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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)
  • Speed 40ft
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: Passive Perception 10

Languages:

Challenge: 0 (10 xp)

Charge. If the goat moves at least 20ft straight towards a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed a DC10 STR save or be knocked prone

Sure-Footed. The goat has advantage on STR and DEX saves made against the effects that would knock it prone

Actions

Ram. Melee Weapon Attack. +3 to hit, reach 5ft, one target. Hit: 3 (1d4+1) bludgeoning damage.

Goblin Psi Brawler

Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment 2 450 xp

  • Armor class 15 (studded leather armor)
  • Hit points 31 (7d6+7)
  • Speed 30ft
  • STR 9 (-1)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 10 (0)

Save Throws: Int +5, Wis +4

Skills: Stealth +7

Damage Resistances: psychic

Senses: darkvision 60ft, Passive Perception 12

Languages: Common, Goblin, Telepathy 30ft

Challenge: 2 (450 xp)

The Shattered Obelisk- Goblin Psi Brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground.

Mental Burst. When the goblin dies, its pent up mental energy explodes in a psychic blast. Each creature within 5ft of it must succeed a DC13 INT save or take 5 (2d4) psychic damage

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

Actions

Multiattack. The goblin makes two unarmed strikes

Unarmed strike. Melee Weapon Attack. +5 to hit, reach 5ft, one target. Hit: 5 (1d4+3) bludgeoning damage plus 3 (1d6) psychic damage

(Reaction) Nimble Escape. The goblin take a disengage or hide action

(Reaction) Telekinetic Shove. The goblin targets one creature it can see within 30ft of itself with a thrust of telekinetic force. The target must succeed on a DC13 STR save or have the prone condition.

Goblin Psi Commander

Goblin Psi Commander Small Aberration (Gobinoid), Any Alignment 4 1,100 xp

  • Armor class 16 (studded leather armor)
  • Hit points 58 (13d6+13)
  • Speed 30ft
  • STR 12 (+1)
  • DEX 19 (+4)
  • CON 13 (+1)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 10 (0)

Save Throws: Int +5, Wis +4

Skills: Stealth +8

Damage Resistances: psychic

Senses: darkvision 60ft, Passive Perception 12

Languages: Common, Goblin, Telepathy 60ft

Challenge: 4 (1,100 xp)

The Shattered Obelisk- The goblin psi commanders are among the few psionic goblins who manage to fully control the power within themselves. Awakened to the total breadth of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.

Mental Burst. When the goblin dies, its pent up mental energy explodes in a psychic blast. Each creature within 5ft of it must succeed a DC13 INT save or take 10 (4d4) psychic damage

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

Actions

Multiattack. The goblin makes three Psychic Blade attacks

Psychic Blade. Melee or Ranged Weapon Attack. +6 to hit, reach 5ft or range 60ft, one creature. Hit: 11 (2d6+4) psychic damage, and the target must subtract 1d4 from their next attack roll or save it makes before the end of the goblin's next turn.

Spellcasting (Psionics). The goblin casts one of the following spells, requiring no spell components and using INT as the spellcasting ability (spell save DC 13)
- At Will: mage hand (the hand is invisible), minor illusion
- 1/day each: charm person, dissonant whispers, telekinesis

Synaptic Rend (Recharge 5-6). The goblin unleashes a 30ft radius sphere of psychic energy, centered on a point the goblin can see within 60ft of itself. Each creature in that area must makes a DC13 INT save. On a failed save, a creature takes 14 (14d6) psychic damage and has the incapacitated condition until the end of the goblin's next turn. On a successful save, the creature takes half as much damage only.

(Reaction) Nimble Escape. The goblin take a disengage or hide action

(Reaction) Psionic Shield. When the goblin or one of its allies within 15ft of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains +3 to AC against the triggering attack roll, potentially causing it to miss.

Nezznar the Spider

Nezznar the Spider Medium Humanoid (Elf Wizard), Neutral Evil 2 450 xp

  • Armor class 11 (14 w/ mage armor))
  • Hit points 27 (6d8)
  • Speed 30ft
  • STR 9 (-1)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Int +5, Wis +4

Skills: Arcana +5, Perception +4, Stealth +3

Senses: darkvision 120ft, Passive Perception 14

Languages: Common, Elvish, Undercommon

Challenge: 2 (450 xp)

The Lost Mine of Phandeliever/ The Shattered Obelisk- Neznnar the Spider is an evil wizard in search of the Forge of Spells in the lost Wave Echo Cave. He was quite intelligent and curious, and had knowledge of the arcane arts. The drow did not break into a combat at any given opportunity, but preferred to first study and understand the motives of potential foes. He would, though, betray his enemies after they had exhausted their usefulness. Nezznar was a skilled wizard, and focused on different schools of magic, from evocation to illusion to abjuration. The ambitious drow had many spies reaching all the way to Neverwinter, as well as several giant spiders, which acted as guards.

Special Equipment. Nezznar has a fully charged spider staff (magic item)

Fey Ancestry. Nezznar has advantage on saves to avoid or end the charmed condition on himself, and magic can't put him to sleep.

Sunlight Sensitivity. While in sunlight, Nezznar has disadvantage on attack rolls.

Actions

Multiattack. Nezznar makes two Poison Blast attacks

Poison Blast. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft or range 120ft, one creature. Hit: 9 (2d8) poison damage

Spellcasting: Nezznar casts one of the following spells, using INT as spellcasting ability (spell save DC13 unless noted)
- At will: dancing lights, mage hand, spider climb (from spider staff), web (from spider staff, DC 15)
- 1/day: darkness, faerie fire, invisibility, mage armor, magic missile, suggestion

Giant Octopus

Giant Octopus Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 10ft, swim 60ft
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: darkvision 60ft, Passive Perception 14

Languages:

Challenge: 1 (200 xp)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Underwater camouflage. the octopus has advantage on Dex (Stealth) checks made while underwater

Water breathing. The octopus can only breathe underwater,,

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15ft, one target. Hit: 10 (2d6+3) bludgeoning damage. If the target ids a creature, it is grappled (escape DC16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (recharges after short/long rest). A 20ft radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use Dash as a bonus action.

Wraith

Wraith medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 67 (9d8+27)
  • Speed oft, 60ft fly (hover)
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, slashing from non-magical items not made from silvered weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft, Passive Perception 12

Languages: the languages it knew in life

Challenge: 5 (1,800 xp)

A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends her turn inside an object.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wis (Perception) checks that rely on sight.,,

Actions

Life Drain. Melee Weapon Attack. +6 to hit, reach 5ft, one target. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC14 CON save or its HP max is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP max to 0.

Create Specter. The wraith targets a humanoid within 10ft of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of the corpse or in the nearest occupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at a time.

Flameskull

Flameskull Tiny undead, neutral evil 4 1,100 xp

  • Armor class 13
  • Hit points 40 (9d4+18)
  • Speed oft, fly 40ft (hover)
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Arcana +5, Perception +2

Damage Resistances: lightning, necrotic, piercing

Damage Immunities: cold, fire, poison

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

Senses: darkvision 60ft, Passive Perception 12

Languages: Common

Challenge: 4 (1,100 xp)

Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete the ghastly transformation.

Illumination. The flameskull sheds either dim light in a 15ft radius, or bright light in a 15ft radius and dim light an additional 15ft. It can switch between options as an action.

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

Rejuvination. If the flameskull is destroyed, it regains all its HP in 1hr unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them

Spellcasting. The flameskull is a 5th level spellcaster. It's spellcasting ability is INT (spell save DC13, +5 to hit with spell attacks). It requires no material or somatic components to cast its spells. The flameskull has the following wizard spells prepared :
- Cantrips (At will): mage hand
- 1st-Level (3 slots): magic missile, shield
- 2nd level (2 slots): blur, flaming sphere
- 3rd level (1 slot): fireball,

Actions

Multiattack. The flameskull uses Fire Ray twice

Fire Ray. Ranged Spell Attack: +5 to hit, range 30ft, one target. Hit: 10 (3d6) fire damage.

Giant Constrictor Snake

Giant Constrictor Snake Huge beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 60 (8d12+8)
  • Speed 30ft, swim 30ft
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: blindsight 10ft, Passive Perception 12

Languages:

Challenge: 2 (450 xp)

,

Actions

Bite. Melee Weapon Attack. +6 to hit, reach 10ft, one target. Hit 11 (2d6+4) piercing damage

Constrict. Melee Weapon Attack: +6 to hit, reach 5ft, one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Dire Wolf

Dire Wolf Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 37 (5d10+10)
  • Speed 50ft
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4

Senses: Passive Perception 13

Languages:

Challenge: 1 (200 xp)

Keen Hearing and Smell. The dire wolf has advantage on Wis (Perception) checks that rely on hearing or smell.

Pack Tactics. The dire wolf has advantage on an attack roll against a creature if at least one of the rat's allies is within 5ft of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack. +5 to hit, reach 5ft, one target. Hit 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC13 STR save or be knocked prone.

Grick

Grick Medium monstrosity, neutral 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 27 (6d8)
  • Speed 30ft, climb 30ft
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Damage Resistances: bludgeoning, piercing, and slashing from non-magical attacks

Senses: darkvision 60ft, Passive Perception 12

Languages:

Challenge: 2 (450 xp)

The worm-like grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four-barbed tentacles unfurling to reveal its hungry, snapping beak

Stone Camouflage. The grick has advantage on Dex (Stealth) checks made to hide in rocky terrain,

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the target

Tentacles. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 9 (2d6+2) slashing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage

Young Green Dragon

Young Green Dragon Large Dragon, lawful evil 8 3,900 xp

  • Armor class 18 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 40ft, fly 80ft, swim 40ft
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 15 (+2)

Save Throws: Dex +4, Con +6, Wis +4, Cha +5

Skills: Deception +5, Perception +7, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: blindsight 30ft, darkvision 120ft, Passive Perception 17

Languages: Common, Draconic

Challenge: 8 (3,900 xp)

Amphibious. The dragon can breathe air and water

Actions

Multiattack. The dragon makes three attacks: one with its bite and one with its claws

Bite. Melee Weapon Attack. +7 to hit, reach 10ft, one target. Hit 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.

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

Poison Breath (recharge 5-6). The dragon exhales poisonous gas in a 30ft cone. Each creature in that area must make a DC14 CON save, taking 42 (12d6) poison damage on a failed save, and half as much on a successful one.

Iarno Glasstaff Albrek

Iarno Glasstaff Albrek Medium humanoid (Human Wizard), Lawful evil 1 200 xp

  • Armor class 12 (16 w/ mage armor and staff of defense)
  • Hit points 22 (5d8)
  • Speed 30ft
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +5, Wis +3

Skills: Arcana +5, History +5

Senses: Passive Perception 11

Languages: Common, draconic, Dwarvish, Elvish

Challenge: 1 (200 xp)

Lost Mine of Phandeliever/ The Shattered Obelisk- A former member of the Lords' Alliance, Glasstaff seized an opportunity in Phandalin to line his own pockets. Originally tasked with setting up a Constabulary, he instead assembled a group of outlaws and local ruffians to secure his own position in town. He made an alliance with the Spider, for which he was promised the secrets and wealth of the Forge of Spells in exchange for his loyalty. Glasstaff puts on airs of gentility and courteous manners. Behind his genteel demeanor, however, Glasstaff is just as violent and arrogant as any of the Redbrands.

Special Equipment. Gasstaff wields a staff of defense. With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield spell.

Actions

Multiattack. Glasstaff makes two Shocking Burst attacks

Shocking Burst. Melee or Ranged Spell Attack. +5 to hit, reach 5ft or range 120ft, one target. Hit: 6 (1d6+3) lightning damage

Spellcasting. Glasstaff casts one of the following spells, requiring no material components and using INT as the spellcasting ability (spell save DC13):
- At will: light, mage hand
- 1/day: charm person, hold person, magic missile

Teleport (2/day- bonus action). Glasstaff magically teleports, along with any equipment he is wearing/carrying, up to 30ft to an unoccupied space he can see.

Quasit

Quasit Tiny fiend (demon, shapechanger), chaotic evil 1 200 xp

  • Armor class 13
  • Hit points 7 (3d4)
  • Speed 40ft
  • STR 5 (-3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +5

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, slashing from non-magical items

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120ft, Passive Perception 10

Languages: Abyssal, Common

Challenge: 1 (200 xp)

Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time.

Shapechanger. The quasit can use its action to polymorph into a beast for that resembles a bat (speed 10ft, fly40ft), a centipede (40ft, climb 40ft), or a toad (40ft, swim 40ft), or back to its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying doesn't transform. It reverts to its true form if it dies.

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

Familiar (only when a familiar of a mortal spellcaster). The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded. the master can sense what the quasit senses as long as they are within one mile of each other. While the quasit is within 10ft of its master, the master shares the Quasit's magic resistance trait. At any time, for any reason, the quasit can end its service to the familiar, ending the telepathic bond.

Actions

Claws (Bite in Beast form). Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC10 CON save or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/day). One creature of the quasit's choice within 20ft of it must succeed a DC10 WIS save or be frightened for 1 minute. The target can repeat the save at the end of each of its turns, with disadvantage if the quasit is within the line of sight, ending the effect on itself with a success.

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it

Nothic

Nothic Medium Aberration, neutral evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30ft
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Arcana +3, Insight +4, Perception +2, Stealth +5

Senses: Truesight 120ft, Passive Percpetion 12

Languages: Undercommon

Challenge: 2 (450 xp)

A baleful eye peers out from the darkness, its gleam hinting at the weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.

Keen Sight. The nothic has advantage on Wis (Perception) checks that rely on sight.,,

Actions

Multiattack. The nothic makes two claw attacks

Claw. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 6 (1d6+3) slashing damage

Rotting Gaze. The nothic targets one creature it can see within 30ft of it. The target must succeed a DC12 CON save against this magic or take 10 (3d6) necrotic damage.

Weird Insight. The nothic targets one creature it can see within 30ft of it. The target must contest its Cha (Deception) check against the nothic Wis (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Redbrand Ruffian

Redbrand Ruffian Medium Humanoid, Nuetral Evil 1/2 100 xp

  • Armor class 11 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30ft
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 9 (-1)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: Passive Perception +9

Languages: Common

Challenge: 1/2 (100 xp)

Lost Mine of Phandeliever/ The Shattered Obelisk- The Redbrand Ruffians are ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.

Proficiency Bonus +2,,

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage

Bugbear

Bugbear Medium humanoid (goblinoid), Chaotic evil 1 200 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8+5)
  • Speed 30ft
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60ft, Passive Perception 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love for carnage means they will fight for powerful masters if bloodshed and treasure are assured.

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.,,

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 11 (2d8+2) piercing damage

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft or range 30/120ft, one target. Hit: 9 (2d6+2) damage piercing damage in melee or 5 (1d6+2) piercing damage at range

Sildar Hallwinter

Sildar Hallwinter Medium Humanoid (Human), Neutral Good 1 200 xp

  • Armor class 16 (chain mail)
  • Hit points 27 (5d8+5)
  • Speed 30ft
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Str +3, Con +3

Skills: Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1 (200 xp)

Lost Mine of Phandeliever/The Shattered Obelisk- Sildar Hallwinter is a kindhearted human man of nearly fifty years who holds a place of honor in the famous griffin cavalry of Waterdeep. He is an agent of the Lords' alliance, a group of allied political powers along the Sword Coast concerned with mutual security and prosperity. The order ensures the safety of the cities and other settlements of Faerun by proactively handling violent threats, and order members work to bring honor and glory to their leaders and their homeland.

Parry- When an attacker Sildar can see would hit him with a melee attack, he can roll a d6 and add the number rolled to his AC against a triggering attack, provided he is wielding a melee weapon.

Proficiency Bonus +2

Actions

Multiattack. Sildar makes two Longsword attacks

Longsword. Melee Weapon Attack: +3 to hit, range 5ft, one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400ft, one target. Hit: 5 (1d10) piercing damage

Wolf

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 40ft
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Senses: Passive Percpetion 13

Languages:

Challenge: 1/4 (50 xp)

Keen Hearing and Smell. The wolf has advantage on Wis (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5ft of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack. +4 to hit, reach 5ft, one target. Hit 7 (2d4+2) piercing damage. If the target is a creature, it must succeed a DC11 STR save or be knocked prone.

Goblin Boss

Goblin Boss small humanoid (goblinoid), nuetral evil 1 200 xp

  • Armor class 17 (chain shirt, shield))
  • Hit points 21 (6d6)
  • Speed 30ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: darkvision 60ft, Passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

Nimble Escape. The goblin can take the disengage or hide action as a bonus action on each of its turns

Redirect Attack: When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5ft of it. The two goblins swap places, and the chosen goblin becomes the target instead.,

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar. Melee Weapon Attack. +4 to hit, reach 5ft, one target. Hit: 5 (1d6+2) slashing damage

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5ft or range 30/120ft, one target. Hit: 3 (1d6) damage piercing damage

Clay Golem

Clay Golem Large construct, unaligned 9 5,000 xp

  • Armor class 14 (natural armor)
  • Hit points 133 (14d10+56)
  • Speed 20ft
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 1 (-5)

Damage Immunities: acid, poison, psychic, bludgeoning, ,piercing, slashing from non-anamantine weapons

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

Senses: darkvision 60ft, Passive Perception 9

Languages: understands the langauage of its creator, but can't speak

Challenge: 9 (5,000 xp)

Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off. Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead, regains a number of HP equal to the acid damage dealt.

Berserk. Whenever the golem starts its turn with 60HP or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while bersek, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference to an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all of its HP.

Immutable Form. The golem is immune to any spell of effect that would alter its form.

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

Magic Weapons. The golem's weapon attacks are magical.,,

Actions

Multiattack. The golem makes two Slam attacks

Slam. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed a DC15 CON save or have its HP max reduced by an amount equal to the damage taken. The target dies if this attack reduced its HP max to 0. The reduction lasts until removed by the Greater Restoration spell or other magic

Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a bonus +2 AC, has advantage on DEX saves, and can use its slam attack as a bonus action.

Hydra

Hydra Huge monstrosity, unaligned 8 3,900 xp

  • Armor class 15 (natural armor)
  • Hit points 172 (15d12+75)
  • Speed 30ft, swim 30ft
  • STR 20 (+5)
  • DEX 12 (+1)
  • CON 20 (+5)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Perception +6

Senses: darkvision 60ft, Passive Perception 16

Languages:

Challenge: 8 (3,900 xp)

The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order.

Hold Breath. The hydra can hold its breath for 1hr

Multiple Heads. The hydra has 5 heads. While it has more than one head, the hydra has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all of its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that die since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10HP for each head regrown this way.

Reactive heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one head is awake.,

Actions

Multiattack. The hydra makes as many bite attacks as it has heads

Bite. Melee Weapon Attack. +8 to hit, reach 10ft, one target. Hit 10 (1d10+5) piercing damage

Intellect Snare

Intellect Snare Small aberration, Neutral Evil 8 3,900 xp

  • Armor class 14
  • Hit points 99 (18d6+36)
  • Speed 0ft, 40ft fly (hover)
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 15 (+2)
  • INT 23 (+6)
  • WIS 17 (+3)
  • CHA 11 (0)

Save Throws: Int +9, Wis +6, Cha +3

Damage Resistances: psychic

Condition Immunities: blinded, charmed, frightened, prone

Senses: blindsight 120ft (can't see beyond this radius)

Languages: Deep Speech, telepathy 120ft

Challenge: 8 (3,900 xp)

The Shattered Obelisk- When the strange horrors of the Far Realm rip at the minds of individuals, some of those wayward shreds of thought conglomerate to form an intellect snare. They appear as a writhing ball of tentacles, echoing with a cacophonous sound of every thought the snare consumed. Intellect snares are scavengers, often found scouring the aftermath of a mind flayer attack to feast whatever hapless creatures are left behind. An intellect snare feeds by wrapping a creature in one of its tentacles and then siphoning shreds of thought, leaving a tattered mind it is wake.

Proficiency Bonus +3

Cacophony of Minds. Any creature that starts their turn within 30ft of the intellect snare must succeed DC17 WIS save or have the incapacitated condition for 1 minute. An incapacitated creature can repeat the save at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the save is immune to this intellect snare's Cacophony of Minds for 24hrs.

Magic Resistance. The intellect snare has advantage on saves against spells and other magical effects.,

Actions

Multiattack. The intellect snare makes two Tentacle attacks

Tentacle. Melee Weapon Attack: +9 to hit, reach 15ft, one target. Hit: 10 (1d8+6) force damage, and if the target is a medium or smaller creature, that target is grappled (escape DC17)

(Bonus Action) Siphon Thoughts. The intellect snare targets one creature it is grappling. The target must make a DC17 INT save, taking 21 (6d6) psychic damage on a failed save, and half as much on a successful one. The intellect snare then regains a number of HP equal to the the amount of damage taken.

Humanoid Mutate

Humanoid Mutate Medium aberration, Any Alignment 4 1,100 xp

  • Armor class 14
  • Hit points 65 (10d8+20)
  • Speed 30ft, fly 30ft
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Perception +3, Stealth +6

Damage Resistances: psychic

Condition Immunities: charmed, frightened

Senses: darkvision 120ft, Passive Perception 13

Languages: Common, Telepathy 60ft

Challenge: 4 (1,100 xp)

The Shattered Obelisk- When the influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along the mutate's body. Its skin becomes clammy and as smooth as a salamander's. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of other-worldly powers, seek transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms.

Proficiency Bonus +2

Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.,

Actions

Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks

Unarmed strike. Melee Weapon Attack. +6 to hit, reach 5ft, one target. Hit: 7 (1d6+4) bludgeoning damage plus 10 (3d6) psychic damage

Nightmare Blast. Range Weapon Attack. +6 to hit, range 60ft, one creature. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC12 WIS save or have the frightened condition until the start of the mutate's turn.

(Reaction) Defensive Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn't provoke opportunity attacks.

Dust Mephit

Dust Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 12
  • Hit points 17 (5d6)
  • Speed 30ft, 30ft fly
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: Poison

Condition Immunities: poisoned

Senses: darkvision 60ft, Passive Perception 12

Languages: Auran, Terran

Challenge: 1/2 (100 xp)

Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing a mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant.

Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating

Damage Vulnerability: Fire

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5ft must succeed a DC10 CON save or be blinded for 1 minute. A blinded creature can repeat the save on each of its turns, ending the effect on itself on a success

Innate spellcasting (1/day). The mephit can innately cast Sleep, requiring no material components. It's innate spellcasting ability is CHA.,

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4+2) slashing damage

Blinding Breath (Recharge 6). The mephit exhales a 15ft cone of blinding dust. Each creature in that area must succeed on a DC10 DEX save or be blinded for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success

Yochlol

Yochlol Medium fiend (demon, shapechanger), chaotic evil 10 5,900 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d8+64)
  • Speed 30ft, climb 30ft
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 15 (+2)

Save Throws: Dex +6, Int +5, Wis +6, Cha +6

Skills: Deception +10, Inasight +6

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, slashing damage from non-magical attacks

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120ft

Languages: Abyssal, Elvish, Undercommon

Challenge: 10 (5,900 xp)

Yochlols are handmaidens of Lolth- extensions of the Spider Queen's will dedicated to acting as her spies, taskmasters, and agents of villainy. They attend their goddess in the Demonweb Pits, but Lolth sometimes dispatches yochlols to the Material Plane to guard her temples and to aid her most devout priestesses. Yochols don't form outside Lolth's realm the Demonweb.

Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow, giant spider, or back to its true form. Its stats are the same form each form. Any equipment it is wearing/carrying isn't transformed. It reverts to its true form if it dies

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

Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing an ability check

Innate spellcasting. The yochlol's spellcasting ability is CHA (Spell Save DC14) The yochlol can innately cast the following spells, requiring no material components:
- At will: detect thoughts, web
- 1/Day: Dominate Person

Web Walker. The yochlol ignores movement restrictions caused by webbing.,,

Actions

Multiattack. The yochlol makes two melee attacks

Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit, reach 5ft (10ft in demon form), one target. Hit: 5 (1d6+2) bludgeoning damage plus 21 (6d6) poison damage

Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing/carrying is also transformed. It reverts to true forms if it dies. While in mist form, the yochlol is incapacitated and can't speak. It has flying speed of 30ft, can hover, and can pass through any space that isn't airtight. It has advantage on STR, DEX, CON saves, and it is immune to non-magical damage. While in mist form, the yochlol can enter a creature's space and stop there. Each time the creature starts its turn with the yochlol in its space the creature must succeed on a DC14 CON save or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.

Alpha Grick

Alpha Grick Large Monstrosity, neutral 7 2,900 xp

  • Armor class 18 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 30ft, climb 30ft
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 4 (-3)
  • WIS 14 (+2)
  • CHA 9 (-1)

Damage Resistances: bludgeoning, piercing, and slashing from non-magical attacks

Senses: darkvision 60ft, Passive Perception 12

Languages:

Challenge: 7 (2,900 xp)

Stone Camouflage. The grick has advantage on Dex (Stealth) checks made to hide in rocky terrain

Actions

Multiattack. The grick makes two attacks, one attack with its tail, one attack with its tentacles. If the tentacle attack hits, the grick can make one beak attack against the same target.

Tail. Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 11 (2d6+4) bludgeoning damage

Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 22 (4d8+4) slashing damage.

Beak. Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 13 (2d8+4) piercing damage

Chain Devil

Chain Devil Medium fiend, lawful evil 8 3,900 xp

  • Armor class 16 (natural armor)
  • Hit points 85 (10d8+40)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Con +7, Wis +4, Cha +5

Damage Resistances: cold, bludgeoning, piercing, slashing damage from non-magical attacks not made with silvered weapons

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft, Passive Perception 11

Languages: Infernal, telepathy 120ft

Challenge: 8 (3,900 xp)

This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies. Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting a sadistic fury on the horrid lemures in which those souls manifest.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision

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

Actions

Multiattack. The devil makes two attacks with its chains

Chain. Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC14) isn't already grappling a creature. Until the grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the end of its turns

Animate Chains (Recharge after short/long rest). Up to 4 chains the devil can see within 60ft of it magically sprout razor-edged barbs and animate under the devil's control, provided the chains aren't being worn or carried. Each animated chain is an object with AC20, 20HP, resistance to piercing, and immunity to psychic and thunder damage. When the devil uses Multiattack, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own, but can't attack while grappling. An animated chain reverts to its inanimate state if reduced to 0HPor the devil is incapacitated/dies.

Mummy

Mummy medium undead, lawful evil 3 700 xp

  • Armor class 11 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 20ft
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Wis +2

Damage Resistances: bludgeoning, piercing, slashing damage from non-magical attacks

Damage Immunities: necrotic, poison

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

Senses: darkvision 60ft, Passive Perception 10

Languages: the languages that it knew in life

Challenge: 3 (700 xp)

Damage Vulnerabilities- fire

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its Rotting Fist

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed a DC12 CON save or be cursed with mummy rot. The cursed target cannot regain HP, and its HP max decreases by 10 (3d6) for every 24hrs that elapses. If the curse reduces the target's HP max to 0, the target dies, and the body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60ft of it. If the target sees the mummy, it must succeed on a DC11 WIS save against this magic or be frightened until the end of the mummy's next turn. If the target fails this save by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to Dreadful Glare of all mummies (but not Mummy Lords) for the next 24hrs.

Dwarf Skeleton

Dwarf Skeleton Medium undead, lawful evil 1/2 100 xp

  • Armor class 13 (chain shirt)
  • Hit points 26 (4d8+8)
  • Speed 25ft
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands Dwarvish but doesn't speak

Challenge: 1/2 (100 xp)

The Shattered Obelisk- its a skeleton that was a dwarf

Damage Vulnerabilities: bludgeoning

Sure-Footed. The skeleton has advantage on STR and DEX saves made against the effects that make it prone.,,

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands

Intellect Devourer

Intellect Devourer Tiny Aberration, lawful evil 2 450 xp

  • Armor class 12
  • Hit points 21 (6d4+6)
  • Speed 40ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2, Stealth +4

Damage Resistances: bludgeoning, piercing, slashing damage from non-magical attacks

Condition Immunities: blinded

Senses: blindsight 60ft (can't see beyond this radius), Passive Perception 12

Languages: understands Deep Speech but can't speak, telepathy 60ft

Challenge: 2 (450 xp)

An intellect devourer resembles a walking brain protected by a crusty covering set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim's body on behalf of its mind flayer masters.

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300ft of it that has an INT of 3 or higher, regardless of interposing barriers, unless the creature is protected by a Mind Blank spell.

Actions

Multiattack. The intellect devourer makes one attack with its Claws, and uses Devour Intellect.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 7 (2d4+2) slashing damage

Devour Intellect. The intellect devourer targets one creature it can see within 10ft of it that has a brain. The target must succeed a DC12 INT save against this magic or take 11 (2d10) psychic damage. Also, on a failure, roll 3d6. If the total equals or exceeds the target's INT score, that score is reduced to 0. The target is stunned until it regains at least one point of INT.

Body Thief. The intellect devourer initiates an INT contest w/ an incapacitated humanoid within 5ft of it that isn't protected by Protection From Evil and Good spell. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the skull, and takes control of the body. While there, the Intellect Devourer has total cover against attacks and other effects originating outside of the host. The intellect Devourer retains its INT, WIS, and CHA scores, as well as its understanding of Deep Speech, its telepathy, and its traits. Otherwise, it adopts it's target's stats. It knows everything the creature knew, including spells and languages. If the host body dies, the intellect devourer must leave the body. A Protection from Evil and Good spell casts on the body forces the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brains by means of a Wish. By spending 5ft of movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5ft of it. The body then dies unless its brain is restored within 1 round.

Gibbering Mouther

Gibbering Mouther medium aberration, neutral 2 450 xp

  • Armor class 9
  • Hit points 67 (9d8+27)
  • Speed 10ft, swim 10ft
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Condition Immunities: prone

Senses: darkvision 60ft, Passive Perception 10

Languages:

Challenge: 2 (450 xp)

Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and matter of former victims, Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach.

Aberrant Ground. The ground in a 10ft radius around the mother is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC10 STR save or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20ft of the mouther and can hear the gibbering must succeed a DC10 WIS save. On a failure, the creature can't take reactions until the start of the next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. Ona 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing and can't make an attack.,

Actions

Multiattack. The gibbering mother makes one bite attack and , if it can, uses its Blinding Spittle.

Bite. Melee Weapon Attack. +2 to hit, reach 5ft, one target. Hit 7 (5d6) piercing damage. If the target is medium of smaller, it must make a DC10 STR save or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15ft of it. The glob explodes in a blinding flash of light on impact. Each creature within 5ft of the flash must succeed a DC13 DEX save or be blinded until the end of the monster's turn.

Qunbraxel

Qunbraxel Medium Aberration (Mind Flayer Warlock), Lawful evil 9 5,000 xp

  • Armor class 12 (15 w/ mage armor))
  • Hit points 112 (15d8+45)
  • Speed 30ft
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 19 (+4)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Int +8, Wis +6, Cha +8

Skills: Arcana +8, Insight +6, Perception +6, Stealth +6

Senses: darkvision 120ft, Passive Perception 16

Languages: Deep Speech, Undercommon, telepathy 120ft

Challenge: 9 (5,000 xp)

The Shattered Obelisk

Magic Resistance. The mind flayer has advantage on saves against spells and other magical effects.,

Actions

Multiattack: Qunbraxel makes two Eldrich Bolt attacks, or one Eldrick Bolt and one tentacle attack.

Tentacles. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 15 (2d10+4) psychic damage. If the target is medium or smaller, it is grappled (escape DC16) and must succeed a DC16 INT save or be stunned until the grapple ends

Eldrich Bolt. Ranged Spell Attack. +8 to hit, range 120ft, one target. Hit: 20 (3d10+4) force damage

Extract Brain. Melee Weapon Attack: +8 to hit, reach 5ft, one Humanoid with stunned condition who is grappled by Qunbraxel. Hit: 55 (10d10) piercing damage If this damage reduces the target to 0HP, Qunbraxel kills it by extracting and devouring its brains.

Mind Blast (Recharge 5-6). Qunbraxel magically emits psychic energy in a 60ft cone. Each creature in that area must succeed a DC16 INT save or take 26 (5d8+4) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Spellcasting (Psionics). Qunbraxel casts one of the following spells, requiring no spell components and using CHA as the spellcasting ability (spell save DC 16)
- At Will: detect magic, detect thoughts, levitate, mage armor (self only), mage hand (the hand is invisible), prestidignation
2/day: confusion, sending, telekinesis
- 1/day each: dominate monster, plane shift (self only)

Basilisk

Basilisk Medium monstrosity, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 20ft
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 7 (-2)

Senses: darkvision 60ft

Languages:

Challenge: 3 (700 xp)

Petrifying Gaze. If a creature starts its turn within 30ft of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC12 CON save if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the save at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw. If it does so, it can't see the basalisk until the start of its next turn, when it can avert its eyes again. If it looks at the basalisk in the meantime, it must immediately make the save. If the basalisk sees its reflection within 30ft of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack. +5 to hit, reach 5ft, one target. Hit 10 (2d6+3) piercing damage plus 7 (2d6) poison damage

Grimlock

Grimlock Medium humanoid (grimlock), neutral evil 1/4 50 xp

  • Armor class 11
  • Hit points 11 (2d8+2)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 8 (-1)
  • CHA 6 (-2)

Skills: Athletics +5, Perception +3, Stealth +3

Condition Immunities: blinded

Senses: blindsight 30ft (10ft when deafened) (can't see beyond this radius), Passive Perception 13

Languages: Undercommon

Challenge: 1/4 (50 xp)

The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago.

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell

Keen Hearing and Smell. The grimlock has advantage on Wis (Perception) checks that rely on hearing or smell.

Stone Camouflage. The grimlock has advantage on Dex (Stealth) checks made to hide in rocky terrain

Actions

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage

Blue Slaad

Blue Slaad Large aberration, chaotic neutral 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 30ft
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 7 (-2)
  • CHA 9 (-1)

Skills: Perception +1

Damage Resistances: acid, cold, fire, lightning, thunder

Senses: darkvision 60ft, Passive Perception 11

Languages: Slaad, telepathy 60ft

Challenge: 7 (2,900 xp)

In the ever-changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like Sladdi. Sladdi are undisciplined and have no formal hierarchy, although weaker Sladdi obey stronger Sladdi for fear of annihilation.

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

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

Actions

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

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

Claw. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 12 (2d8+5) piercing damage. If the target is a humanoid, it must succeed on a DC15 CON save or be infected with a disease called chaos phage. While infected, the target can't regain HP, and its HP max is reduced by 10 (3d6) every 24hrs. If the disease reduces the HP max to 0, the target instantly turns into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a Wish spell can reverse the transformation.

Red Sladd

Red Sladd Large aberration, chaotic neutral 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 6 (-2)
  • CHA 7 (-2)

Skills: Perception +1

Damage Resistances: acid, cold, fire, lightning, thunder

Senses: darkvision 60ft, Passive Perception 11

Languages: Slaad, telepathy 60ft

Challenge: 5 (1,800 xp)

In the ever-changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like Sladdi. Sladdi are undisciplined and have no formal hierarchy, although weaker Sladdi obey stronger Sladdi for fear of annihilation.

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

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

Actions

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

Bite. Melee Weapon Attack. +6 to hit, reach 5ft, one target. Hit 8 (2d4+3) piercing damage

Claw. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 7 (1d8+3) piercing damage. If the target is a humanoid, it must succeed on a DC14 CON save or be infected with a disease- a miniscule slaad egg.
A humanoid host can carry only one slaad egg to term over time. Over three months, the egg moves into the chest cavity, gestates, and becomes a slaad tadpole. In the 24hr period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saves. At birth, the tadpole chews its way through vital organs and out of the chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.

Mind Flayer

Mind Flayer Medium aberration, lawful evil 7 2,900 xp

  • Armor class 15 (breastplate)
  • Hit points 71 (13d8+13)
  • Speed 30ft
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 19 (+4)
  • WIS 17 (+3)
  • CHA 17 (+3)

Save Throws: Int +7, Wis +6, Cha +6

Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +6

Senses: darkvision 120ft, Passive Perception 16

Languages: Deep Speech, Undercommon, telepathy 120ft

Challenge: 7 (2,900 xp)

Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are incidious masterminds that harvest entire races for their own twisted ends. For tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids controlled empires that spanned many worlds. They subjugated and constantly warped whole races of humanoid slaves.

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

Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is INT (spell save DC 15). It can cast spells innately, requiring no components
- At Will: detect thoughts, levitate
- 1/day each: dominate monster, plane shift (self only)
,

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 15 (2d10+4) psychic damage. If the target is medium or smaller, it is grappled (escape DC15) and must succeed a DC15 INT save or be stunned until the grapple ends

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5ft, one incapacitated Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0HP, Qunbraxel kills it by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60ft cone. Each creature in that area must succeed a DC15 INT save or take 22 (4d8+4) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Cloaker Mutate

Cloaker Mutate Large Aberration, Chaotic Neutral 10 5,900 xp

  • Armor class 14 (natural armor)
  • Hit points 143 (22d10+22)
  • Speed 10ft, fly 30ft
  • STR 19 (+4)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 18 (+4)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Stealth +6

Damage Resistances: necrotic, poison, psychic

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60ft, Passive Perception 11

Languages: Deep Speech, Undercommon, telepathy 60ft

Challenge: 10 (5,900 xp)

The Shattered Obelisk- The malign energy of the Far Realm causes a cloaker to merge with a rotted corpse of its last meal, resulting in a hideous puppeteering Aberration.

Avoidance. If the mutate is subjected to an effect that allows it to make a save to take only 1/2 damage, it instead takes no damage if it succeeds on the save, and only 1/2 damage if it fails

Light Sensitivity. While in bright light, the mutate has disadvantage on attack rolls.,

Actions

Multiattack. The mutate makes one Corpse Swipe and two tail attacks OR four tail attacks

Corpse Swipe. Melee Weapon Attack. +8 to hit, reach 5ft, one target. Hit: 20 (3d10+4) bludgeoning damage. If the target is a creature, it must succeed on a DC16 CON save or be poisoned for 1min. While poisoned, a creature cannot regain HP.

Tail. Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit: 13 (2d8+4) slashing damage

(Bonus) Phantasmal Duplicates. The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutate's true location and lasts until the end of the mutate's next turn. While the copies exist, attack rolls against the mutate are made with disadvantage.

(Bonus) Psychic Moan (Recharge 6). The mutate lets out a moan charged with psychic energy. Each creature within 60ft of the mutate that isn't an aberration must succeed a DC16 WIS save or take 17 (5d6) psychic damage and be frightened until the end of the mutate's next turn.

Flesh Meld

Flesh Meld Huge aberration, Chatoc Evil 7 2,900 xp

  • Armor class 12
  • Hit points 95 (10d12+30)
  • Speed 30ft, climb 30ft
  • STR 21 (+5)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 13 (+1)
  • CHA 5 (-3)

Save Throws: Str +8, Dex +5

Condition Immunities: blinded, prone

Senses: blindsight 60ft (can't see beyond this radius), Passive Perception 11

Languages: understands all but can't speak

Challenge: 7 (2,900 xp)

The Shattered Obelisk- Squelching and quivering with insatiable hunger, a flesh meld is a hulking amalgamation of teeth, blood, and body parts. Sinuous appendages of gore, each ending in a gnashing mouth, bite at prey before yanking the piteous creatures into the flesh meld's core. The stench of death surrounds a flesh meld. When a creature is consumed by a flesh meld, the creature's mind is merged into its consciousness. More resilient minds may fight this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume.

Amorphous. The flesh meld can move through a space as narrow as 1in without squeezing

Aura of Death. At the start of each of the flesh meld's turns, each creature within 5ft of it must succeed on a DC15 CON save or take 3 (1d6) necrotic damage and have the poisoned condition until the start of the flesh meld's next turn.

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

Spider Climb. The flesh meld can climb difficult surfaces, including upside down on ceilings, without needing an ability check

Actions

Multiattack. The flesh meld makes two bite attacks

Bite. Melee Weapon Attack. +8 to hit, reach 30ft, one target. Hit 16 (2d10+5) piercing damage, and if the target is large or smaller, it has the grappled condition (escape DC 15) and is pulled up to 15ft toward the flesh meld.

(Bonus) Consume Creature. The flesh meld targets one large or smaller creature within 5ft of it that it is grappling. The target must succeed a DC15 DEX save or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time. A swallowed creature no longer has the grappled condition. While swallowed, it is restrained and blinded, has total cover against attack outside of the flesh meld, and takes 10 (3d6) necrotic damage at the start of each of the flesh meld's turns. If this damage reduces a swallowed creature to 0HP, the creature dies, and the flesh meld consumes its body. If the flesh meld takes 30 damage or more on a single turn from a swallowed creature, the flesh meld must succeed a DC15 CON save at the end of the turn or regurgitate the creature, which falls prone in a space 5ft of the flesh meld. If the flesh meld dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10ft of movement, exiting with the prone condition.

Grell Psychic

Grell Psychic Medium Aberration, Chaotic Evil 4 1,100 xp

  • Armor class 12 (15 w/ mage armor)
  • Hit points 66 (12d8+12)
  • Speed 10ft, 30ft fly (hover)
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 14 (+2)

Skills: Perception +4, Stealth +6

Damage Immunities: lightning

Condition Immunities: blinded, prone

Senses: blindsight 60ft (blind beyond this radius)

Languages: Deep Speech, Grell

Challenge: 4 (1,100 xp)

The Shattered Obelisk

Proficiency Bonus +2,,

Actions

The grell makes one Tentacle attack and one beak attack.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 10 (3d4 + 3) piercing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 16). While grappling the target, the grell can't make Tentacle attacks against other targets. When the grell moves, any medium or smaller target it is grappling moves with it.

Spellcasting (Psionics). The grelln casts one of the following spells, requiring no spell components and using CHA as the spellcasting ability (spell save DC 12)
- At Will: mage hand (the hand is invisible), mage armor, detect thoughts
- 1/day each: confusion, fear

Behir

Behir Huge monstrosity, neutral evil 11 7,200 xp

  • Armor class 17
  • Hit points 168 (16d12+64)
  • Speed 50ft, climb 40ft
  • STR 23 (+6)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Perception +6, Stealth +7

Damage Immunities: lightning

Senses: darkvision 90ft, Passive Perception 16

Languages: Draconic

Challenge: 11 (7,200 xp)

The serprentine Behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive. A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on the underside

,

Actions

Multiattack. The behir makes two attacks: One with Bite, and one with Constrict.

Bite. Melee Weapon Attack. +10 to hit, reach 10ft, one target. Hit 23 (3d10+6) piercing damage

Constrict. Melee Weapon Attack. +10 to hit, reach 5ft, one large or smaller creature. Hit: 17 (2d10+6) slashing damage. The target is grappled (escape DC16) if the behir isn't already constricting a creature and the target is restrained until its grapple ends.

Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20ft long and 5ft wide. Each creature in that line must make a DC16 DEX save, taking 66 (12d10) lightning damage on a failed save, and half as much on a successful one.

Swallow. The behir makes one bit against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can only swallow one creature at a time. If the behir takes 30+ damage on a single turn from the swallowed creature, the behir must succeed DC14 CON save at the end of the turn or regurgitate the creature, which falls prone in a space within 10ft of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15ft of movement, exiting prone.

Shrieker

Shrieker Medium plant, unaligned 0 10 xp

  • Armor class 5
  • Hit points 13 (3d8)
  • Speed 0ft
  • STR 1 (-5)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: blindsight 30ft (can't see beyond this radius)

Languages:

Challenge: 0 (10 xp)

A Shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers.

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.,,

Actions

Shriek. When bright light or a creature is within 30ft of the shrieker, it emits a shriek audible from 300ft until the disturbance moves out of range and for 1d4 of the shrieker's turns afterwards.

Balgura

Balgura Large fiend (demon), chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 40ft, climb 40ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 9 (-1)

Save Throws: Dex +5, Con +6

Skills: Perception +5, Stealth +5

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: blindsight 30ft, darkvision 120ft, Passive Perception 15

Languages: Abyssal, Telepathy 120ft

Challenge: 5 (1,800 xp)

The Balgura represents the savagery and brutality of the Abyss. Balguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects. A balgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing under 8ft tall, it has broad shoulders and weighs 650lbs. It moves apishly along the ground, but it climbs with great speed and agility.

Innate spellcasting. The Balgura's spellcasting ability is WIS (Spell Save DC13) The Balgura can innately cast the following disguise self, invisibility (self only)
- 1/Day: entangle, phantasmal force

Reckless. At the start of its turn, the balgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until that start of its next turn.

Running Leap. The balgura's long jump is up to 40ft and its high jump is up to 20ft when it has a running start.,

Actions

Multiattack. The balgurar makes three attacks: one with its bite and two with its fists.

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

Fist. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 9 (1d10+4) bludgeoning damage.

Fomorian

Fomorian Huge Giant, chaotic evil 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 149 (13d12+65)
  • Speed 30ft
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 9 (-1)
  • WIS 14 (+2)
  • CHA 6 (-2)

Skills: Perception +8, Stealth +3

Senses: darkvision 120ft, Passive Perception 18

Languages: Giant, Undercommon

Challenge: 8 (3,900 xp)

The most hideous and wicked of all giantkind are the godless Fomorian, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes or emit terrible howls each time they draw breath through misshapen mouths.

,,

Actions

Multiattack: The fomorian attacks twice with its great club, or makes one great club attack and uses Evil Eye once.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft, one target. Hit: 19 (3d8+6) bludgeoning damage

Evil Eye. The fomorian magically forces a creature it can see within 60ft of it to make a DC14 CHA save. The creature takes 27 (6d8) psychic damage on a failed save, and half as much on a successful one.

Curse of the Evil Eye (Recharge after short/long rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved, and has disadvantage on ability checks, saves, and attacks based on STR and DEX. The transformed creature can repeat the save whenever it finishes a long rest, ending the effect on a success.

Flumph

Flumph Small aberration, lawful good 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 5ft, fly 30ft
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Arcana +4, History +4, Religion +4

Senses: darkvision 60ft, Passive Perception 12

Languages: understands Undercommon, but can't speak

Challenge: 1/8 (25 xp)

The mysterious flumphs drift through the Underdark, propelled through the air by jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means amused, deep blue means sadness, green expresses curiosity, and crimson is anger.

Damage Vulnerabilities: psychic

Advanced Telepathy. The flumph can percieve the content of any telepathic communication used within 60ft of it, and it can't be surprised by creatures with any form of telepathy

Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside down and is incapacitated. At the end of each of its turns, the flumph can make a DC10 DEX save, righting itself and ending incapacitation if it succeeds.

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as divination spells.,,

Actions

Tendrils. Melee Weapon Attack. +4 to hit, reach 5ft, one creature. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC10 CON save, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A Lesser Restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day). Each creature in a 15ft cone originating from the flumph must succeed a DC10 DEX save or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hrs. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned within 5ft of the target. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Githyanki Knight

Githyanki Knight Medium humanoid (gith), Lawful evil 8 3,900 xp

  • Armor class 18 (plate)
  • Hit points 91 (14d8+28)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 15 (+2)

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

Senses: Passive Perception 12

Languages: Gith

Challenge: 8 (3,900 xp)

The githyanki plunder countless worlds from the decks of their astral vessels and the backs of redx dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons- the legendary silver swords with which they cut through their foes, Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the ruler of their dread-lich queen- Vlakkith

Innate spellcasting (Psionics). The githyanki's spellcasting ability is INT (spell save DC13, +5 to hit with spell attacks). The githyanki can innately cast the following spells, requiring no components:
- At will: mage hand (the hand is invisible)
- 3/Day each: jump, misty step, nondetection (self only), tongues
- 1/day each: plane shift, telekinesis,,

Actions

Multiattack. The githyanki makes two silver greatsword attacks.

Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 13 (2d6+6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage

Githyanki Warrior

Githyanki Warrior Medium humanoid (gith), Lawful evil 3 700 xp

  • Armor class 17 (half-plate)
  • Hit points 49 (9d8+9)
  • Speed 30ft
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 13 (+1)
  • CHA 10 (0)

Save Throws: Con +3, Int +3, Wis +3

Senses: Passive Perception 11

Languages: Gith

Challenge: 3 (700 xp)

The githyanki plunder countless worlds from the decks of their astral vessels and the backs of redx dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons- the legendary silver swords with which they cut through their foes, Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the ruler of their dread-lich queen- Vlakkith.

Innate spellcasting (Psionics). The githyanki's spellcasting ability is INT. The githyanki can innately cast the following spells, requiring no components:
- At will: mage hand (the hand is invisible)
- 3/Day each: jump, misty step, nondetection (self only)
,

Actions

Multiattack. The githyanki makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 9 (2d6+2) slashing damage plus 7 (2d6) psychic damage

Phase Spider

Phase Spider Large monstrosity, unaligned 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 32 (5d10+5)
  • Speed 30ft, climb 30ft
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +6

Senses: darkvision 60ft, Passive Perception 10

Languages:

Challenge: 3 (700 xp)

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane or vice versa

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing an ability check

Web Walker. The spider ignores movement restrictions caused by webbing.,,

Actions

Bite. Melee Weapon Attack. +4 to hit, reach 5ft, one target. Hit 7 (1d10+2) piercing damage, and the target must make a DC11 CON save, taking 18 (4d8) poison damage on a failed save, and half as much on a successful one. If the poison damage reduces HP to 0, the target is stable, but poisoned for 1hr, even after regaining HP, and is paralyzed while poisoned this way.

Oculorb

Oculorb Large aberration, Chaotic Evil 9 5,000 xp

  • Armor class 13 (natural armor)
  • Hit points 127 (15d10+45)
  • Speed 0ft, 60ft (hover)
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Int +6, Wis +6, Cha +8

Skills: Investigation +6, Perception +10

Condition Immunities: blinded, prone

Senses: truesight 60ft, Passive Perception 20

Languages: Deep Speech, telepathy 120ft

Challenge: 9 (5,000 xp)

The Shattered Obelisk- Many oculorbs are dreamed into existence by beholders. The Far Realm's strange power can pervade a beholder's dreams. Oculorbs resemble a slimy conglomeration of eyes of many shapes and sizes. They are dreaded even by beholders that birth them. An oculorb is a tangle of negative emotions- the fury, the melancholy, and obsession of its creator, all given gruesome, corporeal form.

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

Watchful Eyes. The oculorb has advantage on initiative rolls and can't be surprised.

Actions

Multiattack. The oculorb makes two Dreadful Contact attacks or 4 Eye Beam attacks

Dreadful Contact. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: 14 (3d6+4) psychic damage or 25 (6d6+4) psychic damage if the target is frightened

Eye Beam. Ranged Spell Attack: +8 to hit, range 120ft, one creature. Hit: 14 (3d6+4) psychic damage

Antipathic Flood (Recharge 5-6). The oculorb releases a wave of negative emotions, choosing one of the following options:
- Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30ft of the oculorb must make a DC16 CON save. On a failed save, the creature's speed is reduced to 0 until the end of the oculorb's turn, and if the creature was concentrating, they are not anymore.
- Withering Glare. The oculorb's eyes unleash furious scarlet energy in a 60ft cone. Each creature in that area must make a DC16 WIS save. On a failed save, the creature takes 33 (6d10) necrotic damage and is frightened for 1 minute. On a success, creature takes 1/2 damage only. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success

(Reaction) Obsessive Rebuke. When the oculorb is damaged by a creature it can see within 60ft of itself, it forces the creature to make a DC16 WIS save. The creature takes 10 (3d6) psychic damage on a failed save, and half as much on a successful one.

Gray Slaad

Gray Slaad Medium aberration (shapechanger), Chaotic Neutral 9 5,000 xp

  • Armor class 18 (natural armor)
  • Hit points 127 (17d8+51)
  • Speed 30ft
  • STR 17 (+3)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 8 (-1)
  • CHA 14 (+2)

Skills: Arcana +5, Perception +7

Damage Resistances: acid, cold, fire, lightning, thunder

Senses: darkvision 60ft, Passive Perception17. blindsight 30ft

Languages: Slaad, telepathy 60ft

Challenge: 9 (5,000 xp)

In the ever-changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like Sladdi. Sladdi are undisciplined and have no formal hierarchy, although weaker Sladdi obey stronger Sladdi for fear of annihilation.

Shapechanger. The Slaad can use its action to polymorph into a Medium or Small Humanoid, or back to its true form. Its stats are the same except its size. Any equipment it is wearing/carrying isn't transformed. It reverts to its true form if it dies.

Innate spellcasting. The Slaad's innate spellcasting ability is CHA (Spell Save DC14) The slaad can innately cast the following spells, requiring no material components:
- At will: detect magic, detect thoughts, mage hand, major image, invisibility (self only)
- 2/Day each, fly, fireball, tougnes
- 1/Day: plane shift (self only)

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

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

Magic Weapons. The slaad's weapon attacks are magical,,

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or Greatsword

Bite (Slaad Form Only). Melee Weapon Attack. +7 to hit, reach 5ft, one target. Hit 6 (1d6+3) piercing damage

Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 8 (1d10+3) slashing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 10 (2d6+3) slashing damage

Infected Elder Brain

Infected Elder Brain Large Aberration (mind Flayer), Lawful evil 11 7,200 xp

  • Armor class 10
  • Hit points 189 (18d10+90)
  • Speed 5ft, swim 10ft
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 21 (+5)
  • WIS 19 (+4)
  • CHA 20 (+5)

Save Throws: Int +9, Wis +8, Cha +9

Skills: Arcana +9, Insight +12

Senses: blindsight 120ft, Passive Perception 14

Languages: understand Common, Deep Speech, and Undercommon, but can't speak, telepathy 1 mile

Challenge: 11 (7,200 xp)

The Shattered Obelisk

Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an INT score of 4+. It knows the distance and direction of each creature, as well as each one's INT score, but can't sense anything else about it. A creature protected by a Mind Blank spell, a Nondetection spell, or similar magic can't be perceived in this manner.

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

Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to 10 creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

Actions

Multiattack. The elder brain makes two tentacle attacks.

Tentacles. Melee Weapon Attack: +6 to hit, reach 30ft, one target. Hit: 15 (3d8+2) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC14) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can grapple up to 4 creatures at once.

Mind Blast (Recharge 5-6). The elder brain chooses a creature to succeed a DC17 INT save or take 32 (5d10+5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Spellcasting (Psionics). The elder brain casts one of the following spells, requiring no spell components and using INT as the spellcasting ability (spell save DC 17)
- At Will: detect thoughts, levitate

(Bonus) Psychic Link. The elder brain targets one creature with the incapacitated condition that it senses with its Creature Sense trait and establishes a psychic link with the creature. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind when it is no longer incapacitated, and the elder brain can terminate the connection at any time (no action required). The target can use an action to attempt to break the link with a successful DC17 CHA save. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 1mile apart. The elder brain can form psychic links with up to 10 creatures at a time.

Homunculus

Homunculus Tiny construct, neutral 0 10 xp

  • Armor class 13 (natural armor)
  • Hit points 5 (2d4)
  • Speed 20ft, fly 40ft
  • STR 4 (-3)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Immunities: poison

Condition Immunities: charmed, poisoned

Senses: darkvision 60ft, Passive Perception 10

Languages: understands the languages of its creator, but doesn't speak

Challenge: 0 (10 xp)

Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homonculus is a construct that acts as an extension of its creator, with the 2 sharing thoughts, senses, and languages through a mystical bond. A master can have only one homunculus at a time (attempts to create another always fail), and when the master dies, the homunculus dies.

Telepathic Bond. While the homunulus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.,,

Actions

Bite. Melee Weapon Attack. +4 to hit, reach 5ft, one target. Hit 1 piercing damage, and the target must succeed a DC10 Con save or be poisoned for 1min. If the saving throw fails by 5+, that target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Mind Flayer Prophet

Mind Flayer Prophet Medium aberration, Lawful Evil 8 3,900 xp

  • Armor class 17 (natural armor)
  • Hit points 97 (15d8+30)
  • Speed 30ft
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 17 (+3)

Save Throws: Int +8, Wis +6, Cha +6

Skills: Arcana +8, Insight +6, Perception +6, Stealth +5

Senses: darkvision 120ft, Passive Perception 16

Languages: Deep Speech, Undercommon, telepathy 120f

Challenge: 8 (3,900 xp)

The Shattered Obelisk- Some mind flayers dedicate their lives to channeling abstruse truths from beyond reality. This insight gives them preternatural senses and allows them to focus their innate psionic powers.

Awareness. The mind flayer has advantage on initiative rolls and can't be surprised as long as it is not incapacitated

Magic Resistance. The mind flayer has advantage on saves against spells and other magical effects.,

Actions

Tentacles. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 16 (2d10+5) psychic damage. If the target is medium or smaller, it is grappled (escape DC16) and must succeed a DC16 INT save or be incapacitated until the grapple ends

Extract Brain. Melee Weapon Attack: +8 to hit, reach 5ft, one incapacitated Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0HP, the mind flayer kills it by extracting and devouring its brain.

Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using INT as the spellcasting ability (spell save DC 16)
- At Will: detect magic, detect thoughts, levitate
- 1/day each: plane shift (self only), true seeing, dominate monster

Mind Whip (Recharge 5-6). The mind flayer lashes out with psychic energy, targeting up to two creatures it can see within 60ft of itself. Each target must succeed on a DC16 INT save or take 23 (4d8+5) psychic damage and be stunned for 1 minute. A stunned target can repeat the save at the end of each of its turns, ending the effect on itself on a success

Mind Flayer Clairvoyant

Mind Flayer Clairvoyant Medium aberration, Lawful Evil 11 7,200 xp

  • Armor class 15 (breastplate)
  • Hit points 156 (24d8+48)
  • Speed 30ft, fly 60ft (hover)
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 21 (+5)
  • WIS 17 (+3)
  • CHA 18 (+4)

Save Throws: Int +9, Wis +7, Cha +8

Skills: Arcana +9, Insight +7, Perception +7, Stealth +5

Damage Resistances: psychic

Damage Immunities: blinded, charmed, frightenmed

Senses: darkvision 120ft, Passive Perception 17, truesight 15ft

Languages: Deep Speech, Undercommon, telepathy 120ft

Challenge: 11 (7,200 xp)

The Shattered Obselisk- In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane. the Far Realm, for answers. A mind flayer clairvoyant has peered into that realms starless depths and been subsequently rewarded with extraordinary powers.

Proficiency Bonus +4

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

Magic Resistance. The mind flayer has advantage on saves against spells and other magical effects.,

Actions

Multiattack. The mind flayer makes two tentacle attacks

Tentacles. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 21 (3d10+5) psychic damage. If the target is medium or smaller, it is grappled (escape DC17) and must succeed a DC17 INT save or be incapacitated until the grapple ends

Extract Brain. Melee Weapon Attack: +9 to hit, reach 5ft, one incapacitated Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0HP, the mind flayer kills it by extracting and devouring its brain.

Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using INT as the spellcasting ability (spell save DC 17)
- At Will: detect magic, detect thoughts, mage hand (the hand is invisible)
- 3/day each: clairvoyance (as an action), dispel magic
- 1/day each: plane shift (self only)

Unleash Void (Recharge 5-6). The mind flayer opens a rift into the Far Realm, centered on a point that mind flayer can see within 60ft of itself, and a tentacle lashes across creatures near the rift. Each creature other than the mind flayers within 30ft of the rift must make a DC17 INT save after which the tentacle disappears and the rift closes. On a failed save, a creature 18 (4d8) cold damage from the rift plus 18 (4d8) psychic damage from the tentacle and is stunned for 1 minute. On a successful save, the creature takes 1/2 damage only. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success

(Reaction) Warp Reality. When hit by an attack roll, the mind flayer gains a +4 To AC against that attack roll, potentially causing it to miss. Then the mind flayer along with equipment it is wearing/carrying, magically teleports up to 60ft to an unoccupied space it can see.

Abberant Zealot

Abberant Zealot Medium Aberration, Chaotic Evil 8 3,900 xp

  • Armor class 16 (studded leather armor)
  • Hit points 93 (17d8+17)
  • Speed 30ft
  • STR 15 (+2)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 8 (-1)
  • CHA 19 (+4)

Save Throws: Dex +7, Cha +7

Skills: Perception +5

Damage Resistances: psychic

Condition Immunities: blinded, charmed, frightened, grappled, restrained

Senses: darkvision 60ft, truesight 10ft, Passivde Perception 15

Languages: Common, Deep Speech

Challenge: 8 (3,900 xp)

The Shattered Obelisk- Abberant Zealots are cultists who have reached ou to the powers of the Far Realm- only for something to reach back. Steeped in strange energy, abberant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.

Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature starts its turn within 5ft of the zealot must succeed a DC15 WIS save or take 7 (2d6) psychic damage

Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1in without squeezing.

Actions

Multiattack: The zealot makes one Psychic Rend and 2 Shortsword attacks.

Psychic Rend. Melee or Ranged Spell Attack. +7 to hit, reach 15ft or range 120ft, one target. Hit: 14 (3d6+4) psychic damage, and the target must succeed on a DC15 WIS save or be stunned until the start of the zealot's next turn.

Shortsword. Melee Weapon Attack: +7 to hit, reach 15ft, one target. Hit: 7 (1d6+4) piercing damage plus 7 (2d6) psychic damage

Spellcasting (Psionics). The zealot casts one of the following spells, requiring no spell components and using CHA as the spellcasting ability (spell save DC 15)
- At Will: detect thoughts, minor illusion
- 1/day each:arcane gate, hunger of Hadar

(Bonus) Void Warp (Recharge 5-6). The zealot teleports, along with any equipment it is wearing/carrying, to an unoccupied space it can see within 120ft of itself, leaving a churning void in the space left. Immediately after it teleports, each creature within 30ft of the void other than the zealot must make a DC15 STR save. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes 1/2 the damage. The void then disappears.

Oshundo the Alhoon

Oshundo the Alhoon Medium undead (Mind Flayer Wizard), Neutral Evil 10 5,900 xp

  • Armor class 15 (natural armor)
  • Hit points 150 (20d8+60)
  • Speed 30ft, fly 15ft
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 19 (+4)
  • WIS 17 (+3)
  • CHA 17 (+3)

Save Throws: Con +7, Int +8, Wis +7, Cha +7

Skills: Arcana +8, History +8, Insight +7, Perception +7, Stealth +5

Damage Resistances: cold, lightning, thunder

Damage Immunities: poison

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

Senses: truesight 120ft, Passive Perception 17

Languages: Common, Deep Speech, Undercommon, telepathy 120ft

Challenge: 10 (5,900 xp)

The Shattered Obelisk- Oshundo is the fanatics' most powerful and knowledgeable Illithinoch, although Oshundo's information is predominantly about the old mind flayer empire. The fanatics made good use of Oshundo's knowledge about Talhundereth and Gilbert's Crossing, and they hope the alhoon's knowledge about other subterranean locales will prove useful.

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

Proficiency Bonus +4

Actions

Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks.

Chilling Grasp. Melee Spell Attack. +8 to hit, reach 5ft, one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14HP if the target is a creature.

Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120ft, one target. Hit: 28 (8d6) force damage

Spellcasting. Oshundo casts one of the following spells, requiring no spell components and using INT as the spellcasting ability (spell save DC 16)
- At Will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation
- 1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force

Thundering Blast (Recharge 5-6). Oshundo emits a wave of domineering energy in a 60ft cone. Each creature in that area must succeed on a DC16 INT save, or take 22 (4d8+4) thunder damage and have the stunned condition for 1min. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

(Reaction) Negate Spell (3/Day). Oshundp targets one creature it can percieve within 60ft of itself that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges aren't wasted.

Green Slaad

Green Slaad Large Aberration, chaotic neutral 8 3,900 xp

  • Armor class 16 (natural armor)
  • Hit points 127 (15d10+45)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 8 (-1)
  • CHA 12 (+1)

Skills: Arcana +3, Perception +2

Damage Resistances: acid, cold, fire, lightning, thunder

Senses: darkvision 60ft, Passive Perception12. blindsight 30ft

Languages: Slaad, telepathy 60ft

Challenge: 8 (3,900 xp)

In the ever-changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like Sladdi. Sladdi are undisciplined and have no formal hierarchy, although weaker Sladdi obey stronger Sladdi for fear of annihilation.

Shapechanger. The Slaad can use its action to polymorph into a Medium or Small Humanoid, or back to its true form. Its stats are the same except its size. Any equipment it is wearing/carrying isn't transformed. It reverts to its true form if it dies.

Innate spellcasting. The Slaad's innate spellcasting ability is CHA (Spell Save DC12) The slaad can innately cast the following spells, requiring no material components:
- At will: detect magic, detect thoughts, mage hand
- 2/Day each, fear, invisibility (self only)
- 1/Day: fireball

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

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

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice

Bite (Slaad Form Only). Melee Weapon Attack. +7 to hit, reach 5ft, one target. Hit 11 (2d6+4) piercing damage

Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 7 (1d6+4) slashing damage.

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

Hurl Flame. Rangel Spell Attack: +4 to hit, range 60ft, one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried

Slaad Tadpole

Slaad Tadpole Tiny aberration, chaotic neutral 1/8 25 xp

  • Armor class 12
  • Hit points 10 (4d4)
  • Speed 30ft
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 5 (-3)
  • CHA 3 (-4)

Skills: Stealth +4

Damage Resistances: acid, cold, fire, lightning, thunder

Senses: darkvision 60ft, Passive Perception 7

Languages: understands Slaad but can't speak

Challenge: 1/8 (25 xp)

In the ever-changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like Sladdi. Sladdi are undisciplined and have no formal hierarchy, although weaker Sladdi obey stronger Sladdi for fear of annihilation.

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

Actions

Bite. Melee Weapon Attack. +4 to hit, reach 5ft, one target. Hit 4 (1d4+2) piercing damage