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Demongnome’s Manual of Monsters Abishai Allip Archon, Hound Archon, Trumpet Archons, Lantern Assassin Vine Bodak Boneclaw Bonedrinker Brain in a Jar Caryatid Column Choker Deathshrieker Destrachan Dire Bear Draegloth Dread Wraith Drowned Effigy Entomber Erdlu Ethereal Filcher Ethereal Marauder Formian, Myrmarch Formian, Taskmaster Formian, Warrior Formian, Worker Frost Worm Giant Hamster Girallon Gray Render Greater Barghest Greenspawn Razorfiend Grig Harpoon Spider Huecuva Inevitable, Kolyarut Inevitable, Marut Inevitable, Zelekhut Inix Keeper Kelpie Kopru Lillend Marrash Mekillot Metalmaster Mohrg Nightshade, Nightcrawler Nightshade, Nightwalker Nightshade, Nightwing Nixie Nymph Nyth Phaerimm, Adult Phaerimm, Elder Phaerimm, Wyrmling Phaerimm, Young Phase Wasp Phasm Phoenix Quickling Quth-Maren Ragewind Ragewalker Redcap Retriever Selkie Shadow Mastiff Sharn Shocker Lizard Tendriculos Thoqqua Tressym Visage Created by: Tim Stack II Artwork by: Kaitlyn Miller Conversions of Monsters from Dungeons & Dragons 3.5 & Pathfinder

Demongnomes Manual of Monsters

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Page 1: Demongnomes Manual of Monsters

Demongnome’s

Manual

of

Monsters

Abishai

Allip Archon, Hound

Archon, Trumpet

Archons, Lantern

Assassin Vine

Bodak

Boneclaw

Bonedrinker

Brain in a Jar

Caryatid Column Choker

Deathshrieker

Destrachan

Dire Bear

Draegloth

Dread Wraith

Drowned

Effigy

Entomber

Erdlu Ethereal Filcher

Ethereal Marauder

Formian, Myrmarch

Formian, Taskmaster

Formian, Warrior

Formian, Worker

Frost Worm

Giant Hamster

Girallon Gray Render

Greater Barghest

Greenspawn Razorfiend

Grig

Harpoon Spider

Huecuva

Inevitable, Kolyarut

Inevitable, Marut

Inevitable, Zelekhut

Inix Keeper

Kelpie

Kopru

Lillend

Marrash

Mekillot

Metalmaster

Mohrg

Nightshade, Nightcrawler Nightshade, Nightwalker

Nightshade, Nightwing

Nixie

Nymph

Nyth

Phaerimm, Adult

Phaerimm, Elder

Phaerimm, Wyrmling

Phaerimm, Young

Phase Wasp Phasm

Phoenix

Quickling

Quth-Maren

Ragewind

Ragewalker

Redcap

Retriever

Selkie Shadow Mastiff

Sharn

Shocker Lizard

Tendriculos

Thoqqua

Tressym

Visage

Created by: Tim Stack II

Artwork by: Kaitlyn Miller Conversions of Monsters from Dungeons & Dragons 3.5 & Pathfinder

Page 2: Demongnomes Manual of Monsters

ABISHAI Large fiend, lawful evil Armor Class 15 (natural armor) Hit Points 45 (6d8 + 14) Speed 30 ft. Fly 40 ft.

STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 14 (+2)

Damage Resistances acid, cold, slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities fire, poison Condition Immunities poisoned Skills Stealth +6, Perception +4 Senses blindsight 60’, darkvision 60’, passive Perception 14 Languages Infernal, Undercommon, Telepathy 100’ Challenge 4 (1100 XP) Innate Spellcasting. The abishai’s spellcasting ability is

Charisma (spell save DC 12). The abishai can innately cast

the following spells, using only verbal components. At Will: Animate Dead, Disguise Self, Charm Person,

Command, Detect Good & Evil, Major Image, Suggestion, Fear

Regeneration. The abishai regains 5 hit points at the start

of its turn if it has at least 1 hit point. If the abishai takes

radiant damage, this trait doesn't function at the start of the

abishai's next turn.

Magic Resistance. The abishai has advantage on all

saving throws against magic.

Abishai Colors. Abishai vary in color as well as the

type of additional damage its sting does. The sting

listed below is for a white abishai.

White abishai do cold damage with its sting.

Green abishai do poison damage with its sting.

Blue abishai do lightning damage with its sting.

Black abishai do acid damage with its sting.

Red abishai do fire damage with its sting.

ACTIONS Multiattack. The abishai makes three attacks: one

with its sting, one with its claw and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) slashing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 4 (1d4 + 2) slashing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6)

cold damage.

Page 3: Demongnomes Manual of Monsters

ALLIP Medium undead, neutral evil Armor Class 11 Hit Points 39 (6d8 + 12) Speed Fly 30 ft. (hover)

STR DEX CON INT WIS CHA 6 (-3) 12 (+1) 14 (+2) 11 (+0) 11 (+0) 18 (+4)

Saving Throws Dex +3 Damage Resistances acid, fire, lightning, thunder; slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Skills Stealth +4, Perception +3 Senses darkvision 60’, passive Perception 13 Languages the languages it knew in life Challenge 1 (200 XP) Incorporeal Movement. The allip can move through other

creatures and objects as if they were difficult terrain. It takes

5 (1d10) force damage if it ends its turn inside an object.

Babble. The allip constantly mutters and whines to itself,

creating a hypnotic effect. All sane creatures within 60 feet

of the allip must succeed on a DC 14 Wisdom saving

throw or the creature becomes charmed for 1 minute. While

charmed by this spell, the creature is incapacitated and has

a speed of 0. This saving throw can be repeated at the end

of each of the creature’s turns. Creatures that successfully

save against this effect cannot be affected by the same

allip’s babble for 24 hours.

Madness. Anyone targeting an allip with a thought

detection, mind control, or other telepathic ability that

makes direct contact with its tortured mind takes 11 (2d6 +

4) psychic damage and must make a DC 14 Wisdom saving

throw or have disadvantage on ability checks and saving

throws made with Wisdom until the creature has taken a

long rest.

ACTIONS Maddening Touch. Melee Weapon Attack: +3 to hit,

reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic

damage and the target must make a DC 14 Wisdom

saving throw or have disadvantage on ability checks

and saving throws made with Wisdom until the

creature has taken a long rest.

An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink. An allip cannot speak intelligibly.

Page 4: Demongnomes Manual of Monsters

ARCHON Archons are celestials from a lawful good-aligned plane. Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and-run tactics or standing off and engaging a foe with magic before moving into melee).

ARCHON, HOUND Medium celestial, lawful good Armor Class 13 (natural armor) Hit Points 36 (6d8 + 6) Speed 40 ft.

STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 13 (+1) 10 (+0) 13 (+1) 12 (+1)

Skills Perception +3, Stealth +2 Damage Resistances poison, bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities lightning Condition Immunities petrified Senses darkvision 60’, passive Perception 13 Languages All Challenge 2 (450 XP) Magic Resistance. The Hound Archon has advantage on

all saving throws against magic.

Keen Smell. The archon has advantage on Wisdom

(survival) checks to track.

Change Shape. The archon uses its action to magically

polymorph into a canine beast that has a challenge rating

no higher than its own, or back into its true form. It reverts

to its true form if it dies. Any equipment it is wearing or

carrying is absorbed or borne by the new form (the archon's

choice).

· In a new form the archon retains its alignment, hit points,

Hit Dice, ability to speak, proficiencies, and Intelligence,

Wisdom, and Charisma scores, as well as this action. Its

statistics and capabilities are otherwise replaced by those of

the new form.

Magic Circle. The archon is surrounded by a 10 ft. radius

magic circle that fiends and undead cannot enter through

nonmagical means. Magical means of entry require a DC

11 Charisma saving throw to enter. Fiends and undead

have disadvantage when attacking the archon and cannot

charm, frighten or possess the archon.

Aura of Menace. Hostile creatures within 20 ft. must make

a DC 13 Charisma saving throw or have disadvantage on

all attack rolls and saving throws and attacks against that

creature have advantage. This saving throw can be

repeated at the end of each of the creature’s turns. Once

the saving throw is successful, that creature is immune to

the aura of menace from this archon for 24 hours.

Innate Spellcasting. The archon’s spellcasting ability is

Charisma (spell save DC 10). The archon can innately

cast the following spells, using only verbal components. At will: Aid, Detect Good & Evil, Continual Flame,

Message ACTIONS Multiattack. The archon attacks once with its greatsword and once with its bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. one

target. Hit: 7 (1d8 + 3) piercing damage.

Greatsword. Melee Weapon Attack: +5 to hit, reach

5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

Teleport. The archon magically teleports itself, along with any equipment it is wearing or carrying, to a location the archon is familiar with, up to 1 mile away.

Hound archons look like well-muscled humans with canine heads. Hound archons prefer to attack with their natural weapons but occasionally use greatswords.

Page 5: Demongnomes Manual of Monsters

ARCHON, LANTERN Small celestial, lawful good Armor Class 11 Hit Points 4 (1d6) Speed 30 ft. Fly 60 ft. (hover)

STR DEX CON INT WIS CHA 6 (-3) 11 (+0) 10 (+0) 6 (-3) 11 (+0) 10 (+0)

Damage Resistances poison, bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities Lightning Condition Immunities Petrified Skills Perception +2 Senses darkvision 60’, passive Perception 12 Languages All Challenge 1/4 (50 XP) Natural Glow. Lantern archons appear as floating balls of

light that glow about as brightly as a torch. Only the

archon’s destruction can extinguish the glow, though they

can try to hide it.

Magic Circle. The archon is surrounded by a 10 ft. radius

magic circle that fiends and undead cannot enter through

nonmagical means. Magical means of entry require a DC

10 Charisma saving throw to enter. Fiends and undead

have disadvantage when attacking the archon and cannot

charm, frighten or possess the archon.

Aura of Menace. Hostile creatures within 20 ft. must make

a DC 12 Charisma saving throw or have disadvantage on

all attack rolls and saving throws and attacks against that

creature have advantage. This saving throw can be

repeated at the end of each of the creature’s turns. Once

the saving throw is successful, that creature is immune to

the aura of menace from this archon for 24 hours.

Innate Spellcasting. The archon’s spellcasting ability is

Charisma (spell save DC 10). The archon can innately cast

the following spells, using only verbal components. At will: Aid, Detect Good & Evil, Continual Flame

ACTIONS Multiattack. The archon attacks twice with its light ray. Light Ray. Ranged Magic Attack: +2 to hit, range 30 ft. one

target. Hit: 3 (1d6) radiant damage.

Teleport. The archon magically teleports itself, along with up to 50 pounds of equipment, to a location the archon is familiar with, up to 1 mile away.

Lantern archons appear as floating balls of light that glow about as brightly as a torch. A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.

Page 6: Demongnomes Manual of Monsters

ARCHON, TRUMPET Medium celestial, lawful good Armor Class 18 (natural armor) Hit Points 126 (12d8 + 72) Speed 40 ft. Fly 90 ft.

STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 23 (+6) 16 (+3) 16 (+3) 16 (+3)

Skills Perception +7, Stealth +7 Damage Resistances poison, bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities Lightning Condition Immunities Petrified Senses darkvision 60’, passive Perception 12 Languages All Challenge 12 (8400 XP) Magic Resistance. The archon has advantage on all

saving throws against magic.

Magic Circle. The archon is surrounded by a 10 ft. radius

magic circle that fiends and undead cannot enter through

nonmagical means. Magical means of entry require a DC

15 Charisma saving throw to enter. Fiends and undead

have disadvantage when attacking the archon and cannot

charm, frighten or possess the archon.

Aura of Menace. Hostile creatures within 20 ft. must make

a DC 17 Charisma saving throw or have disadvantage on

all attack rolls and saving throws and attacks against that

creature have advantage. This saving throw can be

repeated at the end of each of the creature’s turns. Once

the saving throw is successful, that creature is immune to

the aura of menace from this archon for 24 hours.

Trumpet. The archon’s trumpet produces music of utter

clarity, piercing beauty, and, if the archon wills it, paralyzing

awe. All creatures except archons within 100’ radius of the

archon must make a DC 15 Constitution saving throw or

become is paralyzed. The paralyzed creatures can repeat

the saving throw at the end of each of their turns, ending

the paralysis on itself on a success. The archon can also

command its trumpet to become a +4 greatsword or turn

back into a trumpet as a bonus action. The trumpet turns

into a chunk of useless metal in anyone’s hands other than

an archon.

Innate Spellcasting. The archon’s spellcasting ability is

Charisma (spell save DC 15). The archon can innately cast

the following spells, using only verbal components. At will: Detect Good & Evil, Continual Flame,

Message

Spellcasting. The archon is a 14th-level spellcaster that

uses Wisdom as its spellcasting ability (spell save DC 15,

+7 to hit with spell attacks). The archon has the following

spells known from the cleric/paladin spell lists:

Cantrips: Light, Resistance 1st level (4 slots): Bless, Divine Favor, Sanctuary,

Shield of Faith, Purify Food & Drink 2nd level (3 slots): Aid, Enhance Ability, Lesser

Restoration 3rd level (3 slots): Daylight, Magic Circle, Protection

from Energy 4th level (3 slots): Banishment 5th level (2 slots): Dispel Evil & Good, Mass Cure

Wounds, Raise Dead 6th level (1 slot): Blade Barrier, Heal, Circle of

Death (targets undead only with radiant damage) 7th level (1 slot): Divine Word, Plane Shift

ACTIONS Multiattack. The archon attacks twice its greatsword. Magic Greatsword. Melee Weapon Attack: +13 to

hit, reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing

damage.

Teleport. The archon magically teleports itself, along with any equipment it is wearing or carrying, to a location the archon is familiar with, up to 1 mile away.

Each Trumpet Archon carries a gleaming silver trumpet about 6 feet long. A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells quickly and return to its duties. If forced into an extended battle, it sounds its trumpet and attacks with a vengeance.

Page 7: Demongnomes Manual of Monsters

ASSASSIN VINE Large plant, neutral Armor Class 12 (natural) Hit Points 34 (4d10 + 12) Speed 5 ft.

STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 9 (-1)

Damage Resistances cold, fire Damage Immunities lightning Condition Immunities blinded, deafened, exhaustion, prone Senses blindsight 30’, darkvision 60’, passive Perception 11 Languages -- Challenge 2 (450 XP) False Appearance. While the assassin vine remains

motionless, it is indistinguishable normal vegetation.

Entangling Vines. The assassin vine can sprout vines from

the ground within a 20 ft. radius of the assassin vine. These

vines turn the ground in the area into difficult terrain.

A creature in the area when the assassin vine sprouts these

vines must succeed on a DC 15 Strength saving throw or

be restrained by the entangling plants until the spell ends. A

creature restrained by the vines can use its action to make

a new saving throw. On a success, it frees itself. The

assassin vine can sprout these vines or dismiss them as a

bonus action.

ACTIONS Vines. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target is grappled (Escape DC 15). Until this grapple ends, the creature is restrained and the assassin vine can’t use the same vine on another target.

The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5-feet long, branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine. An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.

Page 8: Demongnomes Manual of Monsters

BARGHEST, GREATER Large fiend, chaotic evil Armor Class 16 (natural armor) Hit Points 65 (8d10 + 21) Speed 40 ft.

STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons Skills Perception +7, Deception +7, Stealth +17, Intimidate +7 Senses darkvision 60’, passive Perception 17 Languages Common, Goblin, Worg, Infernal Challenge 6 (2300 XP) Keen Smell. The barghest has advantage on Wisdom

(Perception) checks that rely on smell.

Pass without Trace. The barghest cannot be tracked

without magical means.

Innate Spellcasting. The barghest’s spellcasting ability is

Charisma (spell save DC 17). The barghest can innately

cast the following spells, using only verbal components. At will: Blink, Levitate 1/day: Charm Person, Dimension Door

Change Shape. The barghest uses its action to magically

polymorph into a goblinoid or dire wolf, or back into its true

form. It reverts to its true form if it dies. Any equipment it is

wearing or carrying is absorbed or borne by the new form

(the barghest’s choice).

· In a new form the barghest retains its alignment, hit points,

Hit Dice, ability to speak, proficiencies, and Intelligence,

Wisdom, and Charisma scores, as well as this action. Its

statistics and capabilities are otherwise replaced by those of

the new form.

ACTIONS Multiattack. The barghest attacks once with its bite and once its greatsword or once with its bite and twice with its claws. Bite. Magic Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Claws. Magic Melee Weapon Attack: +8 to hit, reach 5

ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,

one target. Hit: 19 (4d6 + 5) slashing damage.

Feed. The barghest may feed on a corpse with a challenge

rating equal to or greater than its own to increase its current

and max hit points by 7 (1d8 + 3).

A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin-wolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluish-red and eventually becomes blue altogether. A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow orange when the creature becomes excited.

Page 9: Demongnomes Manual of Monsters

BONECLAW Large undead, chaotic evil Armor Class 15 (natural armor) Hit Points 109 (12d10 + 48) Speed 40 ft.

STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 19 (+4)

Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion, poisoned Skills Stealth +7, Perception +5 Senses darkvision 60’, passive Perception 15 Languages Common, Abyssal Challenge 7 (2900 XP) Reaching Claws. Creatures provoke an opportunity attack

from the boneclaw when they enter its reach.

ACTIONS Multiattack. The boneclaw makes two attacks with its

claws.

Claws. Melee Weapon Attack: +8 to hit, reach 15 ft.,

one target. Hit: 19 (4d6 + 5) slashing damage.

Page 10: Demongnomes Manual of Monsters

BONEDRINKER Medium undead, chaotic evil Armor Class 14 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.

STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 18 (+4) 8 (-1) 14 (+2) 15 (+2)

Damage Resistances cold, fire, thunder, slashing, piercing, bludgeoning damage from nonmagical weapons that aren’t silver Damage Immunities poison Condition Immunities exhaustion, poisoned Skills Stealth +6, Perception +5 Senses darkvision 60’, passive Perception 15 Languages Common, Goblin Challenge 6 (2300 XP) Keen Smell. The digester has advantage on Wisdom

(Perception) checks that rely on smell.

ACTIONS Multiattack. The bonedrinker makes two attacks: one with its claw and one with its tentacle.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 8 (1d8 + 4) slashing damage

Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft.,

one target. Hit: 9 (1d10 + 4) bludgeoning damage and

the target is grappled (escape DC 16).

Bonedrink. Melee Weapon Attack: +8 to hit, reach 5

ft., one grappled, incapacitated, or restrained creature

with a skeletal system. Hit: 7 (1d6 + 5) piercing

damage plus 33 (6d10) necrotic damage. The target's

hit point maximum is reduced by an amount equal to

the necrotic damage taken, and the bonedrinker

regains hit points equal to that amount. The reduction

lasts until the target finishes a long rest. The target

dies if this effect reduces its hit point maximum to 0.

Page 11: Demongnomes Manual of Monsters

BRAIN IN A JAR Tiny undead, chaotic evil Armor Class 13 (natural armor) Hit Points 22 (5d4 + 10) Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 15 (+2) 16 (+3) 12 (+1) 16 (+3)

Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Skills Stealth +5, Perception +7 Senses blindsight 60’, darkvision 60’, passive Perception 17 Languages telepathy 100’ to any creature with a language Challenge 1/2 (100 XP) Madness. Anyone targeting a brain in a jar with a thought

detection, mind control, or other telepathic ability that

makes direct contact with its mind takes 10 (2d6 + 3)

psychic damage and must make a DC 13 Wisdom saving

throw or have disadvantage on ability checks and saving

throws made with Wisdom until the creature has taken a

long rest.

Innate Spellcasting (psionics). The brain in a jar’s

spellcasting ability is Intelligence (spell save DC 13). The

brain in a jar can innately cast the following spells, using

only verbal components. 3/day: Suggestion, Telekinesis 1/day: Dominate Person

ACTIONS Mind Thrust. One creature within 100 ft. must make a

DC 13 Wisdom saving throw or take 11 (2d10) psychic

damage on a failed save or half on a success.

Page 12: Demongnomes Manual of Monsters

BODAK Medium undead, chaotic evil Armor Class 15 (natural armor) Hit Points 54 (8d8 + 18) Speed 20 ft.

STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 12 (+1)

Damage Resistances acid, fire Damage Immunities poison, lightning Condition Immunities exhaustion, poisoned Skills Stealth +5, Perception +7 Senses darkvision 60’, passive Perception 17 Languages the language it knew in life Challenge 6 (2300 XP) Sunlight Vulnerability. The vampire takes 5 radiant

damage when it starts its turn in sunlight.

ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 5 (1d8 + 1) slashing damage.

Death Gaze. The bodak gazes at one creature it can see within 30 feet of it. The target must make a DC 12 Constitution saving throw. On a failed save, the target takes 55 (10d10) necrotic damage. The target takes half damage on a successful save. If this damage reduces the target to 0 hit points, it is killed and rises as a bodak 24 hours later.

Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil. A bodak retains fleeting memories of its past life.

Page 13: Demongnomes Manual of Monsters

CARYATID COLUMN Medium construct, neutral Armor Class 16 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft.

STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 3 (-4) 11 (-0) 1 (-5)

Damage Immunities acid, poison, psychic, slashing, piercing, bludgeoning damage from nonmagical weapons that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120’, passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 6 (450 XP) Immutable Form. The caryatid column is immune to any

spell or effect that would alter its form.

Magic Resistance. The caryatid column has advantage on

saving throws against spells and other magical effects.

Magic Weapons. The caryatid column’s weapon attacks

are magical.

Break Weapon. Any nonmagical weapon that hits the

caryatid column breaks. After dealing damage, the weapon

takes a permanent and cumulative -1 penalty to damage

rolls. If its penalty drops to -5, the weapon is destroyed. Non

magical ammunition made of metal that hits the caryatid

column is destroyed after dealing damage.

False Appearance. While the caryatid column remains

motionless, it is indistinguishable from an inanimate statue

or statuesque column.

ACTIONS Multiattack. The caryatid column makes two attacks with its sword. Sword. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 12 (1d10 + 7) slashing damage.

Caryatid columns are the lesser cousins of true golems, constructs created by spellcasters to guard objects or areas. Each caryatid column is programmed to guard an object or area when created, and once set, this command cannot be changed. Caryatid columns are often given specific parameters concerning whom to ignore and whom to attack, but since they have no special form of detection, such restrictions can be overcome with disguises if the parameters are known. A caryatid column stands 7 feet tall and weighs 1,500 pounds.

Page 14: Demongnomes Manual of Monsters

CHOKER Small aberration, chaotic evil Armor Class 12 (natural armor) Hit Points 17 (4d6 + 3) Speed 30 ft. climb 20 ft.

STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 4 (-3) 13 (+1) 7 (-2)

Saving Throws Dex +4 Skills Stealth +6 Senses passive Perception 11 Languages -- Challenge 2 (450 XP) Quickness. The choker may use a bonus action to take

another action.

ACTIONS Multiattack. The Choker makes two attacks with its constrict. Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to speak, and the blight can't constrict more than two targets at a time.

These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds.

Page 15: Demongnomes Manual of Monsters

DEATHSHRIEKER Medium undead, chaotic evil Armor Class 22 Hit Points 135 (18d8 + 54) Speed Fly 40 ft. (hover)

STR DEX CON INT WIS CHA 6 (-3) 25 (+7) 16 (+3) 8 (-1) 14 (+2) 20 (+5)

Saving Throws Con +7, Wis +6 Damage Resistances acid, fire, lightning, thunder; slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Skills Stealth +11, Perception +6 Senses darkvision 60’, passive Perception 16 Language the language of those who died in the most numbers in the area Challenge 12 (8400 XP) Incorporeal Movement. The deathshrieker can move

through other creatures and objects as if they were difficult

terrain. It takes 5 (1d10) force damage if it ends its turn

inside an object.

Sunlight Vulnerability. The deathshrieker takes 5 radiant

damage when it starts its turn in an area of a silence spell.

Turn Resistance. The deathshrieker has advantage on

saving throws against effects that turn undead.

Death’s Grace. The deathshrieker adds its Charisma

bonus to its AC.

Despair. Each creature of the deathshrieker's choice within

120 feet of it and aware of it must succeed on a DC 17

Wisdom saving throw or become frightened and paralyzed

for 1 minute. A creature can repeat the saving throw at the

end of each of its turns, with disadvantage if the

deathshrieker is within line of sight, ending the effect on

itself on a success. If a creature's saving throw is

successful or the effect ends for it, the creature is immune

to the deathshrieker’s Despair for the next 24 hours.

Scream of the Dying (1/day). The deathshrieker releases

a soul numbing scream. The deathshrieker can use an

action to maintain the Scream of the Dying for up to 3

rounds. All creatures within a 30-foot radius of the

deathshrieker or a 60-foot cone are unable to communicate

verbally within the area and must make a DC 21 Wisdom

saving throw or become restrained the first round, stunned

the second round and suffer the effects of a confusion spell

for 1 minute the third round. If the saving throw fails by 5 or

more, the confusion becomes permanent, removable only

through magical means. Deafened creatures and creatures

within the area of a silence spell have advantage on the

saving throw.

Death Rattle. When the deathshrieker dies, it releases a

final devastating shriek. Each creature within 300 feet of

it must make a DC 17 Wisdom saving throw, taking 21

(6d6) psychic damage on a failed save, or half as much

damage on a successful one. Deafened creatures and

creatures within the area of a silence spell have

advantage on this saving throw.

ACTIONS Draining Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) necrotic damage plus 20 (6d6) psychic damage. The deathshrieker regains hit points equal to the amount of psychic damage.

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DESTRACHAN Large Aberration, neutral evil Armor Class 14 (natural armor) Hit Points 119 (14d10 + 42) Speed 30 ft.

STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 18 (+4) 12 (+1)

Skills Perception +7, Stealth +4 Damage Resistances thunder Condition Immunities blinded Senses blindsight 100’, passive Perception 14 Languages Common (does not speak) Challenge 5 (1800 XP) Keen Hearing. The destrachan has advantage on Wisdom

(Perception) checks that rely on hearing.

ACTIONS Multiattack. The destrachan makes two attacks with its claws. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,

one target. Hit: 11 (2d6 + 4) slashing damage.

Destructive Harmonics. The destrachan blasts sonic

energy in an 80 ft. cone. The destrachan can tune the

harmonics of this destructive power to affect different types

of targets:

Flesh: The Destrachan disrupts tissue and bone.

Creatures in the area must make a DC 14 Dexterity

saving throw or take 14 (4d6) thunder damage on a

failed save or half damage on a success.

Nerves: The destrachan focuses its harmonics on the

nervous system to knock out rather than slay.

Creatures within the area must make a DC 14

Constitution saving throw fall unconscious.

Material: The destrachan chooses wood, stone, metal

or glass. All objects of that material within the area take

28 (8d6) thunder damage. This effect cannot affect

special materials such as mithral or adamantine.

A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds. The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it’s an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less

sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight. From its tubular mouth a destrachan emits

carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack.

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DIGESTER Medium beast, neutral Armor Class 13 (natural armor) Hit Points 75 (10d8 + 30) Speed 60 ft.

STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 17 (+3) 2 (-4) 12 (+1) 10 (+0)

Saving Throws Dex +4 Damage Immunity acid Skills Stealth +4 Senses darkvision 60’, passive Perception 10 Languages -- Challenge 2 (450 XP) Keen Smell. The digester has advantage on Wisdom

(Perception) checks that rely on smell.

ACTIONS Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 7 (1d8 + 3) piercing damage.

Acid Spray (Recharge 5-6). The digester sprays acid

in a 20 ft. cone. Each creature in the area must make a

DC 13 Dexterity saving throw, taking 18 (4d8) acid

damage on a failed save, or half as much damage on

a successful one.

A digester stands about 5 feet tall and is 7 feet long from snout to tail. It weighs about 350 pounds. A digester is a hunting and eating machine. When it is not hungry (which is rarely), it lies low and avoids most other creatures. When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again.

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DIRE BEAR Large beast, neutral Armor Class 13 (natural armor) Hit Points 171 (18d10 + 72) Speed 40 ft.

STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 19 (+4) 2 (-4) 12 (+1) 10 (+0)

Skills Perception +4 Senses passive Perception 14 Languages -- Challenge 6 (2300 XP) Keen Smell. The dire bear has advantage on Wisdom

(Perception) checks that rely on smell.

ACTIONS Multiattack. The dire bear makes two attacks: once with its claws and once with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one

target. Hit: 23 (4d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,

one target. Hit: 14 (2d8 + 5) slashing damage.

The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible. A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.

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DRAEGLOTH Large fiend, chaotic evil Armor Class 13 (natural armor) Hit Points 39 (6d8 + 39) Speed 30 ft. Swim 30 ft.

STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 14 (+2) 13 (+1) 11 (+0) 14 (+2)

Damage Resistances acid, cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Skills Athletics +8, Stealth +4, Perception +2 Senses blindsight 10’, darkvision 60’, passive Perception 12 Languages Abyssal, Undercommon Challenge 3 (700 XP) Innate Spellcasting. The draegloth’s spellcasting ability is

Charisma (spell save DC 12). The draegloth can innately

cast the following spells, using only verbal components. 1/day: Dancing Lights, Faerie Fire 3/day: Darkness Fey Ancestry. The draegloth has advantage on saving

throws against being charmed, and magic can’t put it to

sleep.

ACTIONS Multiattack. The draegloth makes two attacks: one

with its bite and one with its claws.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,

one target. Hit: 15 (2d8 + 6) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one

target. Hit: 13 (2d6 + 6) piercing damage.

Unholy Blight (1/day). All creatures except

aberrations, fiends and undead within 20 feet must

make a DC 12 Wisdom saving throw or take 13 (3d8)

necrotic damage and are poisoned for 1 minute on a

failed save or half damage and not poisoned on a

success.

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DREAD WRAITH Large undead, neutral evil Armor Class 17 Hit Points 181 (19d10 + 72) Speed fly 60 ft. (hover)

STR DEX CON INT WIS CHA 6 (-2) 24 (+7) 16 (+3) 15 (+2) 18 (+4) 20 (+5)

Damage Resistances acid, fire, lightning, thunder; slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Skills Perception +8, Stealth +11 Senses darkvision 60 ft., blindsight 60 ft., passive Perception 18 Languages the languages it knew in life Challenge 11 (7200 XP) Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. Spring Attack. The dread wraith may take a bonus action to Disengage. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS Life Drain. Melee Weapon Attack: +11 to hit reach 5

ft., one creature. Hit: 29 (4d10 + 7) necrotic damage.

The target must succeed on a DC 17 Constitution

saving throw or its hit point maximum is reduced by an

amount equal to the damage taken. This reduction

lasts until the target finishes a long rest. The target

dies if this effect reduces its hit point maximum to 0.

Create Specter. The dread wraith targets a humanoid

within 10 feet of it that has been dead for no longer

than 1 minute and died violently. The target's spirit

rises as a spectre in the space of its corpse or in the

nearest unoccupied space. The spectre is under the

dread wraith's control. The dread wraith can have no

more than seven spectres under its control at one

time.

The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of

its spring attack to strike with deadly effect and melt back into the shadows—or the walls.

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DROWNED Medium undead, chaotic evil Armor Class 13 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft. Swim 30 ft.

STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 17 (+3) 9 (-1) 10 (+0) 12 (+1)

Saving Throws Dex +4 Damage Immunities poison Condition Immunities exhaustion, poisoned Skills Stealth +4, Perception +3 Senses darkvision 60’, passive Perception 13 Languages the languages it knew in life Challenge 5 (180 XP) Regeneration. The drowned regains 5 hit points at the start

of its turn if it has at least 1 hit point.

Drowning Aura. All creatures within 30 feet of a drowned

are unable to breathe unless they can breathe underwater.

The Drowning Aura makes it more difficult for a creature to

hold its breath. A creature that begins its turn in the

Drowning Aura and holding its breath must make a DC 14

Constitution saving throw or run out of breath.

ACTIONS Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., two

adjacent targets. Hit: 11 (1d8 + 7) slashing damage.

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EFFIGY Medium undead, chaotic evil Armor Class 12 Hit Points 175 (27d8 + 54) Speed Fly 60 ft. (hover)

STR DEX CON INT WIS CHA 6 (-3) 15 (+2) 15 (+2) 16 (+3) 17 (+3) 17 (+3)

Damage Resistances acid, fire, lightning, thunder; slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities fire, necrotic, poison Damage Vulnerabilities cold Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Skills Stealth +7, Perception +8 Senses darkvision 60’, passive Perception 18 Languages the languages it knew in life Challenge 13 (10000 XP) Incorporeal Movement. The effigy can move through other

creatures and objects as if they were difficult terrain. It takes

5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The effigy has advantage on all saving

throws against magic.

ACTIONS Burn. Melee Weapon Attack: +7 to hit, reach 5 ft., one

creature. Hit: 10 (3d6) fire damage and 10 (3d6)

necrotic damage and the target’s hit point maximum is

reduced by an amount equal to the necrotic damage

taken, and the effigy regains hit points equal to that

amount. The reduction lasts until the target finishes a

long rest. The target dies if this effect reduces its hit

point maximum to 0.

Possession. The effigy makes a burn attack against

one humanoid that the effigy can see within 5 feet of it.

The target must succeed on a DC 16 Charisma saving

throw or be possessed by the effigy; the effigy then

disappears, and the target is incapacitated and loses

control of its body.

The effigy now controls the body but doesn't deprive

the target of awareness. The effigy can't be targeted

by any attack, spell, or other effect, except ones that

turn undead, and it retains its alignment, Intelligence,

Wisdom, Charisma, and immunity to being charmed

and frightened. It otherwise uses the possessed

target's statistics, but doesn't gain access to the

target's knowledge, class features, or proficiencies.

The body takes 21 (6d6) fire damage at the start of

each of its turns.

The possession lasts until the body drops to 0 hit

points, the effigy ends it as a bonus action, or the

effigy is turned or forced out by an effect like the dispel

evil and good spell. The target can also repeat the

saving throw at the end of each of its turns to expel the

effigy. When the possession ends, the effigy reappears

in an unoccupied space within 5 feet of the body.

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ENTOMBER Medium undead, lawful evil Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. Swim 30 ft.

STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 15 (+2) 6 (-1) 14 (+2) 15 (+2)

Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons not made of silver Damage Immunities poison Condition Immunities exhaustion, poisoned Skills Stealth +2, Perception +4 Senses darkvision 60’, passive Perception 14 Languages the languages it knew in life Challenge 3 (700 XP)

ACTIONS Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one

target. Hit: 9 (1d6 + 6) bludgeoning damage.

Entomb. The entomber makes a slam attack against a

Medium or smaller target. If the attack hits, the target

the target must make a DC 16 Strength saving throw

or be pounded bodily into a shallow grave. The buried

target is blinded and incapacitated, it has total cover

against attacks and other effects from above ground

and is out of breath and unable to breathe. A buried

creature can also repeat the saving throw at the end of

each of its turns. If a creature's saving throw is

successful, the effect ends on it. A creature adjacent to

the burial site, may use an action to grant another

saving throw to the buried creature.

Exhume. The entomber causes a corpse buried adjacent to

it and no deeper than 10 feet to rise to the surface, leaving

no hole or tunnel.

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ERDLU Medium beast, neutral Armor Class 15 (natural) Hit Points 19 (3d8 + 6) Speed 50 ft.

STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 13 (+2) 2 (-4) 16 (+3) 4 (-3)

Skills Perception +5 Senses darkvision 60’, passive Perception 15 Languages -- Challenge 1/2 (100 XP) Sprint. The erdlu may Dash as a bonus action.

ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 8 (1d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 4 (1d4 + 2) slashing damage.

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ETHEREAL FILCHER Medium aberration, neutral Armor Class 15 (natural armor) Hit Points 22 (5d8) Speed 40 ft.

STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 11 (+0) 7 (-2) 12 (+1) 10 (+0)

Skills Perception +5, Sleight of Hand +8 Senses darkvision 60’, passive Perception 15 Languages -- Challenge 1/4 (50 XP) Detect Magic. The ethereal filcher can detect magic at will

as a bonus action.

Pickpocket. The ethereal filcher has advantage on

Dexterity (Sleight of Hand) checks.

Ethereal Jaunt. An ethereal filcher can shift from the

Ethereal Plane to the Material Plane without using an action

or back again as a bonus action, returning to the plane it

originated from in the spot it currently occupies. If the

ethereal filcher occupies the same spot as a solid object or

creature when this happens, it is immediately shunted to the

nearest unoccupied that it can occupy and takes force

damage equal to twice the number of feet it is moved.

While on the ethereal plane, the ethereal filcher can move

in any direction. If it moves up or down, every foot of

movement costs an extra foot. The ethereal filcher can see

and hear the plane it originated from, but everything there

looks gray, and it can’t see anything more than 60 feet

away.

While on the Ethereal Plane, the ethereal filcher can only

affect and be affected by other creatures on that plane.

Creatures that aren't on the Ethereal Plane can’t perceive

the ethereal filcher and can’t interact with it, unless a

special ability or magic has given them the ability to do so.

The ethereal filcher ignores all objects and effects that

aren’t on the Ethereal Plane, allowing it to move through

objects it perceives on the plane it originated from.

ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one

target. Hit: 2 (1d4) piercing damage.

Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets. Ethereal filchers do not speak. An ethereal filcher prowls about, using its ethereal jaunt to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight. Any number of simple ruses can blunt a filcher’s attack.

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ETHEREAL MARAUDER Medium aberration, neutral Armor Class 12 (natural armor) Hit Points 13 (3d8) Speed 40 ft.

STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 11 (+0) 7 (-2) 12 (+1) 10 (+0)

Skills Perception +5, Stealth +5 Senses darkvision 60’, passive Perception 15 Languages -- Challenge 1/4 (50 XP) Ethereal Jaunt. An ethereal marauder can shift from the

Ethereal Plane to the Material Plane without using an action

or back again as a bonus action, returning to the plane it

originated from in the spot it currently occupies. If the

ethereal marauder occupies the same spot as a solid object

or creature when this happens, it is immediately shunted to

the nearest unoccupied that it can occupy and takes force

damage equal to twice the number of feet it is moved.

While on the ethereal plane, the ethereal marauder can

move in any direction. If it moves up or down, every foot of

movement costs an extra foot. The ethereal marauder can

see and hear the plane it originated from, but everything

there looks gray, and it can’t see anything more than 60 feet

away.

While on the Ethereal Plane, the ethereal marauder can

only affect and be affected by other creatures on that plane.

Creatures that aren't on the Ethereal Plane can’t perceive

the ethereal marauder and can’t interact with it, unless a

special ability or magic has given them the ability to do so.

The ethereal marauder ignores all objects and effects that

aren’t on the Ethereal Plane, allowing it to move through

objects it perceives on the plane it originated from.

ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) piercing damage.

Ethereal marauders live and hunt on the Ethereal Plane. Ethereal marauders’ coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds. Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature’s speed and health. Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to its home plane rather than continuing the fight.

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FORMIAN A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace. Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.

FORMIAN WORKER Medium aberration, lawful neutral Armor Class 13 (natural armor) Hit Points 5 (1d8 + 1) Speed 40 ft.

STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 9 (-1)

Damage Resistances fire, lightning, thunder Damage Immunities poison, cold Condition Immunities poisoned, petrification Skills Athletics +3, Perception +2, Stealth +4 Senses passive Perception 12 Languages Formian, Hive Mind Challenge 1/8 (50 XP) Hive Mind. All formians within 50 miles of each other are in

constant communication. If one is aware of a particular

danger, they all are. If one in a group is not surprised, none

of them are. If the optional flanking rules are used, no

formian in a group is considered flanked unless all of them

are.

Innate Spellcasting. The formian worker’s spellcasting

ability is Wisdom (spell save DC 10). The formian worker

can innately cast the following spells, using only verbal

components. At will: Cure Wounds, Mending

ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 3 (1d4 + 1) piercing damage.

While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine—although their intelligence still limits the concepts that they can grasp. A worker is about 3 feet long and about 2½ feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.

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FORMIAN WARRIOR Medium aberration, lawful neutral Armor Class 14 (natural armor) Hit Points 26 (4d8 + 8) Speed 40 ft.

STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 11 (+0)

Damage Resistances fire, lightning, thunder Damage Immunities poison, cold Condition Immunities poisoned, petrification Skills Athletics +5, Perception +3, Stealth +5 Senses passive Perception 13 Languages Formian, Hive Mind Challenge 2 (450 XP) Hive Mind. All formians within 50 miles of each other are in

constant communication. If one is aware of a particular

danger, they all are. If one in a group is not surprised, none

of them are. If the optional flanking rules are used, no

formian in a group is considered flanked unless all of them

are.

Magic Resistance. The formian warrior has advantage on

saving throws against spells and other magical effects.

ACTIONS Multiattack. The formian warrior makes two attacks:

one with its sting and one with its claw.

Claw2. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 6 (1d6 + 3) slashing damage.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 8 (2d4 + 3) piercing damage, and the target

must make a DC 12 Constitution saving throw, taking 9

(2d8) poison damage on a failed save, or half as much

damage on a successful one. If the poison damage

reduces the target to 0 hit points, the target is stable

but poisoned for 1 hour, even after regaining hit points,

and is paralyzed while poisoned in this way.

Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise. Warriors are wicked combatants, using claws and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics. A warrior is about is about 5 feet long and about 4½ feet high at the front. It weighs about 180 pounds.

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FORMIAN TASKMASTER Medium aberration, lawful neutral Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft.

STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 11 (+0) 16 (+3) 19 (+4)

Damage Resistances fire, lightning, thunder Damage Immunities poison, cold Condition Immunities poisoned, petrification Skills Athletics +6, Perception +5, Stealth +5 Senses passive Perception 15 Languages Formian, Hive Mind Challenge 4 (1100 XP) Hive Mind. All formians within 50 miles of each other are in

constant communication. If one is aware of a particular

danger, they all are. If one in a group is not surprised, none

of them are. If the optional flanking rules are used, no

formian in a group is considered flanked unless all of them

are.

Magic Resistance. The formian taskmaster has advantage

on saving throws against spells and other magical effects.

Innate Spellcasting. The formian taskmaster’s spellcasting

ability is Charisma (spell save DC 14). The formian worker

can innately cast the following spells, using only verbal

components. 3/day: Dominate Monster

ACTIONS Multiattack. The formian taskmaster makes two

attacks: one with its sting and one with its claw.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 7 (1d6 + 4) slashing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 9 (2d4 + 4) piercing damage, and the target

must make a DC 12 Constitution saving throw, taking 9

(2d8) poison damage on a failed save, or half as much

damage on a successful one. If the poison damage

reduces the target to 0 hit points, the target is stable

but poisoned for 1 hour, even after regaining hit points,

and is paralyzed while poisoned in this way.

Taskmasters communicate only telepathically and derive sustenance from the mental energies of those they dominate. A taskmaster is about 5 feet long and about 4½ feet high at the front. It weighs about 180 pounds. Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with their claws and a poison sting.

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FORMIAN MYRMARCH Large aberration, lawful neutral Armor Class 19 (natural armor) Hit Points 104 (11d10 + 44) Speed 50 ft.

STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 17 (+3)

Damage Resistances fire, lightning, thunder Damage Immunities poison, cold Condition Immunities poisoned, petrification Skills Athletics +7, Perception +6, Stealth +7 Senses passive Perception 16 Languages Common, Formian, Hive Mind Challenge 9 (5000 XP) Hive Mind. All formians within 50 miles of each other are in

constant communication. If one is aware of a particular

danger, they all are. If one in a group is not surprised, none

of them are. If the optional flanking rules are used, no

formian in a group is considered flanked unless all of them

are.

Magic Resistance. The formian myrmarch has advantage

on saving throws against spells and other magical effects.

Regeneration. The formian myrmarch regains 5 hit points

at the start of its turn if it has at least 1 hit point.

Innate Spellcasting. The formian myrmarch’s spellcasting

ability is Charisma (spell save DC 14). The formian

myrmarch can innately cast the following spells, using only

verbal components.

At will: Charm Monster, Clairvoyance, Detect Evil & Good,

Detect Thoughts, Magic circle, Teleport 1/day: Dispel Evil & Good

ACTIONS Multiattack. The formian myrmarch makes two attacks

with its sting.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 14 (4d4 + 4) piercing damage, and the

target must make a DC 15 Constitution saving throw,

taking 9 (2d8) poison damage on a failed save, or half

as much damage on a successful one. If the poison

damage reduces the target to 0 hit points, the target is

stable but poisoned for 1 hour, even after regaining hit

points, and is paralyzed while poisoned in this way.

Javelin. Ranged Weapon Attack: +7 to hit, ranged 30

ft. / 120 ft., one target. Hit: 11 (2d6 + 4) piercing

damage, and the target must make a DC 15

Constitution saving throw, taking 9 (2d8) poison

damage on a failed save, or half as much damage on

a successful one. If the poison damage reduces the

target to 0 hit points, the target is stable but poisoned

for 1 hour, even after regaining hit points, and is

paralyzed while poisoned in this way.

Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought. A myrmarch is about is about 7 feet long and about 5½ feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position). Myrmarchs can speak Formian and Common. Myrmarchs’ claws are like hands and thus serve no combat purpose. Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers. They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is single-minded in its quest to destroy them.

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FROST WORM Huge monstrosity, neutral Armor Class 18 (natural armor) Hit Points 149 (13d12 + 65) Speed 30 ft. burrow 10 ft. (ice, frozen earth only)

STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 20 (+5) 2 (-4) 11 (+0) 11 (+0)

Damage Immunities cold Damage Vulnerabilities fire Senses Darkvision 60’, passive Perception 10 Languages -- Challenge 12 (8400 XP) Artic Native. The frost worm has advantage to Dexterity

(stealth) checks while in artic terrain.

Tunneler. The frost worm leaves a 5·foot·diameter tunnel in

its wake when burrowing.

Trill. A frost worm can emit a noise that forces its prey to

stand motionless. Creatures other than frost worms within a

100-foot radius must make a DC 12 Wisdom saving throw

or be stunned for 1 minute. Another creature may use an

action to grant the stunned creature a new saving throw. If a

creature's saving throw is successful or the effect ends for

it, the creature is immune to that same frost worm’s trill for

24 hours.

Cold. A creature that touches the frost worm or hits it with a

melee attack while within 5 feet of it takes 4 (1d8) cold

damage. When the frost worm hits with a metal melee

weapon, it deals an extra 4 (1d8) cold damage (included in

the attack).

Death Throes. When the frost worm dies, it turns to ice and

shatters in an explosion. Creatures within 100 feet of it must

then succeed on a DC 17 Constitution saving throw, taking

42 (12d6) cold damage and 28 (8d6) piercing damage on a

failed save or half on a success.

ACTIONS Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one

target. Hit: 29 (6d6 + 8) piercing damage plus 4 (1d8)

cold damage.

Breath Weapon (Recharge 6). The frost worm exhales a

blast of cold in a 30 ft. cone. Each creature in that area

must make a DC 17 Constitution saving throw, taking 52

(10d6) cold damage on a failed save, or half as much

damage on a successful one.

A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds. Frost worms lurk under the snow, waiting for prey to come near. They begin an attack with a trill and then set upon helpless prey with their bite.

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GIANT HAMSTER Large beast, neutral Armor Class 13 (natural armor) Hit Points 31 (4d10 + 9) Speed 20 ft. Burrow 10 ft.

STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3 Senses passive Perception 13 Languages -- Challenge 1 (200 XP) Disease Immunity. The giant hamster is immune to all

diseases (magical or otherwise).

ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 13 (2d8 + 4) piercing damage. If the target

is a Medium or smaller creature, it is grappled (escape

DC 14). Until this grapple ends, the giant hamster can

bite only the grappled creature and has advantage on

attack rolls to do so.

Cheek Pouch. The giant hamster stuffs a small or smaller

sized creature it is grappling into its cheek pouch. While

stuffed in the cheek pouch, the target is blinded and

restrained, it has total cover against attacks and other

effects outside the giant hamster. The giant hamster can

have only two creatures stuffed in the cheek pouch at a

time.

If the giant hamster takes 5 damage or more on a single

turn from the stuffed creature, the giant hamster must

succeed on a DC 12 Constitution saving throw at the end of

that turn or spit out the creature, which falls prone in a

within 10 feet of the giant hamster. If the giant hamster dies,

a stuffed creature is no longer restrained by it and can

escape from the corpse by using 15 feet of movement,

exiting prone.

VARIANTS: But wait! There’s MORE! Some Tinker Gnome animal breeders didn’t know

when to stop when creating new and ‘improved’

giant hamsters, often creating hybrids such as the

phase doppelganger giant hamster or the fire-

breathing sabre-toothed giant space hamster.

Any giant hamster with one or more of the following

abilities do not increase the CR.

Space. The giant space hamster doesn’t need to

breathe and is unaffected by being in a vacuum.

Flying. The flying giant hamster has a fly speed of

20 ft.

Phase. The phasing giant hamster can move

through other creatures and objects as if they were

difficult terrain. It takes 5 (1d10) force damage if it

ends its turn inside an object.

Doppelganger. The doppelganger giant hamster

can use its action to polymorph into a Large or

Medium humanoid it has seen, or back into its true

form. Its statistics, other than its size, are the same

in each form. Any equipment it is wearing or

carrying isn't transformed. It reverts to its true form if

it dies.

Any giant hamster with one or more of the following

abilities increase the CR by 1.

Carnivorous. The carnivorous giant hamster uses

its action to chew on those in its cheek pouch. Any

creatures in its cheek pouch must make a

constitution saving throw or take 17 (3d8 + 4)

bludgeoning damage on a failed save or half on a

success.

Sabre-Toothed. The sabre-toothed giant hamster

increases its bite damage to 17 (3d8 + 4) piercing

damage.

Fire-Breathing. The fire-breathing giant hamster

can take its action to breathe a 15 ft. cone of fire.

Any creatures in this area must make a DC 13

Dexterity saving throw or take 10 (3d6) fire damage

on a failed save or half on a success.

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GIRALLON Large beast, neutral Armor Class 13 (natural armor) Hit Points 58 (7d10 + 20) Speed 40 ft. climb 40 ft.

STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills Athletics +8, Perception +3 Senses darkvision, 60’, passive Perception 13 Languages -- Challenge 4 (2300 XP) Keen Smell. The girallon has advantage on Wisdom

(Perception) checks that rely on smell.

ACTIONS Multiattack. The girallon makes four attacks with its claws. If two or more claws hit, the girallon does an additional 9 (2d4 + 6) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one

target. Hit: 10 (1d8 + 6) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,

one target. Hit: 8 (1d4 + 6) slashing damage.

Girallons are savage, four-armed cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds. A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.

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GRAY RENDER Large monstrosity, neutral Armor Class 15 (natural armor) Hit Points 171 (9d10 + 72) Speed 30 ft.

STR DEX CON INT WIS CHA 23 (+6) 13 (+1) 24 (+7) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +4 Senses passive Perception 14 Languages -- Challenge 8 (3900 XP) Keen Smell. The gray render has advantage on Wisdom

(Perception) checks that rely on smell.

Protective. Attacks against creatures under the gray

render’s protection and adjacent to the gray render have

disadvantage.

Siege Monster. The gray render deals double damage to

objects and structures.

ACTIONS Multiattack. The gray render makes two attacks with its claws. If both claws hit, the gray render does an additional 20 (4d6 + 6) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one

target. Hit: 20 (4d6 + 6) piercing damage and the

target is grappled (escape DC 16).

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,

one target. Hit: 13 (2d6 + 6) slashing damage.

A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds. Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for a time in a pouch, but thereafter the young render must fend for itself.

A unique quality of the gray render is its tendency to bond with, protect, and provide for another creature (or group of creatures) native to its surroundings. Whether accepted or not, the render always attempts to remain fairly close, watching over its adopted charge(s) and daily bringing an offering of meat. It never willingly harms adopted creatures and retreats if they attack it. A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.

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GREENSPAWN

RAZORFIEND Large dragon, lawful evil Armor Class 15 (natural) Hit Points 85 (10d10 + 30) Speed 50 ft. Swim 50 ft.

STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 16 (+3) 12 (+1) 15 (+2) 12 (+1)

Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities acid Condition Immunities paralyzed Skills Perception +4 Senses darkvision 60’, passive Perception 14 Languages Common, Draconic, Infernal Challenge 4 (1100 XP) Amphibious. The greenspawn razorfiend can breathe both

air and water.

ACTIONS Multiattack. The greenspawn razorfiend makes two

attacks with its wingblades.

Wingblades. Melee Weapon Attack: +6 to hit, reach 5

ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapon (Recharge 5-6). The greenspawn

razorfiend sprays acid in a 20 ft. cone. Each creature

in the area must make a DC 13 Dexterity saving throw,

taking 17 (5d6) acid damage on a failed save, or half

as much damage on a successful one.

Page 36: Demongnomes Manual of Monsters

GRIG Tiny fey, neutral good Armor Class 14 Hit Points 3 (1d4 + 1) Speed 30 ft.

STR DEX CON INT WIS CHA 5 (-3) 18 (+4) 13 (+1) 10 (+0) 13 (+1) 14 (+2)

Skills Acrobatics +6, Stealth +6, Perception +3 Senses darkvision 60’, passive Perception 13 Languages Common, Sylvan Challenge 1/2 (100 XP) Innate Spellcasting. The grig’s spellcasting ability is

Charisma (spell save DC 12). The grig can innately cast the

following spells, using only verbal components. 3/day: Disguise Self, Entangle, Invisibility (self only) Standing Leap. The grig’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

ACTIONS Tiny Shortsword. Melee Weapon Attack: +6 to hit,

reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing

damage.

Tiny Longbow. Ranged Weapon Attack: +6 to hit, ranged

150 ft. / 600 ft., one target. Hit: 7 (1d6 + 4) piercing

damage.

Fiddle. The grig can rub its legs together like a cricket to

create a sound similar to a fiddle. All creatures within 20 ft.

must make a DC 12 Wisdom saving throw or begin a comic

dance in place: shuffling, tapping its feet, and capering for

the duration. This effect continues for as long as the grig

continues to use its action to fiddle. Creatures that can’t be

charmed are immune to this effect.

A dancing creature must use all its movement to dance

without leaving its space and has disadvantage on Dexterity

saving throws and attack rolls. While the creature is

affected by this spell, other creatures have advantage on

attack rolls against it. As an action, a dancing creature may

make a new Wisdom saving throw to regain control of itself.

On a successful save, this effect ends and that creature

becomes immune to this grig’s fiddle effect for 24 hours.

Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1½ feet tall and weighs about 1 pound. Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.

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HARPOON SPIDER Large monstrosity, neutral Armor Class 15 (natural armor) Hit Points 47 (5d10 + 20) Speed 40 ft. Climb 20 ft.

STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 18 (+4) 14 (+2) 12 (+1) 9 (-1)

Skills Athletics +5, Acrobatics +6 Senses darkvision 120’, passive Perception 13 Languages -- Challenge 3 (700 XP) Spines. A creature that touches the harpoon spider or hits it

with a melee attack while within 5 feet of it takes 5 (1d10)

piercing damage.

Web Walker. The spider ignores movement restrictions

caused by webbing.

ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 12 (2d8 + 3) piercing damage and the

target must make a DC 14 Constitution saving throw or

take 10 (3d6) poison damage. If the poison damage

reduces the target to 0 hit points, the target is stable

but poisoned for 1 hour, even after regaining hit points,

and is paralyzed while poisoned in this way.

Harpoon Fang. Ranged Weapon Attack: +6 to hit, ranged

20 ft., one Medium or smaller target. Hit: 9 (2d4 + 4)

piercing damage and the target must make a DC 11

Strength saving throw or be knocked prone and pulled up to

20 feet towards the harpoon spider. The harpoon spider

may then make a bite attack against the pulled target.

Page 38: Demongnomes Manual of Monsters

HUECUVA Medium undead, chaotic evil Armor Class 13 (natural armor) Hit Points 20 (3d8 + 6) Speed 30 ft.

STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 15 (+2) 4 (-3) 12 (+1) 12 (+1)

Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons not made of silver Damage Immunities poison Condition Immunities exhaustion, poisoned Skills Stealth +4, Perception +3 Senses darkvision 60’, passive Perception 13 Languages the languages it knew in life Challenge 1/4 (50 XP) Faithless Aura. The huecuva and any undead within 30

feet of it have advantage on saving throws against effects

that turn undead.

Innate Spellcasting. The huecuva’s spellcasting ability is

Wisdom (spell save DC 11). The huecuva can innately cast

the following spells, using only verbal components. 3/day: Disguise Self Magic Weapons. The huecuva’s claw attacks are magical.

ACTIONS Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 4 (1d6 + 1) slashing damage and the target

must make a DC 11 Constitution saving throw or

contract a disease (sewer plague).

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INEVITABLE Inevitables are constructs whose sole aim is to enforce the natural laws of the universe. When an inevitable is created, it receives its first mission, then finds the transgressors and metes out appropriate punishment. The sentence is usually death, although some inevitables insist on compensation to the wronged party instead, using geas and a mark of justice to ensure compliance. From its first step, an inevitable focuses totally on its target. It continues its efforts no matter how cold the trail or hopeless the task. Inevitables are single-minded in pursuit of their quarry, but they are under orders to leave innocents alone. Accomplices to their prey are fair game, however, which sometimes creates conflicts within their programming. Inevitables gladly sacrifice themselves to complete a mission, but they aren’t suicidal. Faced with impending defeat, they are likely to withdraw and seek a way to even the odds. They are determined but patient foes. They ally with others if that helps accomplish their mission, but they have a hard time keeping allies for long. Inevitables tend to stick out in a crowd while they’re in observation mode, but they seem oblivious to the attention. Their forms vary, but all inevitables are gold-and-silver clockwork creatures, with gears and pistons where muscles would be on flesh-and-blood creatures. Their eyes glow with a golden radiance. Unless their very existence is threatened, inevitables focus completely on the transgressor they’ve been assigned to, ignoring other combatants completely. An inevitable might attack anyone who hinders its progress, but it won’t tarry beyond the point where it can reengage its quarry. Inevitables take self-defense very seriously; anyone who attacks an inevitable with what the creature perceives as deadly force is met with deadly force in return.

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INEVITABLE, KOLYARUT Medium construct, lawful neutral Armor Class 19 (natural armor & chainmail) Hit Points 91 (14d8 + 28) Speed 30 ft.

STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 15 (+2) 10 (+0) 17 (+3) 16 (+3)

Saving Throws Con +6, Dex +5 Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Skills Insight +7, Perception +7 Senses darkvision 60’, passive Perception 17 Languages Abyssal, Celestial, Infernal, and the native language of its first target Challenge 9 (5000 XP) Magic Resistance. The kolyarut has advantage on all

saving throws against magic.

Regeneration. The kolyarut regains 5 hit points at the start

of its turn if it has at least 1 hit point.

Innate Spellcasting. The kolyarut’s spellcasting ability is

Charisma (spell save DC 15). The kolyarut can innately cast

the following spells, using only verbal components.

At will: Discern Lies, Disguise Self, Fear, Hold Person,

Invisibility, Locate Creature, Suggestion (may cast as a

bonus action)

1/day: Hold Monster, Mark of Justice

1/week: Geas

ACTIONS Longsword. Melee Weapon Attack: +6 to hit, reach 5

ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Enervation Ray. A creature within 200 ft. must make a DC

15 Constitution saving throw, taking 36 (8d8) necrotic

damage on a failed save, or half as much damage on a

successful one.

Vampiric Touch. Melee Spell Attack: +7 to hit, reach

5 ft., one target. Hit: 10 (3d6) necrotic damage and the

kolyarut regains hit points equal to half the damage

dealt.

Discern Lies. The kolyarut may concentrate on a creature,

forcing it to make a DC 15 Charisma saving throw. If the

saving throw is failed, the kolyarut knows if anything the

creature says is the truth or a lie.

Mark of Justice (1/day). The kolyarut draws an indelible

mark on a willing, restrained or incapacitated creature and

states some behavior on the part of the subject that will

activate the mark. Typically, the kolyarut designates some

sort behavior, such as breaking an oath or bargain, which

activates the mark.

When activated, the creature must make a DC 15 Wisdom

saving throw or suffer the effects of Bestow Curse (as if

cast using a 9th level spell slot).

Kolyaruts mete out punishment to those who break bargains and oaths. Before beginning a mission against a deal-breaker, a kolyarut learns as much about the contract or oath as possible. It’s not interested in those who break deals accidentally or against their will— only those who willingly break contracts violate the principle that kolyaruts are created to uphold. If a written contract was broken, the kolyarut typically carries a copy of the contract with it. Kolyaruts are the most talkative of the inevitables, making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They can use disguise self to appear as almost any kind of humanoid—useful if they need to go undercover to catch their quarry. Like all inevitables, a kolyarut is patient enough to study a target before striking. It has a good idea of the deal-breaker’s abilities and defenses before it enters battle. When it fights, it tries to get the conflict over as soon as possible, minimizing excess bloodshed and mayhem. It doesn’t let concern for innocents delay or endanger its mission, however.

A kolyarut’s favorite tactic is to use invisibility or disguise self to sneak close, then eliminate the quarry with its vampiric touch ability before it can react. A kolyarut has no compunctions about using its vampiric touch ability on allies to increase its own power, if doing so helps it complete its mission.

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INEVITABLE, MARUT Large construct, lawful neutral Armor Class 23 (natural armor & platemail) Hit Points 112 (15d10 + 30) Speed 30 ft.

STR DEX CON INT WIS CHA 25 (+7) 13 (+1) 15 (+2) 12 (+1) 17 (+3) 18 (+4)

Saving Throws Con +7 Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Skills Insight +8, Perception +8, Religion +6, Investigation +6 Senses darkvision 60’, passive Perception 18 Languages Abyssal, Celestial, Infernal, and the native language of its first target Challenge 15 (13000 XP) Magic Resistance. The marut has advantage on all saving

throws against magic.

Regeneration. The marut regains 10 hit points at the start

of its turn if it has at least 1 hit point.

Innate Spellcasting. The marut’s spellcasting ability is

Charisma (spell save DC 17). The marut can innately cast

the following spells, using only verbal components.

At will: Dimension Door, Fear, Command, Dispel Magic,

Inflict Wounds, Locate Creature, True Seeing

1/day: Chain Lightning, Circle of Death, Wall of Force

1/week: Earthquake, Geas, Plane Shift

ACTIONS Multiattack. The Marut attacks twice with its Fists of

Thunder & Lightning.

Fists of Thunder & Lightning. Melee Weapon Attack:

+7 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15)

slashing damage and 10 (3d6) thunder damage and

10 (3d6) lightning damage and the target must make a

DC 20 Constitution saving throw or be blinded and

deafened for 1 minute.

Mark of Justice (1/day). The marut draws an indelible

mark on a willing, restrained or incapacitated creature and

states some behavior on the part of the subject that will

activate the mark. Typically, the marut designates some

sort behavior, such as cheating death or extending their

lifespan unnaturally, which activates the mark.

When activated, the creature must make a DC 17 Wisdom

saving throw or suffer the effects of Bestow Curse (as if

cast using a 9th level spell slot).

Maruts confront those who would try to deny the grave itself. Any who use unnatural means to extend their life span could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way might be labeled transgressors as well. Those who use magic to reverse death aren’t worthy of a marut’s attention unless they do so repeatedly or on a massive scale. When a marut has identified its target, it walks surely and implacably toward the foe, never resting. Once it has found its target, a marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of dispel magic, and it uses dimension door and locate creature to track down foes who flee.

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INEVITABLE, ZELEKHUT Large construct, lawful neutral Armor Class 21 (natural armor & platemail) Hit Points 75 (10d10 + 20) Speed 50 ft. Fly 60ft.

STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 15 (+2) 10 (+0) 17 (+3) 15 (+2)

Saving Throws Con +6 Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Skills Insight +6, Perception +6, Investigation +6 Senses darkvision 60’, passive Perception 16 Languages Abyssal, Celestial, Infernal, and the native language of its first target Challenge 10 (5900 XP) Magic Resistance. The zelekhut has advantage on all

saving throws against magic.

Regeneration. The zelekhut regains 5 hit points at the start

of its turn if it has at least 1 hit point.

Tracker. The zelekhut has advantage on Wisdom (survival)

checks to track.

Non-threatening. Both the zelekhut’s spiked chains and its

golden wings are retractable and hidden when not in

combat.

Ride-By. The zelekhut doesn't provoke an opportunity

attack when it moves out of an enemy's reach.

Innate Spellcasting. The zelekhut’s spellcasting ability is

Charisma (spell save DC 13). The zelekhut can innately

cast the following spells, using only verbal components.

At will: Clairvoyance, Dispel Magic, Fear, Hold Person,

Locate Creature, True Seeing

3/day: Hold Monster, Mark of Justice

1/week: Geas

ACTIONS Multiattack. The zelekhut attacks twice with its Spiked

Chain.

Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10

ft., one target. Hit: 12 (2d6 + 5) slashing damage, or 24

(4d6+10) if the zelekhut moved at least 10 ft. before the

attack, and the target must make a DC 16 Strength or

Dexterity saving throw or be knocked prone or drop its

weapon (zelekhut’s choice.)

Mark of Justice (3/day). The zelekhut draws an indelible mark

on a willing, restrained or incapacitated creature and states

some behavior on the part of the subject that will activate the

mark. Typically, the zelekhut designates some sort behavior,

such as breaking an oath or bargain, which activates the mark.

When activated, the creature must make a DC 13 Wisdom

saving throw or suffer the effects of Bestow Curse (as if cast

using a 9th level spell slot).

Zelekhuts are charged with hunting down those who would deny justice—especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide. A zelekhut may initially appear rather non-threatening—but when it is about to enter combat, it can cause two spiked chains to spring forth from its forearms. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Once it has found its fugitive, a zelekhut uses its speed and its spell-like abilities to cover the most likely escape routes. Then it immobilizes any defenders while attempting to protect any innocent bystanders. Finally, it apprehends the fugitive with its spiked chains, tripping or disarming the foe as needed.

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INIX Large beast, neutral Armor Class 12 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft.

STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 19 (+4) 2 (-4) 13 (+1) 2 (-4)

Skills Perception +4 Senses darkvision 60’, passive Perception 14 Languages -- Challenge 2 (450 XP) Keen Smell. The inix has advantage on Wisdom

(Perception) checks that rely on smell.

Distracting Sway. Inixes sway dramatically side to side

when walking. Dexterity (mount) checks made to ride an

inix are made at disadvantage.

ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 18 (2d8 + 9) piercing damage.

Tail Slap. Melee Weapon Attack: +5 to hit, reach 10

ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage.

Page 44: Demongnomes Manual of Monsters

KEEPER Medium aberration, neutral Armor Class 14 (natural) Hit Points 26 (4d8 + 8) Speed 40 ft. Climb 20 ft.

STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 15 (+2) 9 (-1) 6 (-2)

Damage Resistances acid, cold, fire, lightning, thunder, poison, bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned Skills Perception +2, Stealth +6 Senses blindsight 60’ (blind beyond this radius), passive Perception 12 Languages Common, Celestial, Infernal, telepathy 500 ft Challenge 3 (700 XP) Magic Resistance. The keeper has advantage on all

saving throws against magic.

Keen Smell. The keeper has advantage on Wisdom

(Perception) checks that rely on smell.

Mimic Weapon. The keeper can form its malleable flesh

and arms into any melee weapon it has seen in use. It

wields this weapon with proficiency. It can change weapons

as a bonus action.

Dissolution. If the keeper is incapacitated or restrained for

1 minute or if the keeper dies, its body dissolves into a

puddle of poisonous goo. A creature touching this poison

with bare skin must make a DC 13 Constitution saving

throw or take 12 (3d6 + 2) poison damage. The poisonous

goo evaporates after 1 minute.

Hive Mind. All keepers within 500 ft. of each other are in

constant communication. If one is aware of a particular

danger, they all are. If one in a group is not surprised, none

of them are. If the optional flanking rules are used, no

keeper in a group is considered flanked unless all of them

are.

ACTIONS Multiattack. The keeper makes two attacks with mimicked

one-handed weapons, such as warhammers.

Warhammer (mimic). Melee Weapon Attack: +7 to

hit, reach 10 ft., one target. Hit: 12 (2d6 + 5)

bludgeoning damage.

Poison Spit. The keeper vomits a blast of poison in a 20 ft.

cone. Each creature in that area must succeed on a DC 13

Constitution saving throw or take 12 (3d6 + 2) psychic

damage and be poisoned for 1 minute. A creature can

repeat the saving throw at the end of each of its turns,

ending the effect on itself on a success.

Body Switch. The keeper magically teleports itself, switching its location with any other keeper within 500 ft.

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KELPIE Medium fey (shapechanger), neutral evil Armor Class 14 (natural armor) Hit Points 41 (6d8 + 14) Speed 40 ft. Swim 40 ft.

STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 17 (+3)

Skills Deception +7, Perception +3, Stealth +5 Senses darkvision 60’, passive perception 13 Languages Common, Aquan, Sylvan, Telepathy (only with those who have failed their save against Captivating Lure) Challenge 1/2 (450 XP) Shapechanger. The kelpie can use its action to polymorph

into a Small or Medium female humanoid or into a riding

horse, draft horse or giant sea horse, or back into its true

form. Its statistics, other than its size, are the same in each

form. Any equipment it is wearing or carrying isn't

transformed. It reverts to its true form if it dies.

Amphibious. Kelpies can breathe both air and water.

Captivating Lure. The kelpie use its action for a powerful

mental attack to lure in a single creature within 60 ft. The

target must succeed on a DC 13 Wisdom saving throw or

be charmed.

While charmed by the kelpie, a target is incapacitated and

ignores the lure of other kelpies. If the charmed target is

more than 5 feet away from the kelpie, the target can take

the Dash action on its turn to move toward the kelpie by the

most direct route. It doesn't avoid opportunity attacks, but

before moving into damaging terrain, such as lava or a pit,

and whenever it takes damage from a source other than the

kelpie, a target can repeat the saving throw. It does not

consider water a dangerous area, and will enter the water

even if it cannot swim or breathe. The charmed creature

remains charmed as long as it is within 1 mile of the kelpie.

A creature can also repeat the saving throw at the end of

each of its turns. If a creature's saving throw is successful,

the effect ends on it.

ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) slashing damage.

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KOPRU Medium aberration, chaotic evil Armor Class 13 (natural armor) Hit Points 36 (8d8) Speed 5 ft. Swim 40 ft.

STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 10 (+0)

Senses darkvision 60’, passive perception 13 Languages Common, Aquan Challenge 1 (200 XP) Amphibious. The kopru can breathe both air and water.

Innate Spellcasting. The kopru’s spellcasting ability is

Wisdom (spell save DC 12). The kopru can innately cast the

following spells, using only verbal components. 1/day: Dominate Person

ACTIONS Multiattack. The kopru can attack twice: once with its

claw and once with its constrict.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) slashing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage and the target is grappled (Escape DC 12). Until this grapple ends, the creature is restrained, and the lillend can't constrict another target.

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LILLEND Large celestial, chaotic good Armor Class 15 (natural armor) Hit Points 73 (9d10 + 24) Speed 20 ft., Fly 70 ft.

STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

Damage Resistances Fire Damage Immunities Poison Condition Immunities Poisoned Skills Persuasion +6, Perception +5 Senses darkvision 60’, passive Perception 15 Languages Common, Celestial Challenge 3 (700 XP) Innate Spellcasting. The lillend’s spellcasting ability is

Charisma (spell save DC 14). The lillend can innately cast

the following spells, using only verbal components. 3/day: Darkness. Hallucinatory Terrain, Knock, Light 1/day: Charm Person, Speak with Animals, Speak

with Plants

Spellcasting. The lillend is a 5th-level spellcaster that uses

Charisma as its spellcasting ability (spell save DC 14, +6 to

hit with spell attacks). The lillend has the following spells

known from the bard/wizard spell lists:

Cantrips: Dancing Lights, Mage Hand, Friends 1st level (4 slots): Charm Person, Cure Wounds,

Sleep 2nd level (3 slots): Hold Person, Invisibility, Shatter 3rd level (2 slots): Hypnotic Pattern

ACTIONS Multiattack. The lillend attacks once with its shortsword and once with its constrict. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage and the target is grappled (Escape DC 17). Until this grapple ends, the creature is restrained, and the lillend can't constrict another target. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,

one target. Hit: 12 (2d6 + 5) slashing damage.

A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos. Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and innate spellcasting to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle.

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MARRASH A marrash resembles a winged gnoll, except that it has birdlike talons on its hands and feet and double-jointed, bird-like legs. It stands about 5 feet tall and has a 10-foot wingspan. Plague Bearer. A marrash spreads disease through combat. Every marrash carries a longbow and quiver of diseased taflik arrows. When the infected creature dies, the spirit of a new marrash is generated within the victim’s body after it has devoured the soul of the creature over the next few days. Unwilling Servants. Occasionally wizards or sorcerers summon marrashi to the Material Plane to act as guards, assassins, or instruments of terror or revenge. Like most outer-planar beings, marrashi are not willing servants for summoners. A marrash bound to serve a mortal tries to use its taklif arrow on its master without the latter’s knowledge, in the hope that the newborn marrash will release its parent from bondage.

MARRASH Medium fiend, lawful evil Armor Class 16 Hit Points 43 (7d8 + 7) Speed 30 ft. Fly 70 ft.

STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 9 (-1) 12 (+1) 8 (-1)

Senses darkvision 60’, passive Perception 14 Languages Common, Infernal Challenge 4 (1100 XP) Protection from Arrows. Ranged weapon attacks against

the marrash have disadvantage. This does not apply to

large projectiles such as siege weapons or thrown boulders.

Keen Smell. The marrash has advantage on Wisdom

(Perception) checks that rely on smell.

Taflik Arrows. Any creature killed by the sewer plague

contracted from a marrash’s arrows rises from the corpse

as a marrash 3 days later.

ACTIONS Multiattack. The marrash attacks twice with its claws or twice with its composite longbow. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 5 (1d4 + 3) slashing damage.

Composite Longbow. Ranged Weapon Attack: +5 to hit,

ranged 150 ft. / 600 ft., one target. Hit: 8 (1d8 + 4) piercing

damage and the target must make a DC 11 Constitution

saving throw or contract a disease (sewer plague).

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MEKILLOT Huge beast, neutral Armor Class 17 (natural armor) Hit Points 107 (8d12 + 55) Speed 40 ft.

STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 21 (+5) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +4 Senses darkvision 60’, passive Perception 14 Languages -- Challenge 7 (2900 XP) Unpredictable. Wisdom (animal handling) checks are

made at disadvantage when handling a mekillot.

ACTIONS Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one

target. Hit: 33 (8d6 + 7) piercing damage.

Tongue. Melee Weapon Attack: +10 to hit, reach 10

ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage,

and the target is grappled (escape DC 18). Until this

grapple ends, the target is restrained, and the mekillot

can't use its tongue or bite another target.

Swallow. The mekillot makes one tongue attack

against a Large or smaller target it is grappling. If the

attack hits, the target is swallowed, and the grapple

ends. The swallowed target is blinded and restrained,

it has total cover against attacks and other effects

outside the mekillot, and it takes 21 (6d6) acid damage

at the start of each of the mekillot's turns. The mekillot

can have only one target swallowed at a time.

If the mekillot takes 30 damage or more on a single

turn from the swallowed creature, the mekillot must

succeed on a DC 14 Constitution saving throw at the

end of that turn or regurgitate the creature, which falls

prone in a space within 10 feet of the behir. If the

mekillot dies, a swallowed creature is no longer

restrained by it and can escape from the corpse by

using 15 feet of movement, exiting prone.

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METALMASTER Large monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 63 (6d10 + 30) Speed 20 ft.

STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 20 (+5) 6 (-2) 13 (+1) 11 (+0)

Skills Perception +3 Senses darkvision 60’, passive Perception 13 Languages undercommon Challenge 2 (2900 XP) Detect Metal. The metalmaster can sense the presence

and direction of metal within 60 feet of it.

Regeneration. The metalmaster regains 3 hit points at the

start of its turn if it has at least 1 hit point.

Magnetism. The metalmaster can create fields of magnetic

energy. These fields can only affect metallic objects up to

1,000 pounds, metallic creatures, creatures wearing metal

armor, or creatures carrying metal weapons or shields.

Creatures carrying metal objects can simply drop them to

negate the effect. As a bonus action, the metalmaster can

create one of the following effects:

1. Attraction. All creatures within 60 feet must make a DC

17 Strength saving throw or be pulled 10 feet closer to the

metalmaster and restrained until the start of the

metalmaster’s next turn. All movement away from the

metalmaster is treated as difficult terrain. Attacks using

metal weapons against the metalmaster have advantage

until the start of its next turn.

2. Repelling Aura. All creatures within 60 feet must make a

DC 17 Strength saving throw or be pushed 10 feet away

from the metalmaster and restrained until the start of the

metalmaster’s next turn. All movement towards the

metalmaster is treated as difficult terrain. Attacks using

metal weapons against the metalmaster have disadvantage

until the start of its next turn.

3. Metal Storm. The metalmaster turns the shards of metal

clinging to its body into a whirling storm of razors. Each

creature (including those without metal) must make a DC 10

Dexterity Saving throw or take 14 (4d6) slashing damage on

a failed save, or half on a success.

4. Telekinesis. One creature within 60 feet must make a

DC 17 Strength saving throw or the metalmaster may move

the creature up to 30 feet in any direction, including upward

but not beyond 60 feet away from the metalmaster. Until the

end of the metalmaster’s next turn, the creature is

restrained in its magnetic grip. A creature lifted upward is

suspended in mid-air. On subsequent rounds, the

metalmaster can use its Magnetism ability again to maintain

its telekinetic grip on the creature. The creature can repeat

the saving throw at the end of each of its turns. The

metalmaster can freely manipulate any unattended metal

object up to 1,000 pounds.

ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 11 (2d6 + 4) piercing damage.

This creatures resembles a giant slug with glistening purple skin and a mouth of jagged teeth beneath four eyestalks. It is covered in broken shards of metal. It is 15 feet long, 2 feet thick and weighs 2,000 pounds.

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MOHRG Medium undead, chaotic evil Armor Class 17 (natural armor) Hit Points 91 (14d8 + 28) Speed 40 ft.

STR DEX CON INT WIS CHA 21 (+5) 19 (+4) 15 (+2) 11 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +6 Damage Immunities poison Condition Immunities exhaustion, poisoned Skills Stealth +6, Perception +2 Senses darkvision 60’, passive Perception 12 Languages the languages it knew in life Challenge 3 (700 XP) Create Spawn. Any creature killed by a mohrg rises the

next night as a zombie.

ACTIONS Multiattack. The mohrg makes two attacks: one with its slam and one with its paralyzing tongue.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 8 (1d6 + 5) bludgeoning damage and the

target is grappled (escape DC 16).

Paralyzing Tongue. Melee Weapon Attack: +6 to hit,

reach 5 ft., one target. Hit: 6 (1d4 + 4) poison damage

and the target must succeed on a DC 13 Constitution

saving throw or be poisoned for 1 minute. Until this

poison ends, the target is paralyzed. The target can

repeat the saving throw at the end of each of its turns,

ending the poison on itself on a success.

Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds. Like zombies, mohrgs attack by slamming enemies with their fists and lashing out with their elongated tongue. They often catch opponents flat-footed, for they move much faster than zombies.

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NIGHTSHADE Nightshades are powerful undead composed of equal parts darkness and absolute evil. Nightshades can read and understand all forms of communication; however, they communicate with others by telepathy. Each of the three known varieties of nightshade is a terrible creature with unique powers and abilities. Their tactics vary according to their abilities, but they all make liberal use of haste.

NIGHTSHADE,

NIGHTCRAWLER Gargantuan undead, chaotic evil Armor Class 19 (natural) Hit Points 320 (20d20 + 120) Speed 30 ft. Burrow 60 ft.

STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 22 (+6) 20 (+5) 20 (+5) 18 (+4)

Saving Throws Con +12, Wis +11 Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion, poisoned Skills Stealth +6, Perception +11 Senses tremorsense 60’, darkvision 60’, passive Perception 21 Languages All, Telepathy 100’ Challenge 18 (20000 XP) Sunlight Sensitivity. While in sunlight, the nightcrawler has disadvantage on all attack rolls, ability checks and saving throws.

Desecrating Aura. The nightcrawler and any undead within

20 feet of it have advantage on all saving throws.

Innate Spellcasting. The nightcrawler’s spellcasting ability

is Charisma (spell save DC 18). The nightcrawler can

innately cast the following spells, using only verbal

components.

At will: Contagion, Darkness, Detect Magic, Dispel Magic,

Haste, Invisibility, See Invisibility 3/day: Cone of Cold, Confusion, Hold Monster 1/day: Finger of Death, Plane Shift Shadow Stealth. While in dim light or darkness, the

nightcrawler can take the Hide action as a bonus action.

ACTIONS Multiattack. The nightcrawler makes two attacks: one

with its sting and one with its bite.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one

target. Hit: 36 (5d10 + 9) piercing damage. If the target

is a Large or smaller creature, it must succeed on a

DC 20 Dexterity saving throw or be swallowed by the

worm. A swallowed creature is blinded and restrained,

it has total cover against attacks and other effects

outside the worm, and it takes 21 (6d6) necrotic

damage at the start of each of the worm's turns and its

hit point maximum is reduced by an amount equal

to the necrotic damage taken, and the nightcrawler

regains hit points equal to that amount.

If the worm takes 30 damage or more on a single

turn from a creature inside it, the worm must

succeed on a DC 20 Constitution saving throw at

the end of that turn or regurgitate all swallowed

creatures, which fall prone in a space within 10 feet

of the worm. If the worm dies, a swallowed creature

is no longer restrained by it and can escape from

the corpse by using 20 feet of movement, exiting

prone.

Sting. Melee Weapon Attack: +15 to hit, reach 5 ft.,

one target. Hit: 22 (4d8 + 4) piercing damage, and

the target must make a DC 20 Constitution saving

throw, taking 18 (4d8) poison damage on a failed

save, or half as much damage on a successful one.

If the poison damage reduces the target to 0 hit

points, the target is stable but poisoned for 1 hour,

even after regaining hit points, and is paralyzed

while poisoned in this way.

A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color. A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds. A nightcrawler attacks by burrowing through the ground and emerging to strike.

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NIGHTSHADE,

NIGHTWALKER Huge undead, chaotic evil Armor Class 19 (natural) Hit Points 220 (21d12 + 84) Speed 40 ft. Fly 20 ft.

STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 18 (+4) 20 (+5) 20 (+5) 18 (+4)

Saving Throws Con +9 Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion, poisoned Skills Stealth +7, Perception +10 Senses darkvision 60’, passive Perception 20 Languages All, Telepathy 100’ Challenge 16 (15000 XP) Sunlight Sensitivity. While in sunlight, the nightwalker has disadvantage on all attack rolls, ability checks and saving throws.

Desecrating Aura. The nightwalker and any undead within

20 feet of it have advantage on all saving throws.

Innate Spellcasting. The nightwalker’s spellcasting ability

is Charisma (spell save DC 17). The nightwalker can

innately cast the following spells, using only verbal

components.

At will: Contagion, Darkness, Detect Magic, Dispel Magic,

Haste, See Invisibility 3/day: Confusion, Hold Monster, Invisibility 1/day: Cone of Cold, Finger of Death, Plane Shift Siege Monster. The nightwalker deals double damage to

objects and structures.

Shadow Stealth. While in dim light or darkness, the

nightwalker can take the Hide action as a bonus action.

Evil Gaze. Each creature of the nightwalker’s choice within

30 feet of it and aware of it must succeed on a DC 17

Wisdom saving throw or become paralyzed and frightened

for 1 minute. A creature can repeat the saving throw at the

end of each of its turns, with disadvantage if the nightwalker

is within line of sight, ending the effect on itself on a

success. If a creature's saving throw is successful or the

effect ends for it, the creature is immune to the

nightwalker’s Evil Gaze for the next 24 hours.

ACTIONS Multiattack. The nightwalker makes two attacks with

its slam.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,

one target. Hit: 42 (4d10 + 20) bludgeoning damage.

Nightwalkers are human-shaped horrors that haunt the darkness. A nightwalker is about 20 feet tall and weighs about 12,000 pounds. Nightwalkers lurk in dark areas where they can almost always surprise the unwary.

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NIGHTSHADE, NIGHTWING Huge undead, chaotic evil Armor Class 20 (natural) Hit Points 161 (17d12 + 51) Speed 20 ft. Fly 60 ft.

STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 16 (+3) 18 (+4) 20 (+5) 18 (+4)

Saving Throws Con +8 Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion, poisoned Skills Stealth +9, Perception +10 Senses darkvision 60’, passive Perception 20 Languages All, Telepathy 100’ Challenge 13 (10000 XP) Sunlight Sensitivity. While in sunlight, the nightwing has disadvantage on all attack rolls, ability checks and saving throws.

Desecrating Aura. The nightwing and any undead within

20 feet of it have advantage on all saving throws.

Fly-By. The nightwing doesn't provoke an opportunity

attack when it moves out of an enemy's reach.

Innate Spellcasting. The nightwing’s spellcasting ability is

Charisma (spell save DC 17). The nightwing can innately

cast the following spells, using only verbal components.

At will: Contagion, Darkness, Detect Magic, Haste, See

Invisibility 3/day: Confusion, Dispel Magic, Hold Monster,

Invisibility 1/day: Cone of Cold, Finger of Death, Plane Shift Shadow Stealth. While in dim light or darkness, the

nightwing can take the Hide action as a bonus action.

Improved Critical. The nightwing scores a critical hit on a

roll of 19-20.

Weaken Magic. The nightwing weakens a magical

object it can see within 5 feet of it. If the object isn't

being worn or carried, the object becomes nonmagical.

If the object is being worn or carried by a creature, the

creature can make a DC 17 Dexterity saving throw to

avoid the nightwing's touch.

If the magical object touched is either armor or a shield

being worn or carried, it permanently lowers its

magical bonus to AC by 1. If the magical bonus to AC

on the armor or shield drops to +0, the armor or shield

becomes nonmagical. If the object touched is a held

metal weapon, it permanently lowers its magical bonus

to attack rolls and damage rolls by 1. If the magical

bonus to attack rolls and damage rolls drops to +0, the

weapon becomes nonmagical.

ACTIONS Multiattack. The nightwing makes two attacks with its

bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,

one target. Hit: 32 (5d10 + 5) piercing damage. On

a critical hit, the target is affected as if it was hit by

the nightwing’s weaken magic ability.

Nightwings are bat-like flyers that hunt on the wing. A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds. Nightwings prowl the night sky and dive onto their victims. They are all but invisible, detectable only because of the stars they obscure in their passing.

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NIXIE Small fey, neutral Armor Class 13 Hit Points 3 (1d6) Speed 20 ft. Swim 30 ft.

STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 11 (+0) 12 (+1) 13 (+1) 18 (+4)

Skills Animal Handling +3, Deception +6, Stealth +5, Perception +3 Senses darkvision 60’, passive Perception 13 Languages Common, Sylvan, Aquan Challenge 1/4 (50 XP) Amphibious. Nixies can breathe both air and water.

Aquatic Stealth. Nixies have advantage on Dexterity

(Stealth) checks while in the water.

Wild Empathy. Nixies have advantage on Wisdom (Animal

Handling) checks.

Innate Spellcasting. The nixie’s spellcasting ability is

Charisma (spell save DC 14). The nixie can innately cast

the following spells, using only verbal components. 3/day: Charm Person 1/day: Water Breathing

ACTIONS Shortsword. Melee Weapon Attack: +5 to hit, reach 5

ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes. A nixie stands about 4 feet tall and weighs about 45 pounds. Nixies rely on charm person to deter enemies, entering combat only to protect themselves and their territory.

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NYMPH Medium fey, chaotic good Armor Class 17 Hit Points 44 (8d8 + 8) Speed 30 ft. Swim 20 ft.

STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 16 (-3) 17 (+3) 19 (+4)

Skills Insight +6, Perception +6, Stealth +6 Senses darkvision 60’, passive Perception 16 Languages Common, Sylvan Challenge 6 (2300 XP) Blinding Beauty. When a humanoid that can see the

nymph starts its turn within 30 feet of the nymph, it needs to

make a DC 15 Constitution saving throw. If the saving throw

fails by 5 or more, the creature is blinded permanently.

Otherwise a creature that fails the save is blinded for 1

minute, but is allowed a new saving throw at the end of its

next turn. This continues until the save is successful or

becomes permanent, curable only with magic. Unless

surprised, a creature can avert its eyes to avoid the saving

throw at the start of its turn. If the creature does so, it can't

see the nymph until the start of its next turn, when it can

avert its eyes again. If the creature looks at the nymph in

the meantime, it must immediately make the save. The

Nymph can suppress or resume this ability at will.

Unearthly Grace. The AC of the nymph includes its

Charisma bonus. The nymph also adds its Charisma bonus

to its saving throws.

Innate Spellcasting. The nymph’s spellcasting ability is

Charisma (spell save DC 15). The nymph can innately cast

the following spells, using only verbal components. 1/day: Dimension Door

Spellcasting. The nymph is a 7th-level spellcaster that

uses Wisdom as its spellcasting ability (spell save DC 14,

+6 to hit with spell attacks). The nymph has the following

spells known from the druid spell list:

Cantrips: Guidance, Resistance, Druidcraft 1st level (4 slots): Cure Wounds, Animal Friendship,

Longstrider, Speak with Animals, Entangle 2nd level (3 slots): Barkskin, Heat Metal, Lesser

Restoration 3rd level (3 slots): Call Lightning, Protection from

Energy 4th level (1 slot): Grasping Vine

Stunning Glance. The nymph can use its action to

force a target it can see and that can see the nymph to

make a DC 15 Constitution saving throw or become

stunned for 1 minute. A stunned creature can make

this saving throw again at the end of each of its turns.

ACTIONS Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,

one target. Hit: 5 (1d4 + 3) slashing damage.

A delicate figure rises from the water, her long ears tapering to points above her head, her beauty painful in its perfection. Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.

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NYTH Small aberration, lawful evil Armor Class 19 Hit Points 31 (9d6) Speed Fly 50 ft. (hover)

STR DEX CON INT WIS CHA 6 (-2) 28 (+9) 10 (+0) 13 (+1) 17 (+3) 13 (+1)

Saving Throws Dex +11 Damage Immunities fire, lightning Condition Immunities charmed Skills Perception +5 Senses darkvision 60’, passive Perception 15 Languages Common, Will-o’-Wisp Challenge 5 (1800 XP) Magic Resistance. The nyth has advantage on all saving

throws against magic.

Invisibility. As a bonus action, the nyth can turn invisible.

Magic Missile (Recharge 4-6). As a bonus action, the

nyth fires a glowing bolt of magical force at a creature

of its choice that it can see within 120 feet. The bolt

deals 3 (1d4 + 1) force damage to its target.

Absorb Energy. Whenever the nyth is subjected to

fire or lightning damage, it takes no damage and

regains a number of hit points equal to the lightning

damage dealt. This effect allows the nyth to exceed its

maximum hit points.

If it doubles its maximum hit points, the nyth splits into

two nyths in an explosion of magic missiles. All

creatures within 30 feet of the nyth take 7 (2d4 + 2)

force damage and two nyths are left behind. Each new

nyth has hit points equal to half the original nyth's,

rounded down These new nyth cannot split again for

24 hours.

Reflection. The nyth is immune to all damage from the

magic missile spell. Any damage that would have been

taken by the nyth is instead taken by the caster.

ACTIONS Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one

target. Hit: 11 (1d4 + 9) piercing damage.

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PHAERIMM A phaerimm is a conical creature with an ovoid tooth-filled maw surrounded by four clawed arms. At the other end is a deadly stinger.

ELDER PHAERIMM Large Aberration, neutral evil Armor Class 17 (natural armor) Hit Points 120 (16d10 + 32) Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 14 (+2) 19 (+4) 20 (+5) 23 (+6)

Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons Skills Perception +9 Senses truesight 120’, darkvision 120’, passive Perception 19 Languages Common, telepathy 100’ Challenge 12 (8400 XP) Magic Resistance. The phaerimm has advantage on all

saving throws against magic.

Immutable form. The phaerimm is immune to any spell or

effect that would alter its form.

Arcane Sight. The phaerimm can see magical auras as if

constantly under the effects of a Detect Magic spell.

Spellcasting. The phaerimm is a 16th-level spellcaster that

uses Charisma as its spellcasting ability (spell save DC 18,

+10 to hit with spell attacks). The phaerimm has the

following spells known from the sorcerer and wizard spell

lists and can cast them using only verbal components:

Cantrips: Dancing Lights, Friends, Minor Illusion, Mage

Hand 1st level (4 slots): Charm Person, Color Spray, Silent

Image, Tenser’s floating Disk 2nd level (3 slots): Suggestion, Crown of Madness,

Phantasmal Force 3rd level (3 slots): Fireball, Fear, Hypnotic Pattern,

Major Image 4th level (3 slots): Confusion, Phantasmal Killer 5th level (3 slots): Dominate Person, Hold Monster 6th level (3 slots): Chain Lightning, Mass Suggestion 7th level (3 slots): Prismatic Spray, Mirage Arcane,

Project Image 8th level (2 slot): Dominate Monster, Power Word Stun

ACTIONS Multiattack. The phaerimm makes four attacks with its claws, one attack with its bite and one attack with its stinger. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one

target. Hit: 14 (2d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,

one target. Hit: 10 (2d4 + 5) slashing damage.

Stinger. Melee Weapon Attack: +9 to hit, reach 5

ft., one creature. Hit: 12 (2d6 + 5) piercing damage

and the creature just make a DC 14 Constitution

saving throw or be poisoned for 1 minute. Until this

poison ends, the target is paralyzed and levitates a

few feet off the ground. The target can repeat the

saving throw at the end of each of its turns, ending

the poison on itself on a success.

Implant. The phaerimm uses its stinger to implant

an egg in the body of an incapacitated living

creature. The creature must succeed on a DC 14

Constitution saving throw or be implanted with a

minuscule phaerimm egg. A host can carry only one

phaerimm egg to term at a time. Over three months,

the egg moves to the chest cavity, gestates, and

forms a phaerimm tadpole. In the 24-hour period

before giving birth, the host starts to feel unwell, its

speed is halved, and it has disadvantage on attack

rolls, ability checks, and saving throws. At birth, the

tadpole chews its way through vital organs and out

of the host's chest in 1 round, killing the host in the

process. If the creature is cured of disease before

the tadpole's emergence, the unborn phaerimm is

disintegrated.

Page 59: Demongnomes Manual of Monsters

ADULT PHAERIMM Large Aberration, neutral evil Armor Class 14 (natural armor) Hit Points 65 (10d10 + 10) Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 12 (+1) 17 (+3) 18 (+4) 19 (+4)

Skills Perception +7 Senses blindsight 120’, darkvision 120’, passive Perception 17 Languages Common, telepathy 100’ Challenge 6 (2300 XP) Magic Resistance. The phaerimm has advantage on all

saving throws against magic.

Immutable form. The phaerimm is immune to any spell or

effect that would alter its form.

Arcane Sight. The phaerimm can see magical auras as if

constantly under the effects of a Detect Magic spell.

Spellcasting. The phaerimm is a 10th-level spellcaster that

uses Charisma as its spellcasting ability (spell save DC 15,

+7 to hit with spell attacks). The phaerimm has the following

spells known from the sorcerer and wizard spell lists and

can cast them using only verbal components:

Cantrips: Dancing Lights, Friends, Minor Illusion, Mage

Hand 1st level (4 slots): Charm Person, Color Spray, Silent

Image, Tenser’s floating Disk 2nd level (3 slots): Suggestion, Crown of Madness,

Phantasmal Force 3rd level (3 slots): Fireball, Hypnotic Pattern, Major

Image 4th level (3 slots): Confusion, Phantasmal Killer 5th level (2 slots): Dominate Person

ACTIONS Multiattack. The phaerimm makes four attacks with its claws, one attack with its bite and one attack with its stinger. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 14 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,

one target. Hit: 8 (2d4 + 3) slashing damage.

Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft.,

one creature. Hit: 10 (2d6 + 3) piercing damage and

the creature just make a DC 12 Constitution saving

throw or be poisoned for 1 minute. Until this poison

ends, the target is paralyzed and levitates a few feet

off the ground. The target can repeat the saving throw

at the end of each of its turns, ending the poison on

itself on a success.

Implant. The phaerimm uses its stinger to implant

an egg in the body of an incapacitated creature. A

humanoid host can carry only one phaerimm egg to

term at a time. Over three months, the egg moves

to the chest cavity, gestates, and forms a phaerimm

tadpole. In the 24-hour period before giving birth,

the host starts to feel unwell, its speed is halved,

and it has disadvantage on attack rolls, ability

checks, and saving throws. At birth, the tadpole

chews its way through vital organs and out of the

host's chest in 1 round, killing the host in the

process. If the creature is cured of disease before

the tadpole's emergence, the unborn phaerimm is

disintegrated.

Page 60: Demongnomes Manual of Monsters

YOUNG PHAERIMM Medium Aberration, neutral evil Armor Class 14 (natural armor) Hit Points 38 (7d8 + 7) Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 17 (+3)

Skills Perception +5 Senses blindsight 120’, darkvision 120’, passive Perception 15 Languages Common, telepathy 100’ Challenge 3 (700 XP) Magic Resistance. The phaerimm has advantage on all

saving throws against magic.

Immutable form. The phaerimm is immune to any spell or

effect that would alter its form.

Arcane Sight. The phaerimm can see magical auras as if

constantly under the effects of a Detect Magic spell.

Spellcasting. The phaerimm is a 7th-level spellcaster that

uses Charisma as its spellcasting ability (spell save DC 13,

+5 to hit with spell attacks). The phaerimm has the following

spells known from the sorcerer and wizard spell lists and

can cast them using only verbal components:

Cantrips: Dancing Lights, Friends, Minor Illusion, Mage

Hand 1st level (4 slots): Detect Magic, Charm Person, Color

Spray, Silent Image, Tenser’s floating Disk 2nd level (3 slots): Suggestion, Crown of Madness,

Phantasmal Force 3rd level (3 slots): Hypnotic Pattern, Major Image 4th level (1 slots): Confusion

ACTIONS Multiattack. The phaerimm makes four attacks with its claws, one attack with its bite and one attack with its stinger. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 5 (1d8 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,

one target. Hit: 3 (1d4 + 1) slashing damage.

Stinger. Melee Weapon Attack: +3 to hit, reach 5 ft.,

one creature. Hit: 4 (1d6 + 1) piercing damage and the

creature just make a DC 11 Constitution saving throw

or be poisoned for 1 minute. Until this poison ends, the

target is paralyzed and levitates a few feet off the

ground. The target can repeat the saving throw at the

end of each of its turns, ending the poison on itself on

a success.

Page 61: Demongnomes Manual of Monsters

PHAERIMM WYRMLING Small Aberration, neutral evil Armor Class 14 (natural armor) Hit Points 17 (5d6) Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 10 (+0) 13 (+1) 14 (+2) 15 (+2)

Skills Perception +4 Senses blindsight 120’, darkvision 120’, passive Perception 14 Languages Common, telepathy 100’ Challenge 1/2 (100 XP) Magic Resistance. The phaerimm has advantage on all

saving throws against magic.

Immutable form. The phaerimm is immune to any spell or

effect that would alter its form.

Arcane Sight. The phaerimm can see magical auras as if

constantly under the effects of a Detect Magic spell.

Spellcasting. The phaerimm is a 4th-level spellcaster that

uses Charisma as its spellcasting ability (spell save DC 12,

+4 to hit with spell attacks). The phaerimm has the following

spells known from the sorcerer and wizard spell lists and

can cast them using only verbal components:

Cantrips: Dancing Lights, Friends, Minor Illusion, Mage

Hand 1st level (4 slots): Detect Magic, Charm Person, Color

Spray, Silent Image, Tenser’s floating Disk 2nd level (3 slots): Suggestion, Crown of Madness

ACTIONS Multiattack. The phaerimm makes four attacks with its claws and one attack with its bite. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one

target. Hit: 2 (1d6 - 1) piercing damage.

Claws. Melee Weapon Attack: +1 to hit, reach 5 ft.,

one target. Hit: 1 (1d4 - 1) slashing damage.

Page 62: Demongnomes Manual of Monsters

PHASE WASP Tiny beast, neutral Armor Class 14 Hit Points 10 (4d4) Speed 40 ft.

STR DEX CON INT WIS CHA 3 (-5) 19 (+4) 10 (+0) 2 (-4) 15 (+2) 6 (-2)

Skills Perception +4 Senses blindsight 60’, darkvision 60’, passive Perception 14 Languages -- Challenge 1/4 (50 XP)

ACTIONS Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 4 (1d4 + 2) piercing damage.

Phase Sting (Recharge 5-6). The phase wasp fires four

glowing stingers of magical force. Each stinger hits a

creature of its choice that it can see within 120 feet. A

stinger deals 3 (1d4 + 1) force damage to its target. The

stingers all strike simultaneously, and it can direct them to

hit one creature or several.

Page 63: Demongnomes Manual of Monsters

PHASM Medium Aberration (shapechanger), chaotic neutral Armor Class 14 (natural armor) Hit Points 135 (18d8 + 54) Speed 40 ft.

STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 14 (+2)

Saving Throws Dex +5, Con +5 Damage Immunities poison Condition Immunities poisoned, blinded, charmed, deafened, exhaustion, frightened, prone Skills Deception +5, Persuasion +5, Perception +5 Senses blindsight 30’, tremorsense 60’, passive Perception 14 Languages Common, telepathy 100’ Challenge 5 (100 XP) Keen Smell. The phasm has advantage on Wisdom

(Perception) checks that rely on smell.

Alternate Form. The phasm polymorphs into any object or

creature of large size or smaller that has a challenge rating

no higher than its own, or back into its true form. It reverts

to its true form if it dies. Any equipment it is wearing or

carrying is absorbed or borne by the new form (the phasm's

choice).

In its new form, the phasm retains its alignment, hit points,

Hit Dice, ability to speak, proficiencies, and Intelligence,

Wisdom, and Charisma scores, as well as this action. Its

statistics and capabilities are otherwise replaced by those of

the new form, except any class features or legendary

actions of that form.

Amorphous. The phasm can move through a space as

narrow as 1 inch wide without squeezing.

ACTIONS Slam. Melee Spell Attack: +4 to hit, reach 5 ft., one

creature. Hit: 3 (1d4 + 1) bludgeoning damage.

A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds. When faced with potential danger, a phasm is equally likely to retreat, parley, or attack, as its fancy strikes. If pursued or harassed, a phasm transforms into the most fearsome creature it knows and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.

Page 64: Demongnomes Manual of Monsters

PHOENIX Large Monstrosity, neutral good Armor Class 20 (natural armor & defensive aura) Hit Points 150 (20d10 + 40) Speed 15 ft., fly 200 ft.

STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 18 (+4) 17 (+3) 21 (+5)

Saving Throws Wis +10 Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons Skills Arcana +11, History +11, Perception +10 Senses darkvision 60’, passive Perception 20 Languages Common, telepathy 60’ Challenge 24 (62000 XP) Magic Resistance. The phoenix has advantage on all

saving throws against magic.

Legendary Resistance (3/Day). If the phoenix fails a

saving throw, it can choose to succeed instead.

Innate Spellcasting. The phoenix’s spellcasting ability is

Charisma (spell save DC 22). The phoenix can innately cast

all the following spells as if using an 8th level spell slot,

using only verbal components.

At will: Blindness/Deafness, Blink, Blur, Color Spray, Cure

Wounds, Dancing Lights, Dispel Evil & Good, Dispel Magic,

Find the Path, Find Traps, Heal, Invisibility, Death Ward,

Lesser Restoration, Produce Flame, Remove Curse, See

Invisibility, Plane Shift (self only)

1/day: Incendiary Cloud, Reincarnate, Pyrotechnics,

Conjure Animals, Wall of Fire

Innate Spell Effects. The phoenix can always Detect

Magic and Detect Evil & Good at all times without the need

to use an action or concentrate. The phoenix is under the

effects of Protection from Evil & Good at all times.

ACTIONS Multiattack. The phoenix makes two attacks with its claws and one attack with its bite. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one

target. Hit: 18 (4d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,

one target. Hit: 13 (2d8 + 4) slashing damage.

Shriek (Recharge 6). All creatures within 30’ of the phoenix

must make a DC 22 Wisdom saving throw or suffer the

effects of the slow spell.

Immolation. The phoenix may take an action to immolate

itself. Creatures within 15 feet of it must then succeed on a

DC 17 Constitution saving throw, taking 70 (20d6) fire

damage and 70 (20d6) radiant damage on a failed save or

half on a success. This kills the phoenix. At the start of the

next round, a new phoenix appears from the ashes of the

old phoenix. The new phoenix cannot use this ability until it

has taken a long rest.

Page 65: Demongnomes Manual of Monsters

QUICKLING Small fey, chaotic evil Armor Class 15 Hit Points 27 (6d6 + 6) Speed 120 ft.

STR DEX CON INT WIS CHA 8 (-1) 20 (+5) 13 (+1) 15 (+2) 15 (+2) 14 (+2)

Saving Throws Dex +7 Damage Resistances Slashing, piercing, bludgeoning damage from nonmagical weapons Skills Acrobatics +7, Stealth +7 Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 4 (1100 XP) Natural Invisibility. While the quickling remains motionless

it is invisible.

Spring Attack. The quickling can Disengage as a bonus

action.

Blur. Any creature has disadvantage on attack rolls against

the Quickling.

Evasion. When the quickling is subjected to an effect that

allows it to make a Dexterity saving throw to take only half

damage, the quickling instead takes no damage if it

succeeds on the saving throw, and only half damage if it

fails.

Uncanny Dodge. When an attacker that the quickling can

see hits it with an attack, the quickling can use its reaction

to halve the attack’s damage against it.

Slow Susceptibility. A quickling loses its blur, evasion and

uncanny dodge abilities and is poisoned while under the

effects of a slow spell.

ACTIONS Multiattack. The quickling makes two attacks with its

short sword.

Short Sword. Melee Weapon Attack: +7 to hit, reach 5

ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Page 66: Demongnomes Manual of Monsters

QUTH-MAREN Medium undead, chaotic evil Armor Class 12 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 15 (+2) 13 (+1) 14 (+2) 15 (+2)

Damage Resistance lightning, fire Damage Immunities acid, poison Condition Immunities exhaustion, poisoned Skills Stealth +4, Perception +5 Senses darkvision 60’, passive Perception 15 Languages the languages it knew in life Challenge 5 (1800 XP)

Regeneration. The quth-maren regains 5 hit points at the

start of its turn if it has at least 1 hit point.

Turn Resistance. The quth-maren has advantage on

saving throws against effects that turn undead.

Caustic Blood. A creature that touches the quth-maren or

hits it with a melee attack while adjacent to it takes 5 (1d10)

acid damage.

Horrifying Visage. Each non-undead creature within

60 feet of the quth-maren that can see her must

succeed on a DC 12 Wisdom saving throw or be

frightened for 1 minute. A frightened target can repeat

the saving throw at the end of each of its turns, with

disadvantage if the quth-maren is within line of sight,

ending the effect on itself on a success. If a target's

saving throw is successful or the effect ends for it, the

target is immune to the quth-maren's Horrifying Visage

for the next 24 hours.

ACTIONS Multiattack. The quth-maren makes two attacks with its slam. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage and 3 (1d6) acid damage.

Spit Blood. Ranged Weapon Attack: +4 to hit, ranged 10 ft.

/ 20 ft., one target. Hit: 9 (2d6 + 2) acid damage. Any

creatures adjacent to the target take 3 (1d6) acid damage.

Page 67: Demongnomes Manual of Monsters

RAGEWALKER Large Fey, neutral evil Armor Class 22 (grafted armor) Hit Points 165 (22d10 + 88) Speed 50 ft.

STR DEX CON INT WIS CHA 19 (+4) 23 (+6) 19 (+4) 10 (+0) 14 (+2) 22 (+6)

Skills Acrobatics +11, Perception +6 Senses blindsight 60’, darkvision 60’, passive Perception 16 Languages Common Challenge 13 (10000 XP) Magic Resistance. The ragewalker has advantage on all

saving throws against magic.

Regeneration. The ragewalker regains 5 hit points at the

start of its turn if it has at least 1 hit point.

Induce Blood Frenzy. A creature that starts its turn within

10 feet of the ragewalker must make a DC 19 Wisdom

saving throw or enter a mindless killing frenzy for 1 minute.

Attacks against a frenzied creature have advantage. A

frenzied creature is incoherent, unable to talk, communicate

or cast spells and must use its action to make a melee

attack with advantage against the nearest creature within its

reach. If there is no creature within its reach, the creature

moves to the nearest creature and makes a melee attack

with advantage. If there is still no creature within its reach

after moving, the frenzy ends. A frenzied creature can

repeat the saving throw at the end of each of its turns, but

at disadvantage if it is still within 10 feet of the ragewalker.

Weapon Cloud. At the start of each of the ragewalker’s

turns, each creature within 5 feet of it takes 7 (2d6) slashing

damage

Repel Missiles. Any time the ragewalker is targeted by a

weapon attack that requires a ranged attack roll, the

ragewalker is unaffected, and the attack is reflected back at

the attacker as though it originated from the ragewalker,

turning the attacker into the target.

ACTIONS Multiattack. The ragewind makes three attacks: two

with its spiked chain and one with its claws.

Spiked Chain. Melee Weapon Attack: +14 to hit,

reach 10 ft., one target. Hit: 19 (4d4 + 9) piercing

damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one

target. Hit: 11 (2d6 + 4) slashing damage.

Page 68: Demongnomes Manual of Monsters

RAGEWIND Medium undead, chaotic evil Armor Class 15 Hit Points 201 (31d10 + 31) Speed Fly 60 ft. (hover)

STR DEX CON INT WIS CHA 17 (+3) 20 (+5) 13 (+2) 13 (+1) 13 (+1) 12 (+1)

Damage Resistances slashing, piercing, bludgeoning damage from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Skills Acrobatics +11, Perception +6 Senses blindsight 60’, darkvision 60’, passive Perception 16 Languages Common Challenge 17 (18000 XP) Magic Resistance. The ragewind has advantage on all

saving throws against magic.

Fly-By. The ragewind doesn't provoke an opportunity attack

when it moves out of an enemy's reach.

Whirling Blades. At the start of each of the ragewind’s

turns, each creature within 5 feet of it takes 10 (3d6)

slashing damage. A creature that touches the ragewind or

hits it with a melee attack while within 5 feet of it takes 10

(3d6) slashing damage.

ACTIONS Multiattack. The ragewind makes six attacks with its

longswords.

Longsword. Melee Weapon Attack: +9 to hit, reach 5

ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Blade Fury (Recharge 6). All creatures within 10 feet

of the ragewind must make a DC 17 Dexterity saving

throw or take 70 (20d6) slashing damage or half

damage on a success.

Page 69: Demongnomes Manual of Monsters

REDCAP Small fey, neutral good Armor Class 12 Hit Points 51 (8d6 + 24) Speed 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 11 (+0) 12 (+1) 13 (+1)

Skills Stealth +3, Perception +3 Senses darkvision 60’, passive Perception 13 Languages Common, Sylvan Challenge 1 (200 XP)

ACTIONS Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 10 (1d10 + 5) slashing damage.

Eldritch Stone. Ranged Weapon Attack: +5 to hit, ranged

30 ft. / 120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning

damage.

Red Cap (Recharges after a Short or Long Rest). The

redcap dips its cap in the blood of a humanoid corpse,

increasing in strength and power for 1 minute. It doubles its

damage dice on Strength-based weapon attacks, and

makes Strength checks and Strength saving throws with

advantage.

Page 70: Demongnomes Manual of Monsters

RETRIEVER Huge construct, chaotic evil Armor Class 16 (natural armor) Hit Points 149 (13d12 + 65) Speed 50 ft.

STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 20 (+5) 3 (-4) 11 (-0) 1 (-5)

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60’, passive Perception 10 Languages Abyssal, Celestial, Draconic Challenge 9 (5000 XP) Regeneration. The retriever regains 5 hit points at the start

of its turn if it has at least 1 hit point.

Eye Rays. The spectator shoots one of the following

magical eye rays at one creature it can see within 90 feet of

it as a bonus action.

1. Fire Ray (Recharge 6). The target must succeed on a

DC 15 Dexterity saving throw, or it takes 42 (12d6) fire

damage on a failed save of half as much damage on a

successful one.

2. Lightning Ray (Recharge 6). The target must succeed on

a DC 15 Dexterity saving throw, or it takes 42 (12d6)

lightning damage on a failed save of half as much damage

on a successful one.

3. Cold Ray (Recharge 6). The target must succeed on a

DC 15 Dexterity saving throw, or it takes 42 (12d6) cold

damage on a failed save of half as much damage on a

successful one.

4. Petrification Ray (Recharge 6). The targeted creature

must make a DC 15 Dexterity saving throw. On a failed

save, the creature begins to turn to stone and is restrained.

It must repeat the saving throw at the end of its next turn.

On a success, the effect ends.

On a failure, the creature is petrified until freed by the

greater restoration spell or other magic.

Find Target. When ordered to find an object or a creature,

a retriever does so unerringly. The retriever knows the

name of the creature or object’s location (place, name,

business name, building name, or the like), community,

county (or similar political division), country, continent, and

the plane of existence where the target lies.

The being giving the order must have seen (or must have

an item belonging to) the creature to be found, or must have

touched the object to be located.

ACTIONS Multiattack. The retriever makes two attacks with its claws. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage and the target is grappled (escape DC 17).

Page 71: Demongnomes Manual of Monsters

SELKIE Medium humanoid (shapechanger), chaotic neutral Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft. Swim 50 ft.

STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 13 (+1) 10 (+1) 19 (+4)

Saving Throws Dex +5 Skills Deception +8, Perception +3 Senses passive Perception 13 Languages Common, Aquan Challenge 2 (450 XP) Change Shape. The selkie can use its action to polymorph

into a Small or Medium humanoid, or back into its true form.

Its statistics, other than its size, are the same in each form.

Any equipment it is wearing or carrying isn't transformed. It

reverts to its true form if it dies.

Echo of Reason. Selkies have advantage on all charisma

(Deception) checks.

Shake. On a critical hit with its bite, the selkie violently

shakes the target. The target must make a DC 14 Strength

saving throw be stunned for 1 round on a failure or suffer

disadvantage on all attack rolls and ability checks for 1

round on a success.

Hold Breath. The selkie can hold its breath for 15 minutes.

ACTIONS Multiattack. (Selkie Form Only). The selkie makes

two attacks: one with its bite and one with its claws.

Bite (Selkie Form Only). Melee Weapon Attack: +6 to

hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing

damage.

Claws (Selkie Form Only). Melee Weapon Attack: +6

to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing

damage.

Page 72: Demongnomes Manual of Monsters

SHADOW MASTIFF Medium fiend, neutral evil Armor Class 12 Hit Points 30 (4d8 + 12) Speed 50 ft.

STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 17 (+3) 4 (-3) 12 (+1) 13 (+1)

Skills Stealth +3, Perception +3 Senses darkvision 60’, passive Perception 14 Languages Common (cannot speak) Challenge 1 (200 XP) Keen Smell. The marrash has advantage on Wisdom

(Perception) checks that rely on smell.

Bay. The shadow mastiff uses its action to bay. All non-

fiends within 300’ must make a DC 11 Wisdom saving throw

or be frightened for 1 minute. A frightened target can repeat

the saving throw at the end of each of its turns, with

disadvantage if the shadow mastiff is within line of sight or

can be heard, ending the effect on itself on a success. If a

target's saving throw is successful or the effect ends for it,

the target is immune to the shadow mastiff’s Bay for the

next 24 hours.

Shadow Blend. The shadow mastiff is invisible in dim light

and darkness.

ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 6 (1d6 + 3) piercing damage. If the target is

a creature, it must succeed on a DC 13 Strength

saving throw or be knocked prone.

This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth. A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds. Shadow mastiffs cannot speak. Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage. If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying.

Page 73: Demongnomes Manual of Monsters

SHARN Large aberration, chaotic neutral Armor Class 15 Hit Points 42 (4d10 + 20) Speed 10 ft. Fly 40 ft. (hover)

STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 20 (+5) 18 (+4) 18 (+4) 20 (+5)

Damage Resistances bludgeoning, slashing and piercing damage from nonmagical weapons Condition Immunities charmed Skills Deception +8, Persuasion +8, Intimidation +8, Arcana +7, Religion +7, Insight +7, Stealth +8, Perception +7 Senses darkvision 60’, passive Perception 17 Languages the language it knew in life Challenge 9 (2300 XP) Immutable Form. The sharn is immune to any spell or

effect that would alter its form.

Hex Portals. The sharn may use an action to form a small

ethereal window within 20 feet of its body. Each portal

coalesces out of a swirl of purple motes into a translucent

hexagonal window of purple light, 3 feet in diameter.

A sharn can maintain up to three portals through which it

can see, cast spells, and even launch melee attacks. A

sharn is considered adjacent to anything adjacent to its

portals.

A sharn can use a bonus action move any of its portals up

to 20 feet. If a portal or the sharn moves more than 100 feet

from each other the portal disappears.\

The hex portals do not block movement, line of sight, or

missile fire. A character can occupy the same space as a

sharn’s portal with no adverse effect other than proximity to

the sharn’s attacks.

An opponent cannot attack a sharn through its hex portals

but can ready an action to attack the sharn as it makes a

melee attack through its hex portal. Because of the

concealment-like nature of the hex portals, such attacks are

made at disadvantage.

Archetypal Shape. No other creatures can polymorph or

change shape into the form of a sharn or anything

approximating it.

Regeneration. The sharn regains 2 hit points at the start of

its turn if it has at least 1 hit point.

Magic Resistance. The sharn has advantage on all saving

throws against magic.

Independent actions. The sharn may take two actions and

two bonus actions per turn. The sharn may concentrate on

two spell effects at a time. Breaking the sharn’s

concentration breaks both effects. The sharn may take up

to two reactions in between its turns.

Spellcasting. The sharn is a 12th-level spellcaster that

uses Charisma as its spellcasting ability (spell save DC

16, +8 to hit with spell attacks). The sharn casts without

using any somatic, material or verbal components. The

sharn has the following spells known from the sorcerer

and cleric spell lists:

Cantrips: Spare the Dying, Guidance, Resistance,

Dancing Lights, Ray of Frost, Fire Bolt 1st level (4 slots): Mage Armor, Magic Missile,

Protection from Evil & Good, Shield, Bane, Command, Detect Evil & Good, Shield of Faith, Cure Wounds, Detect Magic

2nd level (3 slots): Scorching Ray, Enhance Ability, Shatter, Aid

3rd level (3 slots): Counterspell, Lightning Bolt, Haste, Protection from Energy, Magic Circle

4th level (3 slots): -- 5th level (2 slots): -- 6th level (1 slot): --

ACTIONS Multiattack. The sharn makes three attacks with its

claws.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,

one target. Hit: 12 (2d6 + 5) slashing damage.

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SHOCKER LIZARD Small beast, neutral Armor Class 13 (natural armor) Hit Points 13 (3d6 + 3) Speed 40 ft. climb 20 ft. swim 20 ft.

STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 6 (-2)

Damage Immunities lightning Skills Perception +3 Senses darkvision 60’, passive Perception 13 Languages -- Challenge 1/2 (100 XP) Lethal Shock. Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock focused on one participating lizard. All creatures within 20’ of the focal lizard must make a DC 12 Dexterity saving throw or take 9 (2d8) lightning damage or half damage on a successful save. This damage increase by 1d8 for each additional lizard beyond two. Lightning Sense. The shocker lizard can detect all electrical discharges within 100’.

ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one

creature. Hit: 2 (1d4) piercing damage.

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one

creature. Hit: 9 (2d8) lightning damage.

A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds. A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe.

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TENDRICULOS Huge plant, neutral Armor Class 12 (natural) Hit Points 114 (9d12 + 56) Speed 5 ft.

STR DEX CON INT WIS CHA 24 (+7) 9 (-1) 22 (+6) 3 (-4) 8 (-1) 3 (-4)

Damage Resistances slashing and piercing damage from weapons Damage Vulnerabilities acid Condition Immunities blinded, deafened, exhaustion, prone Senses darkvision 60’, passive Perception 9 Languages -- Challenge 7 (2900 XP) Regeneration. The tendriculos regains 10 hit points at the

start of its turn if it has at least 1 hit point.

Grasping Vines. The tendriculos can have up to two vines

at a time. Each vine can be attacked (AC 13; 10 hit points;

immunity to poison and psychic damage). Destroying a vine

deals no damage to the tendriculos, which can extrude a

replacement vine on its next turn. A vine can also be broken

if a creature takes an action and succeeds on a DC 18

Strength check against it.

ACTIONS Multiattack. The tendriculos makes two attacks with its vines and one attack with its bite. Vine. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 14 (4d6) bludgeoning damage and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained and the tendriculos can't use the same vine on another target. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Swallow. The tendriculos swallows a Large or smaller creature grappled by it. The swallowed target is blinded, paralyzed, and unable to breathe, and it must succeed on a DC 17 Constitution saving throw at the start of each of the mound's turns or take 14 (4d6) acid damage. The tendriculos can have only one creature engulfed at a time.

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THOQQUA Medium elemental, neutral Armor Class 14 (natural armor) Hit Points 40 (9d6 + 9) Speed 30 ft. burrow 20 ft.

STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Damage Vulnerabilities cold Senses darkvision 60’, passive Perception 14 Languages -- Challenge 2 (450 XP) Heated Body. A creature that touches the thoqqua or hits it

with a melee attack while within 5 feet of it takes 5 (1d10)

fire damage.

ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 10 (1d6 + 2) bludgeoning damage and 7

(2d6) fire damage. If the target is a creature or a

flammable object, it ignites. Until a creature takes an

action to douse the fire, the target takes 5 (1d10) fire

damage at the start of each of its turns.

A thoqqua is about 1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds. When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring.

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TRESSYM Tiny beast, chaotic neutral Armor Class 12 Hit Points 5 (2d4) Speed 30 ft. Fly 50 ft.

STR DEX CON INT WIS CHA 3 (+5) 15 (+2) 10 (+4) 12 (+1) 12 (+1) 13 (+1)

Damage Immunities poison Condition Immunities poisoned Skills Acrobatics +4, Stealth +4, Perception +3 Senses darkvision, 60’, passive Perception 13 Languages -- Challenge 1/8 (25 XP) Keen Smell. The tressym has advantage on Wisdom

(Perception) checks that rely on smell.

Natural Hider. The tressym can attempt to hide even when

it is only lightly obscured by tall grass and foliage.

ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 3 (1d4 + 1) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 2 (1d3 + 1) slashing damage.

VARIANT: TRESSYM FAMILIAR

Some tressym are willing to serve spellcasters as a

familiar. Such tressym have the following trait.

Familiar. The tressym can serve another creature as a

familiar, forming a telepathic bond with its willing

master. While the two are bonded, the master can

sense what the tressym senses as long as they are

within 1 mile of each other. At any time and for any

reason, the tressym can end its service as a familiar,

ending the telepathic bond.

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VISAGE Medium undead, chaotic evil Armor Class 16 (natural armor) Hit Points 90 (12d8 + 36) Speed Fly 40 ft. (hover)

STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 14 (+2) 13 (+1) 16 (+3)

Damage Resistances bludgeoning, slashing and piercing damage from nonmagical weapons Damage Immunities radiant, poison Condition Immunities exhaustion, poisoned Skills Deception +6, Stealth +7, Perception +4 Senses darkvision 60’, passive Perception 14 Languages Common, Abyssal Challenge 5 (1800 XP)

Turn Resistance. The visage has advantage on saving

throws against effects that turn undead.

Assume Identity. As a bonus action, the visage can take

on the form of any humanoid it has killed within the last

round. This lasts for 24 hours or until the visage returns to

its original form. While in the new form, the visage retains

all of its abilities, but it has advantage on deception checks

and gains the proficiencies of the new form.

Innate Spellcasting. The visage’s spellcasting ability is

Charisma (spell save DC 17). The visage can innately cast

all the following spells, using only verbal components.

At will: Major Image (visible to a single target)

1/day: Dominate Person

Sneak Attack (1/Turn). The visage deals an extra 13 (4d6)

damage when it hits a target with a weapon attack and has

advantage on the attack roll, or when the target is within 5

feet of an ally of the visage that isn't incapacitated and the

visage doesn't have disadvantage on the attack roll.

ACTIONS Multiattack. The visage makes two attacks with its claws. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

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TEMPLATES This section is a work in progress. Making a template is

easy, making it so it doesn’t need to recalculate CR or self-

calculates CR is tricky. I will mark which ones aren’t quite

ready as [beta].

INCORPOREAL [Beta] Any creature can become an incorporeal creature. When a

creature becomes an incorporeal creatures, it retains all its

statistics except as noted below.

Flight. The incorporeal creature gains a fly speed equal to

its movement speed and can hover. [+1DCR]

Immunities. The incorporeal creature is immune to the grappled and restrained conditions. Incorporeal Movement. The incorporeal creature can

move through other creatures and objects as if they were

difficult terrain. It takes 5 (1d10) force damage if it ends its

turn inside an object.

Resistances. The incorporeal creature gains resistance to acid, cold, fire, lightning, thunder and slashing, piercing, bludgeoning damage from nonmagical weapons

TOPIARY GUARDIAN A beast can become a topiary guardian. When a creature

becomes a topiary guardian, it retains all its statistics except

as noted below.

Plant. The topiary guardian’s type changes to plant.

Senses. The topiary guardian gains tremorsense with a

radius of 90 feet.

Resistances. The topiary guardian gains resistance to

bludgeoning and piercing damage.

Vulnerabilities. The topiary guardian gains vulnerability to

fire.

SKELETON [Beta] A beast, giant, humanoid or monstrosity with a skeletal

structure can become a skeleton. When a creature

becomes a skeleton, it retains all its statistics except as

noted below.

Undead. The skeleton’s type changes to undead.

Attributes. The skeleton’s change to Con 15, Int 6, Wis 8,

Cha 5.

Senses. The skeleton gains darkvision with a radius of 60

feet.

Immunities. The skeleton gains immunity to poison

damage and to exhaustion and poisoned conditions.

Languages. The skeleton still understands the same

languages it knew before, but is unable to speak.