(ENG) D&D 5a Ed. - Mordenkainen's Tome of Foes (Alternate Cover) - Flip eBook Pages 151-200 (2024)

' ' CHAPTER 6 I BESTll\RY jUIBLEX Called the Face less Lord and t he Oozing Hunger in ancient grimoires.Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and t ransforming living matter into more of itself. A true horror, juiblex is a mass of bubbling slime, swirling black and g reen, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by juiblex are obliterated. Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures formjuiblex's extended physical body, while the demon lord slowly digests and savors their identities over time. jurBLEx's LA_I _R _________ _ Juiblex's principal lair is known as the Slime Pits, a realm thatJuiblex shares with Zuggtmoy. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expa nses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes atJuiblex's command. LAIR ACTIONS On initiative count 20 (losing initiative ties),Juiblex can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must s ucceed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 S trength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4dl0) fire damage. • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4dl0) fire damage.

• A green slime (see the Dungeon Master's Guide) appears on a spot on the ceiling that j uiblex chooses within the lair. The slime disintegrates after 1 hour. REGIONAL EFFECTS The region containing j uiblex's lair is warped by its magic, creating one or more of the following effects: Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. jUIBLEX Huge fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 350 (28d12 + 168) Speed 30 ft. STR 24 (+7) DEX 10 (+O) CON 23 (+6) INT 20 (+5) Saving Throws Dex +7, Con +13, Wis +12 Skills Perception +12 Damage Resistances cold, fire, lightning WIS 20 (+S) .. CHA 16 (+3) Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Co ndition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Sense s truesight 120 ft., passive Perception 22 Lang uages all, telepathy 120 ft. Challenge 23 (50,000 XP) Foul. Any creature, other than an ooze, that sta rts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. Innate Spellcasting. juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). )uiblex can innately cast the following spells, requiring no material components: At will: acid splash (17th level), detect magic 3/day each: blight, contagion, gaseous form Legendary Resistance (3/Day). If )uiblex fails a s aving throw, it can choose to succeed instead. Magic Resistance. juiblex has advantage on saving throws against spells and other magical effects. Magic Weapons. juiblex's weapon attacks are magical. If juiblex dies, these effects fade over the course of ldlO days. MADN ESS OF j uIBL_ E_x __ _ If a creature goes mad in juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. S ee the Dungeon Master's Guide for more on madness. MADNESS OF jUIBLEX dlOO Flaw (lasts until cured) 01-20 "I must consume everything I can!" 21-40 "I refuse to part with any of my possessions." 41-60 "I'll do everything I can to get others to eat and drink beyond their normal limits." 61-80 " I must possess as many material goods as I can." 81 - 00 "My personality is irrelevant. I am defined by what I consume." Regeneration. )uiblex regains 20 hit points at the start of its turn. lfit takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. Spider Climb. )uiblex can climb difficult surfaces, including upside down o n ceilings, without needing to make an ability check. A CTIONS Multiattack. )uiblex makes three acid lash attacks. Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after l minute. Eject Slime (Recharge 5-6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a fa ilure, the target takes 55 (lOdlO) acid damage. Unless the target avoids taking a ny of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent - 1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed. LEGENDARY ACTIONS Juiblex can take 3 legendary actions, choosing from the options be low. Only one legendary action option can be used at a time and only at the end of another creature's turn. )uiblex regains s pent legendary actio ns at the start of its turn. Acid Splash. )uiblex casts acid splash. Attack. Juiblex makes one acid lash attack. Corrupting Touch (Costs 2 Actions). Melee Weapon AUack: + 14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target. CHAPTER 6 I BESTIARY

0RCUS Orcus is the Demon P rince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Ore us, which is described in chapter 7 of the Dungeon Master's Guide. 0Rcus's LAIR --- Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, CHAPTER 6 J ll £STIARY Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another. L AIR ACTIONS On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Orcus needn't see the creature, but he must be aware that the individual is in the lair. • Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. • Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrajned until the arms disappear or until Orcus releases them (no action required).

REGIONAL EFFECTS The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. • The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Orcus dies, these effects fade over the course of ldlO days. 0RCUS Huge fiend (demon), chaotic evil Armor Class 17 (natural armor), 20 with the Wand of Orcus Hit Points 405 (30d12 + 210) Speed 40 ft., fly 40 ft. STR 27 (+8) DEX 14 (+2) CON 25 (+7) INT 20 (+5) Saving Throws Dex +10, Con +15, Wis +13 Skills Arcana +12, Perception +12 Damage Resistances cold, fire , lightning WIS 20 (+5) CHA 25 (+7) Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 26 (90,000 XP) Wand ofOrcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (l charge),jinger of death (l charge), or power word kill (2 charges). The wand regains ld4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. Innate Spe/fcasting. Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: MADNESS OF 0RCUS If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. MADNESS OF 0RCUS dl OO Flaw (lasts until cured) 01-20 "I often become withdrawn and moody, dwelling on the insufferable state of life." 21-40 "I am compelled to make the weak suffer." 41-60 " I have no compunction against tampering with the dead in my search to better understand death." 61- 80 "I want to achieve the everlasting existence of undeath." 81 - 00 "I am awash in the awareness of life's futility." At will: chill touch (17th level), detect magic 3/day each: create undead, dispel magic 1/day: time stop Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead. Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects. Magic Weapons. Orcus's weapon attacks are magical. Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. ACTIONS Multiattack. Orcus makes two Wand of Orcus attacks. Wand ofOrcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage. Tail. Me/ee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage. LEGENDARY ACTIONS Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn. Tail. Orcus makes one tail attack. A Taste ofUndeath. Orcus casts chill touch (17th level). Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage. ' ,. CHAPTER 6 I BESTI ARY

, 154 YEENOGHU The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him- unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. • , • \ C HAPTER 6 I BESTI ARY YEENOGHu's LAIR Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. LAIR ACTIONS On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Yeenoghu causes an iron spike- 5 feet tall and 1 inch in diameter-to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.

• Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. REGIONAL EFFECTS The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects: • Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. • Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter. • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. YEENOGHU Huge fiend (demon), chaotic evil Armor Class 20 (natural armor) Hit Points 333 (23dl2 + 184) Speed 50 ft. STR 29 (+9) DEX 16 (+3) CON 23 (+8) INT 15 (+3) Saving Throws Dex +10, Con +15, Wis +14 Skills Intimidation +9, Perception +14 Damage Resistances cold, fire, lightning WIS 24 (+7) CHA 15 (+2) Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft. , passive Perception 24 Languages all, telepathy 120 ft. Challenge 24 (62,000 XP) Innate Spellcasting. Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material compone nts: At will: detect magic 3/day each: dispel magic.fear, invisibility 1 /day: teleport Legendary Resistance (3/Day). lfYeenoghu fails a saving throw, he can choose to succeed inste ad. Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects. Magic Weapons. Yeenoghu's weapon attacks are magical. IfYeenoghu dies, these effects fade over the course of ldlO days. MADNESS OF YEENOGHU If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. MADN ESS OF Y EENOGHU dlOO Flaw (lasts until cured) 01-20 " I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob." 21-40 "The flesh of other intelligent creatures is delicious!" 41- 60 "I rail against the laws and customs of civilization, attempting to return to a more primitive time." 61-80 "I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed." 81 -00 "I keep trophies from the bodies I have slain, turning them into adornments." Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. ACTIONS Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack): 1. The attack deals an extra 13 (2d12) bludgeoning damage. ~ 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start ofYeenoghu's next turn. 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn. Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (ld12 + 9) bludgeoning damage. Bite. Me/ee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (ldlO + 9) piercing damage. LEGENDARY ACTIONS Yeenoghu can take 3 legendary actions, choosing from the op· tions below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn. Charge. Yeenoghu moves up to his speed. Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him. CH APTER 6 I BESTI ARY

• C H APTER 6 I BEST I A RY ZUGGTMOY The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns. Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, in - cluding the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets. Zuggtmoy's cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cu ltists are fungal extensions of the Demon Queen 's will. Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul. ZUGGTMOY's L AIR ~~~~~~~~~~~~~~~ Zuggtmoy 's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out inside their rubbery, fibrous stalks. LAIR ACTIONS On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can 't use the same effect two rounds in a row: • Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. • Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself. REGIONAL EFFECTS The region containing Zuggtmoy's lair is warped by her magic, creating one or more of the following effects: • Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase. • Plant life within 1 mile of the lair becomes in - fested with parasitic fungi, slowly mutating as it is overwhelmed.

• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Zuggtmoy dies, these effects fade over the course of ldlO days. MADNESS OF ZUGGTMOY If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Du11geon Master's Guide for more on madness. ZUGGTMOY Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 304 (32dl0 + 128) Speed 30 ft. STR 22 (+6) DEX 15 (+2) CON 18 (+4) INT 20 (+5) Saving Throws Dex +9, Con +11, Wis +11 Skills Perception +11 Damage Resistances cold, fire, lightning WIS 19 (+4) CHA 24 (+7) Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) Innate Spellcasting. Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following s pells, requiring no material components: At will: detect magic, locate animals or plants, ray of sickness 3/day each: dispel magic, ensnaring strike, entangle, plant growth l/day each: etherealness, teleport Legendary Resistance (3/ Day). lfZuggtmoy fails a saving throw, she can choose to succeed instead. Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical effects. Magic Weapons. Zuggtmoy's weapon attacks are magical. ACTIONS M ADNESS OF ZUCCTMOY dlOO 01 - 20 Flaw (lasts until cured) "I see visions in the world around me that others do not." 21- 40 "I periodically slip into a catatonic state, staring off into the distance fo r long stretches at a time." 41-60 "I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary." 61- 80 "My mind is slipping away, and my intelligence seems to wax and wane." 81-00 " I am constantly scratching at unseen fungal infections." on her, and it lingers for 1 minute. Any flesh -and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores ofZuggtmoy and also gains a random fo rm of madness (determined by rolling on the Madness ofZuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by funga l growth, and after three such fa iled saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). Mind Control Spores (Recharge 5- 6). Zuggtmoy releases s pores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the infl uence ofZuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these s pores. REACTIONS Protective Thrall. When Zuggtmoy is hit by an attack, one creature within 5 feet ofZuggtmoy that is charmed by her must use its reaction to be hit by the attack instead. L EGENDARY ACT IONS Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action o ption can be used at a time and only at the end of another creature's turn. Zuggtmoy Multiattack. Zuggtmoy makes three pseudopod attacks. regains spent legendary actions at the start of her turn. Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one Attack. Zuggtmoy makes one pseudopod attack. target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poi- Exe rt Will. One creature charmed by Zuggtmoy that she can son damage. see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she Infestation Spores (3/ Day). Zuggtmoy releases spores that designates 41 burst out in a cloud that fills a 20-foot-radius sphere centered . c:==============================================================================::::::o:=========::::=::~ C HAPTER G I BESTIARY

• • DERRO Small humanoid (derro), chaotic evil Armor Class 13 (leather armor) Hit Points 13 (3d6 + 3) Speed 30 ft. STR 10 (+O) DEX 14 (+2) Skills Stealth +4 CON 12 (+l) INT 11 (+O) WIS 5 (- 3) Senses darkvision 120 ft., passive Perception 7 Languages Dwarvish, Unde rcommon Challenge 1/4 (SO XP) • # CHA 9 (-1) Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (ld6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. .. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (ld8 + 2) piercing damage. C HA PTER 6 I BESTl.<\RY •. , . , • ___ •.... • DER.Ro ·· 1 • . • ,, , .,.. , • • • • .. Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion. Madness and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka. Forgotten Duergar. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth. According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted. The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.

DERRO MADNESS All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madness table to generate one or more odd qualities for a derro NPC. DERRO MADNESS d 20 Oddity Never bathes or changes clothes 2 Frets with hair or mustache 3 Speaks to someone who isn't there 4 Walks backward whenever possible 5 Never looks others in the eye 6 Gnashes teeth after each sentence 7 Spits out half of each mouthful of food and drink 8 Insults everyone when first addressing them 9 Touches whomever he o r she speaks to 10 Sees the spirits of the dead leaving their bodies 11 Faints when first subjected to bright light 12 Frequently licks their palms 13 Hears voices 14 Terrified of writing 15 Tastes objects 16 Stands too close to others 17 Breathes loudly 18 Drools constantly 19 Mumbles when speaking 20 Hops from place to place Small humanoid (derro), chaotic evil Armor Class 13 (leather armor) Hit Points 36 (8d6 + 8) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+l) INT 11 (+O) WIS 5 (-3) CHA 14 (+2) Skills Stealth +4 Senses darkvision 120 ft., passive Perception 7 Languages Dwarvish, Undercommon Challenge 3 (700 XP) ( • • . "• . Magic Resistance. The derro savant has advantage on saving throws against spells and other magical effects. Spellcasting. The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost 1st level (4 slots): burning hands, chromatic orb, sleep Jl'l 2nd level (3 slots): invisibility, spider climb ~ 3rd level (2 slots): lightning bolt Sunlight Sensitivity. While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Quarterstaff. Melee Weapon Attack: +l to hit, reach 5 ft., one 41/11 target. Hit: 2 (ld6 - 1) bludgeoning damage. c::=:::::::=::============:=======:=====i CHAPTER 6 I BESTIARY

160 DEVILS Devils scheme and fight to reach the top of the infernal hierarchy of the Nine Hells. Several devils are introduced here, some that have a place in the social order and others that stand apart from it. ABISHAI ~~~~ ~~~~- Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom . Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiversc. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatica lly loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction. BLACK ABISHAI Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets. BLACK ABISHAI •, - ~ Medium fiend (devil), lawful evil Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., fly 40 ft. STR DEX CON 14 (+2) 17 (+3) 14 (+2) Saving Throws Dex +6, Wis +6 Skills Perception +6, Stealth +6 • " '1 INT WIS CHA 13 (+1 ) 16 (+3) 11 (+O) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities acid, fire , poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Draconic, Infernal, telepathy 120 ft. Challenge 7 (2,900 XP) Devil's Sight. Magical darkness doesn't impede the abishai's darkvision. C HAPTER 6 I BESTIARY \ ' I Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. • Magic Weapons. The abishai's weapon attacks are magical. Shadow Stealth. While in dim light or darkness, the abishai can take the Hide action as a bonus action. ACTIONS Multiattack. The abishai makes three attacks: two with its scimitar and one with its bite. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach S ft. , one target. Hit: 8 (ldlO + 3) piercing damage plus 9 (2d8) acid damage. Creeping Darkness (Recharge 6). The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. • •

BLUE ABISHAI Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes and grimoires plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate their mistress's enemies. GREEN ABISHAI The envoys ofTiamat's armies, green abishais represent the god's interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents. RED ABISHAI Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat's authority to bend even dragons to their will. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight. WHITE ABISHAI Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks ofTiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield. BLUE ABISHAI Medium fiend (devil), lawful evil Armor Class 19 (natural armor) Hit Points 195 (26d8 + 78) Speed 30 ft., fly 50 ft. STR 15 (+2) DEX 14 (+2) CON 17 (+3) Saving Throws Int +12, Wis +12 Skills Arcana +12 INT 22 (+6) WIS 23 (+6) CHA 18 (+4) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, lightning, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 • ' _ Languages Draconic, Infernal, telepathy 120 ft. Challenge 17 (18,000 XP) Devil's Sight. Magical darkness doesn't impede the abishai's darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons. The abishai's weapon attacks are magical. Spellcasting. The abishai is a 13th·level spellcaster. Its spell· casting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp 1st level (4 slots): chromatic orb, disguise self. expeditious retreat, magic missile, charm person, thunderwave 2nd level (3 slots): darkness, mirror image, misty step 3rd level (3 slots): dispel magic.fear, lightning bolt 4th level (3 slots): dimension door, greater invisibility, ice storm 5th level (2 slots): cone of cold, wall of force 6th level (1 slot): chain lightning 7th level (1 slot): teleport ACTIONS Multiattack. The abishai makes two attacks: one with its quar· terstaff and one with its bite. Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (ld8 + 2) bludgeoning damage if used with two harrds. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar· get. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) light· ning damage. CJIAPT ER 6 I BESTTARY

GREEN ABISHAI Medium fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points 187 (25d8 + 75) Speed 30 ft., fly 40 ft. STR 12 (+1) DEX 17 (+3) CON 16 (+3) Saving Throws Int +8, Cha +9 INT 17 (+3) WIS 12 (+1) CHA 19 (+4) Skills Deception +9, Insight +6, Perception +6, Persuasion +9 Damage Resistance s cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Draconic, Infernal, telepathy 120 ft. Challenge 15 (13,000 XP) ~ . .... . .. Devil's Sight. Magical darkness doesn't impede the abishai's darkvision. Innate Spellcasting. The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: REDABISHAI Medium fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points 255 (30d8 + 120) Speed 30 ft., fly SO ft. STR 23 (+6) DEX 16 (+3) CON 19 (+4) INT 14 (+2) Saving Throws Str +12, Con +10, Wis +8 Skills Intimidation +10, Perception +8 WIS 15 (+2) CHA 19 (+4) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 18 Languages Draconic, Infernal, telepathy 120 ft. Challenge 19 (22,000 XP) Devil's Sight. Magical darkness doesn't impede the abishai's darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons. The abishai's weapon attacks are magical. ACTIONS Multiattack. The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. CTlAPTER 6 I BESTTARY I At will: alter self, major image 3/day each: charm person, detect thoughts.fear 1/day each: confusion, dominate person, mass suggestion Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons. The abishai's weapon attacks are magical. ACTIONS Multiattack. The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (ldlO + 1) slashing damage if used with two hands. Claws. Melee Weapon Auack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage. Frightful Presence. Each creature of the abishai's choice that is within 120 feet and aware of it must succeed o n a DC 18 Wisdom saving throw or become frightened of it for 1 minute. 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 saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours. Incite Fanaticism. The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened. Power of the Dragon Queen. The abishai targets one dragon it can see within 120 feet ofit. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target. .. •

WH1Te 11s1sH111 GReEN 11s1sH111 WHITE ABISHAI Medium fiend (devil), lawful evil Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft. , fly 40 ft. STR 16 (+3) DEX 11 (+O) CON 18 (+4) Saving Throws Str +6, Con +7 INT 11 (+O) WIS 12(+1) CHA 13 (+l) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities cold, fire, poison Condition Immunities poisoned Senses darkvision 120 ft. , passive Perception 11 languages Draconic, Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) Devil's Sight. Magical darkness doesn't impede the abishai's darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Reo 11s1sH11 1 Magic Weapons. The abishai's weapon attacks are magical. Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ACTIONS Multiattack. The abishai makes two attacks: one with its longsword and one with its claw. Longsword. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing damage if used with two hands. Claw. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 8 (ldlO + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: S (ld4 + 3) piercing damage plus 3 (ld6) cold damage. REACTIONS Vicious Reprisal. In response to taking damage, the abishai makes a bite attack against a random creature within S feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. CHAPTER 6 I BESTIARY ..

AMNIZU Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal- qualities that the hellish archdukes value. Guarding the River S tyx. Some amnizus perform the critical task of watching over the River S tyx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' pitiful brains and marshal the lemures into legions. VARIANT: D EVIL SUM MONING Some amnizus have an action that allows them to summon other devils. Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or ld4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for l minute, until the amnizu dies, or until its summoner dismisses it as an action. AMNIZU Medium fiend (devil), lawful evil Armor Class 21 (natural armor) Hit Points 202 (27d8 + 81) Speed 30 ft., fly 40 ft. STR 11 (+0) DEX 13 (+l) CON 16 (+3) INT 20 (+S) WIS 12 (+l) Saving Throws Dex +7, Con +9, Wis +7, Cha +10 Skills Perception +7 CHA 18 (+4) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, poisoned Senses darkvision 120 ft. , passive Perception 17 Languages Common, Infernal, telepathy l ,000 ft. Challenge 18 (20,000 XP) Devil's Sight. Magical darkness doesn't impede the amnizu's darkvision. Innate Spellcasting. The amnizu's innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: At will: charm person, command 3/day each: dominate person, fireball l/day each: dominate monster,feeblemind Magic Resistance. The amnizu has advantage on saving throws against spells and other magical effects. CHAPTER 6 I Ol::STTARY • • ACTIONS Multiattack. The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6dl0) force damage. Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 ft. , one target. Hit: 44 (8dl0) necrotic damage. Poison Mind. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4dl2) necrotic damage and be blinded until the start of the amnizu's next turn . Forgetfulness (Recharge 6). The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for l minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. REACTIONS Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. .. •

HELLFIRE ENGINE Hellfire engines are semiautonomous bringers of destruction. Amnizus and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy. Many Forms, One Purpose. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. Soul Trapping. Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn't require air, food, drink, or sleep. HELLFIRE ENGIN E Huge construct, lawful evil Armor Class 18 (natural armor) Hit Points 216 (16dl2 + 112) Speed 40 ft. STR 20 (+5) DEX 16 (+3) CON 24 (+7) INT 2 (-4) Saving Throws Dex +8, Wis +5, Cha +O WIS 10 (+O) CHA l (-5) Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 120 ft., passive Perception 10 La nguages understands Infernal but can't speak Challenge 16 (15,000 XP) Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form. Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects. A CTIONS Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path . On a fa iled save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same • space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. Hellfire Weapons. The hellfire engine uses one of the following options: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2dl0) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (ldlO) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. Lightning Flail. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. Thunder Cannon. The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5dl0) bludgeoning damage plus 13 (2dl2) thunder damage on a failed save, or half as much damage on a successful one. If the chosen option kills a creature, the creature's soul rises from the River St yx as a lemure in Avernus in ld4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. .. CHAPTER 6 I BESTIARY

166 CHAPTER 6 I BESTTARY MERREGON The souls of fa llen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells' legionnaires, tasked with protecting the realm and its rulers against intruders. Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: its commander and the layer of the Nine Hells it serves. Fearless Obedience. Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight. MERREGON Medium fiend (devil), lawful evil Armor Class 16 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft. STR 18 (+4) DEX 14 (+2) CON 17 (+3) INT 6 (- 2) ' . WIS 12 (+ 1) CHA 8 (- 1) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands Infernal but can't speak, telepathy 120 ft. Challenge 4 (1,100 XP) Devil's Sight. Magical darkness doesn't impede the merregon's darkvision. Magic Resistance. The merregon has advantage on saving throws against spells and other magical effects. .. Multiattack. The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks. Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (ldlO + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (ldlO + 2) piercing damage. Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.

NARZUGON Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells, who want unquestioning champions to lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to carry out the will of their masters. NARZUGON Medium fiend (devil), lawful evil Armor Class 20 (plate armor, shield) Hit Points 112 (l 5d8 + 45) Speed 30 ft. STR 20 (+5) DEX 10 (+O) CON 17 (+3) INT 16 (+3) WIS 14 (+2) CHA 19 (+4) Saving Throws Dex +5, Con +8, Cha +9 Skills Perception +7 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, frightened, poisoned ,,.. Senses darkvision 120 ft., passive Perception 17 Languages Common, Infernal, telepathy 120 ft . Challenge 13 (10,000 XP) I • Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion. Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. Hel!fire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (ldl2 + 5) piercing damage plus 16 (3dl0) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in ld4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. Infernal Command. Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn. Terrifying Command. Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Te rrifying Command for 24 hours. Healing (1/Day). The narzugon, or one creature it touches, regains up to 100 hit points. Death in Hellfire. A narzugon's lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master. Nightmare Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack (see the sidebar) and must respond to summons and commands from the wearer of the spurs. M AG IC ITEM: INFE RNAL T ACK Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. CHAPTER 6 I BESTIARY

168 .. NUPPERIBO No soul is turned away from the Nine Hells, but the truly worthless-those whose evil acts in life arose from carelessness and sloth more than anything else- are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths. Nauseating Bulk. Individually, nupperibos are pathetic, but they're rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. Hunger Unending. A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend's path and distracts it. Slavish Obedience. With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command it receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status. CHAPTER 6 I BESTIARY NUPPERIBO .. . Medium fiend (devil), lawful evil . Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) t Speed 20 • ft. • STR DEX CON INT WIS CHA 16 (+3) 11 (+O) 13 (+l) 3 (-4) 8 (- 1) l (- 5) Skills Perception +l Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities blinded, charmed, frightened , poisoned Senses blindsight 10 ft. (blind beyond this radius), passive Perception 11 Languages understands Infernal but can't speak Challenge 1/2 (100 XP) .. ' Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (ld4) piercing damage. Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage.

When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. Orthons are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse. Unseen and All-Seeing. Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. The orthon's invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it. A Sporting Chance. Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but if it has no immediate assignment, an orthon might work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. 0RTHON Large fiend (devil), lawful evil Armor Class 17 (half plate) Hit Points 105 (lOdlO + SO) Speed 30 ft., climb 30 ft. STR 22 (+6) DEX 16 (+3) CON 21 (+S) INT 15 (+2) Saving Throws Dex +7, Con +9, Wis +6 WIS 15 (+2) CHA 16 (+3) Skills Perception +10, Stealth +11, Survival +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire , poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 120 ft., truesight 30 ft., passive Perception 20 Languages Common, Infernal, telepathy 120 ft. Challenge 10 (S,900 XP) Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. Magic Resistance. The orthon has advantage on saving throws against spells and other magical effects. A CTIONS Infernal Dagger. Melee Weapon Attack: +10 to hit, reach S ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. .. Brass Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects: 1. Acid. The target must make a DC 17 Constitution saving throw, taking an additional 17 (Sd6) acid damage on a failed save, or half as much damage on a successful one. 2. Blindness (1/Day). The target takes S (ldlO) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn. 3. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2dl2) thunder damage on a failed save, or half as much damage on a successful one. 4. Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for l hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other tha n an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained. S. Paralysis (1/Day). The target takes 22 (4dl0) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for l minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. REACTIONS Explosive Retribution. When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow. CHAPTER 6 I BESTIARY 1()9

DEVILS: ARCHDEVILS At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells' elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal's death. An archdevil can't fulfill its own wish. BAEL Large fiend (devil), lawful evil Armor Class 18 (plate) Hit Points 189 (18d10 + 90) Speed 30 ft. STR 24 (+7) DEX 17 (+3) CON 20 (+5) '· INT 21 (+5) WIS 24 (+7) Saving Throws Dex +9, Con +11, Int +11, Cha +13 CHA 24 (+7) Skills Intimidation +13, Perception +13, Persuasion +13 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft. , passive Perception 23 Languages all, telepathy 120 ft. Challenge 19 (22,000 XP) Dreadful. Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn. Innate Spel/casting. Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image 3/day each: counterspel/, dispel magic, fly, suggestion, wall of fire 1/day each: dominate monster, symbol (stunning only) CHAPT ER 6 I BESTIARY , ·- Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead. . . Magic Resistance. Bael has advantage on saving throws against spells and other magical effects. Magic Weapons. Bael's weapon attacks are magical. \ Regeneration. Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only ifhe starts his turn with 0 hit points and doesn't regenerate. ACTIONS Multiattack. Bael makes two melee attacks. Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. Infernal Command. Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn. Teleport. Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. LEGENDARY ACTIONS Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn. Attack (Cost 2 Actions). Bael attacks once with his hellish morningstar. Awaken Greed. Bael casts charm person or major image. Infernal Command. Bael uses his Infernal Command action. Teleport. Bael uses his Teleport action. • • . ' • • • •• '

BAEL With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bae!, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bae! has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bae!, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael's skill on the battlefield. For his accomplishments, as well as for the hue of his skin, Baal has been granted the title of Bronze General. His accolades notwithstanding, Bae! has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. Bae! prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to Bael's superior stratagems. Bae! gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats. Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves Bae! free to pursue his battle lust. Despite his lack of interest in affairs outside battle, or perhaps because of it, Bae! has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bae! revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bae! is sometimes depicted as a toad, a cat, a male human, or some combination of these forms, though none of these images reflect his true appearance. C HAPTER 6 J BESTIARY

GE RYON Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood. His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks. CHAPTER 6 I BESTIARY GERYON'S LAIR Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devils and minotaur slaves he took from Baphomet, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus. Lair Actions. On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. • Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies. • Geryon casts the banishment spell.

Regional Effects. The region containing Geryon's lair is warped by his magic, creating one or more of the following effects: • Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia. • Freezing strong winds howl around the area within 1 mile of the lair. • Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. If Geryon dies, these effects fade over the course of ldlO days. GERYON Huge fiend (devil), lawful evil Armor Class 19 (natural armor) Hit Points 300 (24d12 + 144) Speed 30 ft., fly 50 ft. STR 29 (+9) DEX 17 (+3) CON 22 (+6) INT 19 (+4) WIS 16 (+3) Saving Throws Dex +10, Con +13, Wis +10, Cha +13 CHA 23 (+6) Skills Deception +13, Intimidation +13, Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities cold, fire, poison Condition Immunities charmed, exhaustion, frightened , poisoned Senses truesight 120 ft .. passive Perception 20 Languages all, telepathy 120 ft. Challenge 22 (41 ,000 XP) Innate Spellcasting. Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only}, locate object, suggestion, wall of ice l/day each: divine word, symbol {pain only) Legendary Resistance (3/Day). If Geryon fails a saving throw, he can choose to succeed instead. Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects. Magic Weapons. Geryon's weapon attacks are magical. Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at VARIANT: SOUND THE H ORN Geryon can have an action that allows him to summon enslaved minotaurs. Sound the Horn (1 /Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. t 1-.:, the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. ACTIONS Multiattack. Geryon makes two attacks: one with his claws and one with his stinger. Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2dl 2) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. LEGENDARY ACTIONS Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn. Infernal Glare. Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened ofGeryon until the end of its next turn. Swift Teleport. Sting Geryon (Costs uses 2 Actions). his Teleport Geryon action. attacks with his stinger. ~ ~ CHAPTER 6 I BESTIARY

174 • • H UTIJIN Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles. Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania's aristocracy. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master-suggesting, perhaps, that Mephistopheles has some hold over him. CHAPTt:R 6 I BESTIARY • . ' Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death. Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. . .. -

• HUTIJIN Large.fiend (devil), lawful evil Armor Class 19 {natural armor) Hit Points 200 (16d10 + 112) Speed 30 ft. , fly 60 ft. STR 27 (+8) DEX 15 {+2) CON 25 (+7) INT 23 {+6) Saving Throws Dex +9, Con + 14, Wis+ 11 Skills Intimidation +14, Perception +11 WIS 19 (+4) CHA 25 (+7) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) Infernal Despair. Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage. Innate Speffcasting. Hutijin's innate spellcasting ability is Charisma {spell save DC 22). He can innately cast the fo llowing spells, requiring no material components: At will: alter self {can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire 3/day: dispel magic 1/day each: heal, symbol (hopelessness only) Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can choose to succeed instead. Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects. Magic Weapons. Hutijin's weapon attacks are magical. " ' Regeneration. Hutijin regains 20 hit points at the start of his turn. lfhe takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only ifhe starts his turn with 0 hit points and doesn't regenerate. .. ACTIONS ... ., _ Multiattack. Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes l 0 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: + l 5 to hit, reach l 0 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Mace. Me lee Weapon Attack:+ l 5 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft. , one target. Hit: 19 (2dl0 + 8) bludgeoning damage. Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. REACTIONS Fearful Voice (Recharge 5-6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours. LEG ENDARY ACTIONS Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn. Attack. Hutijin attacks once with his mace. Lightning Storm (Costs 2 Actions). Hutijin re leases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. Teleport. Hutijin uses his Teleport action .

• MOLOCH Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge. For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death- and only the timely use of a planar portal allowed him to escape. Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his CHAPTER 6 I BESTIARY armies at the mercy of his enemies. In short order they were destroyed. Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title. Rumors suggest that he can often be found in S igil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes. Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.

' MOLOCH Large fiend (devil), lawful evil Armor Class 19 (natural armor) Hit Points 253 (22dl0 + 132) Speed 30 ft. STR 26 (+8) DEX 19 (+4) CON 22 (+6) - INT 21 (+5) WIS 18 (+4) Saving Throws Dex+ll, Con +13, Wis +11, Cha +13 Skills Deception +13, Intimidation +13, Perception +11 CHA 23 (+6) Damage Resistam:es cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) Innate Spellcasting. Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance). animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire l/day each: flame strike, symbol (stunning only) Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead. Magic Resistance. Moloch has advantage on saving throws against spells and other magical effects. Magic Weapons. Moloch's weapon attacks are magical. Regeneration. Moloch regains 20 hit points at the start of his turn. lfhe takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate. ACTIONS Multiattack. Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage. Claw. Melee Weapon Attack:+ 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2dl0) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5dl0) psychic damage, drop whatever it is holding, and become frightened for l minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. Teleport. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. LEGENDARY ACTIONS Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn. Stinking Cloud. Moloch casts stinking cloud. Teleport. Moloch uses his Teleport action. Whip. Moloch makes one attack with his whip. !. :~ .-q CHAPTER 6 I BESTIARY

T'ITIVILUS The gloomy Lord of the Second, Dispater, rules from his iron palace, seeming to hide s urrounded by its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. So intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater knows he has enemies on all sides- enemies who would do to him what has been done to the likes of Geryon, Moloch, and so many others. Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household. Although he is inferior in physical strength and power when compared to other archdevils, Titivilus compensates with cunning. A shrewd and calculating politician, he has clawed his way up through the ranks to become the second-most powerful fiend in Dis, entirely by saying just the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words in such a way as to leave his victims confused and believing they have found a friend in Titivilus. Through these skills, Titivilus has manipCHAPT.ER 6 I BESTIARY ulated everyone along his path to power, either to win them over to his cause or to remove them as a threat. Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise, or that Titivilus has removed the archduke and replaced him altogether. Titivilus recognizes the inherent precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require.

' ... . ' . , .. . , TITIVILUS Medium fiend (devil), lawful evil Armor Class 20 (natural armor) Hit Points 127 (17d8 + 51) Speed 40 ft., fly 60 ft. STR 19 {+4) DEX 22 {+6) CON 17 {+3) INT 24 (+7) WIS 22 {+6) CHA 26 {+8) Saving Throws Dex +11, Con +8, Wis +11, Cha +13 11 Skills Deception +13, Insight +11 , Intimidation +13, Persuasion +13 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 16 (15,000 XP) Innate Spellcasting. Titivilus's innate spellcasting ability is Charisma {spell save DC 21). He can innately cast the following spells, requiring no material components: At will: alter self. animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion 3/day each: greater invisibility {self only), mislead l/day each:feeblemind, symbol (discord or sleep only) Legendary Resistance (3/Day). lfTitivilus fails a saving throw, he can choose to succeed instead. Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects. Magic Weapons. Titivilus's weapon attacks are magical. Regeneration. Titivilus regains 10 hit points at the start of his turn. lfhe takes cold or radiant damage, this trait doesn't func· ti on at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate. Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. Multiattack. Titivilus makes one sword attack and uses his Frightful Word once. Silver Sword. Melee Weapon Attack: +9 to hit, reach S ft. , one target. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slash· ing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is re· duced by an amount equal to half the necrotic damage it takes. Frightful Word. Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport. Titivllus magically teleports, along with any equip· ment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Twisting Words. Titivilus ta rgets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw ifTitivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours. LEGENDARY ACTIONS Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn. Assault {Costs 2 Actions). Titivilus attacks with his silver sword or uses his Frightful Word. Corrupting Guidance. Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Cha· risma saving throw. On a failure, Titivilus decides how the target acts during its next turn. ..... Teleport. Titivilus uses his Teleport action. ~ CHAPTl\R 6 I BESTIARY 179

180 ZARI EL ------ Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane's corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells. All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend ZARI EL Large fiend (devil), lawful evil Armor Class 21 (natural armor) Hit Points 580 (40d10 + 360) Speed SO ft., fly 1 SO ft. STR 27 (+8) DEX 24 (+7) CON 28 (+9) INT 26 (+8) Saving Throws Int +16, Wis +16, Cha +18 Skills Intimidation +18, Perception +16 WIS 27 (+8) CHA 30 (+10) Damage Resistance s cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 26 La nguages all, telepathy 120 ft. Challenge 26 (90,000 XP) Devil's Sight. Magical darkness doesn't impede Zariel's darkvision. Fiery Weapons. Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). Innate Spellcasting. Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately casuhe following spells, requiring no material components: At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire 3/day each: blade barrier, dispel evil and good, finger of death Legendary Resistance (3/Day). lfZariel fails a saving throw, she can choose to succeed instead. Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects. C H APTER 6 I BESTIARY with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes. Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it. However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and dangerous. Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zari el dies only if she starts her turn with 0 hit points and doesn't regenerate. ACTIONS Multiattack. Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage. j avelin. Melee or Ranged Weapon Attack:+ 16 to hit, range 30/120 ft., one target. Hit: lS (2d6 + 8) piercing damage plus 36 (8d8) fire damage. Horrid Touch (Recharge 5-6). Melee Weapon Attack:+ 16 to hit, reach 10 ft., one target. Hit: 44 (8dl0) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the ef· feet on itself on a success. Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. L EGEN DARY A CTIO N S Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn. Immolating Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4dl0) fire damage. Te leport. Zariel uses her Teleport action.

-- • • ZARIEL'S LAIR Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the a rchdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions. On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. • Zariel casts her innate fireball spell. Re,ional Effects. The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects: • The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. • Once every 60 feet within 1 mile of the lair, 10-foothigh gouts of flame rise from the ground. Any creature or object that touches the fl ame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. • The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away. If Zariel dies, these effects fade over the course of ldlO days. CHAPTER 6 I RESTIARY • • •

DROW Whether they are fou nd in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them. DROW ARACHNOMANCER Medium humanoid (elf), chaotic evil Armor Class 15 (studded leather) Hit Points 162 (25d8 + 50) Speed 30 ft., climb 30 ft. STR 11 (+O) DEX 17 (+3) CON 14 (+2) INT 19 (+4) Saving Throws Con +7, Int +9, Cha +8 WIS 14 (+2) Skills Arcana +9, Nature +9, Perception +7, Stealth +8 Damage Resistances poison Senses blindsight 10 ft., darkvision 120 ft., passive Perception 17 CHA 16 (+3) Languages Elvish, Undercommon, can speak with spiders Challenge 13 (10,000 XP) Cantrips (at will): chill touch, e/dritch blast, mage hand, poison spray 1st-5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic.fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt 1/day each: dominate monster, etherealness, eyebite Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivit y. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drow ignores movement restrictions caused by webbing. ACTI O NS Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spi· Multiattack. The drow makes two poisonous touch attacks or der, remaining in that form for up to 1 hour. It can revert to its two bite attacks. The first of these attacks that hits each round true form as a bonus action. Its statistics, other than its size, deals an extra 26 (4d12) poison damage to the target. are the same in each form. It can speak and cast spells while Poisonous Touch (Humanoid Form Only). Me/ee Weapon in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poi- son damage. activate, use, wield, or otherwise benefit from any of its equip· ment. It reverts to its humanoid form if it dies. Bite (Giant Spider Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much Innate Spetlcasting. The drow's innate spellcasting ability is damage on a successful one. If the poison damage reduces Charisma (spell save DC 16). It can innately cast the following the target to 0 hit points, the target is stable but poisoned for spells, requiring no material components: 1 hour, even afte r regaining hit points, and is paralyzed while At will: dancing lights poisoned in this way. 1/day each: darkness.faerie fire, levitate (self only) Web (Giant Spider Form Only; Recharge 5-6). Ranged Weapon Spellcasting. The drow is a 16th-level spellcaster. Its spellcast- Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is ing ability is Charisma (spell save DC 16, +8 to hit with spell restrained by webbing. As an action, the restrained target can attacks). It regains its expended spell slots when it finishes a make a DC 15 Strength check, bursting the webbing on a suc- ~ short or long rest. It knows the following warlock spells: cess. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, ~c::==============================:==:.:;:::::=::=====:::::::=:::==p~o•i =an=d:::::;:p=sy=c=h=ic=d=a=m=a=g=e=)=========~;;;:;:::;:::;;:==:===:::E~ CHAPT.ER 6 B.ESTIARY

' D ROW ARACHNO MANCER Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. DROW FAVORED CONSORT Nearly all priestess es of Lolth, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might. DROW FAVORED CONSORT Medium humanoid (elf), neutral evil Armor Class 15 (18 with mage armor) Hit Points 225 (30d8 + 90) Speed 30 ft. STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) Saving Throws Dex +11 , Con +9, Cha +10 WIS 15 (+2) CHA 18 (+4) Skills Acrobatics + 11, Athletics +8, Pe rception +8 , Stealth +11 Senses darkvision 120 ft., passive Perception 18 Languages Elvish, Undercommon Challenge 18 (20,000 XP) 1st level (4 slots): burning hands, mage armor, magic missile, shield 2nd level (3 slots): gust of wind, invisibility, misty step, shatter 3rd level (3 slots): counterspell,firebal/, haste 4th level (3 slots): dimension door, Otiluke's resilient sphere 5th level (2 slots): cone of cold 6th level (1 slot): chain lightning Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. War Magic. When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action. ACTIONS Multiattack. The drow makes three scimitar attacks. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (ld6 + 5) slashing damage plus 18 (4d8) poison Innate Spellcasting. The drow's innate spellcasting ability is damage. In addition, the target has disadvantage on the next Charisma (spell save DC 18). It can innately cast the following saving throw it makes against a spell the drow casts before the spells, requiring no material components: end of the drow's next turn. At will: dancing lights Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 1/day each: darkness.faerie.fire, levitate (se lfonly) 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and Spellcasting. The drow is a 11th-level spellcaster. Its spellcast- the target must succeed on a DC 13 Constitution saving throw ing ability is Intelligence (spell save DC 18, + 10 to hit with spell or be poisoned for l hour. If the saving throw fails by S or more, ' attacks). It has the following wizard spells prepared: the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another Cantrips (at will): mage hand, message, poison spray, shocking creature takes an action to shake it. ~ c::==ro==p r=a=yoif.fo st==================================:::::::;;;:==========================::;:;::=::::::::::::::====~==i ~ C HAPTER 6 I BRSTIARY

DROW HOUSE C APTAIN Medium humanoid (elf), neutral evil Armor Class 16 (chain mail) Hit Points 162 (25d8 + 50) Speed 30 ft. STR 14 (+2) DEX 19 {+4) CON 15 {+2) INT 12 {+ 1) Saving Throws Dex +8, Con +6, Wis +6 Skills Perception +6, Stealth +8 WIS 14 {+2) Senses darkvision 120 ft., passive Perception 16 Languages Elvish, Undercommon Challe nge 9 (5,000 XP) CHA 13 {+ 1) Battle Command. As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting. The d row's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the fo llowing spells, requiring no mate rial components: At will: dancing lights 1/day each: darkness, faerie fire , levitate {self only) • -·I • Sunlight Sensitivit y. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom {Perception) checks that rely on sight. •• ~-~. . .. • # r ~ A CTIO ~· N S Multiattack. The d row makes three attacks: two with his scimitar and one with his whip or his hand crossbow. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 {ld6 + 4) slashing damage plus 14 (4d6) poison damage. Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 {ld4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (l d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. REACTIONS Parry. The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon. i====::============= CHAPTER 6 I BESTlARY . , DROW INQUISITOR Medium humanoid (elf), neutral evil Armor Class 16 (breastplate) Hit Points 143 (22d8 + 44) Speed 30 ft. .. STR 11 {+1) DEX 15 {+2) CON 14 {+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5) Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Re ligion +8, Stealth +7 Condition Immunities frightened Senses darkvision 120 ft., passive Perception 20 • Languages Elvish, Undercommon Challenge 14 (11 ,500 XP) Discern Lie. The drow knows when she hears a creature speak a lie in a language she knows. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the follow· ing spells, requiring no material components: At will: dancing lights, detect magic 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion Magic Resistance. The drow has advantage on saving throws against spells and other magical effects. Spellcasting. The drow is a 12th·level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells pre pared: Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy 1st level (4 slots): bane, cure wounds, inflict wounds 2nd level (3 slots): blindness/deafness. silence, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, magic circle 4th level (3 slots): banishment, divination.freedom of movement 5th level (2 slots): contagion, dispel evil and good, insect plague 6th level (1 slot): harm, true seeing Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A CT ION S Multiattack. The drow makes three death lance attacks. Death Lance. Me/ee Weapon Attack: +10 to hit, reach 5 ft. , one target. Hit: 8 (ld6 + 5) piercing damage plus 18 (4d8) necrotic damage. The ta rget's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ...

DROW HOUSE CAPTAIN Each drow noble house entr usts the leadership of its military forces to a house captain, a position nor mally held by the matriarch's first or second son. The house captain commands the drow and slaves making up the family's army and has made extensive study of strategy and tactics to become an effective leader in battle. DROW I NQUI SITOR ----- Drow expect treachery. After all, the Spider Queen encourages it. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death. VARIANT: YOCHLOL SUMMONINC Some drow inquisitors have an action that allows them to summon a demon. Summon Demon (1 / Day). The drow attempts to magically summon a yochlol, with a SO percent chance of success. If the attempt fails, the drow takes 5 (ldlO) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. C HAPTER 6 I BESTIARY

186 DROW MATRON MOTHER Medium humanoid (elf), neutral evil Armor Class 17 (half plate) Hit Points 262 (35d8 + 105) Speed 30 ft. STR 12 (+l) DEX 18 (+4) CON 16 (+3) INT 17 (+3) Saving Throws Con +9, Wis + 11 , Cha + 12 WIS 21 (+5) CHA 22 (+6) Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed, frightened , poisoned Senses darkvision 120 ft. , passive Perception 21 Languages Elvish, Undercommon Challenge 20 (25,000 XP) Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic l/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion Lolth's Fickle Favor. As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. Magic Resistance. The drow has advantage on saving throws against spells and other magical effects. Spellcasting. The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, sacred.flame, thaumaturgy lst level (4 slots): bane, command, cure wounds, guiding bolt 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians 4th level (3 slots): banishment, death ward.freedom of movement, guardian of faith 5th level (3 slots): contagion, flame strike, geas, mass cure wounds 6th level (2 slots): blade barrier, harm 7th level (2 slots): divine word, plane shift 8th level (l slot): holy aura 9th level (l slot): gate Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks. Demon Staff. Melee Weapon Attack: +JO to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage, or 8 (ld8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC CHAPTER 6 I BESTIARY 'I -. •• 19 Wisdom saving throw or become frightened of the drow for l minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (l d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for l minute: the target's speed is halved , it has d isadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Summon Servant (1/Day). The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It rep.1 ains for 10 minutes, until it or its summoner dies, or until its summoner d ismisses it as an action. LEGENDARY ACTIONS The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn. Demon Staff. The drow makes one attack with her demon staff. Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the d row's choice that she can see. Cast a Spell (Costs 1-3 Actions). The drow expends a spell slot to cast a l st-, 2nd-, or 3rd-level spell that s he has prepared. Doing so costs l legendary action per level of the spell.

DROW MATRON MOTHER At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power. DROW SHADOWBLADE Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see. A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic. DROW SHA DOWBLA DE Medium humanoid (elf), neutral evil Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft. STR 14 (+2) DEX 21 (+S) CON 16 (+3) INT 12 (+l) WIS 14 (+2) CHA 13 (+l) Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 16 Languages Elvish, Undercommon Challenge 11 (7,200 XP) ' .. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spel/casting. The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness.faerie fire, levitate (self only) Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then V AR IANT: SHADOW D EMON S UMMONING Some drow shadowblades have an action that allows them to summon a demon. Summon Shadow Demon (1 / Day). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (ldlO) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for l 0 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. has advantage on the first melee attack it makes before the end of the turn. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACT IONS .. Multiattack. The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness c reated by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (ld6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. Hand Crossbow. Ranged Weapon Attack: +9to hit, range 30/120 ft., one target. Hit: 8 (ld6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regaios consciousness if it takes damage or if another creature takes an action to shake it. C HAPTER 6 ) .BESTIARY

188 DU ERG AR The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. DUERGAR DESPOT . -. 1 Medium humanoid (dwarf), lawful evil .. > .. - • Armor Class 21 (natural armor) Hit Points 119 (14d8 + 56) Speed 25 ft. STR 20 (+5) DEX 5 (-3) CON 19 (+4) Saving Throws Con +8, Wis +6 Damage Immunities poison INT 15 (+2) WIS 14 (+2) - ff CHA 13 (+1) Condition Immunities charmed, exhaustion, frightened, . ., -~··· . paralyzed, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Dwarvish, Underco111mon Challenge 12 (8,400 XP) • ·~t I "'t • ~ ' ... -. , . Innate Spellcasting (Psionics). The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: At will: mage hand, minor illusion 1/day each: counterspell, misty step, stinking cloud Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects. Psychic Engine. When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. Sunlight Sensitivity. While in sun'light, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (ld8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target. Flame jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. CHAPTER 6 I BESTIARY DUERGAR DESPOT Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities. DuERGAR HAMMERER The hammerer is a digging machine with a duergar strapped inside it-typically a punishment for those whose work ethic wavers. The machine's mechanism transforms the captive duergar's pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. DUERGAR KAVALRACHNI The kavalrachni are duergar cavalry, trained to fight while riding steeders. DUERGAR MIND MASTER The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets. DUERGAR HAMMERER Medium construct, lawful evil Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft. STR 17 (+3) DEX 7 (- 2) CON 12 (+1) Damage Immunities poison . ,. INT 5 (- 3) • WIS 5 (- 3) CHA 5 (-3) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned •• Senses darkvision 60 ft., passive Perception 7 Languages understands Dwarvish but can't speak Challenge 2 (450 XP) ... ...... ' ,..:.'II-' ..... Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (ldlO) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. Siege Monster. The hammerer deals double damage to objects and structures. ACTIONS ... ':.:. Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

DueRG/\R D U ERGA R KAVALRACHNI Medium humanoid (dwarf), lawful evil Armor Class 16 (scale mail, shield) • • Hit Points 26 (4d8 + 8) Speed 25 ft. STR 14 (+2) DEX 11 (+O) CON 14 (+2) Damage Resistances poison INT 11 (+O} WIS 10 (+O) Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 2 (450 XP) CHA 9 (- 1) Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steed er can make one melee attack against the same target as a reaction. Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The duergar makes two war pick attacks. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft .. one target. Hit: 6 (ld8 + 2) piercing damage plus 5 (2d4) poison damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (ldlO) piercing damage. Shared Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a fema le steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks. DUERGAR MIND MASTER Medium humanoid (dwarf), lawful evil Armor Class 14 (leather armor) Hit Points 39 (6d8 + 12) Speed 25 ft. STR 11 (+O) DEX 17 (+3) Saving Throws Wis +2 CON 14 (+2) Skills Perception +2, Stealth +5 Damage Resistances poison INT 15 (+2) WIS 10 (+O) CHA 12 (+1) Se nse s darkvision 120 ft., truesight 30 ft., passive Perception 12 Languages Dwarvish, Undercommon Challenge 2 (450 XP) Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTION S . . Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. Invisibility (Recharge 4- 6). The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Red uce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears o r carries is invisible with it. Mind Mastery. The duergar targets one creatu re it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect. Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to l, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. ft can also take a bonus action on each of its turns to take the Hide action. CHAPTl!.R 6 I BESTIARY

rgo DUERGAR SCREkMER A duergar screamer is a construct that uses sonic energy to grind rock into dust. Duergar accused of spreading gossip or plotting against their superiors are trapped within one of these devices, their beards shorn and their ongoing agony channeled into psionic energy that powers the screamer. DUERGAR SOULBLADE S oulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes. D UERGAR SCREAMER Medium construct, lawful evil Armor Class 15 (natural armor) ~ ··~ ~ .1 ,_ Hit Points 38 (7d8 + 7) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 12 (+l) 5 (-3) 5 (-3) 5 (-3) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened , paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Dwarvish but can't speak Challenge 3 (700 XP) . .. Engine of Pain. Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2dl0) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. ACTIONS Multiattack. The screamer makes one drill attack and uses its Sonic Scream. Drill. Me/ee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (ldl2 + 4) piercing damage. Sonic Scream. The screamer emits destructive energy in a 15· foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. CHAPTER 6 I BESTIARY • Medium humanoid (dwarf), lawful evil Armor Class 14 (leather armor) Hit Points 18 (4d8) Speed 25 ft. STR 11 (+O) DEX 16 (+3) CON 10 (+O) Damage Resistances poison INT 11 (+O) WIS 10 (+O) Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge l (200 XP) CHA 12 (+l) Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Create Sou/blade. As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated. Innate Spellcasting (Psionics). The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the fo llowing spells, requiring no components: At will: blade ward, true strike 3/day each: jump, hunter's mark Sunlight Sensitivity. While in sunlight, the duergar has dis· advantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Sou/blade. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 6 (ld6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (ld6) force damage. Enlarge (Recharges after a Short or Long Rest). For l minute, the duergar magically increases in size, along with anything it is wear· ing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ..

DUERGAR STONE GUARD The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions. DUERGAR STONE GUARD Medium humanoid (dwarf), lawful evil Armor Class 18 (chain mail, shield) Hit Points 39 (6d8 + 12) Speed 25 ft. STR 18 (+4) DEX 11 (+0) CON 14 (+2) Damage Resistances poison INT 11 (+O} WIS 10 (+O) Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 2 (450 XP) CHA 9 (-1) Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield . • 0UERGAR STONE GUARO ACTION S King's Knife (Shortsword). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. Enlarge (Recharges after a Short or Long Rest). For l minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. " • • • Sunlight Sensitivity. While in sunlight, the duergar has 'll. .. C:::::(=Pe=r=c=ep disadvantage io on h=e=ck=s=t attack rolls, re=ly as == well si t.== as on ======================:::;;::==================== Wisdom i~ ~ .. ~ ======::::::5:::::::::::::;:======::c::;;::::J ~ 1 CHAPTER 6 BESTIARY

• CHAPTER 6 I BESTIARY , . ' Medium humanoid (dwarf), lawful evil Armor Class 20 (plate mail, shield) Hit Points 75 (10d8 + 30) Speed 25 ft. STR 18 (+4) DEX 11 (+0) CON 17 (+3) Damage Resistances poison INT 12 (+l) WIS 12 (+l) Senses darkvision 120 ft., passive Perception 11 Languages Dwarvish, Undercommon Challenge 6 (2,300 XP) CHA 14 (+2) Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. .. . Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge ifit is available. Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (ldlO + 4) bludgeoning damage, or 15 (2dl 0 + 4) bludgeoning damage while enlarged, plus 5 (ldlO) psychic damage. javelin. Me/ee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or 11 (2d6 ± 4) piercing damage while enlarged. Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. Enlarge (Recharges after a Short or Long Rest). For l minute, the d!fergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergaT lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharge 4-6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. . .. Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1 d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction .

DUERGAR WARLORD A warlord is cunning, ins piring, and c ruel in equal parts. A skilled warrior who leads duergar into battle, the warlord can use spikes of psionic energy to compel duergar warriors to fight harder. D uERGAR XARRORN The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. DUERGAR XARRORN Medium humanoid (dwarf), lawful evil Armor Class 18 (plate mail) Hit Points 26 (4d8 + 8) Speed 25 ft. STR 16 (+3) DEX 11 (+O) CON 14 (+2) Damage Resistances poison INT 11 (+O) WIS 10 (+O) CHA 9 (- 1) •• Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 2 (450 XP) Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage ifthe target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (ld12 + 3) piercing damage plus 3 (ld6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (ld6) fire damage while enlarged. Fire Spray (Recharge 5-6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. EIDOLON The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken its s acred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon doesn't require air, food, drink, or sleep.

r94 EIDOLON Medium undead, any alignment Armor Class 9 Hit Points 63 (18d8 - 18) • r Speed 0 ft. , fly 40 ft. (hover) STR 7 (-2) DEX 8 (-1) Saving Throws Wis +8 Skills Perception +8 CON 9 (- 1) INT 14 (+2) WIS 19 (+4) ' . CHA 16 (+3) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft. , passive Perception 18 Languagesthelanguagesitknewinlife Challenge 12 (8,400 XP) Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (ldlO) force damage if it ends its turn inside an object other than a sacred statue. Sacred Animation (Recharge 5-6). When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead. ACTIONS Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours. CHAPTER 6 I BESTIARY Armor Class 19 (natural armor) Hit Points 95 (lOdlO + 40) Speed 25 ft. STR 19 (+4) DEX 8 (- 1) Saving Throws Wis +8 CON 19 (+4) INT 14 (+2) , • WIS 19 (+4) ~ . CHA 16 (+3) Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 14 - • 1 ./ Languages the languages the eidolon knew in life ~. False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. Ghostly Inhabitant. The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. Inert. When not inhabited by an eidolon, the statue is an object. ACTIONS Multiattack. The statue makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6dl2 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6dl0 + 4) bludgeoning damage.

ELADRIN Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion- and because of their unique magical nature, they undergo physical changes to match their changes in temperament. The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. AUTUMN ELADRIN Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign. SPRING ELADRIN Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them. SUMMER ELADRIN When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force. WINTER ELADRIN When sorrow distresses elaclrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold. CHANGEABLE N ATURE Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. AUTUMN ELADRIN Medium fey (elf), chaotic neutral Armor Class 19 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft. L STR 12 (+l) DEX 16 (+3) CON 16 (+3) Skills Insight +7, Medicine +7 INT 14 (+2) WIS 17 (+3) CHA 18 (+4) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) • • Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for l minute. On a successful save, the creature becomes immune to any e ladrin's Enchanting Presence for 24 hours. Whenever the e ladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. Fey Step (Recharge 4- 6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Innate Spe/lcasting. The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: calm emotions, sleep 3/day each: cure wounds (as a 5th-level spell), lesser restoration l/day each: greater restoration, heal, raise dead Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. ACTIONS Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: S (ld8 + 1) slashing damage, or 6 (ldlO + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (ld8 + 3) piercing damage plus 18 (4d8) psychic damage. REACTIONS Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. CHAPTER G I BESTIARY

SPRING ELADRIN Medium fey (elf), chaotic neutral Armor Class 19 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft. STR 14 (+2) DEX 16 (+3) CON 16 (+3) •• ,_ ' - . INT 18 (+4) Skills Deception +8, Persuasion +8 • .. WIS 11 (+O) CHA 18 (+4) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Innate Spellcasting. The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: charm person, Tasha's hideous laughter '~ • 3/day each: confusion, enthrall, suggestion 1/day each: hallucinatory terrain, Otto's irresistible dance joyful Presence. Any non-elad·rin creature that starts its turn within 60 feet of the e ladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours. Whenever the e ladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The e ladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 6 (ld8 + 2) slashing damage, or 7 (ldlO + 2) slashing damage if used with two hands, plus 4 (ld8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (ld8 + 3) piercing damage plus 4 (ld8) psychic damage. CHAPTER 6 I BESTIARY ;=====:=::=:=~;;::::;==:::::: ..... ~ =====:! SUMMER ELADRIN Medium fey (elf), chaotic neutral Armor Class 19 (natural armor) Hit Points 127 (17d8 + 51) Speed 50 ft. STR 19 (+4) DEX 21 (+S) CON 16 (+3) INT 14 (+2) Skills Athletics +8, Intimidation +8 WIS 12 (+1) CHA 18 (+4) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 9 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the e ladrin for 1 minute. 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 saving throw is successful or the effect ends fo r it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours. Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The eladrin makes two weapon attacks. Longsword. Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2dl 0 + 4) slashing damage if used with two hands, plus 4 (ld8) fire damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + S) piercing damage plus 4 (ld8) fire damage. REACTIONS Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the e ladrin must see the attacker and be wielding a melee weapon.

' WINTER ELADRIN Medium fey (elf), chaotic neutral Armor Class 19 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft. STR 11 (+O) DEX 10 (+O) CON 16 (+3) INT 18 (+4) WIS 17 (+3) • SPRING ELl\ORIN CHA 13 (+l) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. .. Innate Spel/casting. The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: fog cloud, gust of wind l /day each: cone of cold, ice storm Magic Resistance. The e ladrin has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. ACTIONS Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld8) slashing damage, or 5 (ldlO) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (ld8) piercing damage. REACTIONS Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. SUMMER ELl\ORIN WINTER ELl\ORIN CHAPTER 6 I BESTIARY

ELDER ELEMENTALS On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward ' some cataclysmic end. Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. LEVIATHAN Gargantuan elemental, neutral Armor Class 17 Hit Points 328 (16d20 + 160) Speed 40 ft., swim 120 ft. STR 30 (+10) DEX 24 (+7) CON 30 (+10) Saving Throws Wis +10, Cha +9 INT 2 (-4) WIS 18 (+4) CHA 17 {+3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 14 Languages - • , \. Challenge 20 (25,000 XP) • • Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead. Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. Siege Monster. The leviathan deals double damage to objects and structures (included in Tidal Wave). Water Form. The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Multiattack. The leviathan makes two attacks: one with its slam and one with its tail. Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (ldlO + 10) bludgeoning damage plus 5 (ldlO) acid damage. CHAPTER 6 I .BESTIARY Tail. Melee Weapon Attack: + 16 to hit, reach 20 ft., one target. Hit: 16 (ld12 + 10) bludgeoning damage plus 6 (ld12) acid damage. Tidal Wave (Recharge 6). While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6dl0) bludgeoning damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall , a long with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by ldlO. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn. LEGENDARY ACTIONS The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. Slam (Costs 2 Actions). The leviathan makes one slam attack. Move. The leviathan moves up to its speed. • • f' ,

LEVIATHAN A towering wall of water that drags ships down to the ocean's depths and washes away coastal settlementsthat phenomenon typifies the destruction a leviathan can unleash on the world. When called forth, a leviathan arises from a large body of water to form an immense serpent-shaped creature. PHOENIX Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke- an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. PHOENIX Gargantuan elemental, neutral Armor Class 18 Hit Points 175 (10d20 + 70) Speed 20 ft., fly 120 ft. STR 19 (+4) DEX 26 (+8) CON 25 (+7) Saving Throws Wis +10, Cha +9 INT 2 (- 4) WIS 21 (+5) CHA 18 {+4) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 15 Languages - Challenge 16 (15,000 XP) Fiery Death and Rebirth. When the phoenix dies, it explodes. Each c reature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4dl0) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after ld6 days, it hatches a new phoenix. Fire Form. The phoenix can move through a space as narrow as l inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (ldlO) lire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (ldlO) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required). Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead. Siege Monster. The phoenix deals double damage to objects and structures. ACTIONS Multiattack. The phoenix makes two attacks: one with its beak and one with its fiery talons. Beak. Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (ldlO) fire damage at the start of each of its turns. Fiery Talons. Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. LEGENDARY ACTIONS The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn. Peck. The phoenix makes one beak attack. Move. The phoenix moves up to its speed. Swoop and a (Costs ttacks with 2 Actions). its fiery The talons. phoenix moves up to its speed ~ ~ , CHAPTER 6 I BESTIARY


(ENG) D&D 5a Ed. - Mordenkainen's Tome of Foes (Alternate Cover) - Flip eBook Pages 151-200 (2024)

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