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Medusa

Medusa Medium monstrosity, lawful evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 30ft
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Deception +5, Insight +4, Perception +4, Stealth +5

Senses: darkvision 60ft, Passive Perception 14

Languages: Common

Challenge: 6 (2,300 xp)

As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be-heroes

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30ft of Medusa, the medusa can force it to make a DC14 CON save if medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, the creature that fails the save begins to turn to stone and is restrained. The restrained target must repeat the save at the end of each turn, becoming petrified on a failure or ending the effect on a success. Unless surprised, a creature can avert its eyes to avoid the save at the start of each turn. If the creature does so, it can't see medusa until the start of the next turn, when it can avert their eyes again. If the creature looks at medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30ft of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.,

Actions

Multiattack. The medusa makes either three attacks, one with her snake hair and one with her shortsword. OR two ranged longbow attacks.

Snake Hair. Melee Weapon Attack. +5 to hit, reach 5ft, one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage

Longbow. Ranged Weapon: +4 to hit, range 150/600ft, one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage

Galeb Duhr

Galeb Duhr Medium elemental, Neutral 6 2,300 xp

  • Armor class 16 (natural armor)
  • Hit points 85 (9d8+45)
  • Speed 15ft (30ft when rolling, 60ft rolling downhill)
  • STR 20 (+5)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Damage Resistances: Bludgeoning, piercing, and slashing from non-magical items

Damage Immunities: poison

Condition Immunities: exhaustion, paralyzed, poisoned, petrified

Senses: darkvision 60ft, tremorsense 60ft, Passive Perception 11

Languages: Terran

Challenge: 6 (2,300 xp)

The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it. Powerful magic allows a spellcaster to summon a galeb duhr in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering the guarded area.

False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Rolling Charge. If the galeb duhr rolls at least 20ft straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed a DC16 STR save or be knocked prone.,

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 12 (2d6+5) bludgeoning damage

Animate Boulders (1/day). The galeb duhr magically animates up to 2 boulders it can see within 60ft of it. A boulder has statistics like those of a galeb duhr, except it has INT 1 and CHA 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell)

Encephalon Gemmule

Encephalon Gemmule Tiny aberration, Unaligned 3 700 xp

  • Armor class 14
  • Hit points 54 (12d4+24)
  • Speed 40ft
  • STR 1 (-5)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 7 (-2)

Damage Resistances: psychic

Condition Immunities: blinded

Senses: blindsight 30ft (blind beyond this radius), Passive Perception 11

Languages:

Challenge: 3 (700 xp)

The Shattered Obelisk- When an illithid lays its eggs dangerously close to the Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster- a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules. Due to the influence of the Far Realm, the eggs within an encephalon cluster lo longer hatch into illithid tadpoles. When spawned, a gemmule appears as a misshapen, spindly-legged, pyramid-shaped nugget of soft, fleshy matter.

Encephalon Progeny. The gemmule matures into an encephalon cluster if not killed within 30 (4d12+4) days of its creation.

Magic Resistance. The gemmule has advantage on saves against spells and other magical effects.

Actions

Psychic Slam. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 16 (3d10) psychic damage.

(bonus) Leech. The gemmule targets one creature within 5ft of itself and forces the target to make a DC14 DEX save. On a failed save, the gemmule enters the space of the target and attaches itself to it. While the gemmule is attached, the target takes 7 (3d4) piercing damage at the start of each of its turns, and the gemmule can't use Leech until it detaches. It can detach itself by spending 5ft of movement. As an action, the target or a creature within 5ft of the target can detach the gemmule by succeeding on a DC15 Str check.

Encephalon Cluster

Encephalon Cluster Large Aberration, Unaligned 10 5,900 xp

  • Armor class 13 (natural armor)
  • Hit points 110 (17d10+17)
  • Speed 20ft
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 5 (-3)
  • WIS 17 (+3)
  • CHA 7 (-2)

Damage Resistances: psychic

Condition Immunities: blinded

Senses: blindsight 60ft (blind beyond this radius)

Languages:

Challenge: 10 (5,900 xp)

The Shattered Obelisk- When an illithid lays its eggs dangerously close to the Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster- a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules. An encephalon cluster pays no heed to an elder brain or its mind flayer progenitors. This grotesque create shambles through dark and forgotten caverns, spewing warped progeny so it can multiply.

Legendary Resistance (3/Day). When the cluster fails a save, he can choose to succeed instead.

Magic Resistance. The cluster has advantage on saves against spells and other magical effects.

Actions

Multiattack. The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progreny if available.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 17 (2d10+6) bludgeoning damage plus 10 (3d6) psychic damage, and if the target is a creature, the target must succeed a DC18 STR save pr have the prone condition. If this attack reduces the target to 0HP, the target immediately dies and is consumed by the cluster.

Spawn Progeny (Recharge after short/long rest). The cluster bulges and spews 1d4 mature eggs. Each egg lands in an unoccupied space of the cluster's choice within 30ft of itself and immediately transforms into encephalon gemmule. The gemmules obey the cluster's commands and take their turns immediately after it.

(Reaction) Aggressive Hunter. Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn't provoke opportunity attacks. If the cluster ends this movement within 5ft of the attacker, it then makes one Slam attack against that attacker.

Shield Guardian

Shield Guardian Large Construct, unaligned 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 142 (15d10+60)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

Senses: blindsight 10ft, darkvision 60ft, Passive Perception 10

Languages: understands commands given in any language, but can't speak

Challenge: 7 (2,900 xp)

Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.

Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60ft of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration. The shield guardian regains 10HP at the start of its turn if it has at least 1HP

Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that is predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.,

Actions

Multiattack. The guardian makes two fist attacks

Fist. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 11 (2d6+4) bludgeoning damage.

(Reaction) Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5ft of the wearer

Ruxthilid The Chosen

Ruxthilid The Chosen Medium Aberration (Goblinoid), Neutral Evil 5 1,800 xp

  • Armor class 15 (chain shirt)
  • Hit points 88 (16d8+16)
  • Speed 30ft, fly 30ft (hover)
  • STR 14 (+2)
  • DEX 19 (+4)
  • CON 12 (+1)
  • INT 18 (+4)
  • WIS 15 (+2)
  • CHA 12 (+1)

Save Throws: Int +7, Wis +5

Skills: Insight +5, Perception +5, Stealth +10

Damage Resistances: psychic

Senses: darkvision 60ft, Passive Perception 15

Languages: Common, Goblin, Telepathy 60ft

Challenge: 5 (1,800 xp)

The Shattered Obelisk- Centuries ago, an abandoned duergar mining outpost called Zorzula's Rest was conquered by mind flayers, and the goblins there were exposed to the illithids' strange powers, leading a subset of the goblins to develop unusual psionic powers. The mind flayers eventually left, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins' descendants possess psionic powers, as evidenced by the goblin psi commanders and goblin psi brawlers (see appendix A for descriptions of both) that make up their ranks. Collectively, the goblins call themselves the Sawplees: a simplification of the word for goblin in the illithids' dialect of Deep Speech.

In recent weeks, the Sawplee goblins' leader found a mysterious gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the mind flayers, who he believes are gods.

Legendary Resistance (2/Day). When Ruxthilid fails a save, he can choose to succeed instead.

Mental Fortitude. The goblin has advantage on saves against effects that would make it charmed or frightened,

Actions

Multiattack. Ruxthilid makes two Psi-charged Scimitar attacks

Psi-Charged Scimitar. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 11 (2d6+4) slashing damage plus 7 (2d6) psychic damage

(Bonus) Brain Tendrils (Recharge 5-6) Ruxthilid unleashes a flurry of crystalline psychic tendrils from his brain, targeting one creature that he can see within 30ft of himself. The target must succeed on a DC15 DEX save or take 9 (2d8) psychic damage and have the stunned condition until the start of Ruxthilid's next turn.

(Bonus) Combat Command. Ruxthilid commands one allied creature he can see within 60ft of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach.

Fiendish Auger

Fiendish Auger Huge construct, Neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 85 (9d12+27)
  • Speed 40ft, burrow 30ft
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 5 (-3)

Damage Immunities: fire, poison

Condition Immunities: blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses: blindsight 60ft (blind beyond this radius), Passive Perception 11

Languages:

Challenge: 5 (1,800 xp)

The Shattered Obelisk- A fiendish auger is created when a wicked spirit enters an excavation drill, causing the hulking corkscrew bore to glow brightly with hellfire.

Proficiency Bonus +3

Siege Monster. The auger deals double damage to objects and structures

Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10ft diameter tunnel in its wake,

Actions

Flaming Drill. Melee Weapon Attack. +9 to hit, reach 5ft, one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) fire damage. If the auger moves at least 20ft in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10) piercing damage, and if the target is a creature, it must succeed DC17 STR save or have the prone condition

(Bonus Action) Burst of Heat (Recharge 5-6). The auger releases an intense burst of heat in a 30ft radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC17 CON save, taking 13 (3d8) fire damage on a failed save, and half as much on a successful one.

Giant Badger

Giant Badger Medium Beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d8+4)
  • Speed 30ft, 10ft burrow
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: darkvision 30ft, Passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

Keen Smell. The badger has advantage on Wis (Perception) checks that rely on smell.,

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack. +3 to hit, reach 5ft, one target. Hit 4 (1d6+1) piercing damage

Claw. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 6 (2d4+1) slashing damage

Psionic Ashenwright

Psionic Ashenwright Medium undead, Neutral 7 2,900 xp

  • Armor class 16 (natural armor)
  • Hit points 78 (12d8+24)
  • Speed 25ft
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 17 (+3)
  • WIS 14 (+2)
  • CHA 6 (-2)

Save Throws: Str +7, Con +5, Int +5, Wis +5

Damage Resistances: necrotic, poison, psychic

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses: darkvision 120ft, Passive Perception 12

Languages: understands the languages that it knew in life, but cannot speak

Challenge: 7 (2,900 xp)

The Shattered Obelisk- When a humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwright. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power. When an ashenwright arises near a crystal vein infused with aberrant power, or when one lingers in an area of fell magic, there is a chance for the ashenwright to develop psionic abilities. A psionic ashenwright is markedly more sapient than other ashenwrights, though the resulting consciousness is a new creation separate from who the ashenwright was in life.

Proficiency Bonus +3,

Actions

Multiattack. The ashenwright makes two Necrotic Shard attacks. It also use Psionic Crown if available.

Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft or range 60ft, one target. Hit: 7 (1d6+4) piercing damage, plus 9 (2d8) necrotic damage. If the target is a creature, it has disadvantage on the attack roll it makes before the end of its turn.

Psionic Crown (recharge 5-6). The ashenwright wreathes the head of a creature it can see within 60ft of itself with a crown of jagged, spectral crystals. The target must succeed on a DC14 WIS save or have the charmed condition for 1 minute. While charmed this way. While charmed in this way, the target's thoughts are sluggish. It can't take reactions, its speed is halved, and it takes 9 (2d8) psychic damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effects on a success.

Spellcasting (Psionics). The ashenwright casts one of the following spells, requiring no spell components and using INT as the spellcasting ability (spell save DC 14)
- At Will: mage hand (the hand is invisible)
- 1/day each: calm emotions

Feral Ashenwight

Feral Ashenwight Medium undead, neutral evil 5 1,800 xp

  • Armor class 16 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 25ft
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 4 (-3)
  • WIS 14 (+2)
  • CHA 6 (-2)

Save Throws: Str +7, Con +5

Damage Resistances: necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses: darkvision 120ft, Passive Perception 12

Languages: understands the languages that it knew in life, but cannot speak

Challenge: 5 (1,800 xp)

The Shattered Obelisk- When a humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwright. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power. Feral ashenwrights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they encounter.

Proficiency Bonus +3,

Actions

Multiattack. The ashenwright makes two Necrotic Shard attacks

Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft or range 60ft, one target. Hit: 7 (1d6+4) necrotic damage. If the target is a creature, it has disadvantage on the attack roll it makes before the end of its turn.

Draft Horse

Draft Horse Large Beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 19 (3d10+3)
  • Speed 40ft
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: Passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 9 (2d4+4) bludgeoning damage

Goat

Goat Medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)