giant, Fog
Nishruu                         Giant, Mountain                      Magedoom                  Dwarf
Nishruu ,Hakeashar              Ogre, Ice Spire                      Mantidrake, Red           Dwarf, Innugaakalikurit
Nyth                            Ogre, Ice Spire, Chieftain           Myrlochar                 Dwarf, Urdunnir
Phaerimm                        Ogre, Ice Spire, Cabalist            Naga, Dark                Dwarf, Wild
Sharn                           Ogre, Ice Spire, Blood Dancer        Quelzarn
Vampiric Mist                                                        Strider, Giant            Elf
Vampiric Mist, Crimson Death
                                Humanoid                             Thylacine                 Elf, Rockseer
                                Alaghi                               Wemic                     Elf, Avariel
Vampiric Mist, Scarlet Dancer
                                Bainligor                                                      Elf, Aquatic
Volt
                                Chitine                              Ooze                      Lich, Baelnorn
Wizshade
                                Chosen One                           Aballin                   Lycanthrope, Lythari
Xantravar
                                Dragonkin                            Ghaunadan
Beast                           Dwarf, Innugaakalikurit                                        Goblinoid
                                                                     Plant                     Goblin, Dekanter
Aurumvorax                      Dwarf, Urdunnir
                                                                     Dark Tree                 Norker
Cat, Sand                       Dwarf, Wild
                                                                     Wood Man
Elephant Bird                   Elf, Aquatic                                                   Human
Lizard, Minotaur                Elf, Avariel                         Undead                    Lycanthrope, Werebat
Raven, Great                    Elf, Rockseer                        Arch-Shadow               Lycanthrope, Werecrocodile
                                Firenewt                             Arch-Shadow, Demi-Shade   Lycanthrope, Werecrocodile, Cleric
Celestial
                                Gibberling                           Bainligor, Reverend One     of Sebek
Asperii
                                Goblin, Dekanter                     Banedead                  Lycanthrope, Wereshark
Lammasu
                                Laerti                               Baneguard
Reverend One                                                                                   Orc
                                Laerti, Stingtail                    Baneguard, Direguard
Unicorn, Black                                                                                 Neo-Orog, Red
                                Loxo                                 Bat, Deep, Bonebat
Construct                       Lycanthrope, Lythari                 Blazing Bones             Neo-Orog, Black
Golem, Gemstone, Diamond        Lycanthrope, Werebat                 Burnbones                 Ondonti
Golem, Gemstone, Emerald        Lycanthrope, Werecrocodile, Cleric   Curst                     Ondonti Soldier
Golem, Gemstone, Ruby              of Sebek                          Dread                     Shapechanger
Golem, Lightning                Lycanthrope, Wereshark               Dread Warrior             Cat, Change
Golem, Magic                    Manni                                Inquisitor                Doppelgänger, Greater
Tomb Trapper                    Meazel                               Lich, Alhoon              Ghaunadan
                                Neo-Orog, Black                      Lich, Baelnorn
Dragon                                                                                         Leucrotta, Greater
                                Neo-Orog, Red                        Lich, Banelich
Dracohydra                                                                                     Lycanthrope, Lythari
                                Neshezu
Dragon, Brown                                                                                  Lycanthrope, Werebat
                                Norker
Dragon, Deep                                                                                   Lycanthrope, Werecrocodile
                                Ondonti
Dragon, Fang                                                                                   Lycanthrope, Werecrocodile, Cleric
                                Ondonti Soldier                                                  of Sebek
Dragon, Mercury                 Pterafolk                                                      Lycanthrope, Wereshark
Dragon, Yellow                  Shalarin                                                       Pterafolk
Ibrandlin                       Skum
Scalamagdrion                   Skum Renegade                                                  Swarm
Wyvern Drake                    Xvart                                                          Vampiric Mist, Scarlet Dancer
Elemental                       Monstrosity
Nightshade                      Banelar
Tempest                         Bat, Deep, Azmyth
                                Bat, Deep, Night Hunter
Fey
                                Bat, Deep, Sinister
Cat, Luck Eater
                                Beguiler
Frost
                                Cat, Change
Hag, Bheur
                                Cat, Elven
Hamadryard
                                Chitine, Choldrith
Hybsil
                                Darkenbeast
Mara
                                                                                                                               91
                  Monsters by Alignment
Lawful Good               Goblin, Dekanter                              Dracohydra
Lammasu                   Inquisitor                                    Dragon, Deep
Lich, Baelnorn (85%)      Laerti                                        Dragon, Yellow
Ondonti                   Laerti, Stingtail                             Foulwing
                          Lich, Banelich                                Ghaunadan
Neutral Good              Magedoom                                      Giant, Fog (50%)
Asperii                   Naga, Dark                                    Giant, Mountain
Elf, Avariel              Neo-Orog, Red                                 Gibberling
Frost                     Neo-Orog, Black                               Hag, Bheur
Hybsil                    Skum                                          Laraken
Reverend One (50%)                                                      Leucrotta
                          Neutral Evil                                  Manni
Chaotic Good              Arch-Shadow
Dragon, Mercury                                                         Mara
                          Arch-Shadow, Demi-Shade
Elf, Aquatic                                                            Meazel
                          Bainligor
Giant, Fog (50%)                                                        Nereid (25%)
                          Bainligor, Reverend One
Lycanthrope, Lythari                                                    Neshezu
                          Baneguard
Reverend One (50%)                                                      Norker
                          Baneguard, Direguard
Wood Man                                                                Ogre, Ice Spire
                          Banelar
                                                                        Ogre, Ice Spire, Chieftain
Lawful Neutral            Bat, Deep, Bonebat
                                                                        Ogre, Ice Spire, Cabalist
Bat, Deep, Sinister       Bat, Deep, Night Hunter
                                                                        Ogre, Ice Spire, Blood Dancer
Dwarf, Innugaakalikurit   Beholder Mage
                                                                        Unicorn, Black
Dwarf, Wild               Beholder, Death Kiss
                                                                        Vampiric Mist
Ibrandlin                 Beholder, Gouger
                                                                        Xvart
Lich, Baelnorn (15%)      Burnbones
Ondonti Soldier           Chitine                                       Unaligned
Shalarin                  Dark Tree                                     Aurumvorax
Shatjan                   Darkenbeast                                   Cat, Change
Tomb Trapper              Doppelgänger, Greater                         Cat, Sand
                          Dragon, Brown                                 Dread
Neutral                   Dread Warrior                                 Elephant Bird
Aballin                   Fachan                                        Golem, Gemstone, Ruby
Alaghi                    Firenewt                                      Golem, Gemstone, Emerald
Beguiler                  Giant, Phaerlin                               Golem, Gemstone, Diamond
Cat, Elven                Hendar (50%)                                  Golem, Lightning
Disenchanter              Leucrotta, Greater                            Golem, Magic
Dwarf, Urdunnir           Lich, Alhoon                                  Lizard, Fire
Elf, Rockseer             Lycanthrope, Werebat                          Lizard, Minotaur
Firestar                  Lycanthrope, Werecrocodile                    Quelzarn
Hamadryard                Lycanthrope, Werecrocodile, Cleric of Sebek   Strider, Giant
Hendar (50%)              Lycanthrope, Wereshark                        Vampiric Mist, Scarlet Dancer
Loxo                      Mantidrake, Red                               Volt
Raven, Great (75%)        Myrlochar
Scalamagdrion             Nightshade
Silver Dog                Nyth
Thylacine                 Phaerimm
Wemic                     Pterafolk
                          Raven, Great (25%)
Chaotic Neutral
                          Skum Renegade
Bat, Deep, Azmyth
                          Vampiric Mist, Crimson Death
Cat, Luck Eater
                          Wyvern Drake
Curst
                          Xantravar
Dragon, Fang
Gambado                   Chaotic Evil
Nereid (75%)              Blazing Bones
Nishruu                   Chitine, Choldrith
Nishruu, Hakeashar        Chosen One
Sharn                     Darktentacles
Tempest                   Deepspawn
Wizshade                  Demon, Arrow
                          Demon, Ghour
Lawful Evil
                          Demon, Rat-Fiend
Banedead
                          Displacer Serpent
Beholder, Elder Orb
                          Dracimera, Green
Dragonkin
92
          Monsters by Environment
These lists organise monsters by       Firestar                     Lizard, Fire
environment. Monsters that don't       Gambado                      Meazel
customarily inhabit any of the envi-   Giant, Fog                   Phaerimm
ronments listed here and those that    Leucrotta                    Sharn
can be found in many different ones    Leucrotta, Greater           Thylacine
are omitted.
                                       Lizard, Minotaur
                                                                    Underwater Monsters
Arctic Monsters                        Mountain Monsters            Elf, Aquatic
Dwarf, Innugaakalikurit                Asperii                      Lycanthrope, Wereshark
Frost                                  Aurumvorax                   Nereid
Mara                                   Dragon, Fang                 Quelzarn
Ogre, Ice Spire                        Dragon, Mercury              Shalarin
Shatjan                                Elf, Avariel                 Urban Monsters
Coastal Monsters                       Firenewt                     Aballin
Fachan                                 Foulwing                     Curst
Hendar                                 Giant, Mountain              Doppelgänger, Greater
Nereid                                 Goblin, Dekanter             Ghaunadan
Skum                                   Lizard, Minotaur             Inquisitor
Xantravar                              Ogre, Ice Spire              Quelzarn
Desert Monsters                        Strider, Giant               Skum
Beguiler                               Swamp Monsters
Cat, Sand                              Dark Tree
Dragon, Brown                          Darktentacles
Dragon, Yellow                         Drachydra
Lammasu                                Fachan
Lizard, Fire                           Giant, Fog
Forest Monsters                        Hendar
Alaghi                                 Laraken
Aurumvorax                             Leucrotta
Beholder, Death Kiss                   Leucrotta, Greater
Cat, Elven                             Lycanthrope, Werecrocodile
Displacer Serpent                      Quelzarn
Dwarf, Wild                            Underdark Monsters
Firestar                               Bainligor
Hamadryad                              Bat, Deep, Azmyth
Hybsil                                 Bat, Deep, Bonebat
Lycanthrope, Lythari                   Bat, Deep, Night Hunter
Neshezu                                Bat, Deep, Sinister
Nightshade                             Beholder Mage
Nyth                                   Beholder, Death Kiss
Silver Dog                             Beholder, Elder Orb
Thylacine                              Beholder, Gouger
Grassland Monsters                     Chitine
Cat, Change                            Chitine, Choldrith
Disenchanter                           Deepspaw
Elephant Bird                          Dragon, Deep
Greatswan                              Dwarf, Urdunnir
Loxo                                   Elf, Rockseer
Manni                                  Ghaunadan
Ondonti                                Giant, Phaerlin
Wemic                                  Gibberling
Hill Monsters                          Ibrandlin
                                       Lich, Alhoon
                                                                                             93
                                                                    Monster Index
                                                                                  Choldrith �����������������������������������������������������������17               Reverend One �������������������������������������� 76
A                                                                                 Chosen One ������������������������������������������������������17                   Rockseer ����������������������������������������������� 40
Aballin ����������������������������������������������������������������� 3      Cleric of Sebek ������������������������������������������������63                    Sea ��������������������������������������������������������� 41
Alaghi ������������������������������������������������������������������� 3     Create Chosen One (Spell) ���������������������������17                               Winged �������������������������������������������������� 40
Alhoon ���������������������������������������������������������������56         Create Darkenbeast (Spell) ��������������������������20                         Elven Cat �����������������������������������������������������������15
Alhoon Template ���������������������������������������������56                  Crimson Death ������������������������������������������������84                Emerald Golem �����������������������������������������������48
Aquatic Elf ��������������������������������������������������������41           Crocodile
Arch-Shadow ����������������������������������������������������� 4                    Werecrocodile �������������������������������������� 62                   F
      Demi-Shade ��������������������������������������������4                   Curst Template ������������������������������������������������18
Arctic Dwarf �����������������������������������������������������38                                                                                              Fachan ���������������������������������������������������������������41
Arrow Demon ��������������������������������������������������22                 D                                                                                Fiend, Rat ���������������������������������������������������������23
Asabi ������������������������������������������������������������������53                                                                                        Fire Lizard ��������������������������������������������������������60
Asperii ����������������������������������������������������������������� 4      Dancer, Scarlet ������������������������������������������������84              Firenewt ������������������������������������������������������������42
Avariel ����������������������������������������������������������������40       Darkenbeast �����������������������������������������������������19             Firestar ��������������������������������������������������������������43
Azmyth ����������������������������������������������������������������� 9       Dark Naga ���������������������������������������������������������67           Fog Giant ����������������������������������������������������������45
                                                                                  Darktentacles ���������������������������������������������������20             Foulwing �����������������������������������������������������������43
                                                                                  Dark Tree ����������������������������������������������������������19
B                                                                                 Death, Crimson �����������������������������������������������84
                                                                                                                                                                   Frost �������������������������������������������������������������������44
94
I                                                                              Newt, Fire ���������������������������������������������������������42              Werebat ������������������������������������������������� 62
                                                                               Night Hunter ����������������������������������������������������10                 Werecrocodile �������������������������������������� 62
Ibrandlin �����������������������������������������������������������53       Nightshade �������������������������������������������������������69                Wereshark �������������������������������������������� 63
Ice Spire Ogre ��������������������������������������������������72           Nishruu �������������������������������������������������������������70       Shark
Ice Spire Ogre Cabalist ���������������������������������73                         Hakeashar �������������������������������������������� 70                     Wereshark �������������������������������������������� 63
Ice Spire Ogre Chieftain ��������������������������������73                   Norker ���������������������������������������������������������������71      Sharn �����������������������������������������������������������������77
Illithid Lich �������������������������������������������������������56       Nyth ��������������������������������������������������������������������72         Enchanter ��������������������������������������������� 77
Illithilich ������������������������������������������������������������56                                                                                   Shatjan ��������������������������������������������������������������78
Inquisitor ����������������������������������������������������������53       O                                                                              Silver Dog ���������������������������������������������������������78
                                                                                                                                                              Sinister ��������������������������������������������������������������10
J                                                                              Ogre �������������������������������������������������������������������72
                                                                                                                                                              Skeleton
                                                                                     Ice Spire ������������������������������������������������ 72                 Blazing Bones �������������������������������������� 14
Jumping Tiger ��������������������������������������������������81                      Blood Dancer �������������������������������� 72
Jungle Dwarf ����������������������������������������������������38                                                                                                Burnbones �������������������������������������������� 14
                                                                                         Cabalist ������������������������������������������� 73             Skum �����������������������������������������������������������������79
                                                                                         Chieftain ����������������������������������������� 73              Skum Renegade ����������������������������������������������79
K                                                                              Ondonti �������������������������������������������������������������73       Spell
Kara �������������������������������������������������������������������64          Soldier ��������������������������������������������������� 73                Charm Death Tyrant �������������������������� 12
                                                                               Orb, Elder ���������������������������������������������������������12              Create Chosen One ���������������������������� 17
                                                                               Orc
L                                                                                    Neo-Orog ���������������������������������������������� 68
                                                                                                                                                                    Create Darkenbeast ��������������������������� 20
                                                                                                                                                              Spellshade ��������������������������������������������������������85
Laerti �����������������������������������������������������������������53          Ondonti ������������������������������������������������� 73            Steed, Wind �������������������������������������������������������� 4
      Stingtail ������������������������������������������������� 54          Orecutter Dwarf ����������������������������������������������38              Stinging Horror �����������������������������������������������87
Lammasu ����������������������������������������������������������54          Orog, Neo ����������������������������������������������������������68        Stingtail �������������������������������������������������������������54
Laraken �������������������������������������������������������������55                                                                                      Strider, Giant ����������������������������������������������������80
Leucrotta �����������������������������������������������������������55       P                                                                              Swarm
      Greater Leucrotta ������������������������������� 55                                                                                                         Scarlet Dancer ������������������������������������ 84
Lich ��������������������������������������������������������������������56   Phaerimm ���������������������������������������������������������74
                                                                               Phaerlin Giant �������������������������������������������������46
      Alhoon ��������������������������������������������������� 56
                                                                               Pterafolk �����������������������������������������������������������74       T
      Baelnorn ����������������������������������������������� 57
                                                                               Purple Dragon �������������������������������������������������29             Tempest �������������������������������������������������������������81
      Banelich ������������������������������������������58, 59
      Elven ������������������������������������������������������ 57                                                                                        Template
      Illithilich ������������������������������������������������ 56
                                                                               Q                                                                                    Alhoon ��������������������������������������������������� 56
      Mind Flayer ������������������������������������������ 56               Quelzarn ������������������������������������������������������������75             Baelnorn ����������������������������������������������� 58
Lightning Golem ���������������������������������������������49                                                                                                    Curst ������������������������������������������������������ 18
Living Water ������������������������������������������������������� 3        R                                                                                    Dread Warrior ������������������������������������� 38
Lizard �����������������������������������������������������������������60                                                                                   Thaalud �������������������������������������������������������������82
      Fire ��������������������������������������������������������� 60       Rashemi Monster                                                                Thylacine �����������������������������������������������������������81
      Minotaur ����������������������������������������������� 60                   Bheur ����������������������������������������������������� 51          Tiger, Jumping ��������������������������������������������������81
Loxo �������������������������������������������������������������������61          Wood Man �������������������������������������������� 87                Tomb Trapper ���������������������������������������������������82
Luck Eater ��������������������������������������������������������15         Rat-Fiend ����������������������������������������������������������23        Tree, Dark ���������������������������������������������������������19
Lycanthrope �����������������������������������������������������61           Raven, Great ����������������������������������������������������75
      Lythari ��������������������������������������������������� 61          Red Mantidrake �����������������������������������������������65              U
      Werebat ������������������������������������������������� 62            Red Neo-Orog ��������������������������������������������������68
                                                                               Red Wizard Monster                                                             Unicorn, Black �������������������������������������������������82
      Werecrocodile �������������������������������������� 62                                                                                                Urdunnir �����������������������������������������������������������38
         Cleric of Sebek ������������������������������ 63                          Chosen One ������������������������������������������ 17
      Wereshark �������������������������������������������� 63                     Darkenbeast ����������������������������������������� 19
                                                                                     Gemstone Golem                                                           V
M                                                                                       Diamond ����������������������������������������� 49                 Vampiric Mist ���������������������������������������������������83
                                                                                        Emerald ������������������������������������������ 48                      Crimson Death ������������������������������������ 84
Mage, Beholder �����������������������������������������������11                       Ruby ������������������������������������������������ 48                   Scarlet Dancer ������������������������������������ 84
Magedoom ��������������������������������������������������������64                 Neo-Orog ���������������������������������������������� 68              Volt ���������������������������������������������������������������������84
Magic Golem ����������������������������������������������������49                  Ondonti ������������������������������������������������� 73
Manni �����������������������������������������������������������������64
Manticore, Mantidrake ����������������������������������65
                                                                               Renegade Skum ����������������������������������������������79                W
                                                                               Reverend One ��������������������������������������������������76
Mantidrake �������������������������������������������������������65          Reverend One, Bainligor ��������������������������������� 5                   Warrior, Dread �������������������������������������������������37
Mantiger ������������������������������������������������������������81       Rockseer �����������������������������������������������������������40        Wemic ����������������������������������������������������������������85
Mara �������������������������������������������������������������������65    Ruby Golem ������������������������������������������������������48           Werebat �������������������������������������������������������������62
Meazel ���������������������������������������������������������������66                                                                                     Werecrocodile ��������������������������������������������������62
Mind Flayer Lich ���������������������������������������������56              S                                                                                    Cleric of Sebek ������������������������������������ 63
Minotaur Lizard ����������������������������������������������60                                                                                             Wereshark ��������������������������������������������������������63
Mist                                                                           Sand Cat �����������������������������������������������������������15        Wild Dwarf �������������������������������������������������������38
      Crimson Death ������������������������������������ 84                   Scalamagdrion ������������������������������������������������76              Wind Steed ��������������������������������������������������������� 4
      Scarlet Dancer ������������������������������������ 84                  Scarlet Dancer �������������������������������������������������84            Winged Elf ��������������������������������������������������������40
      Vampiric ������������������������������������������������ 83            Sea Elf ���������������������������������������������������������������41     Wizshade ����������������������������������������������������������85
Mountain Giant ������������������������������������������������46             Sebek, Cleric of �����������������������������������������������63            Wood Man ���������������������������������������������������������87
Myrlochar ����������������������������������������������������������67        Serpent, Displacer ������������������������������������������24               Wood Wose �������������������������������������������������������69
                                                                               Shade, Demi- ����������������������������������������������������� 4          Wose, Wood ������������������������������������������������������69
N                                                                              Shadow, Arch- ���������������������������������������������������� 4          Wyvern Drake ��������������������������������������������������86
                                                                               Shalarin �������������������������������������������������������������77            Blue Wyvern Drake ���������������������������� 86
Naga, Dark ��������������������������������������������������������67         Shapechanger
Neo-Orog �����������������������������������������������������������68              Change Cat ������������������������������������������� 15               X
      Black ������������������������������������������������������ 68               Doppelganger, Greater ���������������������� 25
      Red ��������������������������������������������������������� 68              Ghaunadan ������������������������������������������� 45                Xantravar ����������������������������������������������������������87
Nereid ����������������������������������������������������������������69           Lythari ��������������������������������������������������� 61          Xvart �������������������������������������������������������������������88
Neshezu ������������������������������������������������������������68              Pterafolk ����������������������������������������������� 74
                                                                                                                                                                                                                                     95
 Welcome to the Forgotten Realms!