PREVIEW
SAMPLE CREATURE DESIGNERS GRAPHIC DESIGN DIRECTOR OF OPERATIONS
Benjamin Eastman, Scott Gable, Marc Radle T. Alexander Stangroom
Richard Green, Jonathan Miley,
LAYOUT SALES MANAGER
Sebastian Rombach
Marc Radle Kym Weiler
INTERIOR ARTISTS
DIRECTOR OF DIGITAL GROWTH COMMUNITY MANAGER
Bryan Syme, Marcel Mercado,
Blaine McNutt Victoria Rogers
William O’Brien, Kiki Moch Rizki,
Egil Thompson ART DIRECTOR TWITCH PRODUCER
EDITOR
Marc Radle Chelsea (Dot) Steverso
Meagan Maricle EDITORIAL DIRECTOR PUBLISHER
Thomas M. Reid Wolfgang Baur
A TOME FILLED WITH MONSTERS
If you like what you see here, be sure to check out You can find our Kickstarters and be notified
our Kickstarter for Tome of Beasts 3, a massive when we launch a Kickstarter by signing up here:
volume filled with hundreds of monsters for the 5th https://www.koboldpress.com/TOB3/
edition of the world’s greatest roleplaying game!
Kobold Press and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and
trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open Content in this preview includes only the Torch Mimic and its description, statistics,
and abilities. All other material is Product Identity, especially place names, character names, locations, story elements,
background, and fiction. No other portion of this work may be reproduced in any form without permission.
© 2022 Open Design LLC. All rights reserved.
www.KoboldPress.com
PO Box 2811 | Kirkland WA 98083 USA
1
Coastline Reaper
Tentacles rise out of the water, whipping about as the creature
pulls itself up from the depths. Its bulbous head resembles a
jellyfish, but its flesh sinks into holes created by its internal
organs, giving its body the appearance of a large skull crowned
with rows of spikes.
Coastal Boogeyman. Communities that live near coasts tell
stories of the coastline reaper to their children to keep them away
from the beach at night. Coastline reapers live in submerged
caves and hunt along coasts when the tide is high. Fishers who
know there is a lair nearby always go out onto the waters at
low tide or in large groups to avoid encountering the coastline
reaper. The reaper gets its name from the unique pattern that
appears on its bulbous head. It can deflate the outer flesh of
its head, which sinks into holes created by the arrangement of
its internal organs. The end result resembles a humanoid skull
crowned in spikes, provoking fear in those who see it. When the
reaper is submerged, these organs glow a pale blue, evoking a
ghostly skull-like appearance as the reaper swims.
Deadly Hunter. Coastline reapers hunt the coast for aquatic
life to feed on, but those near settlements are fond of the taste
of humanoids. Such reapers quickly learned their appearance
frightens humanoids and have adapted their hunting techniques
over time to capitalize on this fear. Some of the reaper’s tentacles
are covered in small stingers filled with a paralyzing poison that
is particularly effective against frightened creatures.
Dark Allies and Rivals. Though not quite sentient,
coastline reapers can learn basic words and signals, making
them desirable minions for creatures such as aboleths.
Coastline reapers dislike the unpalatable sahuagin, who
often hunt in the reaper’s territory, and reapers go out of
their way to destroy sahuagin colonies in their territory.
COASTLINE REAPER
Large monstrosity, neutral
ACTIONS
Armor Class 16 (natural armor)
Hit Points 144 (17d10 + 51) Multiattack. The coastline reaper makes three attacks: two with its
tentacle lash and one with its stinging tentacle.
Speed 10 ft., swim 40 ft.
Tentacle Lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 14 (3d6 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
Stinging Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft.,
10 (+0) 18 (+4) 17 (+3) 5 (–3) 14 (+2) 8 (–1)
one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison
damage. The target must succeed on a DC 16 Constitution saving
Saving Throws Con +7, Dex +8 throw or be paralyzed for 1 minute. A frightened creature has
Skills Athletics +4, Stealth +8, Survival +6 disadvantage on this saving throw. The paralyzed target can repeat
Damage Resistances cold, poison the saving throw at the end of each of its turns, ending the effect on
Condition Immunities exhaustion, poisoned itself on a success.
Senses darkvision 60 ft., passive Perception 11 Frightening Visage (Recharge 5–6). If underwater, the coastline
Languages — reaper flares the light from its organs, making the skull-like structure
more apparent. If above water, the coastline reaper tightly pulls
Challenge 9 (5,000 XP)
in its outer flesh, causing its body to take on a fleshy, skull-like
appearance. Each humanoid within 30 feet of the coastline reaper
Glowing Organs. While underwater, the coastline reaper’s skull-like that can see it must make a DC 16 Wisdom saving throw. On a
internal organs glow an eerie, pale blue, shedding dim light in a failure, a creature takes 21 (6d6) psychic damage and is frightened
10-foot radius. for 1 minute. On a success, a creature takes half the damage and
Hold Breath. While out of water, the coastline reaper can hold its isn’t frightened. A frightened creature can repeat the saving throw at
breath for 30 minutes. the end of each of its turns, ending the effect on itself on a success.
Water Breathing. The coastline reaper can breathe only underwater.
C TOME OF BEASTS 3 PREVIEW 2
Ghost Knight Templar
Dressed in black plate armor and bearing a shield emblazoned dismiss the mount as a bonus action, mounting or dismounting it as
with a red skull, this malevolent warrior flies through the air part of the same action without spending movement. If the mount is
on an emaciated horse with dappled grey skin and glowing slain, it disappears, leaving behind no physical form, and the templar
yellow eyes. must wait 1 hour before summoning the mount again.
Incorporeal Movement. The ghost knight templar can move through
Ghost knights were once living creatures who accepted the other creatures and objects as if they were difficult terrain. It takes 5
blessing of undeath and rose through the ranks of their dark (1d10) force damage if it ends its turn inside an object.
kingdom’s armies. Turning Defiance. The ghost knight templar and any undead within
Entering the order as living men and women, either willingly 30 feet of it have advantage on saving throws against effects that
or as conscripts, those who serve bravely and loyally for five turn undead.
years or more are “raised up” into the ranks of the undead by
their undead lords. They become fully-fledged ghost knights (see ACTIONS
Tome of Beasts) and are given an undead warhorse and a lance. Multiattack. The ghost knight templar makes three attacks with its
Champions of Evil. When a ghost knight makes its 113th kill shadow blade.
with its lance, the slain victim’s spirit fuses to the weapon. In a Shadow Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
ceremony to promote the ghost knight to a templar, the order’s Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) necrotic damage.
priests and priestesses break the lance over an altar. The ghost Stride of Damnation (Recharge 5–6). The ghost knight templar
knight and its horse then absorb the victim’s spirit from the moves up to its speed through its enemies. This movement doesn’t
lance, transforming them into powerful creatures. provoke opportunity attacks. Each creature through which the
templar passes must make a DC 16 Dexterity saving throw,
Flying Mounts. Ghost knight templars ride flying undead
taking 35 (10d6) cold damage on a failed save, or half as
warhorses into battle. Their steeds are unusually intelligent and
much damage on a successful one. The templar
unwaveringly loyal to the templars. The magical bond between
can’t use this action while mounted.
them allows the templar to summon or dismiss the mount
whenever it needs.
Undead Nature. A ghost knight templar doesn’t require
air, food, drink, or sleep.
GHOST KNIGHT TEMPLAR
Medium undead, lawful evil
Armor Class 18 (plate)
Hit Points 127 (17d8 + 51)
Speed 30 ft., fly 60 ft. while mounted
STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 16 (+3) 13 (+1) 16 (+3) 15 (+2)
Saving Throws Wis +7, Cha +6
Skills Athletics +9, Animal Handling +6, Perception +7, Stealth +8
Damage Resistances cold, necrotic; bludgeoning,
piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 10 (5,900 XP)
Charge. If the ghost knight templar is mounted and moves at least
20 feet straight toward a creature and then hits it with a shadow
blade attack on the same turn, the target takes an extra 10 (3d6)
slashing damage.
Ghostly Mount. The ghost knight templar’s mount uses the statistics
of a warhorse skeleton, except it has the Incorporeal Movement
trait, a flying speed of 60 feet, 40 hit points, and resistance to cold
and necrotic damage and bludgeoning, piercing, and slashing
damage from nonmagical attacks. The templar can summon or
3 TOME OF BEASTS 3 PREVIEW G
Mother Moth
The matriarch’s gossamer gown and shawl of
shimmery wings seem to float independent of any
breeze as she strides through the moonlit garden.
Wherever the sparkling dust from her wings fell,
moths alighted.
Duchess Calpe Belinapter, known by most
as Mother Moth, is a regent with subjects
but no kingdom. Forever ousted by the
devious political machinations that are all too
commonplace in the courts of the fey, she is bereft
of all but her natural holdings. Though her social
status is in decline, Mother Moth still contends with
her fey brethren with clever application of nature
magic, an unassuming spy network of beasts and fey,
and an abundance of patience.
Partisan Without a Parlor. Mother Moth, despite
having lost many of her noble virtues, still retains several
of her titles. Her subjects know her as Queen-Mother of
Moondust and Starlight, Lady Lacewing, and Her Mottled
Majesty, and deferring to her in this way is sure to earn her favor
most of the time. She communicates to all via delivered letter
and is well known for her mercurial and varied tones of address.
Monarch of Metamorphosis and Silk. Those who suffer
lycanthropy in its many forms often seek out Mother Moth
for her wisdom, compassion, and, sometimes, cure. Mother
Moth’s command and regal presence over moths, spiders, and
other silk-producing creatures is so absolute that many often
wonder if she is in fact an animal lord and not a fey lady. Any
who present such questions before her or even within her realm
provoke a swift and decisive rebuke.
THE MOTHER’S LAIR
Mother Moth resides within the Silken Sanctuary, a mixed
grove of young and elder trees cocooned in thick silk in the
Plane of Shadow. The sanctuary is a small and modestly
furnished place that travels as the Mother Moth sees fit, never
venturing beyond the forest borders in which she currently
resides. Beasts and fey with more neutral alignments are
drawn to the lair, feeling a compulsion to protect it.
When encountered in her lair, Mother Moth has a
challenge rating of 12 (8,400 XP).
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Mother Moth • The ground within 60 feet of Mother Moth becomes sticky
takes a lair action to cause one of the following effects; Mother with webbing. Each creature that starts its turn in the webs
Moth can’t use the same effect two rounds in a row: or that enters them during its turn must succeed on a DC
• Mother Moth creates up to three 10-foot radius pools of 13 Strength saving throw or be restrained by webbing.
moonlight centered on any three points she can see within The webbing can be attacked and destroyed (AC 10; hp 5;
120 feet of her. The light inside each pool is dim, while the vulnerability to fire damage; immunity to bludgeoning,
light within 30 feet of each pool is reduced: bright light poison, and psychic damage). The webs remain until she uses
becomes dim light, and dim light becomes darkness. These this lair action again or until she dies.
pools last until Mother Moth uses this lair action again or • Mother Moth drafts a letter of condemnation, cursing a
until she dies. creature she can see within 60 feet of her. Choose one ability
score. The cursed creature takes 7 (2d6) psychic damage each
time it makes an attack roll, ability check, or saving throw
using that ability until initiative count 20 on the next round.
M TOME OF BEASTS 3 PREVIEW 4
REGIONAL EFFECTS Spellcasting. Mother Moth is an 11th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell
The region containing the Mother Moth’ lair is influenced
attacks). Mother Moth has the following druid spells prepared:
by her nurturing presence, which creates one or more of the
Cantrips (at will): druidcraft, mending, poison spray, produce flame
following effects:
1st level (4 slots): cure wounds, detect magic, faerie fire, fog cloud
• Foliage is healthier, growing dense enough that it becomes
2nd level (3 slots): animal messenger (moth only), lesser restoration,
difficult terrain within 1 mile of Mother Moth’s lair. moonbeam
• Neutral humanoids and fey that finish a long rest within 5 3rd level (3 slots): dispel magic, wind wall
miles of the lair wake up with a letter addressed to them,
4th level (3 slots): blight, confusion, hallucinatory terrain
detailing their dreams and an according interpretation.
5th level (3 slots): antilife shell, insect plague
• While in her lair, Mother Moth can magically connect with
6th level (1 slot): wall of thorns, wind walk
any moth anywhere, including across planes, sensing through
its senses and speaking telepathically with and through it. ACTIONS
If Mother Moth dies, these effects fade in 1d10 days. Multiattack. Mother Moth makes three attacks with her hornworm
scepter or uses her Moon Bolt twice. If she hits one creature at least
twice in the same turn with her scepter, the target must succeed
MOTHER MOTH
on a DC 17 Wisdom saving throw or lose its lowest-level available
Medium fey, neutral spell slot. Mother Moth then regains an expended spell slot of that
Armor Class 17 (shawl of reflective wings) level or lower.
Hit Points 105 (14d8+42) Hornworm Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Speed 30 ft., fly 60 ft. one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6)
radiant damage.
STR DEX CON INT WIS CHA Moon Bolt. Ranged Spell Attack: +9 to hit, range 150 ft., one target.
11 (+0) 14 (+2) 16 (+3) 18 (+4) 20 (+5) 17 (+3) Hit: 16 (3d10) radiant damage. If the target is a creature in a form
other than its natural form, it takes an additional 5 (1d10) radiant
damage and must succeed on a DC 17 Charisma saving throw
Saving Throws Con +7, Wis +9, Cha +11 or revert to its natural form. When the moon bolt hits a target,
Skills Arcana +8, Nature +8, Perception +9 moonlight glows in that space, shedding dim light until the start of
Damage Resistances acid; bludgeoning, piercing, and slashing from Mother Moth’s next turn.
attacks not made with cold iron or cedarwood weapons Hundreds Dusting (Recharge 5–6). Mother Moth flaps her wings,
Damage Immunities cold, fire, poison creating a cloud of blinding powder around her. Each creature
Condition Immunities charmed, frightened, poisoned within 20 feet of her must make a DC 17 Constitution saving
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 throw. On a failure, a creature takes 35 (10d6) poison damage and
Languages Common, Druidic, Elven, Umbral, Sylvan, telepathy 120 ft. is blinded for 1 minute. On a success, a creature takes half the
damage and isn’t blinded. A blinded creature can repeat the saving
Challenge 11 (7,200 XP)
throw at the end of each of its turns, ending the effect on itself on
a success.
Cedar Weapons. Mother Moth is particularly vulnerable to weapons
made from the wood of the cedar tree. When she is hit by a LEGENDARY ACTIONS
weapon made of cedarwood, Mother Moth takes damage as if the Mother Moth can take 3 legendary actions, choosing from the
weapon was magical. options below. Only one legendary action option can be used at a
Legendary Resistance (3/Day). If Mother Moth fails a saving throw, time and only at the end of another creature’s turn. Mother Moth
she can choose to succeed instead. regains spent legendary actions at the start of her turn.
Magic Resistance. Mother Moth has advantage on saving throws
Cantrip. Mother Moth casts a cantrip.
against spells and other magical effects.
Moonlit Walk. While in dim light, Mother Moth teleports to an
Rejuvenating Chrysalis. If killed while within a forest on the Plane of
unoccupied space she can see within 100 feet of her. The space she
Shadow, a chrysalis appears within the confines of the forest, and
chooses must be in dim light.
Mother Moth emerges from it after 48 hours, regaining all her hp
Cast a Spell (Costs 3 Actions). Mother Moth casts a spell from her
and becoming active again. Only the complete destruction of her
list of prepared spells, using a spell slot as normal.
chrysalis (AC 10, hp 30) prevents this trait from functioning.
Shimmering Defense. Mother Moth’s wings emit a sparkling dust,
giving her a slightly blurred appearance. Her AC includes her
Wisdom modifier.
Silk Sovereignty. Mother Moth can communicate with all silk-
producing beasts as if they shared a language. No silk-producing
beast can willingly attack Mother Moth, though it can be forced to
do so through magical means. In addition, Mother Moth ignores
movement restrictions caused by webbing and can’t be restrained
by webs or other silk-based material, such as a silk net.
5 TOME OF BEASTS 3 PREVIEW M
Myrmex
Giant ants made of dirt and stone climb out of a hole in the
ground, the clusters of ferns, grasses and flowering vines on their
backs swaying with their movements.
Myrmex are earthen giant ants from the Elemental Plane of
Earth that have burrowed their way to the Material Plane.
An Incessant Need to Explore.
Intelligent, curious, and social, these
creatures love to explore, meet new
creatures, and learn new things. Their
colonies are welcome to all—so
long as no one is intentionally
harmed—leaving them with no notion of
private or political boundaries. Myrmex
young are even encouraged to become
companions to other explorers
to better enrich the colony on
their return.
Uncommon Ants.
Myrmex behave very
much like other ants
but with a few key
differences. They don’t
actually have a hierarchy as other
ants do. They have neither a
queen nor castes. Instead, all
are equal, and as long as a
colony maintains at least
twelve myrmex, it can elevate
a speaker. The speaker is simply a myrmex that is imbued with
power by the colony—a power that can be revoked in the rare MYRMEX
instances the speaker works against the desires of the colony
Medium elemental, neutral good
a whole. The speaker becomes the myrmex’s voice to other
cultures and enacts the will of the colony after each member has Armor Class 15 (natural armor)
voted on a decision. Hit Points 90 (12d8 + 36)
In addition, rather than lay eggs, adult myrmex sculpt their Speed 40 ft., burrow 40 ft., climb 40 ft.
young from dirt, stone, earth from their own bodies, and rare
earth minerals. These minerals prove the limiting factor as the STR DEX CON INT WIS CHA
variety of required minerals and their proportions are fairly 16 (+3) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 8 (–1)
precise, owing at least in part to the myrmex’s need for constant
exploration. This need for rare earth minerals to grow their Skills Perception +5
colony frequently puts them at odds with roaming xorn, who do
Damage Resistances poison; bludgeoning, piercing, and slashing
so enjoy many of those same minerals. from nonmagical attacks
Seeking Friendship. Myrmex make allies easily, but they
Condition Immunities exhaustion, paralyzed, petrified, poisoned,
don’t tend to swear fealty to anyone, especially elemental prone, unconscious
lords, which paints a target on their colonies more often than
Senses blindsight 60 ft., passive Perception 15
not. They are loyal friends and such friendship can last for
Languages understands Terran but can’t speak
generations. For instance, many myrmex have been friends of
the pech (see Creature Codex) for millennia, and some myrmex Challenge 5 (1,800 XP)
even share colonies with them. However, no myrmex colony has
ever sworn fealty to a pech lithlord, and some colonies have even Keen Smell. The myrmex has advantage on Wisdom (Perception)
broken away from their pech allies on the rare occasions that a checks that rely on smell.
lithlord has tried to rule or command the myrmex. Limited Telepathy. The myrmex can magically transmit simple
messages and images to any creature within 120 feet of it that can
Elemental Nature. A myrmex doesn’t require air, food,
understand a language. This form of telepathy doesn’t allow the
drink, or sleep.
receiving creature to telepathically respond.
Stone Walk. Difficult terrain composed of earth or stone doesn’t cost
the myrmex extra movement.
M TOME OF BEASTS 3 PREVIEW 6
ACTIONS Earth Manipulation. The myrmex can manipulate and move earth
Multiattack. The myrmex makes three bite attacks. within 30 feet of it that fits within a 5-foot cube. This manipulation
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 is limited only by the myrmex’s imagination, but it often includes
(1d8 + 3) piercing damage plus 3 (1d6) poison damage. creating caricatures of creatures to tell stories of travels or etching
symbols to denote dangerous caverns or similar markers for those
Earth Shift. Ranged Spell Attack: +5 to hit, range 60 ft., one target in
in the colony. The myrmex can also choose to make the ground
contact with the ground. Hit: The target is pushed up to 15 feet in
within 10 feet of it difficult terrain or to make difficult terrain normal,
a direction of the myrmex’s choice, and its speed is reduced by 10
provided the ground is made of earth or stone. Changes caused by
feet until the end of its next turn.
Earth Manipulation are permanent.
Earth Manipulation. The myrmex can manipulate and move earth
Wall of Earth. The myrmex can cause a wall of earth to spring out of
within 30 feet of it that fits within a 5-foot cube. This manipulation
earth or rock on a point the myrmex can sense within 30 feet of it.
is limited only by the myrmex’s imagination, but it often includes
This action works like the wall of stone spell, except the myrmex can
creating caricatures of creatures to tell stories of travels or etching
create only one 10-foot-by-10-foot panel and the panel has AC 13
symbols to denote dangerous caverns or similar markers for those
and 15 hit points.
in the colony. The myrmex can also choose to make the ground
within 10 feet of it difficult terrain or to make difficult terrain normal,
provided the ground is made of earth or stone. Changes caused by YOUNG MYRMEX
Earth Manipulation are permanent. Small elemental, neutral good
Wall of Earth. The myrmex can cause a wall of earth to spring out of Armor Class 13 (natural armor)
earth or rock on a point the myrmex can sense within 30 feet of it.
Hit Points 54 (12d6 + 12)
This action works like the wall of stone spell, except the myrmex can
Speed 30 ft., burrow 15 ft., climb 30 ft.
create only one 10-foot-by-10-foot panel and the panel has AC 13
and 15 hit points.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 8 (–1) 10 (+0) 8 (–1)
MYRMEX SPEAKER
Large elemental, neutral good Skills Perception +2
Armor Class 16 (natural armor) Damage Resistances poison
Hit Points 119 (14d10 + 42) Condition Immunities exhaustion, paralyzed, petrified, poisoned,
Speed 40 ft., burrow 40 ft., climb 40 ft. prone, unconscious
Senses blindsight 60 ft., passive Perception 12
STR DEX CON INT WIS CHA
Languages understands Terran but can’t speak
18 (+4) 13 (+1) 17 (+3) 12 (+1) 16 (+3) 10 (+0)
Challenge 1 (200 XP)
Skills Perception +6
Keen Smell. The myrmex has advantage on Wisdom (Perception)
Damage Resistances poison; bludgeoning, piercing, and slashing checks that rely on smell.
from nonmagical attacks
Limited Telepathy. The myrmex can magically transmit simple
Condition Immunities exhaustion, paralyzed, petrified, poisoned, messages and images to any creature within 120 feet of it that can
prone, unconscious understand a language. This form of telepathy doesn’t allow the
Senses blindsight 60 ft., passive Perception 16 receiving creature to telepathically respond.
Languages understands Common, Terran, and Undercommon but Spider Climb. The myrmex young can climb difficult surfaces,
can’t speak, telepathy 120 ft. including upside down on ceilings, without needing to make an
Challenge 9 (5,000 XP) ability check.
Stone Walk. Difficult terrain composed of earth or stone doesn’t cost
Keen Smell. The myrmex has advantage on Wisdom (Perception) the myrmex extra movement.
checks that rely on smell.
ACTIONS
Stone Walk. Difficult terrain composed of earth or stone doesn’t cost
the myrmex extra movement. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage plus 3 (1d6) poison damage.
ACTIONS
Earth Shift. Ranged Spell Attack: +2 to hit, range 60 ft., one target in
Multiattack. The myrmex makes three bite attacks. contact with the ground. Hit: The target is pushed up to 10 feet in a
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 direction of the myrmex’s choice, and its speed is reduced by 5 feet
(2d8 + 4) piercing damage plus 7 (2d6) poison damage. until the end of its next turn.
Earth Shift. Ranged Spell Attack: +6 to hit, range 60 ft., one target in Earth Manipulation. The myrmex can manipulate and move earth
contact with the ground. Hit: The target is pushed up to 15 feet in within 30 feet of it that fits within a 5-foot cube. This manipulation
a direction of the myrmex’s choice, and its speed is halved until the is limited only by the myrmex’s imagination, but it often includes
end of its next turn. creating caricatures of creatures to tell stories of travels or etching
Static Barrage (Recharge 5–6). The myrmex speaker blasts foes with symbols to denote dangerous caverns or similar markers for those
painful psychic static. Each creature of the myrmex’s choice within in the colony. The myrmex can also choose to make the ground
30 feet of it must make a DC 15 Intelligence saving throw, taking 18 within 10 feet of it difficult terrain or to make difficult terrain normal,
(4d8) psychic damage on a failed save, or half as much damage on provided the ground is made of earth or stone. Changes caused by
a successful one. Earth Manipulation are permanent
7 TOME OF BEASTS 3 PREVIEW M
Torch Mimic
As you spark a seemingly mundane torch, two drowsy eyes open, False Appearance. While the torch mimic remains motionless, it is
staring back into your own before they burst into flames. indistinguishable from an ordinary torch.
Fiery Soul. The torch mimic can ignite or extinguish the fire that
Torch mimics were originally bred by a wizard who grew
crowns its head as a bonus action. While ignited, the torch mimic
tired of carrying torches through dungeons and dark forests.
sheds bright light in a 20-foot radius and dim light for an additional
Adventurers often discover them by accident, mistaking them
20 feet. Whenever a torch mimic is subjected to an effect that would
for ordinary torches.
extinguish its flames against its will, such as being submerged or
Surprise Attackers. Torch mimics often lash out at in the area of the create or destroy water or gust of wind spells, the
those who dare hold them, biting their victims’ hands with torch mimic must succeed on a DC 11 Constitution saving throw or
splinter‑like teeth. Once dropped, torch mimics launch fiery fall unconscious until it takes damage or someone uses an action to
blasts at their assailants in hopes of driving the creatures away. wake it. If the effect is nonmagical, the torch mimic has advantage
on the saving throw.
Familiar Shape. While not shapechangers, adventurers have
Regeneration. The torch mimic regains 2 hp at the start of its turn. If
taken to calling these creatures mimics because of their similar
the torch mimic takes cold damage, this trait doesn’t function at the
appearance to torches—and because they lash out from a
start of the torch mimic’s next turn. The torch mimic dies only if it
dormant state, surprising the unsuspecting adventurers.
starts its turn with 0 hp and doesn’t regenerate.
Reluctant Guides. Torch mimics have a basic understanding
of Common, and some can even speak a few words or short ACTIONS
sentences. Because of this, they can be reasoned with, and Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
cunning adventurers have tricked, bribed, or convinced torch (1d4 + 2) piercing damage.
mimics to escort them through dungeons. Fire Blast. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
target. Hit: 7 (2d4 + 2) fire damage.
TORCH MIMIC
Tiny monstrosity, neutral
Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 8 (–1)
Skills Stealth +4
Damage Resistances fire
Senses passive Perception 11
Languages understands Common but can’t speak
Challenge 1/2 (100 XP)
TORCH MIMIC FAMILIARS
Some torch mimics are willing to serve spellcasters as a familiar.
Creatures of comfort and companionship, torch mimics prefer
spellcasters who spend time with them and feed them twigs, scraps
of cloth, and other small flammable objects. Torch mimic familiars
have the following trait.
Familiar. The torch mimic can serve another creature as a familiar,
forming a magic, telepathic bond with that willing companion.
While the two are bonded, the companion can sense what the torch
mimic senses as long as they are within 1 mile of each other. When
the companion uses an action to see and hear through the torch
mimic’s senses, the companion can also speak through the torch
mimic, projecting its voice directly through the torch mimic or giving
it an echo-like quality to make the source indeterminable. At any
time and for any reason, the torch mimic can end its service as a
familiar, ending the telepathic bond.
T TOME OF BEASTS 3 PREVIEW 8
Underworld Sentinel
A huge, emaciated giant stands guard, its dark grey skin covered
in glowing eldritch runes and spiral patterns. It holds an
enormous scythe in its bony hands.
Underworld sentinels are undead giants sworn to serve the
gods of death and undeath. They stand guard over necropolises,
cemeteries, and the subterranean temples of the ghoul gods.
Others watch over the entrances to the realms of the dead
beneath the earth, charged with stopping the inhabitants from
leaving—or the living from entering in the hope of rescuing
the spirit of a loved one. Whatever their orders, underworld
sentinels remain steadfast in their devotion to their dark gods
and unswerving in their resolve to defend their posts.
Dark Origins. Centuries ago, a sinister cult dedicated
to the deity of death arose among a clan of deep-dwelling
stone giants. Heeding the pronouncements of a herald
of undeath (see Creature Codex), the giants gave up
their natural lives in exchange for immortality
and unholy power. Carving runes and symbols
into their bodies in a dark ritual, they were
transformed into the first underworld sentinels.
In the many years that followed, underworld
sentinels spread throughout the world.
Some enter the service of liches or mummy
lords as guardians, while others dedicate
themselves to protecting a shrine or temple
to a deity of death or undeath.
Undead Nature. An underworld sentinel doesn’t require air,
food, drink, or sleep.
UNDERWORLD SENTINEL
Huge undead, neutral evil
Armor Class 17 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 18 (+4) 10 (+0) 16 (+3) 14 (+2)
Saving Throws Dex +6, Con +8, Wis +7
Skills Athletics +10, Perception +7, Religion +4
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 ACTIONS
Languages Darakhul, Giant, Undercommon Multiattack. The sentinel makes two attacks with its scythe.
Challenge 10 (5,900 XP) Scythe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit:
17 (2d10 + 6) slashing damage plus 10 (3d6) necrotic damage.
Passage Guardian. The underworld sentinel can make an Death Knell. Ranged Spell Attack: +7 to hit, range 60 ft., one target.
opportunity attack when a hostile creature moves within its reach Hit: 13 (3d8) necrotic damage or 19 (3d12) necrotic damage if the
as well as when a hostile creature moves out of its reach. It gets target is missing any of its hit points.
one extra reaction that be used only for opportunity attacks. Grim Reaping (Recharge 5–6). The underworld sentinel spins with its
Turn Immunity. The underworld sentinel is immune to effects that scythe extended and makes one attack with its scythe against each
turn undead. creature within its reach. A creature that takes necrotic damage
from this attack can’t regain hp until the start of its next turn.
9 TOME OF BEASTS 3 PREVIEW U
AN ADVENTURE
ON EVERY PAGE
Tome of Beasts brings more than 400 new foes
to 5th Edition, from vicious dungeon vermin
to earth-shaking personifications of evil!
Every entry comes with full-color art by
some of the top talent in the industry.
Here, Game Masters will find:
• Clockwork creatures
• Drakes and dragons
• Devils and arch-devils
• Dangerous flavors of the fey
...and much more! These monsters are ready to
wreak havoc in any fantasy setting, from
fan-favorite realms to worlds of your own creation.
Flip to any page in the Tome of Beasts and you’ll
find an encounter that players won’t soon forget...
Available now from www.KoboldPress.com
and better game stores everywhere!
©2016 Open Design. Kobold Press logo is a trademark
of Open Design. 5E bullet is used by kind permission
of Sasquatch Game Studio.
A MURDER OF
MONSTERS FOR
5TH EDITION!
By Baur, In
trocaso, La
rwood, Pawlik, and
Welham
Tome of Beasts 2 brings you: • Swamp nagas and magma octopuses
• Angelic enforcers • Chameleon hydras and shriekbats
and avalanche screamers • Walled horrors and wraith bears!
• Imperial dragons Keep your players surprised,
and swordbreaker skeletons entertained, and terrified with all-new
• Kami and clockwork tigers opponents they’ve never seen before—
• Void drakes and zombie dragons and won’t ever see coming!
• Death vultures and demon lords www.KoboldPress.com
Kobold Press logo is a trademark of Open Design LLC.
SPELL CARDS
©2021 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
The power of the cosmos, in the palm
of your hand! Magic is at the heart of
fantasy, so expand your grimoire with
the Deep Magic Spell Cards for
5th Edition—more than 700 spells
for every casting class! Each spell
gets its own card—and Spell Cards
keep them safe in a sturdy lift box!
Get all the Deep Magic spells for bard,
cleric, druid, paladin, ranger, sorcerer
warlock, and wizard—or get just the
class you need! These spell cards make
it easier to prep your character, to
play spellcasting NPCs, or to hand
out treasure as scrolls and spellbooks.
Deep Magic Spell Cards make your
spellcasters shine in every game!
command 700
New Spells For
Fifth Edition
No matter how you slice it, magic is at the heart of
fantasy—and nothing says magic like a massive
tome of spells. This tome collects, updates, tweaks,
and expands spells from years of the Deep Magic for Fifth Edition
series—more than 700 new and revised spells. And it adds a lot more:
• 19 divine domains from Beer to • 3 otherworldly patrons for warlocks,
Mountain and Speed to Winter; including the Sibyl;
• 13 new wizard specialties, such as the • expanded treatments of familiars and
elementalist and the timekeeper; other wizardly servants;
• 6 new sorcerous origins, including • and much more!
the Aristocrat and the Farseer;
This tome is not just for wizards, warlocks, and sorcerers. Deep Magic also expands the
horizons of what’s possible for bards, clerics, druids, and even rangers and paladins. It offers
something new for every spellcasting class.
Deep Magic contains nothing but magic from start to finish!
©2020 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
Do you dare descend
into the sorcerous gloom ?
Once a fortress where wizards honed their eldritch craft, the Scarlet
Citadel now holds a sinister reputation—and for good reason. The
dungeon’s well-trod stairs have seen few return from their journeys
below. Now, malevolent creatures spin shadowy webs, enchant foul
magics, and summon forth dark gods. But for those brave enough,
ancient treasures and secrets still lie scattered everywhere.
©2021 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
Inside the Scarlet Citadel, you’ll find:
• A classic-style adventure for 10 levels of play, fully compatible
with the 5th Edition of the world’s oldest roleplaying game.
• Evocative combats and magical mysteries brimming with plots
and subplots.
• Tons of original traps and new monsters, as well as a complete
write-up of the nearby town of Redtower, where the adventurers
can set up a home base.
• An adventure easily paired with the Scarlet Citadel Map Folio, a
fold-out set of playable battle maps from Kobold Press.
• Plus much more!
Fully compatible with the 5th Edition
of the World’s First RPG!
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and modifying or distributing, and You must add the title, the copyright
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights date, and the copyright holder’s name to the COPYRIGHT NOTICE of
Reserved. any original Open Game Content you Distribute.
1. Definitions: (a)”Contributors” means the copyright and/or 7. Use of Product Identity: You agree not to Use any Product
trademark owners who have contributed Open Game Content; Identity, including as an indication as to compatibility, except as
(b)”Derivative Material” means copyrighted material including expressly licensed in another, independent Agreement with the owner
derivative works and translations (including into other computer of each element of that Product Identity. You agree not to indicate
languages), potation, modification, correction, addition, extension, compatibility or co-adaptability with any Trademark or Registered
upgrade, improvement, compilation, abridgment or other form in Trademark in conjunction with a work containing Open Game Content
which an existing work may be recast, transformed or adapted; (c) except as expressly licensed in another, independent Agreement with
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, the owner of such Trademark or Registered Trademark. The use of
publicly display, transmit or otherwise distribute; (d)”Open Game any Product Identity in Open Game Content does not constitute a
Content” means the game mechanic and includes the methods, challenge to the ownership of that Product Identity. The owner of any
procedures, processes and routines to the extent such content does Product Identity used in Open Game Content shall retain all rights, title
not embody the Product Identity and is an enhancement over the and interest in and to that Product Identity.
prior art and any additional content clearly identified as Open Game 8. Identification: If you distribute Open Game Content You must
Content by the Contributor, and means any work covered by this clearly indicate which portions of the work that you are distributing
License, including translations and derivative works under copyright are Open Game Content.
law, but specifically excludes Product Identity. (e) “Product Identity” 9. Updating the License: Wizards or its designated Agents may
means product and product line names, logos and identifying publish updated versions of this License. You may use any authorized
marks including trade dress; artifacts; creatures characters; stories, version of this License to copy, modify and distribute any Open Game
storylines, plots, thematic elements, dialogue, incidents, language, Content originally distributed under any version of this License.
artwork, symbols, designs, depictions, likenesses, formats, poses, 10. Copy of this License: You MUST include a copy of this License
concepts, themes and graphic, photographic and other visual or with every copy of the Open Game Content You Distribute.
audio representations; names and descriptions of characters, spells,
11. Use of Contributor Credits: You may not market or advertise
enchantments, personalities, teams, personas, likenesses and special
the Open Game Content using the name of any Contributor unless
abilities; places, locations, environments, creatures, equipment,
You have written permission from the Contributor to do so.
magical or supernatural abilities or effects, logos, symbols, or
graphic designs; and any other trademark or registered trademark 12. Inability to Comply: If it is impossible for You to comply with
clearly identified as Product identity by the owner of the Product any of the terms of this License with respect to some or all of the
Identity, and which specifically excludes the Open Game Content; Open Game Content due to statute, judicial order, or governmental
(f) “Trademark” means the logos, names, mark, sign, motto, designs regulation then You may not Use any Open Game Material so affected.
that are used by a Contributor to identify itself or its products or the 13. Termination: This License will terminate automatically if You fail
associated products contributed to the Open Game License by the to comply with all terms herein and fail to cure such breach within 30
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, days of becoming aware of the breach. All sublicenses shall survive
copy, edit, format, modify, translate and otherwise create Derivative the termination of this License.
Material of Open Game Content. (h) “You” or “Your” means the 14. Reformation: If any provision of this License is held to be
licensee in terms of this agreement. unenforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game Content necessary to make it enforceable.
that contains a notice indicating that the Open Game Content may 15. COPYRIGHT NOTICE
only be Used under and in terms of this License. You must affix such Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
a notice to any Open Game Content that you Use. No terms may be Inc.
added to or subtracted from this License except as described by the System Reference Document 5.0 Copyright 2016, Wizards of
License itself. No other terms or conditions may be applied to any the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Open Game Content distributed using this License. Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
3. Offer and Acceptance: By Using the Open Game Content You R. Cordell, Chris Sims, and Steve Townshend, based on original
indicate Your acceptance of the terms of this License. material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to Creature Codex ©2018 Open Design LLC; Authors: Wolfgang
use this License, the Contributors grant You a perpetual, worldwide, Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy
royalty-free, nonexclusive license with the exact terms of this License Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon
to Use, the Open Game Content. Sawatsky.
5. Representation of Authority to Contribute: If You are Tome of Beasts ©2020 Open Design LLC; Authors: Authors
contributing original material as Open Game Content, You represent Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso,
that Your Contributions are Your original creation and/or You have Phillip Larwood, Jeff Lee, Kelly Pawlik,Brian Suskind, and Mike Welham.
sufficient rights to grant the rights conveyed by this License. Tome of Beasts 3 Preview © 2022 Open Design LLC; Authors
6. Notice of License Copyright: You must update the COPYRIGHT Benjamin Eastman, Scott Gable, Richard Green, Jonathan Miley,
NOTICE portion of this License to include the exact text of the Sebastian Rombach.
COPYRIGHT NOTICE of any Open Game Content You are copying,
15