1382676-Eyes Scales and Stones
1382676-Eyes Scales and Stones
W
Backgrounds - 4 elcome, intrepid adventurer, to the
Soulless - 4 mesmerizing world of Eyes, Scales, and
Stones—a compendium that unveils the
Races - 6 secrets and wonders of three legendary
Beholderkin - 6 creatures: beholders, giants, and dragons.
Child of Ashardalon - 7 Within these pages, you will embark on a
Dragonborn - 8 journey through realms inhabited by beings of
Dragonborn of Bahamut - 9 awe-inspiring power and unfathomable beauty.
Half-Giant - 10 After purchasing this compendium, you might want to ask:
Ogrekin - 11 why these three groups of mosnsters in particular?
Beholders, dragons, and giants have always been among
Classes - 12 my favorite and likely the most iconic fantasy creatures of all
Barbarian - 12 time. These have always held a special place in the annals of
Bard - 12 fantasy lore. They are the quintessential embodiments of
Druid - 14 grandeur, mystery, and danger, captivating the imaginations
Fighter - 15 of countless adventurers and storytellers alike. From the all-
Sorcerer - 16 seeing eyes of the beholders to the colossal presence of
Warlock - 17 giants and the majestic majesty of dragons, these creatures
Monsters - 19 have captured our fascination and evoked a sense of both
Ash Giant - 19 wonder and trepidation.
Beholder Giant - 20 Surprisingly, there are hundreds—far too many for this
Bloodkiss Beholder - 21 book—of unique versions of all three of these monster
Brainstealer Dragon - 22 categories that have been lost to time, conversion, or by being
Corpse Tearer - 24 otherwise forgotten.
Craa'ghoran Giant - 25 In this compendium, I would like to fix that by delving into
Deepspawn - 26 the many incarnations, abilities, and origins of these
Desert Giant - 27 fascinating and instantly recognizable creatures.
Director - 28 As always, thank you for purchasing this product and
Doomsphere - 29 supporting independent creators and sincerely hope you
Dragonspawn - 30 enjoy the tremendous amounts of work put in the coming
Elder Orb - 44 pages.
Eldritch Giant - 45 On the Cover
Eye of Shadow - 47 A majestic mirage dragon soars over the ruins of a long-
Eye of the Deep - 49 forgotten kingdom, displaying its vibrant and colorful beauty,
Felldrake - 51 as well as symbolizing its eternity.
Gem Dragons - 52
Gouger - 63
Halruaan Behir - 64
Haraevor - 65
Hatori - 66
Hellfire Wyrm - 67
Hive Mother - 69
Island Giant - 71
Jungle Giant - 72
Landwyrms - 73
Metallic Dragons - 81
Maur - 87
Ogre Giant - 89
Ooze Drake - 90
Overseer - 91
Phaerlin giant - 92
Planar Dragons - 93
Reef Giant - 124
Sand Giant - 126
Scalamagdrion - 128
Song Dragon - 130
Titan - 135
Voadkyn - 136
Gods and Deities - 138
CONTENTS & FOREWORD
3
Backgrounds
Soulless
A
ges ago, a demonic dragon called Ashardalon d8 Personality Trait
brought destruction across the land while a 1 I find it difficult to concentrate on things that don't
twisted cult worshiped him as a god. The Cult of interest me.
Ashardalon formed their central temple in
Nightfang Spire, a massive stone structuree 2 I absentmindedly pick things up and don't put them
back down.
spanning 1,600 feet into the air. The cult’s
leader, a man called Gulthias, served as the 3 I tend to put myself in situations that cause others
mediator between Ashardalon and his insane followers. emotional grief as I forget how fragile a person's
Ashardalon slew a cult of druids affiliated with the Church emotions can be.
of the Elements, sparing only Dydd the Wise, who manged to 4 Every once in a while, I will find myself focusing on the
escape. Eventually, Dydd avenged his brothers by carving emptiness inside me as if expecting an answer.
Ashardalon’s heart out of his chest. 5 Studying the body of this vessel, I realized that I just
After the druid, Dydd, slew Ashardalon, Gulthias took the need to replace the void within me with something
dragon’s heart to Nightfang Spire where he was commanded else. But what?
to ready for Ashardalon’s return. 6 If souls are the essence of one's being, then I don't
Gulthias worried he would die of old age before need to force myself below the laws of those with a
Ashardalon rose again, and so the dragon's cult went through soul. I will do what I need and when I want.
a series of dark rituals in order to become undead and ensure
they walked the earth at the time their patron ruled again. 7 I have no problem losing those around me.
Sentimentality isn't my strong suit.
Meanwhile, Ashardalon attempted to extend his life by
binding a demon called Ammet to his chest as a second 8 Souls are such precious things. Fragile and hard to
heart. However, his injuries were too extensive for the balor's remove. I wish to protect them all if not my own.
power to keep Ashardalon alive. He then moved to a domain
in the Astral Plane known as the Bastion of Unborn Souls d6 Ideal
and established a new lair there. Feasting on the unborn 1 Retribution. I seek another soul to replace the one I
souls, he healed the deep wounds inflicted on the chest of lost. (Neutral)
Ashardalon. 2 Destruction. If I can't have a soul, no one else can. (Evil)
This created a phenomenon called Soul Sickness, a
cataclysm where creatures are thrust into existence without 3 Prevention. I can't let anybody else lose their soul.
souls. You are one of them. Now you must learn to live your (Good)
life without a crucial part of your being. 4 Acceptance. This is how it is, and I need to just keep
Skill Proficiencies: Intimidation and two other moving. (Any)
proficiencies that do not rely on Charisma. 5 Freedom. With no soul, there is no morality to hold me
Tool Proficiencies: One set of artisan's tools, a Disguise back. (Chaotic)
kit, a Poisoner's kit
Equipment: A set of common clothes, one tool set you are 6 Greed. I shall take every soul I find. They are a source of
proficient with, and a gold pouch containing 25gp power. (Evil)
d6 Bond
Feature: Emptiness
1 I trust myself and myself alone.
You lack emotion and compassion. You are immune to being
tortured or are tried to be hurt emotionally or mentally. You 2 There is only a single person I feel understands me in
are resistant to psychic damage. the world.
3 Relationships seem so trivial. I cannot carry the weight
Suggested Characteristics of both someone else along with myself.
4 I cannot forgive anyone, not even myself.
5 My family left me due to the nature of my condition. I
want to find them someday.
6 I need nobody. Nobody can hurt me with no center to
harm, but nothing is stopping me on my end.
BACKGROUNDS | SOULLESS
4
d6 Flaw
1 I often times will burst into fits of pity without warning.
2 Everyday, I feel the pressure within my body grow
stronger as if the lifelessness is spreading.
3 I tend to initiate problems and arguments since I have
trouble seeing things from the perspectives of others
burdened with guilts and dreams.
4 Being careless is something that happens to me
naturally
5 With all of my will, I manage to filter my pain through
humor to mask my struggles.
6 I have a hard time relating to others and will often
ignore those who do not share my interests.
BACKGROUNDS | SOULLESS
5
Races
Beholderkin
B
eholderkin are aberrations that share many Charm Ray. The target must make a Wisdom saving throw
traits with beholders, but are smaller and less or be charmed by you for 1 minute. Fear Ray: The target must
powerful. They have a humanoid body with a make a Wisdom saving throw or be frightened by you for 1
bulbous head, covered in eyes and tentacles. minute. Paralyzing Ray: The target must make a Constitution
Beholderkin society is rare and often secretive, saving throw or be paralyzed for 1 minute. Sleep Ray: The
as they are often feared and mistrusted by other target must make a Wisdom saving throw or fall unconscious
races due to their heritage. for 1 minute or until it takes damage. Slow Ray: The target
must make a Wisdom saving throw or have its speed halved
Beholderkin Names and suffer disadvantage on attack rolls and ability checks for
Beholderkin names tend to be harsh and guttural, reflecting 1 minute. Telekinetic Ray: You can move an object weighing
the race's aberrant and monstrous nature. They often have up to 30 pounds within 30 feet of you using telekinesis.
two to three syllables and are composed of sounds that are Tentacles: You can use your tentacles to make an unarmed
difficult for humanoids to pronounce. Beholderkin don't have strike, dealing 1d6 bludgeoning damage.
gender, so all names are gender-neutral. Some examples of
Beholderkin names include:
Azzikar, Bix’thar, Galth’rok, Gix’trix, Graxxus, Gyxen,
Hrazzith, Kraxir, Krenzara, Krezyn, Kyranth, Naxzor, Nyrlax,
Pyraxis, Pyrithrax, Sylpharion, Sylthar, Vaxzoth, Vhazth,
Viz’ra, Vyllix, Xa’thar, Xyrax, Xyrik, Yur’thax, Zaxir, Zorathar,
Zorathax, Zorvax, Zylphar.
Beholderkin Traits
Ability Score Increase. Your Intelligence score increases by
2, and your Dexterity score increases by 1.
Age. Beholderkin mature at a rate similar to humans, but
they can live for centuries, with some rare individuals living
for over a thousand years.
Alignment. Beholderkin tend to be neutral or evil, but
some may be lawful or chaotic depending on their upbringing
and experiences.
Size. Beholderkin are Medium creatures, standing
between 5 and 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, Deep
Speech, and Undercommon.
Darkvision. Thanks to your aberrant nature, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Beholderkin Magic. You know the Mage Hand cantrip.
When you reach 3rd level, you can cast the Detect Magic spell
once per day. When you reach 5th level, you can cast the
Invisibility spell once per day. Intelligence is your spellcasting
ability for these spells.
Eye Rays. As an action, you can use your eye rays to make
a ranged spell attack against a creature you can see within
120 feet. You have two eye rays, and you can use each ray
once per turn. The DC for your eye rays is 8 + your
proficiency bonus + your Intelligence modifier. Each ray has a
different effect:
RACES | BEHOLDERKIN
6
Child of Ashardalon
T
he children of Ashardalon are demonic half-
dragon monstrosities that were trained in
barracks and temples to kill the enemies of the
great dragon Ashardalon.
RACES | DRAGONBORN
8
Dragonborn of Bahamut
T
he Dragonborn of Bahamut are a unique and Dragonborn of Bahamut Traits
powerful race in the world of Dungeons and
Dragons. They were created by Bahamut, the Your transformation grants you several abilities and traite.
deity of good-aligned dragons, during the Time Ability Score Increase Your Strength score increases by
of Dragons to act as his emissaries in the 2, and your Charisma score increases by 1.
mortal realm. Unlike other races, Dragonborn Age Dragonborn of Bahamut can live up to 600 years.
of Bahamut weren't born naturally; they were Since the Rite of Transformation is only performed after
reborn from good-aligned non-draconic humanoids who maturity, all Dragonborn of Bahamut are mature.
willingly took on draconic traits as a sign of their devotion to Alignment Most Dragonborn of Bahamut are lawful good
the deity. or chaotic good, reflecting their devotion to Bahamut and
The transformation was so complete that their original their desire to battle against the forces of Tiamat.
appearance was completely replaced with a new, draconic Size Dragonborn of Bahamut range from 6 to 8 feet tall
one, inheriting the best traits of dragons. They are muscular, and weigh between 250 and 350 pounds. Your size is
long-lived, and immune to the frightful presence of other Medium.
dragons. However, they become sterile upon transforming, Speed Your base walking speed is 30 feet.
which is seen as a conscious choice to ensure that Bahamut's Draconic Bravery All Dragonborn of Bahamut are
blessings are only bestowed upon those who accept his immune to the frightful presence of dragons.
calling of their own free will. Draconic Aspect Dragonborn of Bahamut emerge from
Despite their incredible power, only few Dragonborn of the Rite of Transformation with one of two aspects:
Bahamut remain after their wars against the godess Tiamat. Wings: You have wings, although they take a great deal of
strength to use. For one minute, you can use your action
Dragonborn of Bahamut Names to temporarily gain a fly speed of 50 feet, lasting for 1
Nobody is born as a Dragonborn of Bahamut. When one minute. Once you use this ability, you can't use it again
chooses to undergo the Rite of Transformation, they typically until you finish a short or long rest.
keep their name. Choose a name from the race that you were Mind: You have advantage on Wisdom (Perception)
before transforming. checks and are immune to sleep and paralysis effects.
Additionally, you gain the benefit of a long rest from only 4
hours of sleep.
W
ith giant as their ancestors, half-giants are Frostblood. You have resistance to Cold damage, and are
towering creatures possessing inhuman naturally acclimated to cold environments, as described in
abilities that mirror that of their ancestors. chapter 5 of The Dungeon Master's Guide. Additionally, you
are proficient in the Athletics skill.
Hill Giant.
Ability Score Increase. Your Strength score increases by Ability Score Increase. Your Constitution score increases by
1, and your Constitution score increases by 1. 1.
Age. Half-giants mature at roughly the same rate as Barrel Through. When you move, you can attempt to enter
humans, but live much longer, often reaching 250 years of the space of a creature of Medium size or smaller. When you
age. do so, that creature must succeed on a Strength saving throw
Alignment. Half-giants naturally have a respect for the or be knocked prone as you enter their space. The DC for this
ordning, making most of them inclined towards law, while saving throw equals 8 + your Strength modifier + your
their human heritage can make them display anything from proficiency bonus. You can't force a creature to make this
the best to the very worst their race has to offer. saving throw more than once per turn.
Size. Most half-giants stand between 7 to 8 feet tall. While Thick-Skinned. While you are not wearing armor, your
extraordinarily tall, your non-giant lineage keeps you from Armor Class equals 10 + your Constitution modifier.
reaching the size and stature of your giant kin. Your size is
Medium. Stone Giant.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Wisdom score increases by 1.
Powerful Build. You count as a Large creature for Child of Stone. You have Darkvision out to 60 feet, and
purposes of determining your carrying capacity, and how you have advantage on Dexterity (Stealth) checks made to
much you can push, pull, and lift. hide in rocky terrain. Additionally, you are proficient with
Stone Thrower. Giants can hurl boulders with Mason's Tools.
tremendous accuracy across great distances. As a half-giant,
you are no exception to this rule. When you make a ranged Storm Giant.
attack with an improvised weapon made of stone, you are
considered proficient with that weapon. With this feature it Ability Score Increase. Your Intelligence score increases by 1.
has a normal range of 30 feet and a long range of 60 feet, and Stormborn. You know the Shocking Grasp Cantrip. At 3rd
its damage die increases to 1d10. level, you can cast the spell Thunderwave once per long rest.
Hulking Being. Staring down a someone of your size can Intelligence is your spellcasting ability for these spells.
make even the fiercest foes tremble and cower with fear. You
have proficiency in the Intimidation Skill.
Languages. You can speak, read and write both Common
and Giant (duh).
Subrace. The Giant races vary tremendously, shaped
heavily by both their environment, and the will of the god
Annam, and so are their offspring. Choose a subrace from the
following options: Cloud, Fire, Frost, Hill, Stone, or Storm.
Cloud Giant.
Ability Score Increase. Your Charisma score increases by 1.
Magic of the Sky. You know the Thaumaturgy Cantrip. At
3rd level, you can cast the spell Misty Step once per long rest.
Charisma is your spellcasting ability for these spells.
Fire Giant.
Ability Score Increase. Your Strength score increases by 1.
Master of Forge and Flame. You have resistance to Fire
damage, and are naturally acclimated to hot environments, as
described in chapter 5 of The Dungeon Master's Guide.
Additionally, you are proficient with Blacksmith's Tools.
Frost Giant.
Ability Score Increase. Your Strength score increases by 1.
RACES | HALF-GIANT
10
Ogrekin
T
he Ogrekin are descendants of powerful ogres,
possessing a blend of ogre and humanoid
traits. They carry the legacy of their monstrous
ancestors and navigate a complex world where
their brutish nature clashes with their
potential for redemption.
Ogrekin Names
Ogrekin names often reflect their brute origins but can also
encompass names influenced by the humanoid societies they
interact with. They might have names like Grok, Grimgar,
Morga, or adopt names from other races they come in
contact with, such as Dorn or Hilda.
Ogrekin Traits
Age. Ogrekin mature at a faster rate than humans, reaching
adulthood by the age of 12. They have a shorter lifespan,
typically living up to 60 years.
Ability Score Increase. Your Strength score increases by
2, and your Constitution score increases by 1.
Alignment. Ogrekin inherit a predisposition towards chaos
due to their ogre lineage. However, their alignment is not
predetermined, and they have the capacity to choose their
own path, embracing either good or evil, or striving for
neutrality.
Size. Ogrekin stand tall, averaging around 8 feet in height
and weighing between 450 and 600 pounds. Your size is
medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and
Giant.
Powerful Build. Due to your ogre heritage, you count as
one size larger when determining your carrying capacity and
the weight you can push, drag, or lift.
Darkvision. Thanks to your monstrous bloodline, you have
superior vision in dim light and darkness. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. You can't use this feature again until you finish a long
rest.
Menacing Presence. You have proficiency in the
Intimidation skill.
RACES | OGREKIN
11
Classes
Barbarian
I
n addition to the paths provided in the Player's
Handbook, you may choose the barbarian path below.
I
Starting at 14th level, you can channel the might of a giant n addition to the colleges provided in the Player's
into a single devastating blow. Once per turn, when you hit a Handbook, you may choose the one below.
creature with a melee weapon attack, you can choose to add
an additional 2d8 damage to the attack. Additionally, if the College of the Song
target is a creature that is Large or smaller, it must succeed
on a Strength saving throw (DC = 8 + your proficiency bonus Dragon
+ your Strength modifier) or be knocked prone.
College of the Song Dragon is a bardic college that draws
Frightening Presence inspiration from the enigmatic and musically inclined song
dragons. Bards who join this college seek to emulate the
At 18th level, you can tap into the imposing presence of a grace, allure, and magical prowess of the song dragons. They
giant, causing fear and awe in those around you. As an action, master the art of music, performance, and transformation,
you can let out a mighty roar, forcing all creatures within 30 harnessing the power of their voices to captivate and
feet of you to make a Wisdom saving throw (DC = 8 + your manipulate their audiences.
proficiency bonus + your Strength modifier) or become
frightened of you for 1 minute. While in this state, you have
advantage on Strength checks and saves, and your melee
weapon attacks deal an additional 1d6 damage. You can use
this feature once per long rest.
CLASSES | BARBARIAN
12
Song dragon bards draws inspiration from the ancient and majestic beings.
CLASSES | BARD
13
Additional Spells
The College of the Song Dragon grants you access to Druid
I
additional spells when you reach certain levels in this class. n addition to the circles provided in the Player's
These spells are associated with the enchanting and Handbook, you may choose the druid circle below.
transformative nature of the song dragons and allow you to
tap into their magical essence.
Level Spells
Circle of Dragons
3rd Disguise Self, Charm Person
Druids who join the Circle of Dragons dedicate
themselves to the ancient and powerful creatures
5th Suggestion, Enhance Ability that rule the skies and the elemental forces. These druids
9th Major Image, Hypnotic Pattern seek to harness the innate magic of dragons and use it to
protect nature from those who would harm it. As they
13th Dominate Person, Polymorph progress, they become more like dragons themselves, gaining
17th Seeming, Modify Memory wings and scales, and a fearsome breath weapon.
These spells are in addition to the spells gained from the Draconic Wild Shape
bard class, and they are considered bard spells for you. Starting at 2nd level, when you use your Wild Shape feature,
you can choose to transform into a dragon of your choice
Draconic Guise instead of an animal. The dragon form can be Small or
Starting at 3rd level you gain the ability to magically adopt an Medium, and you must choose a dragon type from the
alternate form, much like the song dragons. As an action, you following options: black, blue, green, red, or white. You retain
can use your Bardic Inspiration to assume the appearance of your mental stats, but your physical stats and features, such
an attractive human or humanoid creature of your choice. as movement speed, armor class, and damage resistance, are
This transformation lasts for a number of hours equal to half replaced by those of the dragon form. You can stay in this
your bard level. While in this form, you gain advantages in form for a number of hours equal to half your druid level
social interactions and persuasion checks. Additionally, you (rounded down) before reverting back to your normal form.
have advantage on Performance checks when using your
voice or musical instruments. Dragon Senses
At 6th level, you gain the keen senses of a dragon. You gain
Melodic Enchantment proficiency in the Perception skill, and you have advantage on
At 6th level your music becomes infused with arcane power, Wisdom (Perception) checks that rely on sight, hearing, or
allowing you to enchant your audience. When you use your smell.
Bardic Inspiration to grant a creature an inspiration die, they
also gain advantage on saving throws against being charmed Draconic Wings
or frightened for the duration of the inspiration. Furthermore, Starting at 10th level, you gain the ability to grow wings on
when you use the "Suggestion" or "Charm Person" spells, the your back, allowing you to fly. You gain a flying speed equal to
targets have disadvantage on their saving throws. your current walking speed, and you can fly for a number of
minutes equal to your Wisdom modifier (minimum of 1
Breath of the Song Dragon minute) before needing to rest for at least 10 minutes before
You learn to channel the elemental power of the song flying again.
dragons. Starting at 14th level, as an action, you can unleash
a breath weapon that replicates the cone of electric gas Draconic Breath
associated with song dragons. This breath weapon deals At 14th level, you gain the ability to unleash a powerful breath
lightning damage to all creatures in a 30-foot cone. The weapon, just like a dragon. As an action, you can exhale a 30-
damage and saving throw DC are determined by your bard foot cone of energy associated with the dragon type you
level. Once you use this feature, you must finish a short or chose for your Draconic Wild Shape feature. The energy
long rest before you can use it again. deals 8d6 damage of the appropriate type (Acid for black
dragons, Lightning for blue dragons, Poison for green
dragons, Fire for red dragons, or Cold for white dragons).
Creatures in the area of effect must make a Dexterity saving
throw (DC = 8 + your proficiency bonus + your Wisdom
modifier) or take full damage. A successful save halves the
damage taken. You can use this feature once per long rest.
CLASSES | BARD
14
Frightful Presence Frightful Presence
At 18th level, you gain the ability to channel the raw power At 10th level, you gain the ability to channel the power of your
and majesty of dragons. As an action, you can assume an dragon to intimidate your foes. As an action, you can roar
intimidating draconic form that causes all creatures within with the force of your dragon's breath weapon, forcing each
60 feet of you to make a Wisdom saving throw (DC = 8 + your creature within 30 feet of you to make a Wisdom saving
proficiency bonus + your Wisdom modifier) or become throw. The DC is equal to 8 + your proficiency bonus + your
frightened of you for 1 minute. While in this form, you gain Charisma modifier. A creature takes psychic damage equal to
temporary hit points equal to your druid level + your Wisdom your fighter level on a failed save, or half as much damage on
modifier, and you have resistance to a damage type a successful one. Once you use this feature, you can't use it
associated with the dragon type you chose for your Draconic again until you finish a short or long rest.
Wild Shape feature (Acid for black dragons, Lightning for
blue dragons, Poison for green dragons, Fire for red dragons, Draconic Fury
or Cold for white dragons). You can use this feature once per At 15th level, you can call upon the fury of your dragon to
long rest. strike down your foes. When you take the Attack action on
your turn, you can choose to activate this feature. If you do,
Fighter you gain advantage on all attack rolls you make until the end
of your turn, and your attacks deal extra damage equal to
I
n addition to the archetypes provided in the Player's your proficiency bonus. If your dragon is within 30 feet of
Handbook, you may choose from the fighter you, you can also choose to have your attacks deal damage of
archetypes below. the type associated with your dragon's breath weapon.
Dragon Ascendant
Dragon Knight At 18th level, your bond with your dragon has grown to the
The Dragon Knight is a fighter who has formed a point where you can channel its power to transform yourself.
bond with a dragon, gaining some of its abilities and powers. As an action, you can transform into a half-dragon, gaining
This bond allows the Dragon Knight to call upon the dragon's the following benefits:
strength and magic in combat. You gain resistance to the damage type associated with
your dragon's breath weapon. Your attacks deal extra damage
Dragon Bond equal to your proficiency bonus. You can use your Dragon
Starting at 3rd level, you gain a bond with a dragon of your Presence feature without expending a use. You can use your
choice. You must have met the dragon and made some kind Draconic Fury feature without expending a use. You can
of agreement with it, whether through a formal pact or a remain in this form for 1 minute. Once you use this feature,
mutual understanding. The dragon becomes your companion you can't use it again until you finish a long rest.
and ally, and you gain the following benefits:
Dragon Senses. You gain darkvision out to 60 feet and Giant Slayer
advantage on Wisdom (Perception) checks that rely on sight As a Giantslayer, you specialize in defeating the colossal
or smell. Draconic Resistance. You gain resistance to the beings that roam the land. You are a master of fighting
damage type associated with your dragon's breath weapon. against enemies that tower over you, using your strength,
Dragon Communication: You can communicate with your skill, and cunning to strike down your massive foes.
dragon telepathically, as long as you are within a mile of each
other and are on the same plane of existence.
Giant Slayer's Strike
Draconic Strike Starting at 3rd level, you gain the ability to deal extra damage
At 7th level, when you hit a creature with a melee weapon to creatures with the giant type. When you hit a creature with
attack, you can expend one use of your Action Surge to deal the giant type, you can expend one superiority die to deal
extra damage to the target equal to your proficiency bonus. If extra damage to the target. The extra damage is equal to the
your dragon is within 30 feet of you, you can also choose to number you roll on the superiority die, in addition to the
have the attack deal damage of the type associated with your weapon's damage.
dragon's breath weapon.
Staggering Blow
At 7th level, you learn to use your weapon to strike at a giant's
vulnerable areas, causing them to become staggered. When
you hit a giant with a weapon attack, you can choose to spend
a superiority die to attempt to stagger the giant. The target
must make a Constitution saving throw, with a DC equal to 8
+ your proficiency bonus + your Strength modifier. On a failed
save, the giant is staggered until the end of its next turn.
While staggered, the giant has disadvantage on attack rolls,
ability checks, and saving throws.
CLASSES | DRUID
15
Giant's Bane At 14th level, you gain the ability to surpass even the natural
size limits of giants. When you cast a sorcerer spell that
At 10th level, you gain resistance to damage from creatures affects only yourself, you can spend 5 sorcery points to
with the giant type. In addition, your attacks against creatures increase your size by two categories - from Medium to Huge,
with the giant type are considered magical for the purpose of for example. While you are at this size, your reach increases
overcoming resistances and immunities. by 10 feet, your melee weapon attacks deal an extra 2d6
damage, and you have advantage on Strength checks and
Thunderous Strike Strength saving throws. You remain at this size for a number
At 15th level, you learn to channel your rage into a of minutes equal to your sorcerer level, after which you return
thunderous strike that can shake the very earth. Once per to your normal size.
turn, when you hit a creature with the giant type, you can Titanic Power
choose to expend a use of your Action Surge to deal an
additional 4d8 thunder damage to the target. The target must At 18th level, your giant soul unlocks the ultimate expression
make a Strength saving throw, with a DC equal to 8 + your of its power. When you use your Giant Magic feature to
proficiency bonus + your Strength modifier. On a failed save, increase your size, you can choose to gain additional benefits
the target is knocked prone. based on the type of giant blood that flows through your
veins:
Giant Killer Cloud Giant: You gain a fly speed equal to your current
At 18th level, you become a true master of fighting against speed, and can hover without needing to make any checks.
giants. You gain advantage on all attack rolls against Fire Giant: Your melee weapon attacks deal an extra 2d6
creatures with the giant type. In addition, when a giant fire damage.
misses you with a melee attack, you can use your reaction to Frost Giant: Your melee weapon attacks deal an extra 2d6
make a weapon attack against it. cold damage, and any creature that hits you with a melee
attack while you are enlarged must make a Constitution
saving throw or be paralyzed for 1 minute.
Sorcerer Hill Giant: Your melee weapon attacks deal an extra 2d6
bludgeoning damage, and you gain temporary hit points
I
n addition to the paths provided in the Player's equal to your level whenever you reduce a creature to 0 hit
Handbook, you may choose the sorcerer origin points.
below. Stone Giant: You gain resistance to all damage except
psychic damage, and you can use your action to hurl a
boulder at a creature within 60 feet. The boulder deals
Giant Soul 6d10 bludgeoning damage on a hit and can affect multiple
Your magic comes from the ancient blood of giants, targets if they are within a 20-foot radius of the initial
and your body bears the physical hallmarks of this lineage. As target.
a Giant Soul sorcerer, you draw upon the power of giants to Storm Giant: Your melee weapon attacks deal an extra
fuel your spells and augment your own formidable physical 2d6 lightning damage, and you can use your action to
prowess. summon a bolt of lightning that strikes a point you can see
within 120 feet. Each creature within a 20-foot radius of
Giant Magic that point must make a Dexterity saving throw, taking 8d8
lightning damage on a failed save, or half as much on a
Starting at 1st level, you gain the ability to channel the magic successful one.
of giants to increase your size and strength. When you cast a
sorcerer spell that affects only yourself, you can spend 1 Once you have used this feature, you can't use it again until
sorcery point to increase your size by one category - from you finish a long rest.
Medium to Large, for example. While you are enlarged, your
reach increases by 5 feet, your melee weapon attacks deal an
extra 1d4 damage, and you have advantage on Strength
checks and Strength saving throws. You remain enlarged for
Warlock
I
a number of minutes equal to your sorcerer level, after which n addition to the patrons provided in the Player's
you return to your normal size. Handbook, you may choose from the warlock patrons
below.
Giant's Might
Starting at 6th level, your innate giant strength manifests Beholder Patron
more visibly. You gain a +1 bonus to your Strength score, and Your patron is a powerful beholder, an aberration
when you roll damage for a melee weapon attack, you can with numerous eye stalks that possess powerful magical
reroll any 1s and 2s on the damage dice. In addition, you have abilities. Perhaps you were a former thrall of this beholder, or
resistance to bludgeoning, piercing, and slashing damage. maybe you stumbled upon its lair and made a pact to gain
access to its arcane knowledge.
Size Beyond Size
CLASSES | FIGHTER
16
Expanded Spell List Awoken Eye
The Beholder lets you choose from an expanded list of spells Starting at 10th level, you gain the ability to see through
when you learn a warlock spell. The following spells are magical darkness and see invisible creatures. In addition, you
added to the warlock spell list for you. gain advantage on saving throws against spells and effects
Spell Level Spells
that rely on sight.
1st Command, Detect Magic Antimagic Cone
2nd Ray of Enfeeblement, See Invisibility At 14th level, you gain the ability to mimic one of your
3rd Counterspell, Fear beholder patron's signature abilities, the Antimagic Cone. As
4th Confusion, Freedom of Movement
an action, you can use this feature to emit an aura in a 60-foot
cone that suppresses magic. For the duration of this aura, any
5th Hold Monster, Wall of Force spell or magical effect within the cone is suppressed, and no
new spells or magical effects can be created within it. This
Eye Stalk Spells feature lasts for 1 minute and can be used once per long rest.
Starting at 1st level, you gain access to additional spells
based on the eye stalks of your beholder patron. Each time Dragon Patron
you gain a new level in this class, you can swap one of your Your patron is an ancient dragon, a creature of immense
eye stalk spells for a different one. power and wisdom. Whether through a pact made with the
Eye Stalk Spell dragon or a bond forged through shared goals, you have
gained access to its draconic magic and knowledge.
Acid Ray of Sickness
Cold Ray of Frost Expanded Spell List
Fear Cause Fear The Dragon lets you choose from an expanded list of spells
Fire Burning Hands when you learn a warlock spell. The following spells are
Force Magic Missile
added to the warlock spell list for you.
Lightning Witch Bolt Spell Level Spells
CLASSES | WARLOCK
17
Draconic Presence Draconic Resistance
At 6th level, you gain the ability to channel your patron's Starting at 10th level, your resistance to your patron's
commanding presence. As an action, you can use this feature associated damage type increases to immunity.
to exude an aura of power in a 30-foot radius. Each creature
of your choice within the aura must make a Wisdom saving Draconic Form
throw against your warlock spell save DC or be charmed or At 14th level, you gain the ability to transform into a draconic
frightened (your choice) for 1 minute. A creature can repeat form. As an action, you can assume the appearance of a
the saving throw at the end of each of its turns, ending the dragonborn or a dragon wyrmling associated with your
effect on itself on a success. Once you use this feature, you patron's dragon type, as detailed in the Player's Handbook.
can't use it again until you finish a short or long rest.
You retain this form for 1 hour, and you can use this feature
once per long rest.
CLASSES | WARLOCK
18
Monsters
Ash Giant
A
sh giants, a subtype of stone giants, inhabit the
desolate Black Ash Plain. Visually resembling
their stone giant kin, they are large with gray,
dusty black skin and bald heads. These giants
often cover themselves in ash for camouflage
and adorn war paint for battles. Ash giants are
skilled in ambush tactics, utilizing their natural
coloration and ash camouflage to their advantage. Their
shamans specialize in manipulating ash and embers, creating
burning clouds, flaming weapons, and treacherous pits of
loose ash.
Ash Giant Multiattack. The ash giant can use its Frightful
Presence. It then makes three attacks: two with its
Huge giant, neutral evil
greataxe and one with its javelin.
Armor Class 18 (natural armor) Frightful Presence. Each creature of the ash giant's
Hit Points 230 (20d12 + 100)
choice within 30 feet of it and aware of it must
Speed 40 ft.
succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
STR DEX CON INT WIS CHA saving throw at the end of each of its turns, ending the
effect on itself on a success.
25 (+7) 10 (+0) 21 (+5) 10 (+0) 12 (+1) 8 (-1)
Ash Cloud. As an action, the ash giant can create a 20-
foot-radius cloud of ash centered on itself. The cloud
Damage Immunities fire spreads around corners and remains for 1 minute. The
Condition Immunities exhaustion, paralyzed, petrified, area is heavily obscured and creatures within it are
poisoned blinded while they remain inside the cloud. The ash
Senses darkvision 120 ft., passive Perception 11
cloud can be dispersed by a strong wind (at least 20
Languages Giant miles per hour).
Challenge 14 (11,500 XP)
Greataxe. Melee Weapon Attack: +14 to hit, reach 10
Camouflage. The ash giant can use its action to apply ft., one target. Hit 28 (4d10 + 7) slashing damage plus
ash to its skin, granting it advantage on Dexterity 14 (4d6) fire damage.
(Stealth) checks made to hide in areas with ash or Javelin. Ranged Weapon Attack: +11 to hit, range
smoke. 30/120 ft., one target. Hit 19 (3d8 + 7) piercing
damage plus 7 (2d6) fire damage.
Innate Spellcasting. The ash giant's spellcasting ability is
Wisdom (spell save DC 15). The ash giant can innately Ash Pit. As an action, the ash giant can cause a 20-foot-
cast the following spells, requiring no material radius area of ash to become unstable. The area
components: becomes difficult terrain and creatures that start their
turn in the area or enter it for the first time on a turn
At will: create or destroy water, detect magic, detect must make a DC 18 Dexterity saving throw or fall
poison and disease, pass without trace
prone. A creature that fails the saving throw takes 22
(4d10) bludgeoning damage and is restrained. A
Actions restrained creature can use its action to make a DC 18
Strength check, freeing itself or another creature within
its reach on a success.
T
he eyes of a beholder are one of its most
important characteristics, as it gives them their
anti-magic abilities. Beholder Mages, a rare
and intriguing variant among beholders,
possess a remarkable deviation from their kin.
They are distinguished by their lack of
functioning eyes, rendering them blind, which
Beholder Mages compensate for by delving deep into the
arcane arts. Through relentless study and experimentation,
these unique beholders have unlocked the secrets of magic,
harnessing its power to compensate for their visual
limitations.
Despite their lack of traditional vision, Beholder Mages
have honed their other senses to an extraordinary degree,
attuning themselves to the subtle fluctuations of magical
energies that permeate the world. With an astute mastery of
spellcasting, they manipulate and shape arcane forces with a
finesse that rivals their eye-endowed counterparts.
T
he Bloodkiss Beholder is a grotesque and
vampiric undead creature, a twisted variation
of the classic beholder. Its once vibrant and
eerie eyes have transformed into toothed
orifices, allowing it to drain the blood of its
victims. The flesh of the Bloodkiss Beholder's
body is warped and corrupted by necrotic
energy, barely resembling its original form.
Bloodkiss Beholders possess a relentless thirst for blood,
which drives them into a violent frenzy when in the presence
of injured prey. They are intelligent undead, retaining their
cunning and strategic thinking despite their insatiable
cravings. While they often prefer to live in isolation, powerful
necromancers can force them into servitude through dark
magic.
In combat, Bloodkiss Beholders unleash their banshee-like
scream to disorient their prey, followed by a ferocious assault.
They eagerly rush into groups of victims, biting and tearing
into them with their sharp teeth. The scent of bloodied prey
intensifies their frenzy, and they latch onto injured targets,
draining their blood to recover their own vitality. The hunger
drives them to scream even harder, trying to prevent prey
from escaping. However, despite their bloodlust, Bloodkiss
Beholders retain their rationality and will flee when
confronted with overwhelming danger.
B
orn from the twisted experiments of These tendrils are the conduit for the dragon's psionic
mindflayers, Brainstealer Dragons are abilities, capable of ensnaring the minds of unfortunate
monstrous hybrids that combine the terrifying victims and subjecting them to unspeakable torments.
power of dragons with the insidious intellect of With its melded draconic and mindflayer heritage, the
their psionic creators. These abominations are Brainstealer Dragon possesses an unparalleled mastery of
a nightmarish fusion of reptilian grace and mental manipulation. Its psionic powers allow it to probe the
eldritch horror. thoughts of others, inducing madness, extracting knowledge,
A Brainstealer Dragon possesses the sleek and muscular and bending weaker minds to its will. The dragon's very
body of a dragon, covered in iridescent scales that shimmer presence can cause disorientation and nightmares, warping
with sickly hues of purple and green. Its eyes, devoid of reality in its wake.
pupils, glow with an eerie psychic energy that sends shivers These monstrous beings are the embodiments of
down the spines of those who dare to meet its gaze. malevolence, driven by a relentless hunger for knowledge and
The mindflayer influence is apparent in the tentacles that power. They are cruel, calculating, and utterly devoid of
sprout from the dragon's face, writhing and pulsating with a empathy. They seek to dominate and subjugate, using their
sinister life of their own. fearsome physical prowess and potent psionics to command
minions and bend entire civilizations to their twisted desires.
Brainstealer Dragon Psionics. The dragon can use its psionic powers in
place of its multiattack action. It can use each power
Huge aberration, lawful evil
once per day.
Armor Class 21 (natural armor) Detect Thoughts. The dragon can use its action to
Hit Points 385 (22d12 + 198) detect the thoughts of any creature within 60 feet of
Speed 40 ft., fly 60 ft. it that it can see. The dragon can continue to detect
the creature's thoughts for as long as it
concentrates, as if concentrating on a spell. The
STR DEX CON INT WIS CHA dragon can use this ability on a number of creatures
24 (+7) 10 (+0) 29 (+9) 26 (+8) 17 (+3) 20 (+5) equal to its Intelligence modifier (minimum of one
creature).
Condition Immunities frightened
Charm. The dragon can use its action to magically
Senses darkvision 120 ft., passive Perception 20 charm one humanoid or beast within 30 feet of it.
Languages Deep Speech, Draconic, telepathy 100 ft. The target must succeed on a DC 22 Wisdom saving
Challenge 23 (50,000 XP) throw or be charmed by the dragon for 24 hours, or
until the dragon or its allies do anything harmful to
Innate Spellcasting. The dragon's innate spellcasting it. The charmed target obeys the dragon's verbal or
ability is Intelligence (spell save DC 22). It can innately telepathic commands.
cast the following spells, requiring no material
components: Telekinesis. The dragon can use its action to
magically move a Large or smaller creature or object
At will: detect thoughts, levitate, suggestion within 60 feet of it that it can see. The dragon can
3/day each: dominate monster, plane shift (self only), move the target up to 30 feet in any direction,
project image, psychic scream including upward. If the target is a creature, it must
succeed on a DC 22 Strength saving throw or be
Magic Resistance. The dragon has advantage on saving moved by the dragon's telekinesis. The dragon can
throws against spells and other magical effects. also exert fine control on objects with its telekinesis,
such as manipulating a simple lock or opening a
container.
C
orpse Tearers are hideous, serpentine creatures Corpse Tearers are drawn to death and decay, their
that slither through the darkest corners of the presence an ominous sign of impending doom. They are
world. Lacking hind legs and wings, they move scavengers by nature, feeding on carrion and rotting flesh.
with an eerie grace, their sinuous bodies They possess a keen sense of smell, capable of detecting the
undulating as they prowl the shadows. scent of decay from great distances, allowing them to locate
These nightmarish aberrations are covered in their gruesome meals with unnerving accuracy.
mottled brown scales, their slimy texture adding While their primary method of hunting involves stealth and
to their repulsive appearance. Fungal growths cling to their ambush, Corpse Tearers are not afraid to engage in direct
hide, creating a grotesque symbiotic relationship with the combat. Their elongated fangs, dripping with venomous
decaying matter that surrounds them. When motionless, a saliva, are capable of tearing through flesh and bone with
Corpse Tearer can easily be mistaken for a fallen tree or a ease. Victims unfortunate enough to be caught by a Corpse
rotting log, blending seamlessly into their foul environment. Tearer often suffer a slow and agonizing demise, consumed
by the creature's insatiable hunger.
Corpse Tearer Disease Breath (Recharge 5-6). The Corpse Tearer spews
a line of disease in a 120 ft line. Each creature in that
Gargantuan dragon, chaotic evil
area must make a DC 21 Constitution saving throw. On
Armor Class 20 Hit Points 400 (32d20 + 128) Speed a failed save, the creature's Strength and Constitution
40 ft., fly 80 ft. scores are reduced by 1d4 each. This reduction lasts
until the creature finishes a long rest. The creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
STR DEX CON INT WIS CHA
Innate Spellcasting. The Corpse Tearer's innate
30 (+10) 16 (+3) 24 (+7) 16 (+3) 18 (+4) 20 (+5) spellcasting ability is Charisma (spell save DC 18). It
can innately cast the following spells, requiring no
Saving Throws Dex +10, Con +14, Wis +11 Skills material components:
Perception +11, Stealth +10, Intimidation +12 Damage
Resistances Necrotic Damage Immunities Poison At will: continual darkness (100 ft radius), feign
Condition Immunities Disease Senses Blindsight 60 ft., death, polymorph self, speak with dead, water
Darkvision 120 ft., Passive Perception 21 Languages breathing
Common, Draconic Challenge 20 (25,000 XP) 1/day each: animate dead, control undead, darkness,
dimension door, enervation, protection from good,
spectral hand, vampiric touch, wraithform
Legendary Resistance (3/Day). If the Corpse Tearer fails a Additionally, it can cast spells as a 17th-level cleric,
saving throw, it can choose to succeed instead. drawing upon the Destruction and Evil domains.
Paralyzing Breath (Recharge 5-6). The Corpse Tearer Actions
exhales a paralyzing gas in a 60 ft cone. Each creature
in that area must make a DC 21 Constitution saving Multiattack. The Corpse Tearer makes three attacks: one
throw or be paralyzed for 1 minute. The creature can with its bite and two with its claws.
repeat the saving throw at the end of each of its turns, Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
ending the effect on itself on a success. one target. Hit: 23 (2d10 + 12) piercing damage plus
14 (4d6) necrotic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target. Hit: 19 (2d6 + 12) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 21 (2d8 + 12) bludgeoning damage.
T
owering over the landscape, Craa'ghoran These earth-infused giants dwell in remote mountain
giants are immense humanoids that bear the ranges, deep caverns, and subterranean domains where they
unmistakable traits of their stone giant forge a symbiotic bond with the elemental energies that
ancestry. However, they are no longer bound by course through the bedrock. They possess an intrinsic affinity
the limitations of their forebears, having for earth and stone, capable of manipulating and shaping the
undergone a profound transformation through very terrain they stride upon with uncanny ease.
exposure to powerful elemental earth energy. Craa'ghoran giants are known to guard sacred sites and
Legends tell of ancient cataclysms that shattered the very ancient repositories of elemental knowledge, warding off
earth, releasing primordial forces that twisted and reshaped trespassers with unyielding determination. Their ancestral
these giants into their current formidable form. As connection to stone giants imbues them with profound
descendants of the once noble stone giants, they now embody wisdom and a deep understanding of earth's secrets, making
the raw power and unyielding nature of the earth itself. them formidable adversaries to any who dare threaten the
Craa'ghoran giants possess stony, weathered skin balance of the natural world.
resembling the rugged terrain of the deepest canyons. Their It is said that those who can earn the trust and respect of a
immense frames, standing well over twenty feet tall, are Craa'ghoran giant gain a loyal ally who can guide them
adorned with jagged protrusions akin to mineral formations through treacherous landscapes and grant them unparalleled
jutting from the earth's crust. The swirling patterns of earthy insights into the earth's hidden treasures. However,
hues that trace their bodies seem to shift and change as if disturbing their domains or desecrating the sacred grounds
animated by the very forces that molded them. under their protection invites the wrath of these mighty
beings, whose seismic fury can lay waste to entire regions.
Craa'ghoran Giant Stone Shaping. The Craa'ghoran giant can shape and
manipulate stone within a 60-foot radius. It can create
Huge giant, neutral
spikes and walls as a bonus action, effectively creating
Armor Class 16 (natural armor) difficult terrain or partial cover. It can also use this
Hit Points 200 (16d12 + 96) ability to seal off areas or separate individuals during
Speed 40 ft. combat.
Tactical Hunter. The Craa'ghoran giant is a skilled
hunter, utilizing tactical strategies to separate and
STR DEX CON INT WIS CHA eliminate its prey. It has advantage on Stealth checks
24 (+7) 10 (+0) 22 (+6) 12 (+1) 14 (+2) 8 (-1) when moving through stone or natural environments.
Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Understands Common and one other
language
Challenge 8 (3,900 XP)
MONSTERS | DEEPSPAWN
26
Desert Giant
D
esert giants, once numerous Zakharan giants, Once a vibrant civilization, the decline of their people has
now stand as remnants of a once-thriving left the desert giants as solitary figures, wandering the
civilization that has faded into the annals of shifting dunes and echoing remnants of their once-thriving
time. These colossal beings were often found society. Though they have lost much of their former glory,
traversing the vast deserts, guiding their cattle their connection to the desert remains strong. They possess
herds through the arid wilderness. an intimate understanding of the arid lands, its secrets, and
With a lifetime spent under the scorching sun its hidden dangers.
and enduring relentless desert storms, desert giants bear the Desert giants, when encountered, emit an aura of ancient
telltale signs of their environment. Their swarthy and wisdom and solemnity. Despite their formidable size, they
wrinkled skin serves as a testament to their constant exhibit a gentle and contemplative nature, reflecting on the
exposure to the harsh elements. Dark, weathered hair eons that have passed and the fleeting nature of mortal
crowns their heads, and their piercing blue eyes hold a existence. Their presence commands respect and reverence,
wisdom that echoes through the ages. It is said that their eyes as they embody the indomitable spirit of the desert and serve
turn brown just before the giants succumb to the stone's as living monuments to a forgotten era.
eternal embrace.
D
irectors are abominable beholder creations The Director's role is twofold: it acts as the eyes and ears
specifically designed to fulfill the role of hive of the hive, scanning the surroundings with its multifaceted
shock troops. These monstrous beings, larger eyes and reporting back to its monstrous kin. Additionally, it
than typical beholders, possess a grotesque leads swift and brutal charges into battle, coordinating
fusion of flesh and machinery, their once attacks with its mounted steed.
spherical bodies elongated and transformed into With each motion, the Director's many eyes whirl and
hulking forms resembling monstrous war twitch, surveying the battlefield with a combination of
beasts. With its grotesque appearance and malevolent gaze, supernatural perception and strategic acumen. It assesses
the Director exudes an aura of menace and power. threats, formulates tactics, and issues telepathic commands
Serving as the hive's cavalry fighter, the Director utilizes its to its allies, directing the chaos of combat with uncanny
unique abilities to devastating effect. It possesses an innate precision.
mind-link, allowing it to establish a deep telepathic
connection with a specialized riding animal, forming an
inseparable partnership.
Director Multiattack. The director can use one of its Eye Rays. It
then makes three attacks: one with its bite and two
Large aberration, lawful evil
with its tentacles.
Armor Class 18 (natural armor)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Hit Points 60 (8d8+24)
target. Hit: 9 (1d8 + 5) piercing damage.
Speed 5 ft, fly 20 ft.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the
STR DEX CON INT WIS CHA target is a Medium or smaller creature, it is grappled
14 (+2) 14 (+2) 20 (+5) 16 (+3) 14 (+2) 19 (+4) (escape DC 15) and must succeed on a DC 15
Constitution saving throw or be poisoned for 1 minute.
Until this grapple ends, the target is restrained, and the
Skills Perception +9 director can't use its tentacle on another target.
Senses darkvision 120 ft., passive Perception 19
Languages Common, Deep Speech, Undercommon Eye Rays. The director uses one of the following Eye
Challenge 8 (3,900 XP) Rays:
Burning Ray. Ranged Spell Attack: +7 to hit, range
All-Around Vision. The director has a +4 bonus to its 120 ft., one creature. Hit: 22 (5d8) fire damage.
passive Perception score and can't be surprised. Enervation. Ranged Spell Attack: +7 to hit, range 120
ft., one creature. Hit: The target must succeed on a
Verminbond. As a bonus action, the director can
DC 15 Constitution saving throw or take 36 (8d8)
attempt to dominate a creature of the vermin type that necrotic damage, and the director regains hit points
it hits with a melee attack. The target can make a DC
equal to that amount.
16 Wisdom saving throw to resist this effect. If the
Force Missile. Ranged Spell Attack: +7 to hit, range
target fails, it becomes the director's bonded mount. 120 ft., one creature. Hit: 18 (4d8) force damage.
The director can control the mount's actions in combat
Freezing Ray. Ranged Spell Attack: +7 to hit, range
by making successful Wisdom (Animal Handling) 120 ft., one creature. Hit: 22 (5d8) cold damage.
checks.
Minor Image. The director creates an illusory
While the verminbond is in effect, the director and its duplicate of itself as a distraction. The duplicate lasts
mount take half damage from all attacks that deal hit for 1 minute and can move up to 30 feet per round.
point damage. The amount of damage not taken by one The director can use its bonus action to move the
creature is taken by the other. duplicate up to 30 feet or dismiss it. The duplicate is
Deflection. While the director has a vermin mount, both destroyed if it takes any damage.
Slow. Ranged Spell Attack: +7 to hit, range 120 ft.,
it and the vermin gain a bonus to their AC and a bonus
to their Dexterity saving throws equal to the director's one creature. Hit: The target must succeed on a DC
15 Wisdom saving throw or its speed is halved, it
Charisma modifier.
takes a -2 penalty to AC and Dexterity saving throws,
and it can't use reactions. On its turn, it can use
Actions either an action or a bonus action, not both.
MONSTERS | DIRECTOR
28
Doomsphere
T
he doomsphere is the ghostly manifestation of The doomsphere's ocular arsenal extends further with
a beholder, a fearsome aberration that once devastating rays of unholy blight that wither and corrupt,
roamed the depths of the Underdark. As a acidic beams that sear flesh, and beams that shatter bone
doomsphere, it retains the ethereal nature of a and chitin. Its maleficent influence can also weaken its
ghost, able to pass through solid matter and victim's strength and fortitude, while a chilling ray of cold
possess the living with its malevolent light strikes at the very constitution of its target.
presence. Harnessing the psionic abilities once possessed by
In addition to the spectral abilities inherent to its ghostly beholders eludes the doomsphere. However, it exhibits
form, the doomsphere possesses dreadful powers that are remarkable resistance to psionic influences, its spectral form
rooted in its origin as a beholder. Its central eye still impervious to manipulation of the mind.
maintains its infamous antimagic field, capable of nullifying A doomsphere's terrifying influence can extend beyond
spells and magical effects within its gaze. direct attacks. In some instances, it possesses the ability to
While the doomsphere's eyestalks have transformed in compel its victim to inflict harm upon themselves, an
death, they have not lost their potency. Each eyestalk now insidious manipulation of their will.
wields necromantic powers, different from the beholder's
array of spells in life. It can unleash rays of enervation that
drain the life force of its victims, rays of hold monster that
paralyze their targets, and rays of animate dead that
reanimate the deceased under its control.
MONSTERS | DOOMSPHERE
29
Dragonspawn
D
ragonspawn, known as the spawn of Tiamat, are In 1479 DR, taaldarax of Brimstone's xorvintaal employed
a lineage of creatures that trace their ancestry dragonspawn as minions in their intricate game.
back to true dragons. They stand as the Alasklerbanbastos sent some spawn to reinforce the
opposing force to the dragonborn, followers of threskelan army, while other taaldarax provided ash giants
Bahamut. with magical orbs, granting them control over dragonspawn
The earliest forms of dragonspawn emerged for an invasion of Tymanther.
thousands of years ago, with kobolds and urds Dragonspawn were also prevalent in the realm of Abeir,
appearing around −24,500 DR. Legends from the Parwiccan often serving as servants to dragons. In Laerakond, the
Cycle suggest that during the Dragonfall War, Tiamat herself nation of Melabrauth boasted a significant population of
created the first mutated versions of dragonspawn to serve as dragonspawn.
her soldiers. In direct opposition, Bahamut's divine influence The spawn of Tiamat encompassed numerous species,
brought forth the dragonborn to combat this new threat. each corresponding to a specific kind of dragon.
In 1359 DR, after Bahamut reclaimed his godly status,
Tiamat sought to rebuild her spawn as she aimed to Blackspawn Cottuptor
dismantle her ancient rival's strongholds. Her avatar
manifested at Castle Perilous, collaborating with her cultists Blackspawn corruptors are stunted, manipulative
in Vaasa to resurrect the spawn once more. dragonspawn. These creatures possess a compact, heavily
As gifts to her Untheric devotees, Tiamat dispatched fully muscled frame, standing at a mere 3 feet in height. Their
formed spawns. In secret, her temples began breeding entire form is shrouded in jet-black scales, providing them
additional spawn, smuggling them across borders to prevent with an ominous appearance. A tangle of lank black hair
detection by the occupying Mulhorandi forces. Consequently, hangs down from their misshapen heads, and their faces are
these dragonspawn spread across the lands of the Old a grotesque fusion of a crone's weathered visage and the
Empires and beyond. A few joined forces with the Cult of the menacing features of a black dragon.
Dragon, acting as agents to further the Dragon Queen's Known for their cunning and deceitful nature, blackspawn
agenda. corruptors thrive on exploiting the weaknesses of others.
Whispers circulated regarding hobgoblin warbands and a Their small stature belies their sinister influence, as they
gathering of spawn near the Rathgaunt Hills in the southern wield a potent blend of trickery and dark magic to achieve
Shaar. Many believed these sightings hinted at an imminent their sinister objectives.
resurgence of the Dragonfall War.
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Valued for their tremorsense, bluespawn ambushers excel
as guards, able to detect subtle vibrations in the earth and
Bluespawn Ambusher detect approaching threats with uncanny accuracy.
Additionally, they possess a natural immunity to electricity
Medium humanoid, lawful evil and are capable of unleashing a devastating burst of energy,
Armor Class 16 (natural armor)
shocking any unfortunate creature caught within its reach.
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 10 ft.
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32
Bluespawn burrowers construct intricate burrows, expertly Legends surrounding the bluespawn burrowers perpetuate
tales of their fearsome nature, deep-dwelling habitats, and
maintained by smaller pack members, while the larger and their involvement in the dark schemes of Tiamat's servants.
more robust individuals assume the role of hunters. It
remains uncertain whether these dragonspawn reproduce in
a manner akin to bluespawn ambushers or through a distinct
method employed by other types of dragonspawn.
MONSTERS | DRAGONSPAWN
33
A bluespawn burrower.
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34
Bluespawn Stoneglider Bluespawn Stormlizard
Bluespawn stonegliders are dragonspawn born from the Large magical beast, lawful evil
lineage of blue dragons. Their primary role is to serve as
unwavering guardians for the temples dedicated to Tiamat, Armor Class 15 (natural armor)
the Queen of Chromatic Dragons. These creatures are driven Hit Points 135 (18d10 + 36)
by a singular purpose: to ruthlessly eliminate any living being Speed 40 ft.
that lacks the mark of Tiamat. While they possess limited
intellect, they compensate with sheer ferocity and an ill-
tempered disposition. STR DEX CON INT WIS CHA
Bluespawn stonegliders exhibit a unique set of abilities 20 (+5) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
that contribute to their effectiveness as guards and
formidable combatants. They possess immunity to electrical Damage Resistances lightning
damage, rendering them impervious to such assaults. Senses darkvision 60 ft., passive Perception 10
Furthermore, they are immune to magic that seeks to charm Languages Draconic
or compel them, making them even more resistant to Challenge 6 (2,300 XP)
manipulation. To further enhance their combat prowess,
when they bite their opponents, they release an electrical Static Field. The bluespawn stormlizard can release a
shock capable of potentially stunning their victims. burst of electrical energy. Each creature within 10
A distinguishing feature of these dragonspawn is their feet of the stormlizard must make a DC 14
ability to earthglide. Unlike conventional burrowing Dexterity saving throw, taking 21 (6d6) lightning
creatures, they effortlessly glide through the earth without damage on a failed save, or half as much damage on
leaving a trace of their passage. Their movements are swift a successful one. Additionally, the stormlizard and
and fluid, making it challenging for observers to detect their other dragonspawn within 10 feet of it gain
presence or track their movements. resistance to lightning damage until the end of the
What sets bluespawn stonegliders apart is their stormlizard's next turn.
interconnectedness through a collective consciousness. Twin Bond. The bluespawn stormlizard forms a
When multiple stonegliders inhabit a given area, they are psychic bond with its twin companion, if present. If
linked, sharing knowledge and coordinating their actions. one twin is reduced to 0 hit points, the other twin
This innate connection allows them to act as a unified force, gains advantage on attack rolls and saving throws
maximizing their effectiveness in defending their sacred until the end of its next turn.
territories and fulfilling their duty to Tiamat.
Actions
Bluespawn Stormlizard Multiattack. The bluespawn stormlizard makes two
Bluespawn stormlizards are formidable dragonspawn known claw attacks or one bite attack.
for their imposing size and strength. These burly creatures, Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
reminiscent of wingless blue dragons, tower over their one target. Hit: 13 (2d8 + 4) slashing damage.
surroundings, their sheer bulk being a testament to their
power and resilience. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
These mighty reptilian beings often serve as imposing one target. Hit: 17 (3d8 + 5) piercing damage.
mounts for other spawn, carrying their masters with an air of
authority and dominance. With their scaled hides
shimmering in shades of deep blue, the stormlizards exude
an aura of primal might.
Their muscular frames and menacing presence make it
clear that these creatures are not to be trifled with. Though
lacking wings, their potent limbs and sinewy bodies allow
them to traverse varied terrain with ease, leaving a rumbling
impact in their wake.
As bluespawn stormlizards age, their scales gradually
darken, signifying their growing experience and battle-
hardened nature. The ancient stormlizards, adorned in their
deep-hued armor, command respect and strike fear into the
hearts of those who dare to cross their path.
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In the intricate tapestry of the natural world, greenspawn
leapers remain as formidable and intriguing predators,
Greenspawn Leaper embodying the relentless might and territorial instincts
inherited from their draconic lineage.
Medium beast, neutral evil
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Greenspawn Razorfiend Greenspawn Sneak
Small humanoid, neutral evil
Large humanoid, neutral evil
Armor Class 14 (natural armor)
Armor Class 16 (natural armor) Hit Points 27 (6d6 + 6)
Hit Points 135 (18d10 + 36) Speed 30 ft.
Speed 30 ft.
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38
Greenspawn Zealot
Medium humanoid, neutral evil
MONSTERS | DRAGONSPAWN
39
These dragonspawn creatures possess a unique immunity
to fire, rendering them impervious to its scorching touch.
Redspawn Birther They are resistant to paralysis, and their tireless nature
allows them to endure prolonged battles without succumbing
Large beast, chaotic evil to exhaustion. Redspawn birthers never succumb to slumber,
Armor Class 17 (natural armor)
perpetually vigilant and ready to defend their territory.
Hit Points 136 (16d10 + 48)
A perpetual fire shield envelops their scaly forms, serving
Speed 30 ft. both as a defense against frigid temperatures and as a
deterrent to any who would dare approach too closely. The
intense heat emanating from them creates an aura that
STR DEX CON INT WIS CHA engulfs creatures and drains their energy and leaving them
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 6 (-2)
weakened and damaged.
Throughout history, these fearsome redspawn birthers
Saving Throws Dex +5, Con +6
have left a trail of destruction in their wake, a testament to
Skills Perception +4
their ferocity and unyielding appetite. Their fiery nature and
Damage Immunities fire
imposing presence make them a force to be reckoned with in
Condition Immunities paralyzed, exhaustion, sleep the realm of dragonspawn.
Senses darkvision 60 ft., passive Perception 14
Languages Draconic Redspawn Devastator
Challenge 6 (2,300 XP) Redspawn devastators are fearsome creatures, typically
considered among the most powerful species of
Fire Shield. The Redspawn Birther is constantly dragonspawn. Their bestial forms are covered in vibrant
covered in a fiery shield that grants it resistance to
cold damage and deals 5 (1d10) fire damage to any
crimson scales that shimmer in the light. These creatures are
creature that hits it with a melee attack while within
known to be the epitome of destruction, often referred to as
5 feet of it.
the embodiment of unbridled fury.
Resistant to fire and heat, the redspawn devastators
Heat Aura. Any creature that starts its turn within possess an innate resilience to these elements. As they
10 feet of the Redspawn Birther takes 7 (2d6) fire sustain injuries, they unleash torrents of flames from their
damage and must succeed on a DC 14 Constitution menacing jaws, intensifying their assault against their foes.
saving throw or gain one level of exhaustion. Engaging in combat, redspawn devastators rely on their
sharp fangs to tear through adversaries. They possess
Actions tremendous strength, capable of hurling opponents with
Multiattack. The Redspawn Birther makes two great force, leaving a trail of chaos in their wake.
attacks: one with its bite and one with its claws. Despite their immense power, redspawn devastators are
primal creatures, their might rivaling that of true dragons.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., However, they lack the sophistication and intellect of their
one target. Hit: 14 (2d8 + 4) piercing damage. If draconic counterparts. These beasts are relatively rare, their
the target is a Medium or smaller creature, it is population scarce. They prefer secluded habitats, often
grappled (escape DC 15). Until the grapple ends, remote and isolated, transforming their hunting grounds into
the target is restrained, and the Redspawn Birther
can't bite another target.
desolate landscapes of scorched bones and ash.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., Redspawn Firebelcher
one target. Hit: 12 (2d6 + 4) slashing damage.
Redspawn Firebelchers are large, bulky quadrupeds covered
in vibrant red scales that shimmer in the light. These
dragonspawn possess a fierce and destructive nature.
Redspawn Birther True to their name, Redspawn Firebelchers have the ability
Redspawn birthers are formidable dragonspawn creatures to spit fire, projecting it up to 60 feet in distance. They are
driven by an insatiable hunger. Resembling massive, red- naturally immune to fire and possess resistance against
scaled dinosaurs adorned with menacing spikes upon their spells that induce sleep and paralysis. However, they are
head and neck, they strike fear into the hearts of those who vulnerable to the cold. Interestingly, any other dragonspawn
encounter them. riding on or within 10 feet of a Redspawn Firebelcher also
Possessing the ability to communicate in the ancient gain immunity to fire.
Draconic language and equipped with sharp senses, In the wild, Redspawn Firebelchers prefer to inhabit
redspawn birthers navigate their surroundings with ease. volcanic regions. They exhibit a lazy and vicious behavior,
Their darkvision enables them to see clearly in even the often living in packs consisting of three to twelve individuals.
darkest of environments. These creatures are carnivores and can consume a
significant amount of meat in a single meal, sustaining
themselves for up to two years due to their slow metabolism.
Unfortunately, their cruel nature leads them to kill more than
they actually need.
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These formidable creatures serve as mounts for more
intelligent and powerful dragonspawn such as blackspawn
raiders, redspawn arcanisses, and greenspawn sneaks. While
Redspawn Firebelcher
Large beast, chaotic evil
they prove useful in battle, Redspawn Firebelchers can be
fractious and become lethargic when not hungry. Armor Class 15 (natural armor)
Redspawn Firebelchers trace their origins back to the Hit Points 126 (12d10 + 60)
dreaded deity Tiamat, whose influence manifests in their Speed 30 ft.
destructive tendencies and fiery abilities. Encounter with
these creatures is perilous and requires caution and strategic
planning. STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 5 (-3) 10 (+0) 6 (-2)
Rampage. When the Redspawn Devastator reduces Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
a creature to 0 hit points with a melee attack on its one target. Hit: 14 (2d8 + 4) piercing damage.
turn, the Devastator can take a bonus action to Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
move up to half its speed and make a bite attack. one target. Hit: 16 (3d6 + 4) slashing damage.
Fire Breath (Recharge 5-6). The Redspawn
Devastator exhales fire in a 30-foot cone. Each
creature in that area must make a DC 16 Dexterity
saving throw, taking 49 (14d6) fire damage on a
failed save, or half as much damage on a successful
one.
Actions
Multiattack. The Redspawn Devastator makes two
attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 16 (2d8 + 7) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 18 (2d10 + 7) slashing damage.
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Whitespawn Hordeling Whitespawn Iceskidder
The Whitespawn Hordeling stands roughly the height of a The Whitespawn Iceskidder, the largest of the white
dragonspawn, is an impressive creature resembling a
gnome, with a vaguely humanoid form adorned in white modified reptilian form. It reaches lengths of 11 feet and
scales. Their dragon-like heads exude an aura of violence, weighs around 2,000 pounds, akin to the size of a horse.
reflecting their exceedingly aggressive nature. These Vestigial wings aid in propulsion, while its white scales exude
predatory creatures are always on the move, living in cold an aura of cruelty.
regions and constantly hunting for sustenance. Although barely more intelligent than animals,
Whitespawn Hordelings possess the ability to spray a cone Whitespawn Iceskidders possess inherent cruelty due to their
of ice from their mouths, akin to their distant white dragon heritage. They are immune to cold and possess a breath
relatives. They are immune to the cold and wield both crude weapon reminiscent of white dragons, freezing their prey in
weapons and their own fangs in combat. Darkvision aids place. Any dragonspawn riding or within 5 feet of an
them in navigating their nomadic lifestyle. Iceskidder gains immunity to the cold.
Highly social among their own kind, Whitespawn Solitary by nature, Whitespawn Iceskidders occasionally
Hordelings are never found in groups of less than six, with form mated pairs that live and hunt together. They favor cold
some hordes comprising up to 150 members. They and open regions as their habitat, hunting anything smaller
reproduce naturally, with eggs placed inside prey animals' than themselves. These creatures dig caves within snow and
carcasses to provide immediate nourishment to the ice, which serve as their lairs where they hibernate through
hatchlings. They communicate through a crude form of the the warmer seasons.
Draconic language. Whitespawn Hunters often tame and utilize Whitespawn
Whitespawn Hordelings exhibit a violent nature, attacking Iceskidders as mounts, while some white dragons employ
almost anything they encounter. Although they possess only them as guardians of their lairs. With their impressive size
marginal intelligence beyond that of animals, some are and formidable abilities, Whitespawn Iceskidders strike fear
known to craft crude tools from bone and stone. Leadership into the hearts of those who dare to cross their path.
is determined by the most threatening and dominant
hordeling, revered as the leader. They hold white dragons in
high regard as living embodiments of their goddess, Tiamat.
Whitespawn Iceskidders
Whitespawn Hunter Large beast, chaotic evil
The Whitespawn Hunter is a reptilian humanoid with tough Armor Class 14 (natural armor)
white scales covering its body. Its draconic head features Hit Points 97 (13d10 + 26)
razor-sharp teeth and its tail aids in balance and swift Speed 40 ft., climb 20 ft., swim 40 ft.
movement. These brutal creatures lack any semblance of
morals or scruples, driven solely by their predatory instincts.
Whitespawn Hunters possess keen darkvision and are STR DEX CON INT WIS CHA
immune to the effects of cold. They are commonly found 18 (+4) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 6 (-2)
dwelling in cold wastes, plains, and occasionally mountains.
Their carnivorous nature drives them to consume anything Skills Perception +2
they can overpower, including the bones and bodies of their Damage Immunities cold
own kind. Condition Immunities frightened
In tribes, leadership is determined by strength and Senses darkvision 60 ft., passive Perception 12
brutality, usually held by a dominant male. Tribes are known Languages understands Draconic but can't speak
to split off when they grow too large, resulting in violent Challenge 4 (1,100 XP)
confrontations between rival groups. Whitespawn Hunters
engage in open fighting when two tribes meet. Cold Immunity. The whitespawn iceskidders is
These reptilian humanoids reproduce naturally, with immune to cold damage.
females laying eggs in frigid and isolated locations.
Hatchlings are expected to fend for themselves until the tribe Freezing Breath (Recharge 5-6). The iceskidders
returns to the area. The rite of passage for adolescents in the exhales a 15-foot cone of freezing air. Each
tribe is equally brutal, with young hunters sent out to bring creature in that area must make a DC 13 Dexterity
saving throw, taking 21 (6d6) cold damage on a
down a formidable creature. Only one of the two will be failed save, or half as much damage on a successful
allowed to return, while the other is either killed or forced to one. A creature that fails its saving throw is also
flee. restrained until the start of its next turn.
Whitespawn Hunters keep slaves of other races and even
dominate Whitespawn Hordelings. They are also known to Actions
use Whitespawn Iceskidders as mounts. Although they barely
venerate Tiamat and do not revere dragons like most Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
dragonspawn, they are feared for their ferocity and relentless one target. Hit: 10 (2d6 + 4) piercing damage.
pursuit of prey.
MONSTERS | DRAGONSPAWN
42
Whitespawn Hordeling Whitespawn Hunter
Medium humanoid, chaotic evil
Small humanoid, chaotic evil
Armor Class 15 (natural armor)
Armor Class 13 Hit Points 52 (8d8 + 16)
Hit Points 18 (4d6 + 4) Speed 30 ft.
Speed 30 ft.
MONSTERS | DRAGONSPAWN
43
In combat, Elder Orbs are formidable adversaries. They
are skilled spellcasters, primarily relying on verbal spells of
Elder Orb their own creation or pilfered from others. Their vast
repertoire of magic is guarded with fervor, and they are
T
he Elder Orb possesses exceptional known to jealously hoard their knowledge. Sorcery courses
intelligence, surpassing most beings in its through their very being, allowing them to substitute the
depth of knowledge and understanding. Within somatic components of spells with the movements of their
beholder society, Elder Orbs assume eyestalks. However, the casting of spells requiring material
prominent roles as councilors and leaders. components poses a challenge for them. While some have
They wield their accumulated wisdom and learned to circumvent this limitation, Elder Orbs tend to favor
magical prowess to guide and shape the spells that do not rely on such costly components.
factions they reside in, exerting their influence over their kin. Through their mastery of magic, Elder Orbs hold dominion
As creatures of extraordinary longevity, Elder Orbs require over death tyrants, capable of controlling and creating them
less sustenance compared to other beholders. This enables at will. These powerful undead creatures serve as their loyal
them to consume a wider range of foods, including minions, executing their bidding, including engaging in
substances that would be toxic to others. Their bodies exhibit combat against their adversaries.
a remarkable resistance to magic, effortlessly piercing
through illusions and warding off hostile spells.
T
he Eldritch Giants are imposing creatures, Eldritch Giants possess formidable magical powers that
standing tall at a height of 25 feet (7.6 meters) set them apart. They possess an innate talent for detecting
and boasting a weight of approximately 13,000 and dispelling potent magic, launching devastating attacks
pounds (5,900 kilograms). Their presence is with their magic missiles, and conjuring dimensional
marked by a faint purple hue that covers their doorways with ease. Their deep understanding of arcane lore
skin, while their eyes constantly shift in shades allows them to handle magical items with the expertise of
of blue, green, and violet. Adorning their skilled wizards. Moreover, their indomitable wills grant them
bodies are intricate arcane tattoos, serving as a testament to resistance against illusions and mental manipulation.
their profound magical abilities. Eldritch Giants are adorned with arcane tattoos, which
grant them several abilities: they can absorb conjurations and
zones of magic, channeling the absorbed energy to enhance
their own attacks. These mystical markings also grant them
the power to teleport along streams of magical energy.
T
he Eye of Shadow is a beholder warped by These creatures take delight in sowing fear and terror in
prolonged exposure to the Shadowfell. their victims. Their eyes possess devastating powers,
Covered in inky black skin, it hovers including the ability to induce fear, blind with radiant energy,
menacingly through the air with its numerous deafen with thunderous sound, and immobilize with necrotic
eye stalks quivering with anticipation. Its main energy. They are also masters of stealth, seamlessly blending
central eye gleams with a malevolent glow, into areas of darkness and disappearing from sight.
radiating an aura of darkness. Eye of Shadows primarily rely on their eye beams and
sharp-toothed maws to engage in combat. Patient and
cunning, they patiently lurk in the shadows, biding their time
until their prey succumbs to fear before launching their
devastating attacks.
Eye of Shadow Eye Rays. The eye of shadow can use one of the
following eye rays as an action:
Large aberration, chaotic evil
Fear Ray. The eye of shadow targets one creature
Armor Class 17 (natural armor) within 120 feet of it that it can see. The target must
Hit Points 225 (18d10 + 126) succeed on a DC 17 Wisdom saving throw or
Speed 0 ft., fly 20 ft. (hover) become frightened for 1 minute. The creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 24 (+7) 17 (+3) 14 (+2) 18 (+4) Radiant Ray. The eye of shadow targets one creature
within 120 feet of it that it can see. The target must
make a DC 17 Constitution saving throw or be
Damage Immunities psychic blinded for 1 minute. The creature can repeat the
Condition Immunities blinded, prone
saving throw at the end of each of its turns, ending
Senses darkvision 120 ft., passive Perception 12 the effect on itself on a success.
Languages Deep Speech, understands Common but
doesn't speak it Thunder Ray. The eye of shadow targets one creature
Challenge 13 (10,000 XP) within 120 feet of it that it can see. The target must
make a DC 17 Constitution saving throw or be
Shadow Stealth. While in dim light or darkness, the eye deafened for 1 minute. The creature can repeat the
of shadow can take the Hide action as a bonus action. saving throw at the end of each of its turns, ending
the effect on itself on a success.
Innate Spellcasting. The eyes of shadow's spellcasting
ability is Intelligence (spell save DC 17). The eyes of Necrotic Ray. The eye of shadow targets one
shadow can innately cast the following spells, requiring creature within 120 feet of it that it can see. The
no material components: target must make a DC 17 Constitution saving throw
or be restrained for 1 minute. At the end of each of
At will: darkness, levitate
the target's turns, it can repeat the saving throw,
3/day each: confusion, dimension door, eyebite ending the effect on itself on a success. While the
target is restrained, it also can't see the eye of
Actions shadow or other creatures within 10 feet of it.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit 16 (2d10 + 5) piercing damage. Each eye ray can be used once and then requires a
recharge period of 1d4 rounds.
T
he Eye of the Deep, sometimes amusingly Eye of the Deep are notorious for their deceptive and
called a "seaholder," is a water-dwelling selfish nature. They are driven by self-preservation and
relative of the beholder. It possesses a reddish personal gain, only forming alliances if they are promised
lobster-like chitinous exterior, with large food or perceive an advantage. While not as intelligent as
antennae protruding from its head, each their beholder counterparts, they are resourceful enough to
ending in a watchful eye. Instead of traditional set traps and employ tactical maneuvers.
eyestalks, it boasts two powerful arms Through their eye rays, Eye of the Deep can create
terminating in crab-like claws. powerful illusions, crafting intricate three-dimensional
These spherical creatures move silently through the water, images to lure unsuspecting victims. They can also generate
aided by numerous sticky white "feelers" beneath their blinding flashes of light, stunning and disorienting their
bodies. Their chitinous plates provide protection, and their targets. Individually, their eye rays can immobilize opponents
mouths house razor-sharp, shark-like teeth. and even unleash waves of cold. These creatures use their
illusions to mislead enemies, creating false hopes and
reinforcing their tactical advantage.
In combat, Eyes of the Deep rely on their illusion abilities,
the flashing stun, and their formidable claws to incapacitate
and rend their prey apart.
Eye of the Deep Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 13 (2d8 + 4) bludgeoning damage
Large aberration (aquatic), lawful evil
plus 10 (3d6) psychic damage, and the target is
Armor Class 18 (natural armor) grappled (escape DC 18). Until this grapple ends, the
Hit Points 102 (12d8+48) creature is restrained, and the Eye of the Deep can't
Speed 5 ft., swim 30 ft., fly 20 ft. (hover) constrict another target.
Improved Grab. To use this ability, the Eye of the Deep
must hit with its claw attack. It can then attempt to
STR DEX CON INT WIS CHA start a grapple as a free action without provoking
20 (+5) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2) opportunity attacks. If it wins the grapple check, it
establishes a hold and can constrict.
Skills Perception +8 Eye Rays. The Eye of the Deep can fire two different
Senses darkvision 60 ft., passive Perception 25 magical rays from each of its small eyes, choosing from
Languages Common, Deep Speech, Aquan the options below. It can use each ray option once per
Challenge 8 (3,900 XP) round as a free action, and can tilt and pan its body
each round to change which rays it brings to bear. Each
All-Around Vision. The Eye of the Deep has a +4 bonus ray's effect follows the rules for a ranged spell attack.
to its passive Perception score and can't be surprised. Each ray has a range of 150 ft. and a save DC of 19.
The save DC is Charisma-based. The two eye ray
Actions options are:
Baleful Flash (1/day). As a bonus action, the Eye of the Hold Monster. The target must succeed on a Wisdom
Deep can generate a flash of terrible white light from saving throw or be paralyzed for 1 minute. The target
its central eye. The flash affects all creatures in a 60- can repeat the saving throw at the end of each of its
foot cone. The baleful flash blinds creatures for 2d6 turns, ending the effect on itself on a success.
rounds and stuns them for half the duration of the
Cone of Cold. The target must make a Dexterity
blindness. A DC 19 Constitution saving throw negates saving throw, taking 55 (10d8) cold damage on a
the stun and reduces the blindness to dazzled.
failed save, or half as much damage on a successful
Sightless creatures are immune to this attack. one.
Persistent Image (1/day). The eye of the deep creates an
illusory image of itself as an action. The image lasts Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
until dispelled or until the eye creates another image. one target. Hit: 17 (2d8 + 8) slashing damage.
The image appears in a spot within 120 feet of the eye
and can move up to 120 feet from that spot. The Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
image is visually and audibly indistinguishable from the target. Hit: 19 (3d8 + 6) piercing damage.
eye of the deep, and it lasts until it is dispelled or until
the eye of the deep dismisses it as an action.
F
elldrakes are a group of wingless drakes created
by the dragon deity Bahamut. They possess a
variety of forms, each characterized by their Felldrakes
unique features and size. Small dragon, lawful good
These dragon-like creatures, although lacking
wings, compensate with their agility and natural Armor Class 15 (natural armor)
prowess. They exhibit darkvision and low-light Hit Points 45 (10d6 + 10)
vision, granting them exceptional sight in various Speed 30 ft., fly 60 ft.
environments. Furthermore, felldrakes are immune to magic
that induces sleep or paralysis, making them resilient in STR DEX CON INT WIS CHA
battle.
Although smaller than true dragons, felldrakes display a 12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
deep sense of loyalty and goodness due to their divine
lineage. They communicate in Draconic and Sylvan, and their Saving Throws DEX +5, WIS +4, CHA +2
presence often indicates a connection to the patron deity Skills Perception +4
Bahamut. Damage Resistances None
Damage Immunities None
Condition Immunities Sleep, Paralyzed
Senses Darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Breath Weapon (Recharge 5-6). The felldrake exhales
a 15-foot cone of radiant energy. Each creature in
that area must make a DC 12 Dexterity saving
throw, taking 10 (3d6) radiant damage on a failed
save, or half as much damage on a successful one.
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51
Gem Dragons
G
em Dragons are majestic creatures Amber dragons possess a unique breath weapon, capable
characterized by their shimmering scales, of spraying scalding sap that quickly hardens around their
which resemble precious gemstones reflecting victims, trapping them in an immobilizing resin shell. They
a dazzling array of colors. Aloof and solitary by also possess innate telepathy, enabling them to communicate
nature, these magnificent beings are often with druids and forest-dwelling creatures such as brownies,
found dwelling within the depths of the Inner elves, gnomes, and sprites.
Planes, far removed from the mundane While amber dragons prefer to avoid combat due to their
realms. relative weakness, they fiercely defend themselves by using
Unlike their chromatic and metallic counterparts, Gem their prow and claws to strike opponents. They are known to
Dragons exhibit an inherent sense of self-centeredness, magnetize creatures with metal armor or weapons, hindering
prioritizing their personal pursuits and interests over the their combat capabilities.
affairs of other creatures. They are known to spend countless
hours in quiet contemplation, their thoughts delving into
mysteries unknown to lesser beings.
With scales that emulate the hues of vibrant gemstones,
Gem Dragons possess an ethereal beauty that captivates the
gaze of all who behold them. Their majestic wings, adorned
with translucent membranes, enable them to glide gracefully
through the planes, their movements reminiscent of a dance
imbued with elegance and power.
Masters of elemental energy, Gem Dragons possess the
ability to harness the raw forces of the Inner Planes. They
can conjure powerful gusts of wind, summon cascades of
crystalline shards, and breathe forth scintillating torrents of
elemental energy unique to their respective draconic
lineages.
Encounters with Gem Dragons are rare and highly sought
after by adventurers, scholars, and treasure hunters alike.
Many covet the chance to witness their radiant splendor,
hoping to uncover the enigmatic knowledge that these
ancient beings have amassed throughout the eons.
Amber Dragons
Amber dragons are a rare breed of gem dragons found
exclusively in dense forested areas. Their immense size,
ranging from huge to gargantuan, is matched by their unique
appearance. The dragons' thick, bark-like skin takes on
shades of dark brown to dull gray, blending seamlessly with
the trees that surround them. Their eyes, resembling the
color of amber, reflect an ancient wisdom.
These majestic creatures possess a horned beak-like prow,
extending a foot in length, and their scythe-like claws are
razor-sharp. While their teeth are not ideal for offensive
biting, they compensate with powerful thrusts and slashes
from their prow and claws. Amber dragons are formidable
opponents despite their smaller stature among gem dragons.
Known for their exceptional intelligence, amber dragons
exhibit a deep connection with nature and share philosophies
similar to those of druids. They dwell in solitude and exhibit
an aloof and solitary nature. Their moods reflect the
capriciousness of the elements, attuned to the ever-changing
natural surroundings.
Unlike many other dragon species, amber dragons hold
disdain towards material wealth. They do not hoard treasures
of gold or other metallic valuables. Instead, they find solace
and fulfillment in the harmony of the forest and the balance
of the natural world.
STR DEX CON INT WIS CHA Saving Throws Dex +6, Con +8, Wis +6, Cha +7
Skills Perception +8, Stealth +6
18 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 12 (+1) Damage Immunities poison
Senses darkvision 120 ft., passive Perception 18
Saving Throws Dex +4, Con +3, Wis +4 Languages Draconic, Druidic
Skills Perception +4, Stealth +4
Damage Immunities poison Innate Spellcasting The dragon's innate spellcasting
Senses darkvision 60 ft., passive Perception 14 ability is Wisdom (spell save DC 15). The dragon
Languages Draconic, Druidic can innately cast the following spells, requiring no
material components:
Innate Spellcasting The dragon's innate spellcasting
At will: druidcraft, entangle
ability is Wisdom (spell save DC 12). The dragon
3/day each: barkskin, pass without trace
can innately cast the following spells, requiring no
material components:
Actions
At will: druidcraft, entangle
Multiattack The dragon can use its Frightful
1/day each: barkskin, pass without trace
Presence. It then makes three attacks: one with its
bite and two with its claws.
Actions
Multiattack The dragon can use its Frightful Bite Melee Weapon Attack: +10 to hit, reach 15 ft.,
Presence. It then makes three attacks: one with its one target. Hit: 22 (3d10 + 6) piercing damage.
bite and two with its claws. Claw Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 16 (2d8 + 6) slashing damage.
Bite Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage. Frightful Presence Each creature of the dragon's
choice within 120 feet of it and aware of it must
Claw Melee Weapon Attack: +6 to hit, reach 5 ft.,
succeed on a DC 15 Wisdom saving throw or
one target. Hit: 9 (2d4 + 4) slashing damage.
become frightened for 1 minute. A creature can
Frightful Presence Each creature of the dragon's repeat the saving throw at the end of each of its
choice within 60 feet of it and aware of it must turns, ending the effect on itself on a success.
succeed on a DC 11 Wisdom saving throw or
Breath Weapon (Recharge 5-6) The dragon exhales a
become frightened for 1 minute. A creature can
60-foot cone of sticky, scalding sap. Each creature
repeat the saving throw at the end of each of its
in that area must make a DC 16 Dexterity saving
turns, ending the effect on itself on a success.
throw, taking 48 (10d8) acid damage on a failed
Breath Weapon (Recharge 5-6) The dragon exhales a save, or half as much damage on a successful one.
30-foot cone of sticky, scalding sap. Each creature A creature that fails the saving throw is covered in
in that area must make a DC 13 Dexterity saving sticky sap and restrained until it takes an action to
throw, taking 24 (7d6) acid damage on a failed remove the sap, or until the sap is removed by an
save, or half as much damage on a successful one. effect such as a dispel magic spell. The sap can also
A creature that fails the saving throw is covered in be ignited by fire damage, causing the creature to
sticky sap and restrained until it takes an action to take an additional 5 (1d10) fire damage per turn
remove the sap, or until the sap is removed by an until the sap is removed.
effect such as a dispel magic spell.
Ancient Amber Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
Gargantuan dragon, neutral
Armor Class 26 (natural armor) with its claws.
Hit Points 660 (32d20 + 320)
Bite Melee Weapon Attack: +20 to hit, reach 25 ft., one
Speed 60 ft., fly 120 ft. target. Hit: 35 (4d10 + 10) piercing damage.
Claw Melee Weapon Attack: +20 to hit, reach 20 ft.,
STR DEX CON INT WIS CHA one target. Hit: 28 (3d12 + 10) slashing damage.
30 (+10) 14 (+2) 30 (+10) 22 (+6) 18 (+4) 24 (+7) Tail Melee Weapon Attack: +20 to hit, reach 30 ft., one
target. Hit: 30 (4d8 + 10) bludgeoning damage.
Saving Throws Dex +9, Con +19, Wis +13, Cha +16 Frightful Presence Each creature of the dragon's choice
Skills Perception +23, Stealth +9 within 120 feet of it and aware of it must succeed on a
Damage Immunities poison DC 24 Wisdom saving throw or become frightened for
Senses darkvision 120 ft., passive Perception 33 1 minute. A creature can repeat the saving throw at the
Languages Draconic, Druidic end of each of its turns, ending the effect on itself on a
success.
Innate Spellcasting The dragon's innate spellcasting
ability is Wisdom (spell save DC 24). The dragon can Breath Weapon (Recharge 5-6) The dragon exhales a
innately cast the following spells, requiring no material 120-foot cone of sticky, scalding sap. Each creature in
components: that area must make a DC 27 Dexterity saving throw,
taking 90 (20d8) acid damage on a failed save, or half
At will: druidcraft, entangle, pass without trace, as much damage on a successful one. A creature that
speak with plants fails the saving throw is covered in sticky sap and
3/day each: barkskin, call lightning, control water, restrained until it takes an action to remove the sap, or
wall of thorns until the sap is removed by an effect such as a dispel
1/day each: earthquake, transport via plants magic spell. The sap can also be ignited by fire damage,
causing the creature to take an additional 20 (4d10)
Actions fire damage per turn until the sap is removed.
Wyrmling Actions
Medium dragon, chaotic neutral
Armor Class 16 (natural armor) Multiattack. The dragon makes three attacks: one with
Hit Points 60 (8d8 + 24) its bite and two with its claws.
Speed 40 ft., fly 80 ft., swim 40 ft. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (2d4 + 3) slashing damage.
16 (+3) 14 (+2) 16 (+3) 18 (+4) 12 (+1) 14 (+2) Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
Saving Throws Dex +4, Con +5, Int +6, Wis +3
Seismic Energy Breath. The dragon exhales a 10 by
Skills Arcana +5, Perception +3 60 foot line of cold energy that absorbs heat, light,
and vibratory energy. Each creature in that line must
Damage Immunities Fire make a DC 13 Constitution saving throw, taking 28
Senses Blindsight 30 ft., darkvision 120 ft., passive (8d6) cold damage on a failed save, or half as much
Perception 13 damage on a successful one. The dragon can use this
breath weapon only in a seismically active
Languages Draconic, telepathy 120 ft. environment. After using this breath weapon, the
Challenge 5 (1,800 XP) dragon may create a handful of beljuril gems within
10 feet of itself.
Legendary Resistance (1/day). If the dragon fails a saving
throw, it can choose to succeed instead. Lava Breath. The dragon exhales a 30-foot cone of
Innate Spellcasting. The dragon can innately cast the lava. Each creature in that area must make a DC 13
following spells, requiring no components: Dexterity saving throw, taking 28 (8d6) fire damage
on a failed save, or half as much damage on a
At will: control flames, control winds, detect successful one.
thoughts
Adult Obsidian Dragon Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
Huge dragon, neutral evil
with its claws.
Armor Class 22 (natural armor)
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Hit Points 364 (24d12 + 168)
one target. Hit: 20 (2d10 + 9) piercing damage plus
Speed 40 ft., burrow 20 ft., fly 80 ft. 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 16 (2d6 + 9) slashing damage plus 10
(3d6) fire damage.
25 (+7) 14 (+2) 25 (+7) 20 (+5) 17 (+3) 16 (+3)
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage plus 10
Saving Throws Dex +8, Con +12, Wis +9, Cha +9 (3d6) fire damage.
Skills Perception +16, Stealth +8
Damage Immunities fire Frightful Presence. Each creature of the dragon's choice
Senses blindsight 60 ft., darkvision 120 ft., passive within 120 feet of the dragon and aware of it must
Perception 26 succeed on a DC 19 Wisdom saving throw or become
Languages Draconic frightened for 1 minute. A creature can repeat the
Challenge 17 (18,000 XP) saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving
Innate Spellcasting. The dragon's innate spellcasting throw is successful or the effect ends for it, the
ability is Intelligence (spell save DC 19). The dragon creature is immune to the dragon's Frightful Presence
can cast the following spells innately, requiring no for the next 24 hours.
material components:
Fire Breath (Recharge 5-6). The dragon exhales fire in a
At will: fire bolt, shield 60-foot cone. Each creature in that area must make a
3/day each: burning hands, detect thoughts, fireball, DC 19 Dexterity saving throw, taking 88 (16d10) fire
wall of fire damage on a failed save, or half as much damage on a
successful one.
Actions
G
ougers, beholderkin created by the phaerimm
to combat beholders, are spherical creatures
posessing ten eyestalks and four short legs. Gouger
Most notably, their bodies are adorned with Medium beast, neutral
long and disgusting spiked tongues that
constantly twitch and emit shrill shrieks. Armor Class 15 (natural armor)
Created as weapons, gougers exhibit Hit Points 38 (7d8)
madness, ruthlessness, and a lack of self-preservation Speed 20 ft., climb 30 ft.
instincts. While they harbor hatred and fear toward their
masters, they refuse to cooperate with anyone else. STR DEX CON INT WIS CHA
Gougers lack magical abilities in their eyestalks, but the
central eye retains the infamous antimagic cone power of 12 (+1) 15 (+2) 15 (+2) 2 (-4) 14 (+2) 6 (-2)
beholders. Though they can fly like beholders, their legs
allow them to walk, albeit slowly and clumsily. Skills Athletics +3, Perception +4, Stealth +4
In combat, gougers employ their tongues as weapons, Senses darkvision 60 ft., passive Perception 14
using their exceptional skill to target the eyes of other Languages --
beholders and beholderkin. Challenge 2 (450 XP)
These carnivorous creatures primarily dwell underground,
particularly in the Underdark. They are often found roaming Keen Smell. The Gouger has advantage on Wisdom
the tunnels surrounding the city of Ooltul. (Perception) checks that rely on smell.
Gougers were initially created as slaves by the phaerimm Blinding Rend. If the Gouger hits the same target
trapped beneath the Anauroch. They became valuable when with both of its claw attacks in a single turn, it deals
a trio of free phaerimm, known as the Triumvirate, conquered an extra 1d4+1 points of bleeding damage. The
Ooltul and used the gougers against the beholders. However, target must make a DC 12 Dexterity saving throw
the Triumvirate did not maintain strict control over their or be blinded for 1 round. The DC for the saving
slaves. throw is equal to 8 + the Gouger's Strength
modifier + the Gouger's proficiency bonus.
Actions
Multiattack. The Gouger makes two claw attacks and
one bite attack.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) piercing damage.
MONSTERS | GOUGER
63
Halruaan Behir
T
he Halruaan behir is the smaller, more magical
cousin of the serpentine behir. It possesses the
appearance of an elongated crocodile, Halruaan Behir
complete with over a dozen legs and brilliantly- Large monstrosity, neutral
colored scales adorned with numerous horns.
These behirs are selectively bred as pets, with Armor Class 15 (natural armor)
breeders emphasizing unique coloration and Hit Points 136 (13d10 + 65)
the sheen of their scales. Speed 50 ft., climb 30 ft.
In terms of intelligence, the Halruaan behirs are noticeably
less intelligent than their larger counterparts. STR DEX CON INT WIS CHA
Hatchlings of this variety are trained not to bite or constrict
their handlers. Instead, they rely on their potent electric 18 (+4) 14 (+2) 20 (+5) 5 (-3) 10 (+0) 7 (-2)
breath weapon to defend themselves from predators.
Additionally, they can release static discharges from their Skills Perception +4
bodies when agitated. Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 14
Languages -
Challenge 8 (3,900 XP)
Actions
Multiattack. The behir makes two attacks: one with
its bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
H
araevors are dragonspawn capable of
traversing solid stone, native to Abeir. These
reptilian beasts resemble enormous
crocodiles with four heads.
They primarily travel underground,
effortlessly moving through stone and earth to
navigate their surroundings.
In combat, haraevors exploit their ability to travel through
stone to gain an advantage over their foes. They attack using
each of their four heads and exhibit enough self-preservation
to retreat underground when faced with grave danger.
It is believed that haraevors are the result of breeding
between earth titans and dragons, specifically gray dragons.
Haraevor
Large beast, unaligned
Actions
Multiattack. The haraevor makes four bite attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
Underground Ambush (Recharge 5-6). The haraevor
burrows into the ground and remains hidden until
its next turn. It can then emerge from the ground in
an unoccupied space of its choice within 30 feet of
its original position and make a bite attack against a
creature within reach.
MONSTERS | HARAEVOR
65
Hatori
H
atori, also called sand crocodiles, are
terrifying, armored reptiles found in the
Calim Desert during the time of the Calim Hatori
Empire. With their camouflaged scales, they Large dragon, chaotic neutral
lie hidden beneath the sand, waiting to
violently erupt and seize their prey with their Armor Class 16 (natural armor)
sharp teeth. Afterward, they swiftly disappear Hit Points 152 (16d10 + 64)
back into the depths of the sand, dragging their catch with Speed 30 ft., swim 30 ft.
them.
These enormous creatures resemble lizards more than STR DEX CON INT WIS CHA
traditional crocodiles. Their legs are flipper-like, allowing
them to move effortlessly through the sands using swimming 21 (+5) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 8 (-1)
motions. On solid ground, their movement is rather clumsy as
they flop forward. Deep-set cavities in their skulls house their Damage Resistances bludgeoning, piercing, and
eyes. slashing from nonmagical attacks
Hatori typically establish their territories in desert regions Condition Immunities frightened
where they can find a steady supply of food, such as migrating Senses darkvision 60 ft., passive Perception 10
animals or caravans. These reptiles mate only once every ten Languages --
Challenge 8 (3,900 XP)
years, engaging in intense battles between males deep within
the desert. After mating, the parents separate, while the Ambusher. The hatori has advantage on attack rolls
females care for their offspring until they reach against any creature it has surprised.
approximately 50 years of age.
To hunt, hatori conceal themselves beneath the sand and Hold Breath. The hatori can hold its breath for up to
among the rocks of their habitat, employing their effective 30 minutes.
camouflage. They rely on their powerful tails and enormous Multiattack. The hatori makes two attacks: one with
jaws to attack, often swallowing their victims whole. Being at its bite and one with its tail.
the top of the food chain within their habitat, hatori
occasionally ingest indigestible valuables along with their Actions
prey.
Crocodiles of the sands can be further categorized as Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
lesser and greater hatori based on their size, with the one target. Hit: 14 (2d8 + 5) piercing damage.
dividing line usually falling between 50 and 60 feet in length. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft.,
However, this distinction does not indicate separate races but one target. Hit: 12 (2d6 + 5) bludgeoning damage.
rather younger and older specimens.
Sand Burrow. The hatori moves up to its speed
through sand without triggering opportunity
attacks. While burrowing, it remains aware of its
surroundings and can make attacks with its bite and
tail.
MONSTERS | HATORI
66
Hellfire Wyrm
H
ellfire wyrms are planar dragons associated
with Baator, acting as draconic agents among
the mortal realms. Their form is draconic, Hellfire Wyrm
with bone spikes protruding from their heads Huge dragon, lawful evil
and intense yellow eyes. The ever-shifting
colors of their scales resemble flowing lava, Armor Class 20 (natural armor)
and smoke constantly rises from their scales, Hit Points 345 (30d12 + 150)
imparting a distinct brimstone scent. Speed 40 ft., burrow 30 ft., fly 80 ft.
These wyrms possess an evil and subtly manipulative
nature, excelling in the art of persuasion. While retaining STR DEX CON INT WIS CHA
their dragon traits, hellfire wyrms also exhibit diabolic
characteristics. They are immune to fire and magic that 26 (+8) 10 (+0) 20 (+5) 18 (+4) 16 (+3) 22 (+6)
induces sleep or paralysis. The intense heat radiating from
their bodies can burn those within close proximity. At will, Saving Throws Dex +5, Con +12, Wis +9, Cha +11
hellfire wyrms can assume the form of devils or tieflings, Skills Perception +9, Persuasion +11
showcasing their shapeshifting abilities. Furthermore, they Damage Immunities fire
possess the unique ability to summon a barbazu, cornugon, Condition Immunities sleep, paralysis
or gelugon once per day. Senses darkvision 120 ft., passive Perception 19
Languages Common, Draconic, Infernal
Like other dragons, hellfire wyrms evoke fear when they Challenge 26 (90,000 XP)
soar overhead, charge, or attack, affecting all creatures within
a considerable range. They possess an array of spell-like Infernal Aura. Any creature within 5 feet of the
abilities, such as blasphemy, charm person, demand, hellfire wyrm takes 21 (6d6) fire damage at the
desecrate, dictum, fire storm, greater dispelling, hold person, start of its turn.
improved invisibility, misdirection, pyrotechnics, sending,
suggestion, teleport without error, true seeing, unholy aura, Shapechanger. The hellfire wyrm can polymorph
unhallow, and wall of fire—all of which they can utilize at will. into a devil or tiefling form, or back into its true
In addition, hellfire wyrms boast a devastating breath weapon draconic form. Its statistics are the same in each
in the form of a 50-foot cone of infernal fire. form. Any equipment it is wearing or carrying is
Fearless by nature, hellfire wyrms prefer aerial assaults, transformed as well.
utilizing their breath weapon and spell-like abilities to subdue Summon Fiendish Ally (1/Day). The hellfire wyrm can
their enemies. summon one barbazu, cornugon, or gelugon. The
summoned fiend appears in an unoccupied space
within 60 feet of the wyrm, acts as an ally of the
wyrm, and remains until it drops to 0 hit points or
the wyrm dismisses it as a bonus action.
Actions
Multiattack. The hellfire wyrm makes three attacks:
one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage
plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10
ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Infernal Breath (Recharge 5-6). The hellfire wyrm
exhales a 50-foot cone of infernal fire. Each
creature in that area must make a DC 20 Dexterity
saving throw, taking 91 (26d6) fire damage on a
failed save, or half as much damage on a successful
one.
H
ive mothers, also known as ultimate tyrants, These formidable creatures display fanaticism and exhibit
are rare beholders capable of dominating natural resistance to magic. Their enormous mouths allow
other beholders, including death tyrants and them to devour foes, and they possess their signature eye
gazers, through their powerful magical rays, each capable of unleashing devastating magical attacks.
influence. These beholders possess immense Some hive mothers have been observed without the typical
size and genius intelligence. Despite their eyestalks, instead embedding their eyes directly into their
name, hive mothers are asexual and upper bodies.
genderless, similar to other beholders. The central eye of a hive mother generates a powerful
antimagic cone, spanning a range of 240 feet, suppressing all
magical and supernatural effects within its reach.
Throughout history, there have been accounts of hive
mothers dwelling in the depths of places such as Watcher's
Keep, where they exert their dominance over other
beholders, perpetuating their influence and control.
Hive Mother Swallow. The hive mother makes one bite attack against
a Large or smaller target it is grappling. If the attack
Huge aberration, lawful evil
hits, the target is swallowed, and the grapple ends. The
AC: 24 (natural armor) Hit Points: 385 (22d12 + 198) swallowed target is blinded and restrained, has total
Speed: 5 ft., fly 20 ft. (hover) cover against attacks and other effects outside the hive
mother, and takes 21 (6d6) acid damage at the start of
each of the hive mother's turns. The hive mother can
have only one creature swallowed at a time. If the hive
STR DEX CON INT WIS CHA mother dies, a swallowed creature is no longer
27 (+8) 14 (+2) 28 (+9) 24 (+7) 17 (+3) 25 (+7) restrained by it and can escape from the corpse by
using 20 feet of movement, exiting prone.
Saving Throws: Con +16, Wis +10, Cha +14 Eye Rays. The hive mother can shoot ten magical rays,
Skills: Insight +10, Perception +20 one from each of its ten small eyes, choosing one or
Damage Immunities: Psychic more targets within 240 feet of it. Each ray's effect is
Condition Immunities: Charmed, Frightened similar to a spell of 9th level or lower, and the hive
Senses: Darkvision 60 ft., passive Perception 30 mother can use each ray once per round, with a save
Languages: Deep speech, Undercommon, Common DC of 27 for each effect. The hive mother can choose
Challenge: 20 (25,000 XP) which rays to fire and which targets to hit. The hive
mother can fire up to six rays at targets in any given
Antimagic Cone. The hive mother's central eye creates 90-degree arc.
an area of antimagic, that negates magic in a 150-foot Charm Monster: The target must succeed on a
cone. At the start of each of its turns, the hive mother
Wisdom saving throw or be charmed by the Hive
decides which way the cone faces and whether the Mother for 1 hour. While charmed in this way, the
cone is active.
creature regards the Hive Mother as a trusted friend
Improved Grab. To use this ability, the hive mother to be heeded and protected.
must hit a creature with its bite attack. The hive mother Charm Person: The target must succeed on a
can then attempt to start a grapple as a bonus action Wisdom saving throw or be charmed by the Hive
without provoking an opportunity attack. If it wins the Mother for 1 hour. While charmed in this way, the
grapple check, it establishes a hold. creature regards the Hive Mother as a trusted friend
to be heeded and protected.
Actions
Multiattack. The hive mother uses Eye Rays twice and Disintegrate: The target must succeed on a Dexterity
makes one bite attack. saving throw or take 45 (10d8) force damage. If this
damage reduces the target to 0 hit points, it is
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., disintegrated.
one target. Hit: 32 (4d10 + 8) piercing damage.
Fear: The target must succeed on a Wisdom saving
Command Beholder (1/day). The hive mother can cast throw or become frightened of the Hive Mother for
dominate monster at will, but only against beholders 1 minute. While frightened in this way, the creature's
and beholderkin. A beholder can resist this effect with speed is halved and it has disadvantage on ability
a successful DC 27 Wisdom saving throw. checks and attack rolls.
I
sland giants are malevolent giants found in Zakhara,
the Land of Fate. They vary greatly in appearance,
each one horrific with humanoid shapes and bestial Island Giant
features such as tails, horns, monstrous appendages, Huge giant, chaotic evil
and a single cyclopian eye. SIsland giants often dress
in rags made from the sails of ships they have Armor Class 16 (natural armor)
wrecked. Hit Points 230 (20d12 + 100)
Female island giants possess an innate shapechanging Speed 40 ft., swim 40 ft.
ability, allowing them to assume any human or humanoid
form at will. They typically choose the guise of beautiful giant STR DEX CON INT WIS CHA
or human females to deceive and lure prey to their doom. In
their giant form, females exhibit equal skill to males in 24 (+7) 12 (+1) 20 (+5) 8 (-1) 10 (+0) 8 (-1)
throwing and catching boulders.
Island giants are proficient at tossing boulders, which they Skills Perception +6
use to deter pursuers and sink ships. They have a talent for Senses passive Perception 16
catching objects thrown in their direction. In close combat, Languages Giant
they rely on their powerful fists since they lack skill in Challenge 10 (5,900 XP)
craftsmanship.
These solitary giants harbor a deep-seated hatred for Amphibious. The island giant can breathe air and
others, including their own kind. Male island giants are water.
completely infertile, while females are highly fertile and Shapechanger (Female Only). The island giant can
capable of breeding with humans, demihumans, or humanoid use its action to polymorph into a Large or smaller
races, though they prefer true giant species. After mating, the humanoid, or back into its true giant form. Its
females attempt to kill and consume their mates. statistics, other than its size, are the same in each
Female island giants give birth to 3-12 young annually, form. Any equipment it is wearing or carrying isn't
most of whom flee to the sea as soon as they are able. transformed. It reverts to its true form if it dies.
Staying near their mother for too long poses a risk of
becoming her next meal. Due to the violent nature of their Actions
lives, only an estimated 1 out of 50 young island giants Multiattack. The island giant makes two attacks: one
survive to reach adulthood. with its Rock Throw and one with its Fist.
Fist. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 21 (3d8 + 7) bludgeoning damage.
Rock Throw. The island giant can make a ranged
weapon attack with a boulder. Hit: 26 (4d8 + 7)
bludgeoning damage.
J
ungle giants are a race of large humanoids native
to the jungles of Zakhara. These lean and
powerful creatures blend seamlessly into their Jungle Giant
lush jungle environment with their light green Huge giant, neutral
hair and yellow skin.
Jungle giants carry all the necessities required Armor Class 14 (natural armor)
for jungle life and any valuable possessions. They Hit Points 175 (14d12 + 84)
communicate in their own language as well as the languages Speed 40 ft.
of nearby humanoids. Some jungle giants adorn themselves
with tattoos, filed teeth, and feathered headdresses to STR DEX CON INT WIS CHA
enhance their intimidating appearance.
Master archers, jungle giants craft fifteen-foot-long bows 21 (+5) 12 (+1) 22 (+6) 10 (+0) 12 (+1) 8 (-1)
and six-foot-long arrows, dipped in a paralyzing poison. They
excel at striking from hiding, camouflaging themselves in Skills Perception +4, Stealth +4
trees to unleash a barrage of arrows before descending to the Senses passive Perception 14
forest floor for close-quarters combat. In addition to their Languages Giant, Common, plus additional
bows, jungle giants are known to wield fallen tree trunks as languages of nearby humanoids
makeshift clubs. Challenge 9 (5,000 XP)
Unlike other giant races, jungle giants hurl large piles of
logs as projectiles and have even developed a giant equivalent Camouflage. The jungle giant has advantage on
Dexterity (Stealth) checks made to hide in jungle
of bolas to bring down formidable prey or groups of cavalry. terrain.
Jungle giants subsist on a diet composed entirely of meat,
swiftly hunting and consuming the prey in their vicinity Poisoned Arrows. The jungle giant's arrows are
before moving on. They show respect to fellow hunters coated with a paralyzing poison. When it hits with a
regardless of size or race and often cooperate with humans, ranged attack using its longbow, the target must
utilizing their greater numbers to drive prey into their make a DC 15 Constitution saving throw or be
perfectly laid ambushes. Jungle giant villages are marked by paralyzed for 1 minute. The target can repeat the
the presence of giant dragonflies attracted to the scent of saving throw at the end of each of its turns, ending
fresh meat and the hides of their prey, which cover their the effect on a success.
simple huts. Multiattack. The jungle giant makes two attacks: one
When their population grows too large for the jungle to with its longbow and one with its slam or log hurl.
support, jungle giants venture into surrounding grasslands in
search of new hunting grounds, although their height Longbow. Ranged Weapon Attack: +8 to hit, range
150/600 ft., one target. Hit: 20 (3d8 + 5) piercing
becomes a disadvantage in open areas, prompting their damage.
eventual return to the jungle. They can be seen in the
company of giant dragonflies, elephants, elder serpents, and Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,
human tribals. one target. Hit: 17 (2d10 + 6) bludgeoning
damage.
Log Hurl. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 21 (4d6 + 5)
bludgeoning damage.
L
andwyrms are lesser, wingless dragons that The Desert Landwyrms are creatures of mystery and
have adapted perfectly to their respective wonder, embodying the raw power and resilience of the
environments. These large dragons vary in desert itself. Their presence is a reminder of the unforgiving
appearance based on their species. They nature of the arid lands, and those who cross their path must
possess independent and strong-willed possess great skill, strength, and perhaps a touch of luck to
personalities. survive their wrath.
Similar to other dragons, landwyrms
emanate an aura of fear, instilling terror in those who
encounter them. Each species of landwyrms has its own Desert Landwyrm
unique combat style, but they all share a preference for
stealth and surprise attacks. They are skilled trackers and Gargantuan dragon, lawful good
have no qualms about retreating from a battle only to return Armor Class 19 (natural armor)
later. Hit Points 350 (20d20 + 140)
Landwyrms are highly adapted to their specific Speed 50 ft., burrow 40 ft.
environments, possessing extensive knowledge of their
surroundings. They are known to share this knowledge with
peaceful individuals who approach them. STR DEX CON INT WIS CHA
There are several species of landwyrms, each named after 26 (+8) 10 (+0) 24 (+7) 16 (+3) 14 (+2) 20 (+5)
the environment they inhabit. The desert, forest, hill, jungle,
mountain, plains, swamp, tundra, and Underdark landwyrms Saving Throws Dex +6, Con +13, Wis +8, Cha +11
are among the known variations. These landwyrms are Skills Perception +15, Stealth +6, Survival +15
influenced by the Dracorage, forming flights alongside Damage Resistances fire
wyverns, chromatic dragons, and elemental drakes, wreaking Senses darkvision 120 ft., tremorsense 60 ft.,
havoc on everything in their path. passive Perception 25
Languages Draconic
Desert Landwyrm Challenge 17 (18,000 XP)
Massive serpentine creatures, the Desert Landwyrms are
formidable beings that dominate the arid expanses of the Fear Aura. Any creature that starts its turn within 30
desert. These creatures are legends in their own right, feet of the Desert Landwyrm must succeed on a DC
18 Wisdom saving throw or become frightened for
instilling fear and awe in those who dare to venture into their 1 minute. The frightened creature can repeat the
domain. saving throw at the end of each of its turns, ending
The Desert Landwyrms possess sinewy bodies covered in the effect on itself on a success.
scales of sandy hues, blending seamlessly with the desert
landscape. Their elongated forms can stretch to incredible Burrow. The Desert Landwyrm can burrow through
lengths, enabling them to traverse vast distances beneath the sand and loose earth at a speed of 40 feet.
scorching sun.
These ancient reptilian creatures are highly adapted to the Actions
harsh desert environment. With their keen senses and ability Multiattack. The Desert Landwyrm makes three
to detect vibrations in the sand, they can sense the subtlest attacks: one with its bite and two with its claws.
disturbances, making them formidable hunters. They lie in
wait beneath the dunes, striking with lightning speed, Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
ensnaring their prey with their powerful jaws and one target. Hit 29 (4d8 + 10) piercing damage plus
constricting coils. 7 (2d6) fire damage.
Legends speak of the Desert Landwyrms as guardians of Claw. Melee Weapon Attack: +14 to hit, reach 10
hidden treasures buried beneath the shifting sands. Their ft., one target. Hit 23 (4d6 + 10) slashing damage.
immense size and strength make them capable of creating Tail Slap. Melee Weapon Attack: +14 to hit, reach
vast underground caverns where they hoard precious gems
and artifacts, protected by their lethal coils and razor-sharp
teeth.
Encountering a Desert Landwyrm is a rare and perilous
event. They are territorial creatures, fiercely defending their
domain from any intruders. The mere tremor of their
approach sends smaller creatures scattering in fear, and their
deafening roars can be heard echoing across the desert,
striking terror into the hearts of those who dare to oppose
them.
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73
Forest Landwyrm Forest Landwyrm
Forest Landwyrms are noble creatures that make their Large dragon, unaligned
homes within the depths of lush forests. These majestic
dragons, lacking wings but possessing formidable jaws and Armor Class 18 (natural armor)
clawed limbs, roam the wooded realms with a sense of Hit Points 207 (18d10 + 108)
guardianship. With mottled brown and green skin, blending Speed 40 ft., burrow 30 ft.
seamlessly with the forest's hues, they take on a touch of
yellow or red during autumn and winter. When threatened, a
Forest Landwyrm can unfurl a leafy frill from its neck, STR DEX CON INT WIS CHA
creating an illusion of greater size. 23 (+6) 12 (+1) 22 (+6) 10 (+0) 14 (+2) 10 (+0)
Gifted with a strong connection to nature, Forest
Landwyrms possess the ability to commune with the natural Saving Throws Dex +5, Con +11, Wis +7
world on a daily basis. This profound bond enables them to Skills Perception +7, Stealth +5, Survival +7
navigate the forest with ease, for they are exceptional Damage Resistances bludgeoning, piercing, and
trackers. As protectors of their woodland domains, they slashing from nonmagical attacks
uphold a strict code, taking only what is necessary for their Condition Immunities frightened
survival. They ruthlessly hunt down predators that encroach Senses blindsight 60 ft., darkvision 120 ft., passive
upon their territory and swiftly drive out any beings, be they Perception 17
animals, vermin, or humanoids, who threaten the delicate Languages Draconic
balance of their realm. Challenge 10 (5,900 XP)
Despite their fierce nature, Forest Landwyrms are not
entirely devoid of diplomacy. They can engage in parley with Fear Aura. Any creature that starts its turn within 30
those who prove themselves to be non-threatening, offering feet of the forest landwyrm must succeed on a DC
invaluable wisdom about the intricacies of their environment. 15 Wisdom saving throw or become frightened for
In rare instances, these dragons become unofficial guardians 1 minute. The creature can repeat the saving throw
of gnome villages, extending their protective reach to the at the end of each of its turns, ending the effect on
diminutive folk. itself on a success.
In combat, the Forest Landwyrms' physical prowess shines Burrow. The forest landwyrm can burrow through
through. They effortlessly burrow through the ground or nonmagical, unworked earth and stone. While
climb trees, employing these skills to ambush their doing so, it doesn't disturb the material it moves
adversaries. Their natural camouflage makes them nearly through.
invisible amidst the foliage, rendering forest cover useless Camouflage. The forest landwyrm has advantage on
against their keen senses. With an imposing presence Dexterity (Stealth) checks made to hide in forested
reminiscent of true dragons, their mere presence can inspire terrain.
fear in their foes. When faced with a disadvantageous
situation, these intelligent beings are not afraid to retreat Multiattack. The forest landwyrm makes two
temporarily, only to strike back with renewed vigor at a later attacks: one with its bite and one with its tail.
time. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
The Forest Landwyrms, with their noble demeanor and one target. Hit: 17 (2d10 + 6) piercing damage.
deep ties to the natural world, have long been regarded as the Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
noblest among the landwyrms, holding a special place in the one target. Hit: 15 (2d8 + 6) bludgeoning damage.
hearts and legends of those who dwell in forested realms.
Actions
Hill Landwyrm Terrifying Roar (Recharge 5-6). The forest landwyrm
Majestic and powerful, the Hill Landwyrms are ancient emits a terrifying roar. Each creature of the
creatures that dwell within the rolling hills and verdant landwyrm's choice within 60 feet of it that can hear
valleys of the land. These massive serpents navigate the it must succeed on a DC 15 Wisdom saving throw
rugged terrain with grace, their presence leaving an indelible or become frightened for 1 minute. A creature can
mark on the landscape. repeat the saving throw at the end of each of its
Hill Landwyrms possess muscular bodies covered in earth- turns, ending the effect on itself on a success.
toned scales, blending seamlessly with the hills and slopes Burst from Below. The forest landwyrm targets a
they call home. Their sinewy forms undulate as they move, point on the ground within 30 feet of it. Each
their immense weight supported by powerful limbs that allow creature in a 20-foot radius centered on that point
them to traverse steep inclines with ease. must make a DC 16 Dexterity saving throw, taking
These legendary creatures are attuned to the very 21 (6d6) bludgeoning damage on a failed save, or
heartbeat of the land. Their deep connection with the earth half as much damage on a successful one.
grants them an uncanny ability to sense seismic activity,
predicting tremors and quakes long before they occur. They
are protectors of the hills, ensuring the balance of the land
remains undisturbed.
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74
Hill Landwyrm Keen Senses. The Hill Landwyrm has advantage on
Wisdom (Perception) checks that rely on hearing or
Huge dragon, neutral
smell.
Armor Class 17 (natural armor)
Hit Points 210 (20d12 + 80) Actions
Speed 40 ft., burrow 30 ft. Multiattack. The Hill Landwyrm makes three attacks:
one with its bite and two with its claws.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
22 (+6) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) one target. Hit 24 (4d8 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Saving Throws Dex +6, Con +9, Wis +7 one target. Hit 20 (4d6 + 6) slashing damage.
Skills Perception +12, Stealth +6, Survival +12 Tail Slam. Melee Weapon Attack: +11 to hit, reach 15
Damage Resistances acid ft., one target. Hit 22 (3d10 + 6) bludgeoning damage.
Senses darkvision 120 ft., tremorsense 60 ft., passive
Perception 22 Fling Boulders (Recharge 5-6). The Hill Landwyrm hurls a
Languages Draconic large boulder at a target it can see within 120 feet. The
Challenge 14 (11,500 XP) target must make a DC 17 Dexterity saving throw,
taking 33 (6d10) bludgeoning damage on a failed save,
Burrow. The Hill Landwyrm can burrow through soil and or half as much damage on a successful one.
earth at a speed of 30 feet.
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75
Mountain Landwyrm Legendary Resistance (3/Day). If the Mountain
Landwyrm fails a saving throw, it can choose to
Colossal dragon, chaotic neutral
succeed instead.
Armor Class 20 (natural armor) Climb. The Mountain Landwyrm can climb difficult
Hit Points 500 (25d20 + 225) surfaces, including upside down on ceilings, without
Speed 40 ft., climb 40 ft. needing to make an ability check.
Saving Throws Dex +7, Con +14, Wis +8, Cha +11 Bite. Melee Weapon Attack: +15 to hit, reach 20 ft.,
Skills Perception +15, Stealth +7, Survival +15 one target. Hit 35 (4d10 + 9) piercing damage plus 7
Damage Immunities lightning (2d6) lightning damage.
Senses darkvision 120 ft., tremorsense 60 ft., passive Claw. Melee Weapon Attack: +15 to hit, reach 15 ft.,
Perception 25 one target. Hit 30 (4d8 + 9) slashing damage.
Languages Draconic
Challenge 22 (41,000 XP) Tail Slap. Melee Weapon Attack: +15 to hit, reach 25 ft.,
one target. Hit 32 (4d10 + 9) bludgeoning damage.
Fear Aura. Any creature that starts its turn within 30 Fling Boulder (Recharge 5-6). The Mountain Landwyrm
feet of the Mountain Landwyrm must succeed on a DC hurls a large boulder in a 60-foot cone. Each creature in
20 Wisdom saving throw or become frightened for 1 that area must make a DC 20 Dexterity saving throw,
minute. The frightened creature can repeat the saving taking 45 (10d8) bludgeoning damage on a failed save,
throw at the end of each of its turns, ending the effect or half as much damage on a successful one.
on itself on a success.
Plains Landwyrm Burrow. The Plains Landwyrm can burrow through soil
and loose earth at a speed of 30 feet.
Medium dragon, neutral
Flyby. The Plains Landwyrm doesn't provoke an
Armor Class 17 (natural armor) opportunity attack when it flies out of an enemy's
Hit Points 161 (18d8 + 72) reach.
Speed 40 ft., burrow 30 ft., fly 80 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The Plains Landwyrm makes two attacks:
one with its bite and one with its claws.
20 (+5) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 14 (+2)
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Saving Throws Dex +8, Con +9, Wis +7 one target. Hit 17 (2d10 + 6) piercing damage.
Skills Perception +7, Stealth +8, Survival +7 Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Damage Resistances none one target. Hit 13 (2d6 + 6) slashing damage.
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 17 Tail Swipe. Melee Weapon Attack: +10 to hit, reach 10
Languages Draconic ft., one target. Hit 15 (2d8 + 6) bludgeoning damage.
Challenge 9 (5,000 XP) The target must succeed on a DC 15 Strength saving
throw or be knocked prone.
Keen Senses. The Plains Landwyrm has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
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76
Despite their fearsome reputation, some legends suggest
Mountains Landwyrm that those who approach a plains landwyrm with respect and
The Mountain Landwyrm is a formidable creature, a type of peaceful intentions may receive their guidance and wisdom
about the vast plains they call home.
lesser, wingless dragon uniquely adapted to the rugged and
treacherous terrain of mountains. Towering over the Swamp Landwyrm
landscape, the Mountain Landwyrm commands an imposing
presence, its size reaching colossal proportions. Swamp landwyrms are a unique species of landwyrms
This landwyrm boasts a sleek and sinewy body, adorned adapted to the murky and treacherous swamplands. These
with rugged scales that blend harmoniously with the craggy gargantuan creatures navigate the dense, marshy terrain with
peaks. Its coloration mirrors the stone and earth of its surprising agility. Their scales possess a mottled pattern,
mountainous habitat, ranging from shades of granite gray to enabling them to blend effortlessly with the surrounding
deep, earthy browns. The Mountain Landwyrm's serpentine vegetation.
form allows it to navigate effortlessly through narrow Solitary by nature, swamp landwyrms display a cunning
crevices and traverse steep slopes with unmatched agility. and patient demeanor. Masters of stealth, they lie in wait
Possessing exceptional strength, the Mountain Landwyrm beneath the murky waters, their keen senses attuned to the
is a master of ambush and surprise. It relies on its natural slightest disturbance. When prey ventures too close, the
camouflage and patient stalking to strike fear into the hearts swamp landwyrms strike with lightning speed, utilizing their
of unsuspecting prey. Its sharp claws and powerful jaws can powerful jaws and constricting coils to overpower their
rend even the sturdiest of foes, while its spiked tail serves as victims.
a deadly weapon, capable of smashing boulders and The swamp landwyrm's environment offers an abundance
incapacitating adversaries. of sustenance, as they feast on a diverse array of creatures
The Mountain Landwyrm's lair is often nestled deep within dwelling within the swamps. Their deep understanding of the
the heart of the mountains, hidden amidst vast networks of treacherous terrain allows them to navigate with ease,
caverns and tunnels. These complex lairs provide the making them formidable hunters and defenders of their
creature with ample protection, allowing it to retreat and watery domain.
recover between bouts of hunting and territorial disputes. Legends speak of ancient rituals that could grant
Legends abound about the Mountain Landwyrm's elusive individuals safe passage through the treacherous swamps,
nature and its affinity for precious gemstones. It is said that under the guidance of a benevolent swamp landwyrm.
within the recesses of its lair, one can find hoards of glittering However, provoking or encroaching upon their territory is
jewels and priceless minerals, plundered from deep within met with swift and devastating retribution.
the earth. Adventurers and treasure seekers are lured by the
allure of these treasures, but they often underestimate the Tundra Landwyrm
cunning and ferocity of this mountain-dwelling beast.
Encounter with a Mountain Landwyrm is a harrowing and Tundra landwyrms are colossal land-dwelling dragons
treacherous endeavor. Those who dare to challenge this adapted to the harsh and unforgiving landscapes of the icy
formidable predator must possess unwavering courage and tundras. Towering over their surroundings, these majestic
unmatched skill, for the Mountain Landwyrm guards its creatures possess immense physical power and endurance.
territory fiercely and will stop at nothing to defend its Their scales are thick and insulating, protecting them against
dominion. the biting cold.
Living solitary lives, tundra landwyrms exhibit a resilient
Plains Landwyrm and stoic nature. They are perfectly adapted to the frigid
tundra, capable of traversing the icy terrain with ease. Their
Plains landwyrms are a species of lesser, wingless dragons size alone is often enough to deter potential threats, as few
perfectly adapted to the expansive plains. These landwyrms, creatures dare to challenge these behemoths in their domain.
varying in size from medium to large, possess formidable Tundra landwyrms are carnivorous, preying upon the hardy
physical strength and agility. Their scales are camouflaged to creatures that brave the icy wasteland. They employ their
blend seamlessly with the grassy terrain. colossal strength and razor-sharp teeth to bring down their
These solitary creatures are known for their independent quarry. When confronted, they unleash bone-chilling roars
nature and strong will. Plains landwyrms have a knack for that echo across the frozen tundra, warning trespassers to
stealth and surprise attacks, often utilizing the tall grass as stay clear.
cover to stalk their prey. They are highly skilled trackers, and According to legends, those who manage to earn the
their knowledge of the plains allows them to outmaneuver respect and trust of a tundra landwyrm may gain valuable
their adversaries. insights into surviving the harsh tundra conditions. However,
Carnivorous in nature, they roam the plains in search of approaching these creatures requires caution and a deep
prey, utilizing their fearsome jaws and powerful claws to understanding of their formidable nature.
bring down their victims. Their territorial instincts make
them fiercely protective of their hunting grounds, driving
away any intruders with their intimidating presence and
thunderous roars.
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77
Swamp Landwyrm Multiattack. The Swamp Landwyrm makes three attacks:
one with its bite and two with its claws.
Gargantuan dragon, neutral evil
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,
Armor Class 18 (natural armor)
one target. Hit 28 (4d8 + 9) piercing damage plus 7
Hit Points 300 (16d20 + 128)
(2d6) acid damage.
Speed 40 ft., swim 40 ft.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit 22 (4d6 + 9) slashing damage.
STR DEX CON INT WIS CHA
Tail Slap. Melee Weapon Attack: +13 to hit, reach 20 ft.,
25 (+7) 10 (+0) 23 (+6) 16 (+3) 14 (+2) 20 (+5) one target. Hit 25 (4d8 + 7) bludgeoning damage.
Saving Throws Dex +6, Con +12, Wis +8, Cha +11 Legendary Actions
Skills Perception +15, Stealth +6, Survival +15 The Swamp Landwyrm can take 3 legendary actions,
Damage Resistances acid choosing from the options below. Only one legendary
Senses darkvision 120 ft., passive Perception 25 action option can be used at a time and only at the end
Languages Draconic of another creature's turn. The Swamp Landwyrm
Challenge 16 (15,000 XP) regains spent legendary actions at the start of its turn.
Amphibious. The Swamp Landwyrm can breathe air and Detect. The Swamp Landwyrm makes a Wisdom
water. (Perception) check.
Misty Form. As a bonus action, the Swamp Landwyrm Tail Attack. The Swamp Landwyrm makes a tail slap
can magically turn invisible until the start of its next attack.
turn or until it attacks or uses Misty Form again. Chilling Breath (Costs 2 Actions). The Swamp
Landwyrm exhales a blast of frigid air in a 60-foot
Swamp Camouflage. The Swamp Landwyrm has cone. Each creature in that area must make a DC 18
advantage on Dexterity (Stealth) checks made to hide Constitution saving throw, taking 45 (10d8) cold
in swampy terrain. damage on a failed save, or half as much damage on
a successful one.
Actions
Tundra Landwyrm Freezing Aura. Any creature that starts its turn within 20
feet of the Tundra Landwyrm takes 14 (4d6) cold
Huge dragon, neutral
damage. A creature that touches the Tundra Landwyrm
Armor Class 18 (natural armor) or hits it with a melee attack while within 5 feet of it
Hit Points 260 (20d12 + 140) takes 7 (2d6) cold damage.
Speed 40 ft., burrow 30 ft., swim 40 ft.
Actions
Multiattack. The Tundra Landwyrm makes three attacks:
STR DEX CON INT WIS CHA one with its bite and two with its claws.
24 (+7) 12 (+1) 24 (+7) 16 (+3) 14 (+2) 18 (+4)
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit 25 (4d8 + 7) piercing damage plus 7
Saving Throws Dex +6, Con +13, Wis +8
(2d6) cold damage.
Skills Perception +15, Stealth +6, Survival +15
Damage Resistances cold Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Senses darkvision 120 ft., passive Perception 25 one target. Hit 20 (3d8 + 7) slashing damage.
Languages Draconic Frost Breath (Recharge 5-6). The Tundra Landwyrm
Challenge 16 (15,000 XP) exhales a blast of icy breath in a 60-foot cone. Each
creature in that area must make a DC 18 Dexterity
Burrow. The Tundra Landwyrm can burrow through ice saving throw, taking 55 (10d10) cold damage on a
and snow at a speed of 30 feet. failed save, or half as much damage on a successful
one.
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78
Underdark Landwyrm Underdark Landwyrm
Underdark Landwyrms, also known as cave dragons, are a Large dragon, neutral
species of landwyrm native to the depths of the Underdark.
These formidable creatures, although smaller in size Armor Class 17 (natural armor)
compared to other landwyrms, still possess an imposing Hit Points 210 (20d10 + 100)
presence. Their scales are dark grey, blending seamlessly Speed 40 ft., burrow 30 ft.
with the shadows that surround them.
Considered to be creatures of evil, Underdark Landwyrms
inspire fear in the hearts of those who dare to cross their STR DEX CON INT WIS CHA
path. They embody the treacherous nature of the Underdark, 22 (+6) 14 (+2) 20 (+5) 16 (+3) 14 (+2) 16 (+3)
lurking in its depths and striking out against any intruders
who dare encroach upon their territory. Saving Throws Dex +6, Con +10, Wis +7, Cha +7
Despite their imposing nature, Underdark Landwyrms Skills Perception +12, Stealth +6, Survival +12
possess unique adaptations to their environment. Their Damage Resistances acid
vision and hearing are poor, forcing them to rely on a keen Senses darkvision 120 ft., tremorsense 60 ft.,
sense of smell and echolocation to detect creatures within a passive Perception 22
radius of 60 feet (18 meters). This ability allows them to Languages Draconic
pinpoint their prey even in the pitch-black darkness. Challenge 10 (5,900 XP)
In addition to their sensory abilities, Underdark
Landwyrms possess a potent fear-inducing aura. Within a Fear Aura. Any creature that starts its turn within 30
radius of 60 feet (18 meters), their mere presence instills a feet of the Underdark Landwyrm must succeed on a
sense of dread in those unfortunate enough to be nearby. DC 15 Wisdom saving throw or become frightened
This, coupled with their proficiency in swimming and the for 1 minute. The frightened creature can repeat
ability to exhale a cloud of obscuring mist three times a day, the saving throw at the end of each of its turns,
makes them formidable predators. ending the effect on itself on a success.
Underdark Landwyrms employ cunning hunting tactics, Burrow. The Underdark Landwyrm can burrow
often cloaking their approach with the obscuring mist they through earth and stone at a speed of 30 feet.
exhale. Suddenly ambushing their prey, they inflict nasty
bleeding wounds with their razor-sharp claws. Once they Actions
have injured their foes, the landwyrms typically retreat, Multiattack. The Underdark Landwyrm makes three
relying on the lingering effects of their claws' wounds to attacks: one with its bite and two with its claws.
eventually bring down their weakened adversaries.
These subterranean creatures make their homes deep Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
within the darkness, constructing elaborate lairs that take one target. Hit 20 (3d8 + 6) piercing damage plus
advantage of natural features such as chasms and lakes. They 7 (2d6) acid damage.
have a fondness for magical gifts, as they are drawn to the Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
mystical energy that resonates within the Underdark. one target. Hit 16 (2d8 + 6) slashing damage.
Tail Slap. Melee Weapon Attack: +11 to hit, reach
15 ft., one target. Hit 18 (2d10 + 6) bludgeoning
damage.
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79
A tundra, swamp, and underdark landwyrm.
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80
Metallic Dragons
M
etallic dragons are a majestic and
noble type of dragon, known for their
scales that gleam with the colors and Mercury Dragon
properties of various metals, hence Wyrmling
their name. These remarkable
creatures are generally considered to Medium dragon, unaligned
be good, altruistic, and righteous in Armor Class 16
nature. Hit Points 52 (8d8 + 16)
Each metallic dragon possesses unique traits and abilities Speed 30 ft., fly 60 ft.
associated with its specific color and composition. Silver
dragons, with their shimmering silver scales, are often wise
and knowledgeable, seeking to share their wisdom and aid STR DEX CON INT WIS CHA
those in need. Golden-scaled brass dragons are known for 15 (+2) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 14 (+2)
their playful and jovial nature, enjoying riddles and puzzles
while being guardians of ancient knowledge. Skills Perception +4, Stealth +6
While inherently good, metallic dragons are not to be Damage Immunities poison
underestimated when provoked or threatened. Their Senses darkvision 60 ft., passive Perception 14
aggression swiftly emerges, as they fiercely defend Languages Draconic, Common
themselves, their territories, and those they hold dear. In such Challenge 2 (450 XP)
circumstances, their righteous wrath can be devastating to
foes who dare to challenge them. Shapechanger. The mercury dragon can use its
Metallic dragons hold a deep reverence for the platinum- action to polymorph into a Small or Medium
scaled Bahamut, whom they consider their revered king and humanoid, or back into its true form. Its statistics
patron deity. It is within Bahamut's teachings that they find are the same in each form, except for the size. Any
purpose, guidance, and a moral compass. Through their equipment it is wearing or carrying isn't
worship and devotion, metallic dragons seek to uphold transformed. It reverts to its true form if it dies.
Bahamut's principles of justice, protection, and the
preservation of harmony. Poisonous Breath (Recharge 5-6). The mercury
Scholars of Candlekeep have long theorized that all dragon exhales a line of intense light in a 30-foot
species of metallic dragons evolved from the ancient proto- line that is 5 feet wide. Each creature in that line
dragon species of the ferrodraco genus. This evolutionary must make a DC 12 Dexterity saving throw, taking
14 (4d6) radiant damage on a failed save, or half as
process has imbued them with their unique characteristics much damage on a successful one. Additionally, a
and the power to shape and safeguard the world around creature that fails the saving throw is poisoned
them. until the start of its next turn.
Encounter with a metallic dragon is a rare and awe-
inspiring event, often regarded as a sign of great fortune or Actions
divine intervention. Their presence alone can command
respect and inspire both fear and admiration, as they embody Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
the epitome of strength, wisdom, and righteousness. one target. Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage.
Platinum Dragons
Platinum dragons are the rarest among metallic dragons, and
many believe that only one exists. They represent the
archetype of good-aligned metallic dragons. These majestic
creatures possess platinum scales and are exceptionally
large, even by dragon standards. Their bodies and eyes
radiate powerful auras of light, often making it difficult for
onlookers to discern the true color of their scales.
Interestingly, two of the only three known platinum dragons
on Realmspace are wingless wyrms.
The most commonly known platinum dragon is Bahamut.
While most non-dragon scholars believe Bahamut to be a
unique dragon, they are mistaken. Bahamut is unique among
his kind for having wings, although there were claims that he
was once a wingless dragon as well.
Some dragonborn sorcerers, drawing upon their draconic
heritage, are able to manifest traits of platinum dragons,
mirroring their awe-inspiring presence and benevolent
nature.
Armor Class 17 (natural armor) Immutable Form. The dragon is immune to any spell or
Hit Points 52 (8d8 + 16) effect that would alter its form.
Speed 30 ft., fly 60 ft. Breath Weapon (Recharge 5-6). The dragon exhales a
blast of cold air in a 15-foot cone. Each creature in that
area must make a DC 13 Dexterity saving throw, taking
STR DEX CON INT WIS CHA
22 (5d8) cold damage on a failed save, or half as much
19 (+4) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) damage on a successful one.
Saving Throws Dex +2, Con +4, Wis +3, Cha +5 Actions
Skills Perception +3, Persuasion +5 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities cold target. Hit: 11 (2d6 + 4) piercing damage.
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages Draconic target. Hit: 8 (1d8 + 4) slashing damage.
Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Tail Attack. The dragon makes a tail attack.
Immutable Form. The dragon is immune to any spell or Wing Attack (Costs 2 Actions). The dragon beats its
effect that would alter its form. wings. Each creature within 15 feet of the dragon
must succeed on a DC 20 Dexterity saving throw or
Breath Weapon (Recharge 5-6). The dragon exhales a
take 16 (2d6 + 9) bludgeoning damage and be
blast of cold air in a 60-foot cone. Each creature in that
knocked prone. The dragon can then fly up to half its
area must make a DC 19 Dexterity saving throw, taking
flying speed.
72 (16d8) cold damage on a failed save, or half as
much damage on a successful one.
MONSTERS | METALLIC DRAGONS
85
Ancient Platinum Actions
Dragon Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
Gargantuan dragon, lawful good
with its claws.
Armor Class 22 (natural armor) Bite. Melee Weapon Attack: +16 to hit, reach 20 ft.,
Hit Points 546 (28d20 + 252) one target. Hit: 23 (2d10 + 12) piercing damage.
Speed 40 ft., fly 80 ft.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft.,
one target. Hit: 19 (2d6 + 12) slashing damage.
STR DEX CON INT WIS CHA
Tail. Melee Weapon Attack: +16 to hit, reach 25 ft., one
30 (+10) 10 (+0) 29 (+9) 18 (+4) 17 (+3) 27 (+8) target. Hit: 22 (2d8 + 12) bludgeoning damage.
Saving Throws Dex +6, Con +15, Wis +10, Cha +14 Legendary Actions
Skills Perception +17, Persuasion +14 The dragon can take 3 legendary actions, choosing
Damage Immunities cold from the options below. Only one legendary action
Senses blindsight 120 ft., darkvision 240 ft., passive option can be used at a time and only at the end of
Perception 27 another creature's turn. The dragon regains spent
Languages Draconic legendary actions at the start of its turn.
Challenge 24 (62,000 XP)
Detect. The dragon makes a Wisdom (Perception)
Legendary Resistance (3/Day). If the dragon fails a saving check.
throw, it can choose to succeed instead. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
Immutable Form. The dragon is immune to any spell or wings. Each creature within 20 feet of the dragon
effect that would alter its form. must succeed on a DC 24 Dexterity saving throw or
Breath Weapon (Recharge 5-6). The dragon exhales a take 19 (2d6 + 12) bludgeoning damage and be
blast of freezing air in a 90-foot cone. Each creature in knocked prone. The dragon can then fly up to half its
that area must make a DC 22 Dexterity saving throw, flying speed.
taking 91 (26d6) cold damage on a failed save, or half
as much damage on a successful one.
M
aurs, also known as hunched giants,
are a breed of giants that have devolved
from their storm giant ancestors due to Maur
centuries of living underground. They Large giant, neutral evil
always stand stooped over, but have the
ability to unfurl their bodies to a Armor Class 15 (natural armor)
towering height of up to 20 feet when Hit Points 135 (18d10 + 36)
given adequate space. Their albino white skin and hair Speed 30 ft.
contrast with their deep black eyes, which are twice as large
as those of creatures of comparable size. STR DEX CON INT WIS CHA
Maurs typically wear short shirts and skirts made of stone-
crafted plate mail, while preferring to go barefoot. Adorned 20 (+5) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 6 (-2)
with circlets, amulets, and scarified glyphs on their skin, they
carry their possessions in shoulder sacks. Due to their Skills Perception +4
prolonged subterranean existence, maurs are uniformly Damage Resistances bludgeoning, piercing, and
hunchbacked and can only stand up straight for a limited slashing from nonmagical attacks
time each day, causing their joints to audibly pop. However, Condition Immunities exhaustion
unfurling greatly enhances their strength, constitution, and Senses darkvision 120 ft., passive Perception 14
Languages Giant
morale. Challenge 9 (5,000 XP)
These giants possess innate magical abilities that allow
them to meld into stone, manipulate earth, and climb walls Unfurling. When a Maur has adequate space, it can
with spider-like agility. They also unleash piercing shrieks unfurl its body to a height of up to 20 feet. While
within stone tunnels or buildings, capable of damaging unfurled, the Maur gains a +2 bonus to Strength,
enemies and leaving them stunned and deafened. Constitution, and Morale.
Maurs were once outcast storm giants, banished to live
underground for a forgotten crime. The majority of maurs Actions
reside in their enclave, fiercely defending it from illithid
attacks while struggling to gather enough food for survival. Multiattack. The Maur makes two slam attacks.
While they long for freedom and strive to release themselves
from their imprisonment, they rarely venture outside the Slam. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage.
enclave unless enslaved or compelled into service.
Despite their animalistic appearance, maurs hold onto the Shriek. While within stone tunnels or buildings, the
remnants of their storm giant heritage, striving to maintain Maur can unleash a shriek as an action. Each
the high culture of their ancestors. They craft primitive yet creature of its choice within 30 feet of the Maur
well-maintained objects and avoid aggression without reason. must make a DC 15 Constitution saving throw,
Larger groups of maurs are known to tame dire cave bears. taking 5d6 thunder damage on a failed save, or half
as much damage on a successful one. On a failed
save, the creature is also stunned and deafened
until the end of its next turn.
Stone Meld. The Maur can use its action to meld
into stone, becoming indistinguishable from an
ordinary rock until it moves or takes an action.
While melded, it can't be targeted by any attack,
spell, or other effect, and it can't take any actions
other than to emerge from the stone.
Earthshaker. The Maur can use its action to create a
tremor on the ground. Each creature on the ground
within 30 feet of the Maur must succeed on a DC
15 Dexterity saving throw or be knocked prone.
MONSTERS | MAUR
87
A maur, with its charactistic hunched back and a club.
MONSTERS | MAUR
88
Ogre Giant
O
gre giants, towering over 20 feet tall, are
imposing creatures found in Zakhara, the
Land of Fate. Despite their name, they bear Ogre Giant
more resemblance to ogres than true giants. Huge giant, chaotic neutral
Covered in spiky hair, they rarely wear clothing
unless directed by a superior. While around Armor Class 14 (natural armor)
60% of ogre giants have a single cyclopean Hit Points 157 (15d12 + 60)
eye, some possess two eyes. Their large, elephant-shaped Speed 40 ft.
ears, richly-veined and hanging down to their shoulders, aid
in cooling their bodies when flapped. STR DEX CON INT WIS CHA
In combat, ogre giants rely on their massive fists and the
ability to hurl boulders with great force. They are often found 23 (+6) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 6 (-2)
in family units or small clans, led by a dominant male who
protects his wives, children, and unmarried siblings. Skills Perception +4
Occasionally, they are employed by sha'irs, sorcerers, or ogre Senses passive Perception 14
mages, forming alliances to safeguard their clans. Languages Giant, Common
Ogre giants follow certain customs and show respect for Challenge 8 (3,900 XP)
the dead. They bury the bodies of slain enemies in stone
cairns, which grow over time and resemble small mountains Actions
when clans occupy the same area for long periods. Multiattack. The ogre giant makes two greatclub
Disturbing these cairns is met with severe consequences, as attacks.
it is punishable by death.
While primarily speaking the ogre language, some ogre Greatclub. Melee Weapon Attack: +9 to hit, reach
giants near humans can communicate in Midani as well. A 15 ft., one target. Hit: 23 (3d10 + 6) bludgeoning
few individuals even attain enlightenment, becoming damage.
missionaries for their kind, although the majority remain Rock Throwing. The ogre giant has a range of
savage brutes. Due to their need for large quantities of food, 60/240 ft. with its rock attack. If the target is a
ogre giants lead scattered lives, often trading with humans creature, it must succeed on a DC 15 Dexterity
and other beings when necessary. saving throw or take 28 (4d10 + 6) bludgeoning
damage.
Reactions
Catch Missiles. If a ranged weapon attack misses the
ogre giant, it can use its reaction to catch the
missile and take no bludgeoning damage from it.
O
oze drakes are revolting and malevolent
creatures, belonging to the species of
elemental drakes. They possess slimy, grey- Ooze Drake
green scales that constantly secrete a caustic Large dragon, lawful evil
goo. Their dirty grey claws and teeth, along
with pale yellow, watery eyes, complete their Armor Class 17 (natural armor)
repulsive appearance. Hit Points 150 (15d10 + 75)
These amphibious drakes can survive both underwater and Speed 30 ft. (burrow), 40 ft. (swim)
on land, exuding acid from their skin that corrodes most
materials, excluding stone. Preferring to ambush their prey, STR DEX CON INT WIS CHA
they attack from advantageous positions, dragging or
carrying victims away to consume. Ooze drakes have a 18 (+4) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
disdain for fair fights and prefer sneaky tactics.
Found in swamps, marshes, and wet caverns, ooze drakes Damage Resistances bludgeoning, piercing, and
sometimes form alliances with groups of lizardfolk or slashing damage from non-magical attacks
troglodytes, although their patience with lesser beings is Damage Immunities acid
limited. They possess the ability to speak the Draconic Senses darkvision 60 ft., passive Perception 10
language, as well as Terran or Aquan, but their speech is slow Languages Draconic
Challenge 10 (5,900 XP)
and slurred, as if their mouths were filled with water.
Amphibious. The Ooze Drake can breathe both air
and water.
Acid Secretion. The Ooze Drake constantly secretes
acid from its skin. Any creature that starts its turn
grappling or being grappled by the Ooze Drake
takes 10 (3d6) acid damage.
Actions
Multiattack. The Ooze Drake makes two attacks:
one with its bite and one with its claw.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage plus
7 (2d6) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Grapple. The Ooze Drake attempts to grapple a
creature within 10 feet of it. The target must make
a DC 15 Strength saving throw or be grappled
(escape DC 15). While grappled, the creature takes
10 (3d6) acid damage at the start of its turn.
O
verseers are among the most dangerous of the
beholderkin, rivaling the power of a hive
mother. They resemble nothing more than a
large mass of flesh or a tree with mouths on its
trunk and eyes on its branches. With powers
similar to that of a hive mother, overseers
possess the ability to control the actions of five
to ten standard beholders or five to twenty beholderkin.
However, overseers can only control creatures of the same
type, such as deathkisses or directors, but not a combination
of the two beholder types. They are rarely found in the
beholder city of Zokir, being rarer there than in other
beholder colonies. Some Calishite records suggest that
overseers may have fought in the Eye Tyrant Wars and earlier
wars in Calimshan, alongside other beholder abominations.
Eye Rays. The overseer can use its eye rays as an action. Multiattack. The overseer can use its Eye Rays and make
It has four different eye rays, which it can use in any one tentacle attack.
combination. Each ray has a range of 120 feet and Tentacle. Melee Weapon Attack: +13 to hit, reach 15
requires a ranged spell attack. The overseer can use ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
each ray only once per turn. If the target is a creature, it is grappled (escape DC 20)
and restrained until the grapple ends. The overseer can
grapple up to four creatures at once.
MONSTERS | OVERSEER
91
Phaerlin giant
P
haerlin giants are a breed of giant that
descended from stone giants and are found in
the Underdark. They stand around 20 feet tall Phaerlin Giant
when standing straight, although their bodies Huge giant, neutral evil
are constantly hunched over, and they walk
using both their hands and feet. Their Armor Class 14 (natural armor)
protruding jaw holds sharp, elongated teeth, Hit Points 105 (10d12 + 40)
while their bodies are covered in very tough skin, with hard Speed 40 ft.
plates on their backs reminiscent of a beholder's. Their
yellow eyes constantly water, and they possess tiny ears. STR DEX CON INT WIS CHA
Phaerlin giants possess the ability to let loose a terrifying
howl that can cause weaker foes to become shaken, and they 21 (+5) 10 (+0) 19 (+4) 8 (-1) 12 (+1) 7 (-2)
have a powerful sense of smell. In combat, they are
particularly clumsy when using weapons and prefer to attack Skills Perception +4
with their teeth and claws. They begin battles by howling to Senses darkvision 60 ft., passive Perception 14
frighten their foes before engaging in a brutal assault. Languages Common, Giant
Phaerlin giants originated after aberrant phaerimm, Challenge 5 (1,800 XP)
imprisoned underground beneath the Anauroch desert,
magically warped stone giants over the centuries. The Keen Smell. The Phaerlin Giant has advantage on
resulting phaerlin giants have little in common with their Wisdom (Perception) checks that rely on smell.
forebears and exhibit minimal culture. Most serve as brutal
slaves in the Underdark, with solitary existence focusing on Actions
food and violence. Occasionally, two phaerlin giants may
cooperate, but larger groups and settlements are never seen. Multiattack. The Phaerlin Giant makes two attacks:
one with its bite and one with its claw. Bite. Melee
Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage. Claw. Melee
Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing damage. Terrifying Howl
(Recharge 5-6). The Phaerlin Giant emits a terrifying
howl. Each creature of the giant's choice within 30
feet of it that can hear it must succeed on a DC 14
Wisdom saving throw or be frightened for 1
minute. A frightened creature can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success.
P
lanar Dragons are majestic creatures that hail Adamantine Dragons
from realms beyond the Prime Material plane.
Unlike their counterparts, these dragons do not The Adamantine Dragon, also known as the Adamantite
possess an innate talent for sorcery. Instead, Dragon, is a majestic planar creature hailing from the Twin
they wield a repertoire of spell-like abilities that Paradises of Bytopia. These powerful dragons possess a
showcases their mastery over the magical typical draconic physique, with their claws, wings, and tail
forces of their native planes. overshadowing their relatively small bodies. Their scales
With their immense size and radiant scales shimmering resemble silvery metal covered in diamond dust, reflecting
with otherworldly hues, Planar Dragons are awe-inspiring beams of light and creating scintillating rainbows. The
beings to behold. Their forms are adapted to the unique radiant, crownlike crest formed by their swept-back horns
environments of the Astral Plane, Ethereal Plane, and adds to their regal appearance. Adamantine dragons are
various Outer Planes they call home. Their wings span great considered exemplars of good, ever vigilant protectors of their
distances, effortlessly carrying them through the boundless native plane. With exceptional intelligence and an inherent
expanses of their realms. sense of righteousness, they readily aid and sacrifice for the
These enigmatic creatures are deeply connected to the common good of intelligent creatures. Their adamantine-like
intricate fabric of their planes. They harness the primal natural weapons deal devastating damage, and they possess
energies and elemental essences that flow through their a range of magical abilities. With their breathtaking breath
domains, channeling them into devastating breath attacks weapons, they can unleash white-hot fire or a time-stopping
and unleashing arcane powers beyond mortal gas, both of which vary in potency depending on the plane
comprehension. they are used on. These dragons are highly skilled at
Planar Dragons are often found in Dragon Eyries, hidden destroying equipment and possess innate spell-like abilities
sanctuaries nestled within the most remote and ethereal as they age, including the ability to take humanoid or animal
corners of their respective planes. Within these sacred lairs, forms. While they dislike physical combat, they can be
they guard ancient knowledge and artifacts of immense formidable opponents when provoked.
power, serving as guardians of the planes' delicate balance.
Wyrmling Actions
Multiattack. The dragon makes two attacks: one with its
Medium dragon, neutral good
bite and one with its claws.
Armor Class 17 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 52 (8d8 + 16) target. Hit: 9 (1d10 + 3) piercing damage.
Speed 30 ft., fly 60 ft.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) slashing damage.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 11 (+0) Legendary Actions
The dragon can take 2 legendary actions, choosing
Damage Resistances none from the options below. Only one legendary action
Damage Immunities none option can be used at a time and only at the end of
Condition Immunities none another creature's turn. The dragon regains spent
Senses darkvision 60 ft., passive Perception 10 legendary actions at the start of its turn.
Languages Celestial, Draconic
Challenge 6 (2,300 XP) Detect. The dragon makes a Wisdom (Perception)
check.
Innate Spellcasting. The dragon's innate spellcasting Tail Attack. The dragon makes a tail attack.
ability is Charisma (spell save DC 11). It can innately Wing Attack (Costs 2 Actions). The dragon beats its
cast the following spells, requiring no material wings. Each creature within 10 feet of the dragon
components: must succeed on a DC 13 Dexterity saving throw or
take 6 (1d6 + 3) bludgeoning damage and be
At will: mirror image knocked prone. The dragon can then fly up to half its
flying speed.
Astral Dragon Wyrmling Astral Sight. The astral dragon can see through the blur
Medium dragon, neutral of the Astral Plane for up to 10 miles.
Armor Class 15 (natural armor) Flyby. The astral dragon doesn't provoke opportunity
Hit Points 52 (8d8 + 16) attacks when it flies out of an enemy's reach.
Speed 30 ft., fly 60 ft. Innate Spellcasting (1/Day). The astral dragon can cast
plane shift (self only) at will.
STR DEX CON INT WIS CHA
Actions
18 (+4) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage.
Skills Perception +2
Senses blindsight 30 ft., darkvision 60 ft., passive Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Perception 12 target. Hit: 8 (1d8 + 4) slashing damage.
Languages Common, Draconic Psionic Sense. The astral dragon can sense the presence
Challenge 3 (700 XP) of psionic abilities within 240 feet of it.
Adult Astral Dragon Bite. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage.
Huge dragon, neutral
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Armor Class 19 (natural armor) one target. Hit: 15 (2d6 + 8) slashing damage.
Hit Points 297 (22d12 + 154)
Speed 50 ft., fly 100 ft. Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice
STR DEX CON INT WIS CHA that is within 120 feet of the dragon and aware of it
24 (+7) 14 (+2) 24 (+7) 10 (+0) 12 (+1) 16 (+3) must succeed on a DC 15 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Skills Perception +10 the saving throw at the end of each of its turns, ending
Senses blindsight 60 ft., darkvision 120 ft., passive the effect on itself on a success.
Perception 20 Breath Weapon (Recharge 5-6). The adult astral dragon
Languages Common, Draconic exhales a 60-foot cone of astral energy. Each creature
Challenge 13 (10,000 XP) in that area must make a DC 18 Dexterity saving throw,
taking 56 (16d6) force damage on a failed save, or half
Astral Sight. The adult astral dragon can see through the as much damage on a successful one.
blur of the Astral Plane for up to 10 miles.
Legendary Actions
Flyby. The adult astral dragon doesn't provoke
opportunity attacks when it flies out of an enemy's The adult astral dragon can take 3 legendary actions,
reach. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Innate Spellcasting (At will). The adult astral dragon can of another creature's turn. The adult astral dragon
cast plane shift (self only) at will. regains spent legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the adult astral dragon
Detect. The adult astral dragon makes a Wisdom
fails a saving throw, it can choose to succeed instead. (Perception) check.
Psionic Sense. The adult astral dragon can sense the Tail Attack. The adult astral dragon makes a tail
presence of psionic abilities within 240 feet of it. attack.
Wing Attack (Costs 2 Actions). The adult astral dragon
Actions beats its wings. Each creature within 15 feet of the
dragon must succeed on a DC 19 Dexterity saving
Multiattack. The adult astral dragon can use its Frightful
Presence. It then makes three attacks: one with its bite throw or take 13 (2d6 + 6) bludgeoning damage and
be knocked prone. The adult astral dragon can then
and two with its claws.
fly up to half its flying speed.
MONSTERS | PLANAR DRAGONS
97
Ancient Astral Dragon Multiattack. The ancient astral dragon can use its
Frightful Presence. It then makes three attacks: one
Gargantuan dragon, neutral
with its bite and two with its claws.
Armor Class 21 (natural armor)
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft.,
Hit Points 617 (33d20 + 264)
one target. Hit: 24 (2d10 + 13) piercing damage plus
Speed 60 ft., fly 120 ft.
14 (4d6) force damage.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft.,
STR DEX CON INT WIS CHA one target. Hit: 20 (2d8 + 13) slashing damage.
30 (+10) 14 (+2) 26 (+8) 16 (+3) 18 (+4) 20 (+5) Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one
target. Hit: 22 (2d10 + 13) bludgeoning damage.
Saving Throws Dex +9, Con +15, Wis +12, Cha +13 Frightful Presence. Each creature of the dragon's choice
Skills Perception +17 that is within 120 feet of the dragon and aware of it
Damage Immunities force must succeed on a DC 20 Wisdom saving throw or
Senses blindsight 120 ft., darkvision 240 ft., passive become frightened for 1 minute. A creature can repeat
Perception 27 the saving throw at the end of each of its turns, ending
Languages Common, Draconic, telepathy 120 ft. the effect on itself on a success.
Challenge 23 (50,000 XP)
Breath Weapon (Recharge 5-6). The ancient astral
Astral Sight. The ancient astral dragon can see through dragon exhales a 90-foot cone of astral energy. Each
the blur of the Astral Plane for up to 10 miles. creature in that area must make a DC 23 Dexterity
saving throw, taking 77 (22d6) force damage on a
Legendary Resistance (3/Day). If the ancient astral failed save, or half as much damage on a successful
dragon fails a saving throw, it can choose to succeed one.
instead.
Innate Spellcasting. The ancient astral dragon's innate
Legendary Actions
spellcasting ability is Intelligence (spell save DC 21). The ancient astral dragon can take 3 legendary actions,
The dragon can innately cast the following spells, choosing from the options below. Only one legendary
requiring no material components: action option can be used at a time and only at the end
of another creature's turn. The ancient astral dragon
At will: detect thoughts, plane shift
regains spent legendary actions at the start of its turn.
3/day each: dominate person, telekinesis
Detect. The ancient astral dragon makes a Wisdom
Magic Resistance. The ancient astral dragon has (Perception) check.
advantage on saving throws against spells and other Tail Attack. The ancient astral dragon makes a tail
magical effects. attack.
Psionic Sense. The ancient astral dragon can sense the Wing Attack (Costs 2 Actions). The ancient astral
presence of psionic abilities within 240 feet of it. dragon beats its wings. Each creature within 20 feet
of the dragon must succeed on a DC 24 Dexterity
Actions saving throw or take 16 (3d6 + 6) bludgeoning
damage and be knocked prone. The ancient astral
dragon can then fly up to half its flying speed.
Astral Dragons As they mature, they abandon the eggs and claim larger
lairs. Mated astral dragons grow in power and size, with a
The Astral Dragon is a rare and formidable planar creature magical chain appearing to bind them together as a sign of
native to the Astral Plane. These majestic dragons possess their devotion. They rarely leave their grand palace-lairs and
exceptional vision, enabling them to see through the blur of are considered as mighty as demipowers in their domains. To
the Astral Plane for miles on end. With the ability to plane gather information, they often send out kodragons, acting as
shift at will, they effortlessly navigate their home plane and their eyes and ears.
can fly on the Prime Material Plane.
Astral dragons prioritize attacking spellcasters when in
battle against creatures not native to the Astral Plane,
recognizing their role in maintaining the group's presence in
that realm. Although they lack psionic abilities, they possess
the ability to sense psionic abilities in others. Astral dragons
have a unique reproductive process, with females laying eggs
that grow within the Astral Plane until they reach a
significant size. Young astral dragons use their eggs as
treasure storage and establish a mental link to locate them.
Battle Dragons With their chants, they inspire courage akin to bards, and
older battle dragons can enter a furious battle rage, inflicting
Battle Dragons are fierce and courageous creatures that revel devastating damage. Battle dragons possess breath weapons
in glorious combat. These mighty dragons come in various capable of inducing fear or unleashing deafening sonic
scales and colorations, with their appearance changing energy. Additionally, they possess innate abilities similar to
depending on their activities. spells such as aid, heroes' feast, protection from evil, and
When at rest, their scales have a dull brown hue, but when shield other. These dragons are trained from a young age to
in flight, they turn bright golden, reflecting sunlight with a appreciate the art of fighting and can be found alone, in
dazzling effect. Sharp horns protrude from their heads and families, or in clutches. They often forge alliances with
other extremities, while their large, brilliantly patterned communities, providing mutual assistance and protection.
wings add to their majestic presence. Battle dragons can be encountered in various realms,
Fearless and optimistic, battle dragons find great joy in including Ysgard, Arvandor, the Dragon Eyrie, the House of
armed conflict and possess the ability to find positivity even the Triad, Warrior's Rest, and even the Astral Plane itself. Due
in the most dire situations. They excel at inspiring courage to their loyalty and love for battle, they can be found in the
within their armies and are often chosen as mounts by direct service of deities, aiding armies against fiends or
humanoid combatants. In battle, they fight fiercely while participating in battles between rival deities.
supporting and encouraging their allies.
Fear Aura. Any creature that starts its turn within 10 Actions
feet of the chaos dragon wyrmling must succeed on a Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
DC 12 Wisdom saving throw or become frightened for target. Hit: 8 (1d10 + 3) piercing damage.
1 minute. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
on a success. target. Hit: 6 (1d6 + 3) slashing damage.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Young Chaos Dragon Variable Breath. The young chaos dragon exhales a
line of energy that is randomly determined. Each
Medium dragon, chaotic alignment
creature in a 60-foot line must make a DC 13
Armor Class 17 Dexterity saving throw, taking 31 (7d8) damage of
Hit Points 127 (15d8 + 60) the determined energy type on a failed save, or half
Speed 40 ft., fly 80 ft. as much damage on a successful one. Roll 1d4 to
determine the energy type: 1 - acid, 2 - cold, 3 -
electricity, 4 - fire.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 12 (+1)
Actions
Multiattack. The young chaos dragon can use its
Skills Perception +5 Frightful Presence. It then makes three attacks: one
Damage Resistances acid, cold, electricity, fire, sonic with its bite and two with its claws.
Senses blindsight 60 ft., darkvision 120 ft., passive
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Perception 15 target. Hit: 15 (2d10 + 4) piercing damage.
Languages Draconic, Abyssal
Challenge 6 (2,300 XP) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Fear Aura. Any creature that starts its turn within 15 Frightful Presence. Each creature of the young chaos
feet of the young chaos dragon must succeed on a DC dragon's choice that is within 120 feet of the dragon
13 Wisdom saving throw or become frightened for 1 and aware of it must succeed on a DC 13 Wisdom
minute. The creature can repeat the saving throw at the saving throw or become frightened for 1 minute. A
end of each of its turns, ending the effect on itself on a creature can repeat the saving throw at the end of each
success. of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
Breathe Weapons (Recharge 5-6). The young chaos for it, the creature is immune to the young chaos
dragon uses one of the following breath weapons:
dragon's Frightful Presence for the next 24 hours.
Confusion Breath. The young chaos dragon exhales a
cone of confusing gas. Each creature in a 30-foot
cone must make a DC 13 Wisdom saving throw. On
a failed save, the creature is affected by the
confusion spell for 1 minute. The creature can repeat
MONSTERS | PLANAR
the saving throw DRAGONS
at the end of each of its turns,
106 ending the effect on itself on a success.
Adult Chaos Dragon Spellcasting. The adult chaos dragon is a 9th-level
spellcaster. Its spellcasting ability is Charisma (spell
Huge dragon, chaotic alignment
save DC 16, +8 to hit with spell attacks). The adult
Armor Class 19 (natural armor) chaos dragon has the following spells prepared:
Hit Points 225 (18d12 + 108)
Cantrips (at will): prestidigitation, shocking grasp, true
Speed 40 ft., fly 80 ft.
strike
1st level (4 slots): chaos bolt, shield
STR DEX CON INT WIS CHA
2nd level (3 slots): darkness, mirror image
20 (+5) 16 (+3) 22 (+6) 14 (+2) 14 (+2) 16 (+3)
3rd level (3 slots): blink, counterspell
Saving Throws Dex +8, Con +11, Wis +7, Cha +8 4th level (3 slots): confusion, dimension door
Damage Resistances acid, cold, electricity, fire, sonic 5th level (2 slots): dominate person, hold monster
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 17 Actions
Languages Draconic, Abyssal, Celestial
Challenge 13 (10,000 XP) Multiattack. The adult chaos dragon can use its Frightful
Presence. It then makes three attacks: one with its bite
Fear Aura. Any creature that starts its turn within 15 and two with its claws.
feet of the adult chaos dragon must succeed on a DC Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
16 Wisdom saving throw or become frightened for 1 one target. Hit: 17 (2d10 + 6) piercing damage.
minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
success. target. Hit: 13 (2d6 + 6) slashing damage.
Frightful Presence. Each creature of the adult chaos
Breathe Weapons (Recharge 5-6). The adult chaos
dragon's choice that is within 120 feet of the dragon
dragon uses one of the following breath weapons:
and aware of it must succeed on a DC 16 Wisdom
Confusion Breath. The adult chaos dragon exhales a saving throw or become frightened for 1 minute. A
cone of confusing gas. Each creature in a 30-foot creature can repeat the saving throw at the end of each
cone must make a DC 16 Wisdom saving throw. On of its turns, ending the effect on itself on a success. If a
a failed save, the creature is affected by the creature's saving throw is successful or the effect ends
confusion spell for 1 minute. The creature can repeat for it, the creature is immune to the adult chaos
the saving throw at the end of each of its turns, dragon's Frightful Presence for the next 24 hours.
ending the effect on itself on a success.
Variable Breath. The adult chaos dragon exhales a line
of energy that is randomly determined. Each creature
in a 60-foot line must make a DC 16 Dexterity
saving throw, taking 45 (10d8) damage of the
determined energy type on a failed save, or half as
much damage on a successful one. Roll 1d4 to
determine the energy type: 1 - acid, 2 - cold, 3 -
electricity, 4 - fire.
Saving Throws Dex +6, Con +16, Wis +9, Cha +14 Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
Skills Perception +16, Stealth +6 target. Hit: 17 (2d8 + 8) bludgeoning damage.
Damage Immunities acid, lightning Frightful Presence. Each creature of the ancient chaos
Condition Immunities charmed, frightened dragon's choice that is within 120 feet of the dragon
Senses blindsight 60 ft., darkvision 120 ft., passive and aware of it must succeed on a DC 22 Wisdom
Perception 26 saving throw or become frightened for 1 minute. A
Languages Draconic, Abyssal creature can repeat the saving throw at the end of each
Challenge 24 (62,000 XP) of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
Legendary Resistance (3/Day). If the ancient chaos for it, the creature is immune to the ancient chaos
dragon fails a saving throw, it can choose to succeed dragon's Frightful Presence for the next 24 hours.
instead. Breath Weapons (Recharge 5-6). The ancient chaos
Innate Spellcasting. The ancient chaos dragon's innate dragon uses one of the following breath weapons:
spellcasting ability is Charisma (spell save DC 22). It Chaos Breath. The ancient chaos dragon exhales
can innately cast the following spells, requiring no chaotic energy in a 90-foot cone. Each creature in
material components: that area must make a DC 24 Dexterity saving throw,
At will: detect magic, dispel magic, plane shift taking 66 (12d10) force damage on a failed save, or
half as much damage on a successful one.
3/day each: dominate person, feeblemind, wish
Disorienting Breath. The ancient chaos dragon
Chaos Aura. Any creature that starts its turn within 30
exhales a disorienting gas in a 90-foot cone. Each
feet of the ancient chaos dragon must succeed on a
creature in that area must make a DC 24
DC 24 Wisdom saving throw or be affected by the
Constitution saving throw. On a failed save, the
confusion spell for 1 minute. The creature can repeat
creature is stunned for 1 minute. The creature can
the saving throw at the end of each of its turns, ending repeat the saving throw at the end of each of its
the effect on itself on a success.
turns, ending the effect on itself on a success.
Ethereal Jaunt. The adult ethereal dragon can use its Legendary Actions
action to magically enter the Ethereal Plane from the The adult ethereal dragon can take 3 legendary actions,
Material Plane, or vice versa. It can remain on the choosing from the options below. Only one legendary
Ethereal Plane for up to 1 minute (or until it uses an action option can be used at a time, and only at the end
action to return to the Material Plane). The dragon of another creature's turn. The dragon regains spent
ignores objects and creatures on the Ethereal Plane, legendary actions at the start of its turn.
and they ignore it.
Detect. The dragon makes a Wisdom (Perception)
Ethereal Claws. The adult ethereal dragon's natural check.
weapons are considered magical for the purpose of Tail Attack. The dragon makes a tail attack.
overcoming resistance and immunity to nonmagical Dimensional Shift (Costs 2 Actions). The dragon
attacks. magically shifts from the Material Plane to the
Ethereal Breath (Recharge 5-6). The adult ethereal Ethereal Plane or vice versa.
dragon exhales a cone of force in a 40-foot cone. Each
creature in that area must make a DC 18 Dexterity
saving throw, taking 45 (10d8) force damage on a
failed save, or half as much damage on a successful
one.
R
eef giants, native to the tropical reefs and
islands of Zakhara, are imposing figures with
white hair and coppery skin. Standing at an Reef Giant
average height of 16 feet and weighing around Huge giant, neutral good
4,000 pounds, they possess a more robust
physique, a result of their swimming prowess. Armor Class 17 (natural armor)
When on land, they don garments made of hide Hit Points 195 (17d12 + 85)
or braided hair, while underwater, they simply wear a belt to Speed 40 ft., swim 40 ft.
hold their weapons and pouches.
These giants have the remarkable ability to create a STR DEX CON INT WIS CHA
whirlpool with a radius of 10 feet around them, capable of
drawing in nearby creatures. While it is not powerful enough 23 (+6) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 10 (+0)
to affect ships, it can prove fatal to those caught within. Reef
giants exhibit immunity to water- and ice-based magic, Skills Perception +5
enhancing their resilience. Damage Resistances bludgeoning, piercing, and
Reef giants are most comfortable engaging in underwater slashing from nonmagical attacks
combat. Their preferred weapon is a giant trident, although Condition Immunities exhaustion
they will resort to using their powerful fists when necessary. Senses passive Perception 15
Languages Giant, Common
In their efforts to sink ships, they also hurl boulders. Challenge 11 (7,200 XP)
However, when facing individual adversaries, they do not
bother with such tactics. Some reef giants have been known Amphibious. The reef giant can breathe air and
to employ giant bolas, incorporating razor-sharp chunks of water.
coral instead of wooden balls.
Mating for life, reef giants lead mostly solitary existences. Water Magic Immunity. The reef giant is immune to
When reaching puberty, young reef giants venture out to find spells and other magical effects that deal with
their own homes, often settling near reefs or in island hills water or ice.
and gorges. Externally, their homes appear as massive huts,
while inside, they are lavishly furnished. These mansions, Actions
passed down from parents to daughters, hold several Multiattack. The reef giant makes two trident
generations' worth of belongings. Consequently, daughters attacks or two fist attacks.
who inherit such homes become highly sought after by reef
giant suitors. Giant Trident. Melee Weapon Attack: +10 to hit,
Reef giants possess a diverse diet, fishing, foraging, and reach 15 ft., one target. Hit: 23 (3d10 + 6) piercing
scavenging from various sources. Their size allows them to damage.
ensnare entire schools of fish effortlessly. Older giants, Fist. Melee Weapon Attack: +10 to hit, reach 10 ft.,
unable to forage effectively, maintain herds of goats or sheep one target. Hit: 19 (3d8 + 6) bludgeoning damage.
for sustenance. Additionally, their impressive diving skills Boulder Throw. The reef giant hurls a boulder at a
enable them to gather abundant quantities of pearls, corals, ship or a creature within 60 feet of it. Make a
and sponges from the ocean. While these items are often ranged attack against the target. Hit: 32 (4d12 + 6)
traded with surface races, their relentless exploitation of the bludgeoning damage.
ocean's resources has drawn the ire of local merfolk, tritons,
and other underwater races. Whirlpool (1/Day). The reef giant can create a
Found far from human settlements, reef giants rarely whirlpool in the water, centered on itself. Each
interact with them. When they do, they usually remain within creature within 10 feet of the giant must make a
DC 16 Strength saving throw or be pulled 20 feet
marketplaces. Known for their affinity for writing, poetry, and toward the giant and restrained until the start of the
scholarship, reef giants are highly literate, capturing the giant's next turn. A creature that succeeds on the
interest of human scholars due to their profound insights and saving throw is pushed 5 feet away from the giant.
historical perspectives. Some reef giants also worship
Istishia, the Water Lord.
R
esiding in the deserts of southern Faerûn, sand
giants are large humanoids with an average
height of 12 feet and weighing around 2,000 Sand Giant
pounds. Their skin color ranges from dark Large giant, neutral
brown to beige, while their hair color varies
from black to blond. Sand giants opt for light Armor Class 15 (natural armor)
cloth garments that provide camouflage in the Hit Points 168 (16d10 + 80)
desert, eschewing bulky or metal armor due to its Speed 40 ft., burrow 20 ft.
impracticality in the scorching heat.
Impervious to harm from fire, sand giants possess the STR DEX CON INT WIS CHA
ability to manipulate heat, creating a shimmering effect to
blur their forms during combat. However, they are vulnerable 23 (+6) 10 (+0) 20 (+5) 11 (+0) 12 (+1) 8 (-1)
to extreme cold. These giants also possess innate magic that
allows them to meld into stone and transform creatures into Damage Resistances fire
living statues. Their moderate burrowing ability allows them Damage Vulnerabilities cold
to traverse sand and stone with relative ease. Senses darkvision 60 ft., passive Perception 11
Sand giants prefer to ambush opponents by burrowing into Languages Common, Giant
the sand. They employ a sand blaster, a long tube that utilizes Challenge 10 (5,900 XP)
their powerful lungs to blow a cone of sand, partially
incapacitating their adversaries. In melee combat, they often Fire Manipulation. As a bonus action, it can create a
shimmering effect around itself, causing its form to
wield scimitars. Their champions are tactical masters and become blurred. This grants it advantage on
serve as personal guards for the monarchy. Dexterity (Stealth) checks until the start of its next
Sand giants are known for their ordered societies, valuing turn.
caution, discipline, and honor. Their settlements are carefully
organized, prioritizing defense, often situated in isolated Actions
locations shielded by natural features like mesas. Governed
by a monarch, these settlements house a population ranging Multiattack. The sand giant makes two attacks: one
from 13 to 45 individuals. The monarch's heir is typically the with its sand blaster and one with its scimitar.
first-born child, with the succession beyond that determined
by a complex system of blood relations and birth order. Sand Blaster. Ranged Weapon Attack: +9 to hit,
range 30/60 ft., one target. Hit: 15 (2d8 + 6)
While sand giants traditionally inhabited the vast expanse bludgeoning damage. The target must succeed on a
of southern Faerûn, spanning from the Calim Desert in the DC 15 Strength saving throw or have its movement
west to the Plains of Purple Dust in the east, they were speed reduced by half until the start of the sand
commonly found in Raurin, where their largest settlements giant's next turn.
thrived near the Giant's Belt Mountains. Despite living away
from other communities, sand giants garnered respect from Scimitar. Melee Weapon Attack: +9 to hit, reach 10
their neighbors and welcomed travelers and trade. They ft., one target. Hit: 18 (3d6 + 6) slashing damage.
occasionally dealt with incursions from eldritch giants and Stone Melding. The sand giant can meld into stone
their goblinoid slaves. as an action. While merged, it is incapacitated and
has a blindsight range of 60 feet, but it can't be
targeted or affected by any attack, spell, or other
effect.
Living Statue. Once per day, the sand giant can use
an action to target a creature it can see within 60
feet. The target must succeed on a DC 15
Constitution saving throw or be magically
transformed into a living statue. The transformation
lasts until dispelled or until the sand giant ends it as
a bonus action. While transformed, the target is
petrified and incapacitated, but it retains its hit
points and all of its abilities.
S
calamagdrions, also known as Guardians of the
Tome, are powerful draconic creatures revered
for their innate magic-dampening abilities. These Scalamagdrion
dragon-like beings serve as protectors, guarding Large dragon, neutral
arcane tomes and spellbooks with unwavering
vigilance. Armor Class 17 (natural armor)
Measuring around 12 feet in length, Hit Points 123 (13d10 + 52)
scalamagdrions possess silver or gray scales. Their wings, Speed 40 ft., fly 60 ft.
relatively small compared to their size, accompany their
prehensile tails adorned with numerous spiky protrusions. At STR DEX CON INT WIS CHA
a glance, they bear a superficial resemblance to young silver
dragons. 22 (+6) 12 (+1) 18 (+4) 14 (+2) 12 (+1) 14 (+2)
Stalwart defenders, scalamagdrions are entrusted with
safeguarding specific tomes of arcane knowledge and power, Skills Perception +5
displaying fervent aggression in fulfilling their duty. They Damage Resistances cold
possess potent antimagic capabilities, capable of reflecting Languages Draconic, Sign Language
spells directed at them and silencing those nearby, similar to Challenge 7 (2,900 XP)
the effects of the arcane spell.
In combat, scalamagdrions prove to be formidable Antimagic Aura. The scalamagdrion emits an aura of
adversaries, immediately attacking upon detecting potential antimagic in a 10-foot radius, neutralizing any
spells or magical effects while within the aura.
threats to the tome under their protection. They possess Additionally, it has advantage on saving throws
shrewdness, recognizing that their arcane safeguards can against spells and other magical effects.
thwart most spellcasters. As a result, they prioritize engaging
warriors and foes with martial prowess. Silencing Presence. Any creature within 30 feet of
Solitary creatures by nature, scalamagdrions are believed the scalamagdrion must succeed on a DC 14
to inhabit extensive networks of tunnels, caves, or even Constitution saving throw or be unable to speak or
extradimensional realms, with some postulating their produce sound for 1 minute. The creature can
presence beneath the Great Glacier. repeat the saving throw at the end of each of its
Within the spellbook known as the Scalamagdrion, a single turns, ending the effect on itself on a success.
page contains an illustration of this awe-inspiring creature.
Any unauthorized individual who attempts to read the book Actions
opens a portal, summoning a scalamagdrion to appear before Multiattack. The scalamagdrion makes two attacks:
them, protecting the sanctity of the tome. one with its bite and one with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit 17 (2d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit 15 (2d8 + 6) slashing damage.
MONSTERS | SCALAMAGDRION
128
A Scalamagdrion.
MONSTERS | SCALAMAGDRION
129
Song Dragon
S
ong dragons are a species of dragon that typic Depending on their age, song dragons can cast various
dwells among humanity, disguising themselves as spells, such as light, darkness, blink, feather fall, heal, plane
human women. Resembling copper dragons, they shift, teleport, and even cleric spells and spells from the
possess slender bodies adorned with iridescent Healing, Travel, and Trickery domains. Older and more
silver-blue scales, creating a striking and vibrant powerful song dragons, particularly those in the great wyrm
appearance. Some song dragons appear to lack stage of life, can utilize their innate magic to cast spells like
wings, instead utilizing a magical organ in their protection from normal missiles, wall of force, reverse gravity,
brains to soar through the skies. and polymorph any object, bestowing the effects of these
These dragons have a unique ability to assume the form of spells through touch.
an attractive human woman between the ages of 20 and 30, Immune to poisons and electricity, song dragons possess
and occasionally, they take on the guise of females from other incredible mental strength, rendering them resistant to mind-
humanoid races. Interestingly, both male and female song altering spells. They can only be harmed by magical means
dragons can transform into human women, although male or enchanted weapons. Interestingly, these wyrms have
song dragons are incredibly rare. The transformation process minimal need for sleep and can consume vast amounts of
takes about twelve seconds to adopt human form and half food without gaining weight while in their human form.
that time to revert back to their dragon form. During the Song dragons have a distinct personality and often choose
transformation, the song dragon becomes immobile, to live among humans, preferring their company over that of
breaking any bonds or confinements. other dragons. They excel at blending in with human society,
In their human form, song dragons lose their draconic thanks to their human forms, which they reveal only in times
physical traits and breath weapon, but retain their of great danger. Many song dragons enjoy seducing and
knowledge, awareness, and magical abilities. They possess marrying evil men, using their true dragon form to eliminate
the innate ability to speak any language, similar to the villains and amass treasure. Unlike other dragons, they find
tongues spell, and have the gift of true seeing. pleasure in acquiring wealth rather than hoarding it.
Innate Spellcasting. The song dragon's innate Detect. The song dragon makes a Wisdom (Perception)
spellcasting ability is Charisma (spell save DC 15). It check.
can innately cast the following spells, requiring no Tail Attack. The song dragon makes a tail attack.
material components:
Soothing Melody (Costs 2 Actions). The song dragon
At will: light, mage hand, message, minor illusion sings a soothing melody. Each creature of its choice
3/day each: darkness, disguise self, suggestion within
T
itans are the largest among the true giant The origins of the titan race trace back to the mortal child
races, surpassing the height of cloud and of the deities Annam All-Father and Othea, a being named
storm giants. These colossal beings resemble Lanaxis. Titans played a significant role in the kingdom of
muscular humans, typically lacking facial hair. Ostoria, where they established cities and contributed to
As a race, titans boast exceptional artistic tributes dedicated to giantkind. The disappearance of
intelligence, often ranking among the most titans from the world of Abeir-Toril remains shrouded in
intellectual of giants. Many titans possess mystery, with myths speculating arrogance and challenges
spellcasting or psionic abilities, while they are not known for posed to the gods as possible causes.
their proficiency in rune magic. With their colossal size, intelligence, and magical abilities,
Titans are formidable adversaries in combat, wielding huge titans command great respect and influence within giant
warhammers and employing javelins as ranged weapons. society. They are regarded as leaders and guides by other
They possess immense physical strength and are known to giants, due to their exceptional knowledge and wisdom.
utilize various spell-like abilities, including but not limited to
holy smite, meteor swarm, and chain lightning. Some titans
have the capability to turn invisible, levitate, or become
ethereal.
MONSTERS | TITAN
135
Voadkyn
T
he voadkyn, also known as wood giants, are a
race of giant-kin that dwell in temperate and
warm forests. Voadkyn heads are relatively Voadkyn
larger compared to the rest of their bodies, Large giant, chaotic good
featuring prominent jaws and chins. Unlike
other giants, they lack any form of hair, giving Armor Class 13 (natural armor)
them a distinctive appearance similar to wood Hit Points 95 (10d10 + 40)
elves. Speed 30 ft.
These creatures have a rather varied reputation. Some
believe voadkyn to be brooding and serious, disliking jovial STR DEX CON INT WIS CHA
behavior, while others describe them as fun-loving and flighty,
appreciating the beauty of finely cut gems and well-crafted 18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
magical items. Like their kin, the firbolgs, voadkyn are often
considered benevolent beings. Skills Perception +4
Voadkyn have a complex history intertwined with giants. Senses passive Perception 14
Legends tell conflicting tales of their origin, whether as Languages Common, Giant, Elvish
descendants of the giant deity Annam All-Father or as the Challenge 4 (1,100 XP)
result of an affair between Othea, Annam's wife, and Ulutiu.
Regardless of their true heritage, voadkyn faced exclusion Shapechanger. The voadkyn can magically disguise
from giant society once their parentage was revealed. itself as any Medium humanoid creature. While
disguised, it can't use its natural attacks, but it
Determined to find their own place in the world, they claimed gains a +5 bonus to Dexterity (Stealth) checks. The
the forests as their domain, distancing themselves from other voadkyn retains its statistics except for its size,
giants and giant-kin. speed, and the benefits of its natural armor, and it
The voadkyn's relationship with lycanthropy is noteworthy. can revert to its true form as a bonus action.
These wood giants are highly susceptible to all forms of
lycanthropy and have a particular enmity toward a group of Keen Senses. The voadkyn has advantage on
true lycanthropes known as shadkyn, a form of werebat. This Wisdom (Perception) checks that rely on hearing or
conflict further separates them from their non-afflicted smell.
brethren. Innate Spellcasting (3/Day). The voadkyn can innately
While voadkyn avoid direct association with other giant cast pass without trace without requiring any
races, they maintain a harmonious coexistence with wood material components. Its spellcasting ability is
elves and occasionally treants. Their close bond with nature Wisdom.
and their shared dedication to the forest environment
solidifies their connection. Actions
Hiatea, the goddess of nature, receives primary worship Multiattack. The voadkyn makes two melee attacks.
from the voadkyn. Some voadkyn also honor Rillifane
Rallathil and serve as druids in his name. They generally Greataxe. Melee Weapon Attack: +7 to hit, reach 10
keep to themselves, rarely socializing with other intelligent ft., one target. Hit: 15 (2d10 + 4) slashing damage.
races. Instead, they focus on their guardianship of the forests Rock. Ranged Weapon Attack: +6 to hit, range
they call home. 60/240 ft., one target. Hit: 13 (2d8 + 4)
Voadkyn, with their unique appearance and affinity for bludgeoning damage.
nature, stand as a distinct race among giants, upholding their
own principles and place within the natural world.
MONSTERS | VOADKYN
136
A voadkin.
MONSTERS | VOADKYN
137
Gods and Deities
T
he world of Dungeons and Dragons is home to a vast pantheon of gods and deities, each with their own distinct
personalities, domains, and followers. These divine beings play a vital role in the lives of mortals, influencing
everything from the natural world to the course of history.
Even monsters have gods they worship, and so, in this section are the pantheons for beholders, dragons, and
giants.
Draconic Pantheon
Diety Alignment Suggested Domain Holy Symbol
Asgorath, creator of dragonkind N Knowledge, Life, A circle with nine spokes
Tempest
Astilabor, goddess of acquisitiveness and LN Knowledge, Trickery A gemstone with an inner glow
wealth
Bahamut, god of enlightened justice LG Life, War A dragon’s head in profile
Garyx, god of fire, destruction, and renewal CE Forge, Tempest A flaming dragon’s head
Hlal, goddess of humor, inventiveness, and CG Knowledge, Trickery A smiling dragon’s face
pleasure
Kereska, goddess of magic CN Arcana, Knowledge A dragon eye in a circle of silver flames
Kuyutha, patron demigod of dragonborn LG Life, War A dragonborn skull surrounded by a halo of
light
Lendys, god of harsh justice LN Order, War A pair of scales balanced on a warhammer
Null, god of death and undeath N Death A dragon’s eye with an hourglass pupil
Sardior, god of gem dragons and psionics N Knowledge A star sapphire
Tamara, goddess of mercy and healers NG Life, Light A single white flame
Task, god of greed NE Knowledge, Trickery A broken coin or a bloody handprint
Tiamat, goddess of evil dragonkind and LE Death, War A five-pointed star with five dragon heads
vengeance around it
Zorquan, god of dragonkind N Nature, Trickery A dragon’s eye within a diamond shape
Beholder Pantheon
Beholders, being creatures of extreme narcissism, do not typically worship gods or deities, hence why there aren't very many.
Diety Alignment Suggested Domain Holy Symbol
The Great Mother, matron deity of beholders CE Death, Knowledge An egg with central eye
Gzemid, deity of fog and deception CE Death, Trickery A bronze rod held in tentacles