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Leonaru - Bestiary of Faerun v1.3

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100% found this document useful (2 votes)
870 views98 pages

Leonaru - Bestiary of Faerun v1.3

Uploaded by

Йемет
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bestiary of Faerûn

Monsters of the Forgotten Realms™ Campaign Setting


for use with Dungeons & Dragons™ 5th Edition Rules
by Leonaru
Bestiary of Faerûn
Monsters of the Forgotten Realms™ Campaign Setting
for use with Dungeons & Dragons™ 5th Edition Rules
by Leonaru

v 1.3

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property
of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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.

Damage Immunities poison


The alaghis are a race of forest-dwelling humanoids. They
Damage Resistances fire; bludgeoning, piercing, and slashing
are covered in brown or grey fur and are rumoured to be
from nonmagical weapons
distantly related to the yeti. Alaghi clans and settlements
Conditions Immunities blinded, deafened, exhaustion, para-
can be found along the Sword Coast, from the Neverwinter
lysed, poisoned, prone
Wood to the Forest of Tethir.
Senses blindsight 60 ft. (blind beyond this radius), passive
Hunter-Gatherers. Most alaghi live in clans as semi-no-
Perception 9
madic hunter-gatherers led by the oldest and smartest
Languages —
member of their group. A minority dwells in primitive
Challenge 2 (700 XP) settlements and lives on what the surrounding area
Molecular Rearrangement. The aballin can use its action to offers. Some alaghis are druids and live in solitude. These
rearrange the molecular structure of its body and become ge- hermits are almost always exceptionally intelligent and
latinous instead of liquid, or the other way around. In its liquid charismatic.
from, the alballin can't be harmed by any attacks that would not Dangerous Opportunists. Alaghis are mostly peaceful
affect a normal pool of water. It is also indistinguishable from and only kill what they eat. However, some sedentary com-
an actual pond of water. The aballin changes to it liquid form munities of alaghis are quite different. They do not hesitate
when it dies. to slay those who travel through their territory and take
their belongings to trade them. These alaghis generally
Actions mistrust outsiders and are sometimes allied to groups of
Pseudopod (Gelatinous From Only). Melee Weapon Attack: +5 evil humanoids such as goblins or evil giants.
to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) bludgeoning Stealthy Predators. Despite their size and enormous
damage plus 4 (1d8) acid damage. If the target is Medium or physical strength, alaghis are very stealthy and blend in
smaller, it is grappled (escape DC 13) and pulled 5 feet toward well with their natural surroundings. With the exception
the aballin. Until this grapple ends, the target is restrained, the of druidic alaghis, these humanoids do respect nature, but
aballin tries to drown it, and the aballin can't constrict another do not live in harmony with it. They take what they need,
target. which sometimes leads to clashes between alaghi clans
and group of other sylvan races. Alaghis never hesitate to
defend themselves and their community. If possible, they
ambush their opponents, utilising the camouflage their
fur provides them with. Alaghis open a fight with ranged
weapons before they engage in close combat, or use
ranged weapons while hidden to support their fellow clan
members.

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.

Many evil wizards and clerics are unwilling to accept the


fact that they are mortal and will die one day, and thus take
their chances with becoming a lich. Some fail to gather
Asperii
the secret knowledge needed for the ritual to ascend to Asperii are magical steeds. They look much like horses,
lichdom, and others die during the ritual itself. Those who but are always white, grey, or dun, and have the ability to
survive the process but fail to become a lich end up as levitate. Asperii are highly prized, but very rare. An asperii
arch-shadows. Arch-shadows appears as pale skeletal fig- rarely allows someone to ride it, but when does, that crea-
ures with glowing white pinpoints that serve as eyes, black- ture has earned an excellent mount and loyal companion.
ened fingernails and white or black hair. Those who look Asperii live in small herds in remote mountain areas. They
at an undisguised arch-shadow a little longer see its true often befriend pegasi, but do not mix well with griffons or
ghastly form, the withdrawn skin, the crimson that tinges hippogriffs. Asperii use telepathy and can communicate
their eyes and the face that's twisted in pain and agony. with all intelligent species.
Angry Spirits. Some claim that the arch-shadow's
distorted facial expression has been caused by the pain Asperii
of the failed lich transformation and never leaves the Large celestial, neutral good
arch-shadow's face. No arch-shadow has ever confirmed
this. Arch-shadows are highly ambition and while they are Armour Class 14
inferior to a lich, they are still formidable spellcasters and Hit Points 45 (6d10+12)
dangerous opponents. Arch-shadows absorb the lich force Speed 60 ft., fly 90 ft. (hover)
of other creatures. Those who collected enough life force STR DEX CON INT WIS CHA
become demi-shades, ascended arch-shadows with ash- 16 (+3) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 16 (+3)
grey skin and burning crimson eyes.
Undead Nature. An arch-shadow doesn't require air, Skills Perception +4
food, drink, or sleep. Senses truesight 60 ft., passive Perception 14
Languages all, telepathy 60 ft.
Challenge 2 (450 XP)
Variant: Demi-Shade
An arch-shadow that aborbs enough life energy turns into Actions
a demi-shade. A demi-shade has a challenge rating of 15
(13,000 XP) and the following additional traits: Multiattack. The asperii makes two attacks: one with its bite
and one with its hooves.
Magic Resistance. The demi-shade has advantage on sav-
ing throws against spells and other magical effects. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) bludgeoning damage.
Turn Resistance. The demi-shade has advantage on saving
throws against any effect that turns undead. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) bludgeoning damage.

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.

Variant: Reverend One


Some old bainligor undergo a transformation and become
undead. A bainligor reverend one has a challenge rating of
2 (450 XP). It is undead, takes no poison damage, can't be
poisoned and has the following additional ability:
Innate Spellcasting. The reverend one's innate spellcast-
ing ability is Intelligence (spell save DC 11). The revered
one can innately cast the following spells, requiring no
components:
At will: chill touch, mage hand, poison spray
1/day each: disguise self, mage armour, sleep

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

The banelar is a malicious serpentine creature that shares


some similarities with a naga. It has a dark scaly body and
a vaguely humanoid face. A number of tiny tentacles grow
around the banelar's mouth. They are too weak
to wield weapons, but can be used to manipu-
late small and light item such as rings, keys or
scrolls. Banelar can found on land and in water
in the warmer regions of Faerûn. Their name
comes from the many alliances
between the banelar and the god
Bane and his followers.
Evil Schemers. Banelar
are cunning and manipulative.
Despite their magical powers and
their potent snake
venom, banelar
avoid combat. If
less dangerous and
more convenient
options are available,
they often chose those
instead. Banelar can
be bargained with, but
will always adhere
to the letter, not the
intent of any bargain
they make. They like
to hoard treasure
and sometime ally
with creatures they
consider to be inferior
(such as humans or
orcs) or superior
(such as vampires
or beholders).

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)

Keen Hearing. The bat has advantage on Wisdom (Perception)


checks that rely on hearing.

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.

Beholder Mage Death Kiss


Large aberration (beholder), neutral evil
Large aberration (beholder), neutral evil
Armour Class 17 (natural armour)
Armour Class 18 (natural armour)
Hit Points 170 (20d10+60)
Hit Points 187 (22d10+66)
Speed 0 ft., fly 30 ft. (hover)
Speed 0 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 11 (+0) 15 (+2) 10 (+0)
10 (+0) 16 (+3) 17 (+3) 18 (+4) 15 (+2) 15 (+2)
Skills Perception +6
Saving Throws Int +9, Wis +7, Cha +7
Conditions Immunities prone
Skills Arcana +9, Perception +7
Senses darkvision 120 ft., passive Perception 16
Condition Immunities prone
Languages Deep Speech, Undercommon
Senses blindsight 120 ft. (blind beyond that radius), passive
Challenge 11 (7,200 XP)
Perception 17
Languages Deep Speech, Undercommon Death Shiver. When the death kiss dies, all the remaining
Challenge 14 (11,500 XP) electrical force in its body is released, and each creature within
30 feet of it must make a DC 17 Dexterity saving throw, taking
Spellcasting. The beholder is a 14th-level spellcaster. Its spell- 35 (10d6) lightning damage on a failed save, or half as much
casting ability is Intelligence (save DC 17, +9 to hit with spell damage on a successful one.
attacks). The beholder knows a number of spells equal to its
spellstalks, usually ten. Per day, it can cast each spell a number
of times equal to its caster level, requiring no components.
Actions
Multittack. The death kiss makes four attack with its tentacle.
The beholder has spellstalks for the following spells: blight,
chain lightning, fireball, hold person, magic missile, mirror image, Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one crea-
polymorph, reverse gravity, shield, wall of stone ture. Hit: 17 (3d8+4) piercing damage. The target must succeed
on a DC 15 Constitution saving throw or its hit point maximum
Actions is reduced by an amount equal to the damage taken. This reduc-
tion lasts until the target finishes a long rest. The target dies if
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. this effect reduces its hit point maximum to 0.
Hit: 14 (4d6) piercing damage.
Spellstalk. The beholder casts a spell.

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.

Actions Spellcasting. The burnbones is an 10th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 16, +8 to hit with
Multiattack. The blazing bones makes two claw attacks. spell attacks), and it requires no components to cast spells. It
Claw. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. has the following cleric spells prepared:
Hit: 13 (3d6+3) slashing damage plus 7 (2d6) fire damage. Cantrips (at will): resistance, sacred flame, thaumaturgy
Hurl Fire. Ranged Weapon Attack. +5 to hit, range 30/120 ft., one 1st level (4 slots): command, detect magic, shield of faith
target. Hit: 13 (3d6+3) fire damage. 2nd level (3 slots): augury, hold person
Firewind (Recharge 6). The blazing bones temporarily collapses 3rd level (3 slots): bestow curse, dispel magic
into a whirlwind of flames and bones with a 15-foot-radius. Each 4th level (3 slots): banishment, control water
creature in that area must make a DC 14 Dexterity saving throw, 5th level (2 slots): contagion, geas
taking 21 (6d6) fire damage on a failed save, or half as much
damage on a successful one. Actions
Multiattack. The burnbones uses it flame touch twice.
Flame Touch. Melee Spell Attack. +8 to hit, reach 5 ft., one target.
Hit: 48 (8d10+4) fire damage. Resistance to fire damage is not
applied to this attack. Immunity to fire damage is treated as
resistance fire damage instead.

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.

Change Cat STR


15 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
3 (-4)
WIS
14 (+2)
CHA
8 (-1)
The change cat is the result of magical experiments. In
its favoured from, it looks and behaves like a common Skills Perception +4, Stealth +5
domestic cat. However, the change cat has the ability to Senses passive Perception 14
transform itself into a plains cat, greatly increasing its size Languages —
and physical power. Change cats were originally bred by Challenge 1/2 (100 XP)
a wizard who wanted to replace his guards with a watch
animal that would also make a suitable pet. Some es- Keen Smell. The cat has advantage on Wisdom (Perception)
caped into the wilderness since, but change cats can still checks that rely on smell.
be found in the homes of the rich and powerful. Change Shapechanger. The cat can use its action to polymorph into a
cats like humans, elves and half-elves, mistrust gnomes, Medium plains cat, or back into a common cat. Its statistics,
dwarves and halflings, and do not like evil humanoids such other than its size, are the same in each form. As a plains cat,
as goblins or orcs at all. the cat makes Dexterity checks and Dexterity saving throws with
advantage.
Elven Cat Actions
Many centuries ago, wild cats were domesticated by the
Multiattack. The cat makes two attacks: one with its bite and
elves. Over time, these cats inherited some of the won- one with its claw.
drous elven nature. Elven cats look like domestic cats, but
are more intelligent and can even converse in a basic form Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
of Elvish. They are very stealthy and have the ability to Hit: 2 (1d4) piercing damage, or 7 (2d4+2) piercing damage
magically increase their size and physical power. while enlarged.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Luck Eater Hit: 3 (1d6) slashing damage, or 9 (2d7+2) slashing damage
while enlarged.
The luck eater looks like a slender domestic cat with short
black or golden fur. This rare breed of cats is virtually
unable to cause direct physical harm to anyone, but is a
dangerous being nevertheless. Luck eaters charm other Elven Cat
creatures with their and convince them to take care of Tiny monstrosity, neutral
them. Once that has happened, the luck eater begins to
feed on that creature's luck - hence their name. Luck eaters Armour Class 14
who are not feed will even try to force their benefactors to Hit Points 7 (3d4)
fight one another. Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
Sand Cat 3 (-4) 18 (+4) 10 (+0) 5 (-3) 14 (+2) 10 (+0)
The sand cat is a feline creature found in the deserts and Skills Perception +4, Stealth +5
dry steppes of Faerûn. It is slightly taller and longer than Senses passive Perception 14
a domestic cat, has sandy brown fur and long pointy ears
Languages Elvish
that end in a white tuft.
Challenge 1/4 (50 XP)
Lucky Pets. The sand cat is a predator but does not
attack humans or other larger creatures. Members of the Keen Smell. The cat has advantage on Wisdom (Perception)
tribes of the deserts and steppes often train sand cats and checks that rely on smell.
offer them as presents to nobles and other political lead-
Magic Resistance. The cat has advantage on saving throws
ers. Sand cats have to be trained from an early age one lest
against spells and other magical effects.
they become uncontrollable.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4+4) slashing damage, or 9 (2d4+4) slashing damage
while enlarged.
Enlarge (1/Day). For 1 minute, the cat magically increases in
size. While enlarged, the cat is Medium, doubles its damage
dice on Dexterity-based weapon attacks (included in the at-
tacks), and makes Strength checks and Strength saving throws
with advantage. If the cat lacks the room to become Large, it
attains the maximum size possible in the space available.

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

Actions Chose One


Multiattack. The choldrith makes two bite attacks. Medium humanoid, chaotic evil
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Armour Class 14 (natural armour)
Hit: 4 (2d8) piercing damage plus 9 (2d8) poison damage. Hit Points 27 (5d8+5)
Web (Recharge 5-6). Ranged Weapon Attack. +5 to hit, range Speed 30 ft.
30/60 ft., one creature. Hit: The target is restrained by webbing.
STR DEX CON INT WIS CHA
As an action, the restrained target can make a DC 15 Strength
14 (+2) 11 (+0) 13 (+1) 6 (-2) 12 (+1) 8 (-1)
check, bursting the webbing on a success. The webbing can also
be attacked and destroyed (AC 10; hp 5; vulnerability to fire dam- Senses passive Perception 11
age; immunity to bludgeoning, poison, and psychic damage). Languages understands Common but can't speak
Challenge 1 (200 XP)

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.

Magic Resistance. The curst has advantage on saving throws


Curst against spells and other magical effects.
Medium undead, chaotic neutral
Rejuvenation. A destroyed curst reforms within 2d12 hours, re-
Armour Class 18 (chain mail, shield) gaining all its hit points and becoming active again. A rejuvenat-
Hit Points 90 (12d6+36) ed curst rises within 5 feet of the spot where it was destroyed. A
Speed 30 ft. remove curse spell destroys the curst instantly and permanently.
STR DEX CON INT WIS CHA Turn Immunity. The curst is immune to any effect that turns
18 (+4) 12 (+1) 16 (+3) 8 (-1) 11 (+0) 8 (-1) undead.
Damage Immunities cold, fire, poison
Conditions Immunities exhaustion, poison
Actions
Senses darkvision 60 ft., passive Perception 10 Multiattack. The curst makes two attacks with its longsword.
Languages Common Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge 5 (1,800 XP) target. Hit: 8 (1d8+4) slashing damage plus 13 (3d8) necrotic
damage.
Healing Susceptibility. Unlike other undead, the curst can regain
hit points via cure wounds or other healing spells.

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.

The deepspawn is a terrifying monster that lives in the


underground. Its looks like a large, rubbery sphere with
multiple tentacles, some of which end in
mouths filled with sharp teeth. In addi-
tion to that, the deepspawn has doz-
ens of eyestalks which constantly
scan the environment. Deepspan-
ws are infamous for their ability
to spawn other monsters. These
spawns have traits of the crea-
tures the deepspawn consumed;
sometimes they even inherit their
intelligence or magical abilities.
Deepspawns are cunning creatures
and sometimes utilise the equipment
of those they kill, including weapons
and shields.
Subterranean Horrors. Deep-
spawns were first discovered by gold
dwarves from the Deep Realm.
The denizens of the Underdark
fear and despise deepspawns for
their ability to populate areas
with their spanws. Many subter-
ranean races, including drow,
mind flayer, and aboleth, have
tried to exterminate deepspawns, to
no avail. Other factions like the
Zhentarim have caught some
of them and use them for their
own schemes. There are
even rumours of a group
in Skullport that sells
deepspawns.

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.

STR DEX CON INT WIS CHA Actions


16 (+3) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Senses passive darkvision 60 ft., passive Perception 11 Hit: 7 (1d8+3) piercing damage
Languages Draconic Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 2 (450 XP) creature. Hit: 6 (1d6+3) bludgeoning damage and the target is
grappled (escape DC 15). Until this grapple ends, the creature
Avoidance. If the displacer serpent is subjected to an effect that
is restrained, and the displacer serpent can't constrict another
allows it to make a saving throw to take only half damage, it
target. Grappled targets are displaced by the serpent's displace-
instead takes no damage if it succeeds on the saving throw, and
ment ability. All attacks against a grappled target that aren't
only half damage if it fails.
made by the displacer serpent are made with disadvantage.

The displacer serpent appears as a black snake with


striking green eyes and two vibrant purple stripes run-
ning down is body. Displacer serpents share the displacer
beast's ability to project an illusionary image of their body
that shrouds their actual location. Displacer serpents are
not very intelligent, but know how to make use of this
ability when they hunt. They usually hunt small animals,
but bolder displacer serpents take on larger prey too.
Displacer serpents are no above killing and eating
sapient creatures.
Servants of Shar. These serpents are mainly found
in warm forests, and some of them have been sighted
near the town of Wheloon in Cormyr. These displacer
serpents are allegedly in the service of Shar.

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)

Shapechanger. The doppelgänger can use its action to poly-


morph into a Small or Medium humanoid it has seen, or back
Dracimera
into its true form. It can also create a unique face and body not
based on any specific individual. The doppelgänger's statistics,
other than its size, are the same in each form. Any equipment
Green Dracimera
Large monstrosity, chaotic evil
it is wearing or carrying isn't transformed. It reverts to its true
form if it dies. Armour Class 16 (natural armour)
Hit Points 189 (18d10+90)
Brain Eater. When the doppelgänger consumes the brain of a
Small or Medium humanoid, it absorbs that creature's mind, Speed 30 ft., fly 60 ft.
memories and personality. After consuming the brain, the dop- STR DEX CON INT WIS CHA
pelgänger can assume the creature's identity with total accuracy, 22 (+6) 11 (+0) 21 (+5) 6 (-2) 14 (+2) 10 (+0)
including its skills and abilities. The only abilities that can't be
copied are spells other than cantrips from clerics, druids and Saving Throws Dex +4, Con +9, Wis +6, Cha +4
warlocks, as well as a paladin's supernatural abilities, as these Skills Perception +6
are granted by higher powers. The doppelgänger can host up Damage Resistances poison
eight identities at once. When it consumes another brain, it Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
loses a random identity. Languages Draconic
Ambusher. The doppelgänger has advantage on attack rolls Challenge 12 (8,400 XP)
against any creature it has surprised.
Surprise Attack. If the doppelgänger surprises a creature and Actions
hits it with an attack during the first round of combat, the target Multiattack. The dracimera makes three attacks: one with its
takes an extra 13 (3d8) damage from the attack. bite, one with its horns, and one with its claws. When its poison
breath is available, it can use the breath in place of its bite or
Actions horns.
Multiattack. The doppelgänger makes two melee attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage.
Hit: 15 (2d10+4) slashing damage. Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Read Thoughts. The doppelgänger magically reads the surface Hit: 15 (2d8+6) bludgeoning damage.
thoughts of one creature within 60 feet of it. The effect can Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 Hit: 17 (2d10+6) slashing damage.
inches of metal, or a thin sheet of lead blocks it. While the target
is in range, the doppelgänger can continue reading its thoughts, Poison Breath (Recharge 4-6). The dracimera exhales poison in
as long as the doppelgänger's concentration isn't broken (as if a 30-foot cone. Each creature in that area must make a DC 17
concentrating on a spell). While reading the target's mind, the Dexterity saving throw, taking 35 (10d6) poison damage on a
doppelgänger has advantage on Wisdom (Insight) and Charis- failed save, or half as much damage on a successful one.
ma (Deception, Intimidation, and Persuasion) checks against
the target. The fearsome dracimera is the offspring of a cinmera and a
dragon. The frontal part of the dracimera's body resembles
Common doppelgängers can mimic humanoid they have that of a lion, the back part that of a goat. On the dracimera's
come across, but the greater doppelgänger has perfected front is the head of a dragon surrounded by a lion's mane
this ability and copies not only someone's outward appear- as well as a reptilian head in the colour of the dracimera's
ance, but their whole identity. Greater doppelgängers looks dragon parent. Furthermore, the creature has a pair of large
mostly like their lesser relatives - hairless, gaunt, grey dragon wings and a serpent tail which ends in a second,
or blue skin, blank eyes - but are taller and have tougher smaller reptilian head. All evil dragons can breed with chi-
skin. When a greater doppelgänger consume the brain of meras, but most of the dracimeras have a black or red drag-

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.

Brown Dragon Wyrmling Young Brown Dragon


Medium dragon, neutral evil Large dragon, neutral evil
Armour Class 16 (natural armour) Armour Class 17 (natural armour)
Hit Points 19 (3d8+6) Hit Points 57 (6d10+24)
Speed 30 ft., burrow 15 ft. Speed 40 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 12 (+1)
Saving Throws Dex +2, Con +4, Wis +3, Cha +2 Saving Throws Dex +3, Con +6, Wis +5, Cha +3
Skills Perception +3, Stealth +2 Skills Perception +4, Stealth +3
Damage Immunities acid Damage Immunities acid
Senses tremorsense 30 ft., darkvision 60 ft., passive Percep- Senses tremorsense 60 ft., darkvision 60 ft., passive Percep-
tion 13 tion 14
Languages Draconic Languages Common, Draconic
Challenge 1 (200 XP) Challenge 4 (1,100 XP)

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.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot


line that is 5 feet wide. Each creature in that line must make a
DC 19 Dexterity saving throw, taking 38 (7d10) acid damage on a
failed save, or half as much damage on a successful one.

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.

Actions Legendary Actions


Multiattack. The dragon can use its Frightful Presence. It then The dragon can take 3 legendary actions, choosing from
makes three attacks: one with its bite and two with its claws. the options below. Only one legendary action option can
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. be used at a time and only at the end of another crea-
Hit: 13 (2d8+6) piercing damage plus 7 (2d6) acid damage. ture's turn. The dragon regains spent legendary actions
at the start of its turn.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 11 (2d4+6) slashing damage. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
Hit: 13 (2d6+6) bludgeoning damage. creature within 10 feet of the dragon must succeed on a DC
18 Dexterity saving throw or take 13 (2d6+6) bludgeoning
Frightful Presence. Each creature of the dragon's choice that is
damage and be knocked prone. The dragon can then fly up to
within 120 feet of the dragon and aware of it must succeed on a
half its flying speed.
DC 16 Wisdom saving throw or become frightened for 1 minute.

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.

Deep Dragon Wyrmling Young Deep Dragon


Small dragon, chaotic evil Medium dragon, chaotic evil
Armour Class 15 (natural armour) Armour Class 16 (natural armour)
Hit Points 28 (6d6+6) Hit Points 142 (19d8+57)
Speed 30 ft., burrow 15 ft., fly 40 ft., swim 30 ft. Speed 40 ft., burrow 30 ft., fly 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 10 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 15 (+2) 12 (+1)
Saving Throws Dex +3, Con +3, Wis +3, Cha +2 Saving Throws Dex +5, Con +6, Wis +5, Cha +4
Skills Perception +3, Stealth +3 Skills Deception +4, Perception +5, Stealth +5
Damage Resistances cold, fire Damage Resistances cold, fire
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages Draconic Languages Draconic, Undercommon
Challenge 2 (450 XP) Challenge 8 (3,900 XP)

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.

Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in


a 30-foot cone. Each creature in that area must make a DC 15
Dexterity saving throw, taking 49 (14d6) acid damage on a failed
save, or half as much damage on a successful one.

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)

Mimicry. The dragon can mimic the voices of humans and


other creatures with a spoken language. A creature that hears
the sounds can tell they are imitations with a successful DC 15
Wisdom (Insight) check.
Natural Camouflage. The dragon has advantage on Dexterity
(Stealth) checks made to hide in its natural environment.

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.

Natural Camouflage. The dragon has advantage on Dexterity


Ancient Fang Dragon (Stealth) checks made to hide in its natural environment.
Gargantuan dragon, chaotic neutral
Armour Class 21 (natural armour) Actions
Hit Points 247 (15d20+80) Multiattack. The dragon makes three attacks: one with its bite
Speed 40 ft., fly 60 ft. and two with its claws.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
25 (+7) 17 (+3) 22 (+6) 12 (+1) 17 (+3) 11 (+0) Hit: 32 (6d8+5) piercing damage. The target must succeed on a
DC 18 Constitution saving throw or its hit point maximum is re-
Saving Throws Dex +8, Con +11, Wis +8, Cha +5
duced by an amount equal to the damage taken. This reduction
Skills Perception +8, Stealth +8 lasts until the target finishes a long rest. The target dies if this
Senses blindsight 60 ft., darkvision 120 ft., passive Percep- effect reduces its hit point maximum to 0.
tion 18
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Languages Common, Draconic
Hit: 32 (6d8+5) slashing damage.
Challenge 16 (13,000 XP)
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target.
Mimicry. The dragon can mimic the voices of humans and Hit: 41 (8d8+5) bludgeoning damage.
other creatures with a spoken language. A creature that hears
the sounds can tell they are imitations with a successful DC 18
Wisdom (Insight) check.

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)

Legendary Resistance (3/Day). If the dragon fails a saving throw,


it can choose to succeed instead.
Young Mercury Dragon
Medium dragon, chaotic good Actions
Armour Class 16 (natural armour) Multiattack. The dragon can use its Frightful Presence. It then
Hit Points 120 (16d8+48) makes three attacks: one with its bite and two with its claws.
Speed 30 ft., fly 70 ft.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 15 (3d6+5) piercing damage plus 3 (1d6) radiant damage.
17 (+3) 16 (+3) 16 (+3) 12 (+1) 13 (+1) 15 (+2) Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Saving Throws Dex +6, Con +6, Wis +4, Cha +5 Hit: 15 (3d6+5) slashing damage.
Skills Perception +4 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Damage Immunities fire, radiant Hit: 12 (2d6+5) bludgeoning damage.
Conditions Immunities blinded
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14 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
Languages Common, Draconic
DC 13 Wisdom saving throw or become frightened for 1 minute.
Challenge 5 (1,800 XP)
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
Actions saving throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the next 24
Multiattack. The dragon makes three attacks: one with its bite
hours.
and two with its claws.
Radiant Breath (Recharge 5-6). The dragon exhales glistering
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
light in an 60-foot line that is 5 feet wide. Each creature in that
Hit: 10 (2d6+3) piercing damage plus 3 (1d6) radiant damage.
line must make a DC 18 Dexterity saving throw, taking 31 (7d8)
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. radiant damage plus 31 (7d8) fire damage on a failed save, or
Hit: 12 (2d6+5) slashing damage. half as much damage on a successful one.

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.

Sand Breath (Recharge 5-6). The dragon exhales scaling hot


A Yellow Dragon's Lair sand in a 15-foot cone. Each creature in that area must make a
Yellow dragons live in caves near or in the desert. When DC 10 Constitution saving throw, taking 7 (2d6) slashing dam-
a yellow dragon kills a brass dragon, it is likely to claim age an 7 (2d6) fire damage and be blinded until the beginning
its lair and make it its new home. Yellow dragons enjoy of the dragon's next turn on a failed save, or half as much dam-
the heat of the day and can sometimes be seen sitting on age on a successful one.
a large rock, absorbing heat and keeping an eye open for
prey.

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.

Legendary Actions Legendary Actions


The dragon can take 3 legendary actions, choosing from The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can the options below. Only one legendary action option can
be used at a time and only at the end of another crea- be used at a time and only at the end of another crea-
ture's turn. The dragon regains spent legendary actions ture's turn. The dragon regains spent legendary actions
at the start of its turn. at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC 18 creature within 15 feet of the dragon must succeed on a DC 21
Dexterity saving throw or take 12 (2d6+5) bludgeoning dam- Dexterity saving throw or take 18 (2d10+7) bludgeoning dam-
age and be knocked prone. The dragon can then fly up to half age and be knocked prone. The dragon can then fly up to half
its flying speed. its flying speed.

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)

Magic Resistance. The dwarf has advantage on saving throws


against spells and other magical effects.
Stone Walk. The dwarf can pass through stone and earth as if
their were air. It can carry up to twice its own body weight while
doing so.

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)

Firenewts are cruel and aggressive rela-


tives of lizardfolk. They have sepia-col-
oured scales, dark at the spine and
almost white at their belly. Fire-
newts are highly resistant to
heat and can be found in the
volcanic regions through-
out Faerûn, including the
Peaks of Flame, the re-
gion around the Lake of
Steam and Arnrock Is-
land as well as Mount
Hotenow and the moun-
tains of Turmish.
Vicious Marauders.
Firenewts live in a mar-
tial society dominated by
priests. They are hostile
to almost every other
species they encounter and
constantly wage war against
their neighbours, which often
are other firenewts tribes. Due
to the hostile terrain they
live in, other races rarely
invade firenewt territory. A
tribe's strongest warriors
ride giant striders, beasts
native to the same volcanic regions the
firenewts live in. Very rarely, firenewts are ally
with powerful creatures, such as fire giants.
Carnivorous Reptiles. Strictly car-
nivorous, firenewts hunt and eat every
creature they can overcome. They like
to slowly roast their (sometimes living)
prey over fire and are not above eating
firenewts from other tribes. Destroying the
hatching ground of a hostile tribe is consid-
ered to be a great honour among firenewt warriors.

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.

Skills Deception +6, Persuasion +6


Damage Resistances acid, bludgeoning
Fog Giant
Conditions Immunities blinded, charmed, deafened, prone
Fog giant are closely related to cloud giants. While they
look primitive and wear simple cloths, fog giants are quite
Senses blindsight 60 ft., passive Perception 10
intelligent more sophisticated than tales and folklore give
Languages Common, Undercommon (can't speak in ooze form)
them credit for. A fog giant's skin is of milky white, its hair
Challenge 5 (1,800 XP)
is long, wavy and silver. Fog giants never wear beards.
Shapechanger. The ghaunadan can use its action to polymorph Their appearance aids their natural ability to blend into fog
into one unique beautiful humanoid, usually a human male or and mist.
drow female, or back into its true form, which is that of an ooze. Artisans and Athletes. Fog giants live in caves, which
Its statistics are the same in each form . Any equipment it is gives the impression that they closer to hill giants than
wearing or carrying isn't transformed. It reverts to its true form cloud giants. However, fog giants enjoy fine craftsmanship
if it dies. and often carry huge ornamented clubs made of bleached
Amorphous (Ooze Form Only). The ghaunadan can move wood or polished bone. They are proud of their physical
through a space as narrow as 1 inch wide without squeezing. strength and enjoy throwing games and physical exercise.
Stealthy Hunters. Despite their size, fog giants are quite
Spider Climb (Ooze Form Only). The ghaunadan can climb stealthy. They live in swamps, forest and near the coast,
difficult surfaces, including upside down on ceilings, without where the fog gives them cover. Fog giants prefer to eat
needing to make an ability check.
cooked meat and like the taste of hoofed creatures such as
horses, deer, or elk. Evil fog giants also eat sapient crea-
Actions ture such as centaurs and unicorns. Due to their size, fog
Slam (Ooze Form Only). Melee Weapon Attack: +5 to hit, reach 5 giants require a large territory. This area is marked with
ft., one target. Hit: 11 (2d8+2) bludgeoning damage plus 4 (1d8) boulders. When strangers travel through fog giant territory,
acid damage. If the target is a creature other than an undead, it good fog giants will simply tell them to leave, whereas evil
must succeed on a DC 13 Constitution saving throw or be para- ones are likely to attack them without warning.
lysed 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.
Fog Giant
Greatsword (Humanoid Form Only). Melee Weapon Attack: +5 to Huge giant, chaotic good (50%) or chaotic evil (50%)
hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
Armour Class 15 (natural armour)
Oooze Charm. The ghaunadan gazes at one creature other than Hit Points 175 (14d12+84)
an undead it can see within 30 feet of it. If the target can see Speed 40 ft.
the ghaunadan, it must make a DC 13 Wisdom saving throw.
On a failed save, the target becomes charmed. While charmed STR DEX CON INT WIS CHA
this way, the targets regards the ghaunadan as friendly. If the 26 (+8) 10 (+0) 23 (+6) 12 (+1) 14 (+2) 10 (+0)
target suffers any harm, it can repeat the saving throw, ending Saving Throws Dex +4, Con +10, Cha +4
the effect on a success. If the target successfully saves against
Skills Athletics +12, Perception +6
the effect, or if the effect on it ends, the target is immune to this
ghaunadan's Charm for the next 24 hours. It can have only one Senses passive Perception 16
target charmed at a time. If it charms another, the effect on the Languages Giant
previous target ends. Challenge 9 (5,000 XP)
In its natural from, the ghaunadan resembles an ooze not Child of the Fog. The giant has advantage on Dexterity (Stealth)
unlike green slime or an ochre jelly. Unlike others oozes, checks while in its natural environment. Its vision is not ob-
ghaunadan are vicious and highly intelligent. They can scured by mundane or magical fog.
form their body and assume the form a humanoid, often a
human male and sometimes a drow female. In humanoid Actions
form, they walk among members of other races, undetect- Multiattack. The giant makes two greatclub attacks.
ed. I humanoid form, ghaunadan looks stunning, a trait
they often use to their advantage. Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target.
Servants of the Elder Eye. The ghaunadan were created
Hit: 35 (6d8+8) bludgeoning damage.
by Ghaunadaur, god of oozes and abominations, and many
serve him actively. Several groups of them live in Under- Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one
mountain close to Waterdeep and Skullport, and some target. Hit: 30 (4d10+8) bludgeoning damage.

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)

Mountain Giant Senses darkvision 120 ft., passive Perception 9


Languages Giant
Huge giant, chaotic evil
Challenge 4 (1,100 XP)
Armour Class 14 (natural armour)
Hit Points 150 (12d12+72) Fear Aura. Any creature hostile to the giant that starts its turn
Speed 40 ft. within 20 feet of the giant must make a DC 10 Wisdom saving
throw, unless the giant is incapacitated. On a failed save, the
STR DEX CON INT WIS CHA creature is frightened until the start of its next turn. If a crea-
25 (+7) 8 (-1) 22 (+6) 9 (-1) 10 (+0) 8 (-1) ture's saving throw is successful, the creature is immune to the
giant's Fear Aura for the next 24 hours.
Saving Throws Dex +2, Con +9, Wis +3
Skills Perception +3 Stone Camouflage. The giant has advantage on Dexterity
Senses passive Perception 13 (Stealth) checks made to hide in the underground.
Languages Giant
Challenge 8 (3,900 XP) Actions
Multiattack. The giant makes two attacks: one with its bite and
Actions one with its slam.

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.

Summon Giants (1/Day). Once per day, a mountain giant can


attempt to summon other creatures to its aid. The call has a
25% chance to succeed. If successful, the giant summons 1d8+1
ogres (60% chance), 1d6+1 trolls (30% chance), or 1d4+1 hill
giants (10% chance). It takes 1d6 turns for the creatures to
arrive, and they can only be called if they live in the general area.
The creatures stay with the giant until killed, dismissed or until
another summoning. The mountain giant can give orders to the
creatures, but it does not have full control over them. The crea-
tures value their own lives and might not fight to the death.

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)

Keen Sight. The greatswan has advantage on Wisdom (Percep-


tion) checks that rely on sight.

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

Skills Perception +4 Armour Class 13


Senses passive Perception 14 Hit Points 11 (2d6+4)
Languages — Speed 50 ft.
Challenge 4 (1,100 XP) STR DEX CON INT WIS CHA
Amphibious. The hendar can breathe air and water. 8 (-1) 17 (+3) 13 (+1) 13 (+1) 10 (+0) 10 (+0)

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:

STR DEX CON INT WIS CHA 2/day: greater invisibility


16 (+3) 10 (+0) 13 (+1) 7 (-2) 14 (+2) 7 (-2) 1/day: dimension door
Spellcasting. The lammasu is a 7th-level spellcaster. Its spell-
Conditions Immunities charmed
casting ability is Wisdom (spell save DC 14, +6 to hit with spell
Senses passive Perception 12 attacks). The lammasu has the following cleric spells prepared:
Languages Laerti
Challenge 2 (450 XP) Cantrips (at will): resistance, sacred flame, thaumaturgy
1st level (4 slots): bless, detect evil and good, shield of faith
2nd level (3 slots): calm emotions, hold person, lesser restoration
Actions 3rd level (3 slots): dispel magic, glyph of warding, revivify
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4th level (1 slot): guardian of faith
Hit: 12 (2d8+3) piercing damage
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Actions
Hit: 7 (1d8+3) bludgeoning damage plus 13 (3d8) poison dam-
age. Multiattack. The lammasu makes two claw attacks.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 17 (3d8+4) slashing damage.

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.

Alhoon Alhoon Template


At first glance, this undead mind flayer looks much like a
common mind flayer, though its skin is dry and wrinkled, Any mind flayer can become a alhoon. When a creature
never glistering and slimy. The alhoon, sometimes called becomes an alhoon, it retains all its statistics except as
illithilich, is a mind flayer that has been transformed into noted below.
lich. Unlike other liches, alhoons have no paralysing touch, Type. The creature becomes an undead.
but retain the psionic powers they had in life. For reasons Natural Armour. The alhoon has an armour class equal
unknown, they do not need a phylactery. These, combined to 10 plus its proficiency bonus.
with the alhoon's spellcasting abilities, make the illithilich a Damage Resistances. The alhoon is resistant to cold,
created feared by everyone, including other mind flayers. lightning, and necrotic damage.
Undead Outcasts. Some mind flayers learn how to use Damage Immunities. The alhoon is immune to poison
arcane magic. These illithid mages are shunned by their damage as well bludgeoning, piercing, and slashing dam-
fellow mind flayers who consider arcane magic to be infe- age from nonmagical weapons.
rior to psionics. The lich transformation takes this isolation Conditions Immunities. The alhoon cannot be charmed,
a step further: It severs the mind flayer's connection to the exhausted, frightened, paralysed, or poisoned.
elder brain, something most mind flayers don't even dare Senses. The alhoon gains truesight with a radius of 120
to think about. This turns the alhoon into a traitor and feet.
outcast. Mind flayers hunt and destroy alhoons whenever Legendary Resistance (3/Day). If the alhoon fails a sav-
possible. ing throw, it can choose to succeed instead.
Lone Mages. Alhoons always live alone, with their only Turn Immunity. The Alhoon is not affected by effects
company being slaves and undead servants. Most of them that turn undead.
work on increasing their power and do arcane research.

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.

Legendary Resistance (3/Day). If the lich fails a saving throw, it


can choose to succeed instead. Legendary Actions
Lich Aura. Any beast or undead other than a lich that starts its The lich can take 3 legendary actions, choosing from the
turn within 20 feet of the lich must make a DC 18 Wisdom sav- options below. Only one legendary action option can be
ing throw, unless the lich is incapacitated. On a failed save, the used at a time and only at the end of another creature's
creature is frightened until the start of its next turn. turn. The lich regains spent legendary actions at the start
of its turn.
Sending (3/Day). Using an action, the lich can create an ethereal
copy of itself. The sending has the same statistics as the lich, Cantrip. The lich casts a cantrip.
but is unable to wear or carry objects, use the lich's Paralysing Paralysing Touch (Costs 2 Actions). The lich uses its Paralysing
Touch, or use magic. It flies with a speed of 30 feet and addi- Touch.
tionally can't be grappled, petrified, prone, restrained, or uncon- Turn Undead. Each undead within 30 feet that can see or hear
scious. The lich can see through the sending's eyes and dismiss the lich must make a DC 18 Wisdom saving throw or become
it with an action. If not dismissed or destroyed, the sending frightened for 1 minute. The target can repeat the saving
disappears after 1 hour. The lich can only create one sending at throw at the end of each of its turns, ending the effect on itself
a time and takes half of any damage the sending suffers. on a success.
Hand of Radiance (Costs 3 Actions). Each creature within 20
Spellcasting. The lich is an 15th-level spellcaster. Its spellcasting feet of the lich must make a DC 17 Constitution saving throw
ability is Intelligence (spell save DC 18, +10 to hit with spell against this magic, taking 18 (4d8) radiant damage on a failed
attacks). The lich has the following wizard spells prepared: save, or half as much damage on a successful one.
undead. Baelnorns do not have a phylactery, but often keep
Baelnorn magical clones of themselves thata ctive when their body is
The baelnorn is an elven lich. Unlike most other liches, the destroyed.
baelnorn is not an evil creature and didn't seek lichdom to Undead Nature. A banelich doesn't require air, food,
gain power. Instead, baelnorns become liches to preserve drink, or sleep.
their knowledge and keep watch over their family. Bael-
norns are not skeletonised, but have grey shrivelled skin
and glowing white eyes. At first glance, one might mistake A Baelnorn's Lair
them for venerable living elves. Baelnorns live in ancient libraries, old wizard towers or
Guardians of Myth Dannor. A number of baelnorns ex- lost elven ruins. They seek out these places before their
isted in ancient Myth Drannor, where they protected elven transformation and often stay even when they decay and
secrets, assisted travellers, guarded the city against thieves the other elves leave.
and taught magic to young elves. After Myth Drannor's fall,
the baelnorns remained in the ruins to guard the vaults Lair Actions
holding the city's ancient magic. No baelnorns seem to
On initiative count 20 (losing initiative ties), the lich can
have been created in recent times, and the secert to their li-
take a lair action to cause one of the following magical ef-
chdom is not generally known to wizards, even elven ones.
fects; the lich can't use the same effect two rounds in a row:
Benevolent Undead. Baelnorns are generally begin
creatures. When they sense an intruder, they often send • The lich rolls a d6 and regains a spell slot of that level
out a sending, a projection of their body, to warn whoever or lower. If it has no spent spell slots of that level or
made his way to their lair. However, baelnorns do not hesi- lower, nothing happens.
tate to use their powers against aggressive thieves or evil • The lich summons the spirits of fallen elven warriors
creatures. In addition to its spells, a baelnorn has the lich's to aid it in battle. A creature the lich can see within 60
cold touch and an aura keeps away prevents animals and feet of must succeed on a DC 17 Strength saving throw,

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.

Fire Lizard Actions


The fire lizard resembles a wingless red dragon and is Multiattack. The lizard makes two attacks: one with its bite and
sometimes refereed to as a "false dragon". Fire lizards are one with its claws.
mostly grey with a mottled red and brown back and a red Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
or orange underbelly. They lack the intelligence and might Hit: 18 (4d6+4) piercing damage.
of a true dragon, but do have the ability to breathe fire and
are dangerous opponents nevertheless. Fire lizards live in Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
deserts of southern Faerûn, and are sometimes found in Hit: 21 (5d8+4) slashing damage.
the Underdark. Some scholars assume that they are an
offshoot of true dragons or share a common ancestor with
them.

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).

Skills Perception +3 Magic Resistance. The magedoom always succeeds on saving


Senses passive Perception 13 throws against spells and other magical effects unless it deliber-
ately chooses not to.
Languages Manni
Challenge 1/2 (100 XP) Magic Weapons. The magedoom's weapon attacks are magical.
Spell Sense. When a spell is cast within a range of 180 feet of the
Actions magedoom, it becomes aware of the location of the spellcaster
and the spell that was cast.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (2d4+2) slashing damage.
Actions
Wing Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
get. Hit: 2 (1d4) bludgeonig damage. f the target is a creature, it Multiattack. The magedoom makes two slam attacks.
must succeed on a DC 12 Strength saving throw or be knocked Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
prone. Hit: 39 (6d10+6) bludgeoning damage. If the target is a spell-
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or caster, it loses a spell slot for its highest remaining spell level.
range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage. The lost slot is regained after a long rest.

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.

Fire Breath (Recharge 5-6). The mantidrake exhales fire in a


Mara 30-foot cone. Each creature in that area must make a DC 16
Large fey, chaotic evil Dexterity saving throw, taking 18 (4d8) fire damage on a failed
Armour Class 18 (natural armour) save, or half as much damage on a successful one.
Hit Points 161 (14d10+84)
Speed 30 ft. Other Mantidrakes
STR DEX CON INT WIS CHA The mantidrake described above is a red one, the offspring
22 (+6) 10 (+0) 23 (+6) 5 (-3) 10 (+0) 4 (-3) of a red dragon and a manticore. To create mantidrakes of
other types, change the mantidrake's breath weapon and
Damage Immunities poison the energy type it resists according to the table below.
Conditions Immunities charmed, exhaustion, frightened, para-
lysed, petrified, poisoned Mantidrake Types
Senses darkvision 120 ft., passive Perception 10 Colour Energy Type Breath Weapon
Languages Mara
Black Acid 30'/5' line
Challenge 8 (3,900 XP)
Blue Lightning 30'/5' line
Light Aversion. If the mara takes radiant damage, it has disad- Brown Acid 30'/5' line
vantage on attack rolls and ability checks until the end of its next
turn. If it is exposed to direct sunlight, the mara is destroyed Green Poison 30' cone
and its stone body becomes motionless. Magically generated Red Fire 30' cone
sunlight does not affect the mara. White Cold 30' cone
Immutable Form. The mare is immune to any spell or effect that Yellow Fire 30' cone
would alter its form.
Magic Resistance. The mara has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The mara's weapon attacks are magical.

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.

The meazel is a humanoid primarily found in the Underd-


ark. It is slightly smaller than a human and has black waxy
hair and grey to green skin. Most meazels have a non-
contagious skin disease that results in bright red patches
all over their body. These patches give the meazel a
leprous appearance, but do not impact its physical
or mental well-being much.
Diseased Loners. Meazels are always
solitary, unless a greater threat or the urge
to mate forces them to join with others of
their kind. The meazel preys on all other
subterranean creatures it can overcome
and often uses traps and ambushes to
get the advantage. While this is far
from unique, all other Underdark
dwellers loathe meazels and tend
to kill them on sight if possible.
Outside the Underdark, meazels
can be found in the swamps of
Cormyr and the sewers of cities
like Westgate. Rumour says that
these meazels band together
more often than usual and
even form a guild or cult.

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.

Plant Step (1/Day). Using its movement, the nightshade enters


a Medium or larger plant and immediately emerges from anoth-
er Medium or larger plant within a range of 60 feet.
.

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.

Reverend One Scalamagdrion


Medium celestial, neutral good (50%) or chaotic good (50%) Large dragon, neutral
Armour Class 20 (plate and shield) Armour Class 14 (natural armour)
Hit Points 78 (12d8+24) Hit Points 153 (18d10+54)
Speed 30 ft. Speed 50 ft., fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 19 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 9 (-1)
Saving Throws Con +5, Int +4, Wis +5, Cha +3 Saving Throws Dex +5, Con +6, Int +3, Wis +4
Skills Perception +5 Skills Perception +4, Stealth +5
Conditions Immunities charmed Damage Immunities thunder
Senses darkvision 60 ft., passive Perception 15 Damage Resistances cold, fire
Languages Elvish Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Challenge 6 (2,300 XP) Languages —
Challenge 8 (3,900 XP)
Radiant Weapons. When the reverend one hits with a weapon, it
deals an extra 18 (4d8) radiant damage (included in the attack). Magic Resistance. The scalamagdrion has advantage on saving
throws against spells and other magical effects.
Actions Sphere of Silence. No sound can be created within a 20-feet-
Multiattack. The reverend one makes two attacks with its radius around the scalamagdrion. Creatures and objects in
longsword. this sphere are immune to thunder damage, and creatures are
deafened while entirely inside it.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target.
Hit: 8 (1d8+4) slashing damage plus 18 (4d8) radiant damage. Actions
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Multiattack. The scalamagdrion makes three attacks: one with
creature. Hit: 6 (1d4+4) bludgeoning damage. If the target is its bite, one with its claws, and one with its tail.
Large or smaller, it must succeed on a DC 14 Strength saving Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
throw or be knocked prone. Hit: 15 (2d10+4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
one target. Hit: 7 (1d8+3) piercing damage plus 18 (4d8) radiant Hit: 22 (4d8+4) slashing damage.
damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Parry. The reverend one adds 3 to its AC against one melee Hit: 31 (6d8+4) piercing damage.
attack that would hit it. To do so, the reverend one must see the
attacker and be wielding a melee weapon.

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.

Ice Breath. The shatjan breathes ice at one creature within a


range of 5 feet. The must make a DC 15 Dexterity saving throw,
taking 36 (8d8) cold damage on a failed save, or no damage on
a successful one.

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.

The skum are a race of fish-like humanoids. They


were created by the aboleth to serve them
as slaves and beasts of burden. Skum were
originally human but retained nothing but
their humanoid shape. A skum is physically
power, but had a fragile mind designed to be
susceptible to the powers of its masters. Due
to the nature of their creation, skum are quite
diverse. Some are hulking and intimidating,
others sleek and agile. The smartest skum
have sharper minds than most humans, the
dimmest are only slightly more intelligent than
animals. There is a slight chance that a skum
becomes psionically aware. Aboleth fear these
renegade skum and kill them as soon as they
are discovered, which is why they work hard to
keep their talents a secret from their masters.
Lord of the Skum. Some skum have escaped
their aboleth masters and live in colonies near
the coast. A prominent aboleth with many
skum servants is the Skull Lord, an agent of
the Kraken Society in Skullport. The Skull
Lord is said to control a large part of Skull-
port, using humans as informants and for
daytime activities, and skum to enforce his will
during the night.

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.

Ice Wind (Recharge 5-6). The tempest exhales an frigid air in


a 60-foot cone. Each creature in that area must make a DC 16
Constitution saving throw, taking 44 (8d10) cold damage on a
failed save, or half as much damage on a successful one. Tar-
gets that do not make their saving throw additionally have their
Dexterity score reduced by 1d6. The target dies if this reduces
its Dexterity to 0. Otherwise, the reduction lasts until the target
finishes a short or long rest.

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.

Teleport (1/Day). The unicorn magically teleports itself to a loca-


tion the unicorn is familiar with, up to 1 mile away.

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

Scarlet Dancer Armour Class 13


Hit Points 14 (4d6)
The scarlet dancer appears as a swarm of small spheres of
mist. A single scarlet dancer is barely a threat, but a swarm Speed 0 ft, fly 30 ft.
of them can turn a human into a bloodless corpse in a mat- STR DEX CON INT WIS CHA
ter of minutes. Most of the time, scarlet dancers feed on 6 (-2) 17 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3)
rats and other small animals, though. Scarlet dancers are
mainly found in the sewers below Zhentil Keep. They are Damage Immunities lightning
feared among the Keep's population, and the people avoid Conditions Immunities prone
areas where they have been spotted Senses darkvision 120 ft., passive Perception 12
Languages —
Challenge 1 (100 XP)
Volt Lightning Absorption. Whenever the volts is subjected to light-
The volt is a curious little creature, but mean-spirited and ning damage, it takes no damage and instead regains a number
dangerous. It resembles a floating sphere of bristly grey of hit points equal to the lightning damage dealt.
hair with two eyes and small horn-like appendages scat- Actions
tered over its body. In darkness, the faint blue aura that
surrounds a volt can be seen, and those with a keen sense Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
of hearing can hear the humming noise it emits. Volt live in Hit: 5 (1d4+3) necrotic damage. The target must succeed on a
DC 12 Constitution saving throw or its hit point maximum is re-
herds and thrive of electricity and the blood of other crea-
duced by an amount equal to the damage taken. This reduction
tures. They are often found in places with a high frequency
lasts until the target finishes a long rest. The target dies if this
of thunderstorms
effect reduces its hit point maximum to 0.
Tail. Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (2d6) lightning damage.

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

Baelnorn �����������������������������������������������������������57 Death Kiss ��������������������������������������������������������11 G


Baelnorn Template �����������������������������������������58 Deep Bat ������������������������������������������������������������� 9
Bainligor ������������������������������������������������������������� 5 Azmyth �����������������������������������������������������9 Gambado ����������������������������������������������������������44
Reverend One �����������������������������������������5 Bonebat ����������������������������������������������������9 Gemstone Golem ��������������������������������������������48
Banedead ������������������������������������������������������������ 6 Night Hunter ���������������������������������������� 10 Diamond ����������������������������������������������� 49
Baneguard ���������������������������������������������������������� 7 Sinister �������������������������������������������������� 10 Emerald ������������������������������������������������ 48
Direguard ������������������������������������������������7 Deep Dragon ����������������������������������������������������29 Ruby ������������������������������������������������������� 48
Banelar ���������������������������������������������������������������� 8 Deepspawn �������������������������������������������������������21 Ghaunadan �������������������������������������������������������45
Banelich �����������������������������������������������������58, 59 Dekanter Goblin ����������������������������������������������47 Ghour �����������������������������������������������������������������22
Bat ������������������������������������������������������������������������ 9 Demi-Shade �������������������������������������������������������� 4 Giant ������������������������������������������������������������������45
Azmyth �����������������������������������������������������9 Demon ���������������������������������������������������������������22 Fog ��������������������������������������������������������� 45
Bonebat ����������������������������������������������������9 Arrow ����������������������������������������������������� 22 Mountain ����������������������������������������������� 46
Night Hunter ���������������������������������������� 10 Ghour ���������������������������������������������������� 22 Phaerlin ������������������������������������������������ 46
Sinister �������������������������������������������������� 10 Rat-Fiend ���������������������������������������������� 23 Giant Strider ����������������������������������������������������80
Werebat ������������������������������������������������� 62 Diamond Golem ����������������������������������������������49 Gibberling ���������������������������������������������������������47
Bat, Deep ������������������������������������������������������������ 9 Direguard ������������������������������������������������������������ 7 Goblin, Dekanter ���������������������������������������������47
Azmyth �����������������������������������������������������9 Disenchanter ����������������������������������������������������23 Goblinoid
Bonebat ����������������������������������������������������9 Displacer Serpent �������������������������������������������24 Dekanter Goblin ���������������������������������� 47
Night Hunter ���������������������������������������� 10 Dog, Silver ��������������������������������������������������������78 Norker ��������������������������������������������������� 71
Sinister �������������������������������������������������� 10 Doppelganger, Greater �����������������������������������25 Golem ����������������������������������������������������������������48
Beguiler �������������������������������������������������������������10 Dracimera ���������������������������������������������������������25 Diamond ����������������������������������������������� 49
Beholder ������������������������������������������������������������11 Green Dracimera �������������������������������� 25 Emerald ������������������������������������������������ 48
Beholder Mage ������������������������������������ 11 Dracohydra �������������������������������������������������������26 Gemstone
Dragon ���������������������������������������������������������������27 Diamond ����������������������������������������� 49
Death Kiss �������������������������������������������� 11
Brown ���������������������������������������������������� 27 Emerald ������������������������������������������ 48
Elder Orb ���������������������������������������������� 12
Deep ������������������������������������������������������ 29 Ruby ������������������������������������������������ 48
Gouger ��������������������������������������������������� 12
Beholder Mage ������������������������������������������������11 Purple ���������������������������������������������������� 29 Lightning ���������������������������������������������� 49
Bheur �����������������������������������������������������������������51 Scalamagdrion ������������������������������������ 76 Magic ����������������������������������������������������� 49
Black Neo-Orog �����������������������������������������������68 Dragonkin ���������������������������������������������������������37 Ruby ������������������������������������������������������� 48
Black One ���������������������������������������������������������64 Drake, Wyvern �������������������������������������������������86 Gouger ���������������������������������������������������������������12
Black Unicorn ��������������������������������������������������82 Blue Wyvern Drake ���������������������������� 86 Greater Doppelganger �����������������������������������25
Blazing Bones ��������������������������������������������������14 Dread Warrior ��������������������������������������������������37 Greater Leucrotta �������������������������������������������55
Blood Dancer ���������������������������������������������������72 Dread Warrior Template ��������������������������������38 Great Raven �����������������������������������������������������75
Blue Hag �����������������������������������������������������������51 Dryad, Hamadryad �����������������������������������������51 Green Dracimera ��������������������������������������������25
Bonebat ��������������������������������������������������������������� 9 Dwarf �����������������������������������������������������������������38 Gruumshkin �����������������������������������������������������41
Bones, Blazing �������������������������������������������������14 Arctic ����������������������������������������������������� 38
Brown Dragon �������������������������������������������������27 Innugaakalikurit ���������������������������������� 38 H
Burnbones ��������������������������������������������������������14 Jungle ����������������������������������������������������� 38
Orecutter ���������������������������������������������� 38 Hag
C Urdunnir ����������������������������������������������� 38 Bheur ����������������������������������������������������� 51
Wild �������������������������������������������������������� 38 Blue �������������������������������������������������������� 51
Cat ����������������������������������������������������������������������15 Hakeashar ��������������������������������������������������������70
Change �������������������������������������������������� 15 E Hamadryad �������������������������������������������������������51
Elven ������������������������������������������������������ 15 Hendar ���������������������������������������������������������������52
Luck Eater �������������������������������������������� 15 Eater of Magic �������������������������������������������������70 Horror, Stinging ����������������������������������������������87
Sand ������������������������������������������������������ 15 Elder Orb ����������������������������������������������������������12 Human
Change Cat �������������������������������������������������������15 Elf �����������������������������������������������������������������������40 Werebat ������������������������������������������������� 62
Charm Death Tyrant (Spell) ��������������������������12 Aquatic �������������������������������������������������� 41 Werecrocodile �������������������������������������� 62
Chimera, Dracimera ���������������������������������������25 Avariel ��������������������������������������������������� 40 Wereshark �������������������������������������������� 63
Chitine ���������������������������������������������������������������16 Lich �������������������������������������������������������� 57 Hybsil �����������������������������������������������������������������52
Choldrith ����������������������������������������������� 17 Lythari ��������������������������������������������������� 61 Hydra, Dracohydra �����������������������������������������26

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!

Hordes of monsters escaped from the Realms into your


Dungeons & Dragons™ 5th Edition game! This books holds
more than a hundred monsters for use with the Forgotten
Realms™ Campaign Setting. From the dreaded Banelich
to the deadly beholder, from the deep dragon to the mage-
doom, they are all here. Battle the undead creations of the
Zhentarim, the magical creations of the Red Wizards of
Thay and the dangers of the Underdark!

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