(ENG) D&D 5a Ed. - Mordenkainen's Tome of Foes (Alternate Cover) - Flip eBook Pages 101-150 (2024)

10 0 blood to expand their territory, the elves noted that the halflings dwelled in a state of placid disregard, uncaring of the events of the world. They remarked on how the halfiings enjoyed the simple pleasures of the moment, such as food and music, family, and friendship, and how they seemed to desire no more than that. The writers concluded that the halflings' seemingly innate ability to sidestep turmoil and ill fortune could in fact be a special boon of nature, in recognition of the value of protecting the halftings' worldview and to ensure that their unique place in the cosmos will be forever preserved. FRIENDLY TO A FAULT Halftings easily warm to creatures of other races that don't try to do them harm, in large part due to the lack of guile that goes along with their innocent nature. Appearance doesn't matter; what counts is a creature's fundamental character, and if the halflings are convinced of a creature's good intentions, they respond well. Halflings would welcome an ore with a good heart into their company and treat it as politely they would as an elf visitor. This openness doesn't extend all the way to naivete. Halflings won't be taken in by merely a promise of good intentions, and their instinct for self-preservation makes them wary of any new "friend" that doesn't come across as genuine. Although they might not be able to define the feeling, halflings sense when something isn't quite right, keeping their distance from a questionable individual and advising others to do the same. This aspect of the halfling mind-set accounts for what members of other races often characterize as courage. A halfling about to enter the unknown doesn't feel fear as much as wonderment. Instead of being frightened, the halfling remains optimistic, confident of having a good story to tell when it's all over. Whether the situation requires a rogue slipping into a dragon's den or the HALFLINC SUPERSTITIONS Halflings might perform the following actions, among many others, to ward off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following: • For a safe journey through a forest, leave a few seeds or a cloverleaf for Sheela Peryroyl. • A large silvery squirrel could be Yondalla in disguise. Be on your best behavior and offer a treat when you see her! • A spring is a sacred place full of good luck. Take a mo· ment to pause and reflect in such a place, or stop for a quick snack. • Set flowers in your cap or hair to protect against evil faeries. • When the hair on your neck stiffens or the skin on your arm looks like a plucked chicken, know that Charmalaine is near-and heed her warning. • Put a frog under your cap to bring good luck, but not for too long, or it's bad luck for a fortnight. • If you step on a butterfly, you'd best not leave the safety of your house for three days. • When you plant a row of turnips or radishes, be sure to bury a nice round stone for Yondalla at the head of it, and she'll help bring you some big fellers. • Always keep a fairy circle on your left when you pass by, and be sure to tip your cap. Never enter or stand in the center of one. C H APTER 5 I HA LFLlNGS AND GNOMES local militia repelling an ore attack by refusing to yield, halflings surprise larger folk again and again with their unflappable nature. HAPPY WITH TODAY Throughout recorded history, halftings have never sought to expand their reach beyond the borders of their isolated communities. They live their lives satisfied with what the world has to offer: fresh air, green grass, and rich soil. They grow all the food they need, taking pleasure in every poached egg and piece of toast. Halflings aren't known for great works of literature or elaborate written accounts of their history. Scholars who study their behavior speculate that halflings realize-consciously or otherwise- that the past is a story that can only be retold, not changed, and the future doesn't yet exist, so it can't be experienced. Only by living in the moment can one appreciate the wonder of being alive. LIFE AS A HALFLING On the surface, halflings seem to be simple folk, but those who have lived with them or who have had a halfling in their company know that there is much more to the lives of these small folk than meets the eye. The members of a halfling community have a set of shared values and purposes, whether they are tucked away in a hillside burrow or occupying a neighborhood of their own in a city or town dominated by another race. EVERYTHING HAS A STORY As do many other races, halflings enjoy accumulating personal possessions. But unlike with most other races, a halfling's idea of value has little if anything to do with monetary concerns. A typical halfling's most prized possessions are those that have the most interesting stories attached to them. Indeed, entering an elderly halfling's home is much like opening a book of tales. Every nook and cranny contains some quaint curio or another, and its owner is more than happy to tell the story of where it came from. A halfling who has retired after a life of adventuring might own mementos as diverse as a spoon from Sigil's Great Bazaar, a pan pilfered from an elven kitchen in Evermeet, a rake received as a gift from a svirfneblin mushroom tender in the Underdark, and the scale of a white dragon acquired from its lair. Of course, most halflings' possessions aren't so exotic in origin. But even a stay-at-home halfling strives to collect everyday objects that played a significant role in an exciting story (such as "the rolling pin that Aunt Hattie used to chase away a bugbear" or "the shoes that Timtom wore when he escaped from the wolf"). Halflings believe that an item has a "spirit" of its own- the more dramatic or incredible its story, the stronger its spirit. This outlook prompts them to ask probing questions about the possessions of other folk they encounter- queries that can make them seem nosy to those who don't understand where they're coming from.

How THE FISHSKIPPERS GOT THEIR NAME From the gentle waters, Amid the swaying reeds, There rose a hairy villain, A troll called Snobble Sweed. He came to gobble children, To line his lair with bones, And pick his teeth with talons, And grind their flesh with stones. But on that day ajishing Was a haljling brave and true, The first of the Fishskippers, Grand-kin to me and you. When he saw old Snobble Sweed A-sharpening his knives, He knew that all his family's folk Were in danger of their lives. In that moment of grave peril, Fishskipper caught a bream And hurled it by its silvery tail Across the glassy stream. Ten times the bream did swiftly skip, And like a clap of thunder It smote old Sweed upon his head, And tore the beast asunder. -"Tale of the Fishskippers," by Harkin Fishskipper Keeping History Alive. The halflings' penchant for storytelling has another outlet, in the form of gatherings in which an elder holds court or several tale-tellers try to outdo one another as they pass on their experiences. Witnessing a halfling storytelling session is a rare treat for an outsider, for halfting elders can spin a yarn like no one else. A tale with all the trappings told by an elder can cause listeners to howl with laughter, long for home, sit on the edges of their seats, dream of far-off shores, choke up with emotion, or smile from ear to ear. Some of the most often-told tales concern the origin of a halfling clan's name. Generally, such appellations come about because in the distant past, a halfting matriarch or patriarch performed a memorable feat or dis· played some amazing skill that led to a name that stuck. Clans with evocative names such as the Cavecrawlers, the Hogtrotters, and the Fishskippers all have a story to be told about how they came to be. HIDDEN IN PLAIN SIGHT Although halflings aren't reclusive by nature, they are adept at finding out-of-the-way places to settle in. It takes a combination of luck and persistence for an ordinary traveler to find such a place, and often that's not enough. For those who subscribe to the idea that Yondalla actively shields her worshipers from harm, this phenomenon is easily explained-she looks out for their homes just as she protects their lives. Whatever the reason, travelers might look for a halfling village, but they fail to notice a narrow path that cuts through the underbrush, or they find themselves traveling in circles and getting no closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical halfling village is a cluster of small, stone houses with thatched roofs and wooden doors, or burrows dug into hillsides with windows that look out onto gardens of flowers, beans or potatoes. Since a halfling community usually has less than a hundred members, cooperation is critical to their society, and each resident performs regular chores or offers benefits that support the population. One family might provide baked goods, while another one cobbles shoes or knits clothing. Generally, halflings in a village don't produce goods for sale to outsiders, but they do love to trade, especially with visitors who have interesting items to swap. Life of Leisure. Halftings rarely consider leaving the security of their villages, because they already have all the comforts they could want- food, drink, laughter, family, friends, and the satisfaction of doing a good day's work. When all their necessities have been taken care of, halftings take it easy- and many of them find a way to turn idleness into an art form. Every halfting has a favorite spot for doing nothing- in the shade of a large stone, on the fringe of a sun-dappled meadow, or nestled in a comfy crook high in a tree. When they're not dozing off and dreaming of chasing butterflies, halflings spend time on simple creative activities, such as whittling a pipe from a branch, braiding yarn into a thick rope, or composing a jaunty tune on a second-hand mandolin. Serious Business. The oldest members of a half· ling community are its leaders, although that role has CHAl'TER 5 I HALFLINGS ANO GNOMES 101

T02 a special application. A clan's elders aren't authority figures in the traditional sense; they are respected, and their words are heeded, because of the stories they tell. Their best tales deliver practical knowledge within the framework of a mythic saga. An elder doesn't simply announce, "We must be always ready for a goblin attack." Instead, that advice is delivered in a story about how a village long ago turned back a goblin invasion, which both entertains the villagers and teaches them what to do if goblin raiders find the village. For the most part, halflings aren't the targets of warring nations. Their villages are of little tactical value, nor are they likely to be coveted by evil wizards or to become the object of wrath for some dark force. The only enemies that a halfl.ing village must watch for on an ongoing basis are roving bands of ores or goblins, and the occasional hungry ogre or other solitary monster. And, as halfling luck would have it, these incidents are so rare that a single one might be talked about for generations. In one village, the story of the ogre that ate Farmer Keller's billy goat is a cautionary tale that will be repeated and embellished for decades. HOMES AWAY FROM HOME An individual halfling or a family might leave its community behind for a number of reasons. A clan that is forced to relocate (perhaps because of invading creatures or a natural disaster) might decide to seek refuge or opportunity in a city or town, rather than trying to find another secluded spot in the wilderness. A city or a large town is likely to have a halfling neighborhood already, meaning that newcomers have a place to go that they can call home. Often, they join other halflings who have set up shop and support whatever enterprises their newfound friends have created, making a living as storytellers, bakers, chefs, or shopkeepers. BAD APPLES Although most halflings are energetic and jovial, as with any other race individuals among them can be dour or curmudgeonly, standoffish or suspicious. Such traits might appear in someone who ends up turning fully to the cause of evil-an event that is rare in the extreme, but has happened often enough that every community tells at least one story of this sort. A halfling who turns evil usually severs all links to their family, friends, and village. Slowly, over time, halflings who pursue a dark path-especially those who break too many oaths or hurt other halfiings along the HALFLI NG DEITIES Deity Alignment Province Arvoreen LG Vigilance, war Brandobaris N Adventure, thievery Charmalaine N Keen senses, luck Cyrrollalee LG Hearth, home Sheela Peryroyl NG Agriculture, nature, weather Urogalan LN Earth, death Yondalla LG Primary goddess ofhalflings *Appears in Xanathar's Guide to Everything CHAPTER 5 I H A LFLlNGS AND GNOMES way-lose the protection of Yondalla and the other halfling gods. Some say that the minds of these halflings eventually become twisted, and they turn into cruel, paranoid creatures wracked by misery and despair. HALFLING GODS AND MYTHS Halflings see their gods more as extended family members than as divine beings. They don't worship them in the same way as elves and dwarves revere their gods, because the halfting gods are viewed as folk heroesmortal beings who ascended to divinity, rather than divine entities who descend from their realms to influence the world. Because of this outlook, halflings rarely worship a single deity exclusively; they revere all the gods equally and pay their respects in modest ways. Halflings speak ofYondalla the way humans would describe a strong and protective parent. They talk about Brandobaris as others might refer to a mischievous and dashing uncle. They don't beseech the gods for daily favors, and they have no sense of metaphysical distance or separation between them and their gods. To halflings, their gods are part of the family. And as family members do, the gods set an example that is reaffirmed through the stories of their heroic deeds, with each tale helping to teach important lessons to the next generation. The Hal fling Deities table lists the members of the halfling pantheon. For each god, the table notes alignment, province (the god's main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. Each of the gods in the table is described below. YON DALLA The story ofYondalla begins at the dawn of the world, when halfiings were timid wanderers, scraping out a meager existence. The goddess Yondalla took note of them and decided to adopt the halfl.ings as her people. She was a strong leader with a vision for her people, and she dedicated her life to gathering them together and protecting them. Over time, she elevated to godhood those halflings who were the most adept at the skills halflings needed to survive. Those legendary halflings comprise the rest of the pantheon. Suggested Domains Common Symbol War Crossed short swords Trickery Halfling footprint Trickery Burning boot print Life An open door Nature, Tempest A flower Death, Grave,* Knowledge Silhouette of a dog's head Life Cornucopia

Yondalla created the first halfling villages and showed the people how to build, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them into the landscape so that most travelers would pass by without a second glance. To the halflings, Yondalla is responsible for the spring in their step and the bubbly excitement they feel from knowing that luck is on their side. When a pumpkin grows to enormous size or a garden yields twice as many carrots as usual, credit goes to Yondalla. When a halfting trips, slides down a hillside, and lands on a nugget of gold, that's Yondalla turning bad luck into good. ARVOREEN From time to time, halflings must fight to defend their friends or their village. In those moments, the tales of Arvoreen come to the fore in every halfling's memory. Every youth hears over and over again the stories of the hero's bravery and cunning, his clever tactics in battle, and his ability to use speed and smallness to defeat a much larger foe. The elders know that the world outside is dangerous and that their kin must understand how to deal with those dangers. Stories about Arvoreen are told in such a way that youngsters are inspired to act out his epic battles. In this way, the halflings get practical experience in executing measures that are designed to help the halflings defeat kobolds and goblin raiders, or even take down an ogre. When the time comes to put those tactics to use in earnest, everyone will be ready. Cooperation is a fundamental principle in how halflings fend off their enemies. Every community practices its own version of Arvoreen's favored tactics: Scatterstrike. The halfiings run in every direction as if in a panic, but then they regroup and circle back to attack with a concentrated effort. Turtle Shell. Halflings cluster together and cover each other with shields, washtubs, wheelbarrows, coffer lids, or anything else that can deflect a blow. Troll Knocker. A few halflings act as bait to lure a troll or other large creature into a clearing where the rest of the group can hurl stones at it from concealment to confuse the monster, persuading it to seek other prey. Swarming Stickwhackers. Halflings rush an intruder in waves, swatting the enemy with sticks on all sides. Fiddle and Crack. A halfling fiddler lures the monster into a trap, usually a net or a pit, followed by several burly halflings wielding large sticks and hitting the monster from a safe vantage. SHEELA PERYROYL Every halfling village sets aside a place for paying respects to Sheela Peryroyl. In a grove of trees, a raspberry patch, or a swath of wildflowers, villagers leave a small offering whenever they walk by, or tip their caps, or whisper a blessing in her honor. A village counts itself lucky if this place is cared for by~ druid. Creat~res t.hat attack a village under the protection of the gods druids soon learn the error of their ways when all manner of plants lash out to grapple and sting the intruders, as though nature herself were aiding the halflings' cause. On nights when the moon is full, especially during the planting and harvesting seasons, the elders tell stories about Sheela Peryroyl. After becoming a hero though her glorious adventures, Sheela joined with the earth, fusing her spirit with the flowers, plants, and trees so she could better provide for her kin. A halfting who accidentally steps on a flower often says, "Begging your pardon, Sheela." Before halflings cut down a tree to use its wood for a new house, it is customary for them to stand before the tree with their caps doffed, humbly asking permission from Sheela to continue. CHARMALAINE Charmalaine is an energetic and spontaneous deity, unafraid of danger, for she expects to be able to detect it as it approaches and evade it before it brings her harm. The stories of her accomplishments read like an adventurer's wildest dreams: she escaped from an army of sahuagin, solved the Chamber of a Thousand Traps, and took treasure from the lair ofTiamat. Halflings envision her as a young adult who moves so fast that her boots smoke and sometimes even catch fire. She carries a mace that has a head that shouts out warnings, and she is accompanied by her ferret friend, Xaphan. Halflings sometimes call Charmalaine the Lucky Ghost because she can send her spirit out of her body to scout ahead, and thus she is able to warn halfling ad~en turers of danger while in her incorporeal form. Halfhngs who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast training, scouting, and guarding public officials. CHAPTER 5 I HALFLTXGS AND C:\O~tf.S ' 103

CYRROLLALEE Cyrrollalee embodies the spirit of friendship and hospitality that is part of every halfting's makeup and is represented by one's home and hearth. The home is a welcoming place, but it is also sacrosanct. Halflings honor Cyrrollalee by opening their homes to visitors, and by respecting the home of one's host as if it were one's own. Every ha I fling village tells its version of the legendary tale of Cyrrollalee and the troll pies. Long ago, a large human town near Cyrrollalee's village was regularly attacked by a vicious troll. Warriors from the town hacked at the troll, but even its most dire wounds would heal, and the troll would come back again. One day Cyrrollalee presented herself at the town gate in apron and peasant clothes, and she offered to rid the town of the troll. The proud human warriors all scoffed at her, but the desperate mayor asked Cyrrollalee for her help. So Cyrrollalee set all the people in the town to baking pies, but not just any pies. They were special troll pies. Into each one she put a pinch of magic to make them irresistible to trolls. While the warriors of the town grumbled and sharpened their steel, Cyrrollalee created an atmosphere of fun, bringing cheer to the frightened people as they worked. When the day was done, she set off with a cart full of pies and laid them in a tasty trail far up into the mountains. When the troll came near the town and found the trail, it began to gobble up pie after pie, following the delightful smells up the mountain path until it walked right into the lair of a young red dragon. The greedy troll was swiftly incinerated. Cyrrollalee returned a hero, and from that day forward all the townsfolk remembered her with a word of thanks when baking pies. BRANDOBARIS Dashing trickster, patron of thieves, and star of fantastical fables and wild stories of adventure- that's the legacy of Brandobaris, the Master of Stealth. Stories of Brandobaris, full of artful trickery and narrow escapes, inspire many young halflings to play at roguish pursuits. In their imagination, a grain silo becomes a lofty wizard's tower to scale in search of treasures, or a rowboat becomes the setting for a swashbuckling adventure. And for some-the youngsters who are said to "have a bit of Brandobaris in them"- that play-acting is the prelude to a life of living as Brandobaris does: always on the lookout for the next challenge. Brandobaris continues to wander in search of excitement, and now, as an ascended being, his travels span the planes of existence. His curiosity takes him to all corners of the multiverse in search of magical curios, rare treasures, and mystical puzzles. When Brandobaris moves stealthily, no mortal or god can hear his footfalls- an ability he uses not only for defense, but also to bestow unlooked-for treats upon those he favors. Although he never seems to rest in his travels, Brandobaris always has time to reward halflings who dare to take risks and explore the world to make their own mark on it. He has been known to give a bit of aid to halflings in dire straits, turning them invisible for a time or intervening so that they can't be heard or tracked. C llAl'TER 5 I HAU-LI NGS AND GNOMES UROGALAN In ancient times the halfting hero Urogalan left his village with his faithful hound to venture into the afterlife-and then, much to the villagers' amazement, he returned. They could see that Urogalan had been deeply affected by his experiences, since he didn't speak for a long time. He merely sat in a white robe with his hound by his side, watching the world go by. When he did speak at last, he told of a place he called the Green Fields, where the halftings' god-heroes live alongside mortals who have passed on, enjoying lush farmland, bright sunshine, and all the comforts of home. Urogalan declared that all who have gone before still watch over their loved ones from this place of eternal peace, sending messages to the material world. In acknowledgment of this assertion, halflings look for signs from their departed loved ones. One might be thinking about catching butterflies with his grandmother long ago, when suddenly a butterfly lands on his hand- clear evidence that, as Urogalan promised, she is still looking out for her grandson from beyond the veil of death. As a divine being, Urogalan can move freely through the earth and across the planes of existence. He holds aloft a magic lantern that protects him on his journeys. With his black hound leading the way, Urogalan scours the multiverse and shepherds deceased halfiings to their eternal home in the Green Fields. Unlike other halfting deities, Urogalan is surrounded by a cloud of melancholy. He is gaunt, with his dusky skin covered by white robes. Priests who venerate Urogalan emulate this practice of dress and demeanor. THE HALFLING ADVENTURER WHO KNOWS WHERE A HERO'S SPIRIT WlLL GROW? EvEN the smallest seed can produce the mightiest tree. -Elminster Aumar, Sage of Shadowdale Everything about halflings, from their small stature to their easy demeanor, makes them unlikely candidates for taking up a life of adventure away from home. Yet every generation produces a handful of exceptional individuals who defy conventional wisdom and seek their fortunes in the wider world. Opinions vary on what compels some halftings to leave home and set off over the farthest hill to explore the unknown. The simplest explanation is that some folk are born with an overabundance of curiosity. Some say that Arvoreen or Brandobaris is responsible for urging them on, and others point to the stories told by the elders that inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first stop for many of these plucky souls is a faraway city where they hope to find some like-minded companions. FANCY FEET A halfling's potential for adventuring usually manifests early in life. When a child first wanders away from the village, seemingly by accident, or one day hops on a log and tries to set off down the river, the parents are

concerned but not alarmed. They attribute these acts of rambunctiousness to Brandobaris's meddling, and almost all children outgrow this tendency to put themselves at risk. But if one persists in these antics, the other villagers say the youngster has "fancy feet." The term refers to the persistent urge to wander beyond the boundaries of the community- activity that is in the purview of Brandobaris, who is said to have "the fanciest feet of all." Each village has its own way of coping with this phenomenon. Some elders- especially those who once had fancy feet themselves- just shrug, smile, and say it is the way of things. Nevertheless, well-meaning villagers might try to dissuade a youngster from leaving the community. Other villages are much more supportive of one of their members who demonstrates the urge to adventure, likely because some of their elders have gone into the world and returned to tell about it. In one of these places, a youngster about to set out is celebrated with a rousing party that goes far into the night, during which the adventurer-to-be is regaled by tales of other "fancy-footed" heroes of halfling history. HALFLINCS OF THE MULTIVERSE In the worlds of DUNGEONS & DRAGONS, many kinds of halflings exist, and they vary greatly from place to place. In the Forgotten Realms, halflings are of the lightfoot and strongheart varieties. Lightfoot halflings are taller and thinner than stronghearts, although "thinner" is a relative word by halfling standards. Lightfoots prefer to live on the move in traveling bands, and their members are most likely to take to a life of adventuring. Stronghearts are homebodies by nature, most of them likely to spend their lives tucked away in their secluded villages, and are also quite happy living in the communities of other races, working as farmers, innkeepers, cobblers and bakers. In the Dragonlance setting, kender are the counterparts ofhalflings. Possessed of shorter life spans than their counterparts on other worlds, the kender have pointed ears and become wizened as they age. Great mimics and vocalists, kender are consummate storytellers, but they often speak too fast for other races not accustomed to their frenetic cadence. Halflings in the world of Greyhawk live in underground burrows or small cottages in the grasslands or hills. They are lightly covered with hair over most of their bodies, especially on the backs of their hands and the tops of their feet, and they rarely wear shoes. The three subraces are the hairfeet, which are the most numerous; the tallfellows, which are the tallest and least athletic of the halflings, somewhat resembling elves; and the stouts, which are more akin to dwarves in temperament and stature than the other two. On the world of Athas in the Dark Sun setting, halflings are feral creatures, prone to devouring the flesh of humans and elves. Small, furtive and sun-bronzed, they live a hard life under their chief, eking out a savage existence by hunting, foraging, and raiding. Outside their tribe, halflings are mistrusting, cynical, and often paranoid, since they think that all other races are as fond of devouring humanoids as they are. LEGENDS IN THE MAKING Halflings who take up a life of adventure are emboldened by the stories told by their elders- tales of halfling heroes slinking through human cities, plundering dungeons laden with treasure, and being received in the hall of a dwarven king. Each new would-be hero hopes to have adventures that merit exciting stories of their own, to inspire and delight new generations for years to come. Of course, not every journey into the world involves risking one's life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or living with the dwarves for a few years as an apprentice. From the point of view of a ha I fling villager, going anywhere beyond home is an adventure, and anyone who does so must have a fine story or two to tell upon their return. Even on a dangerous mission, halflings find enjoyment all around them. If it's raining, a halfling is playing in the puddles; in a stiff wind, a ha Ifling might fly a kite instead of seeking shelter. HALFLING TABLES This section provides a number of tables useful for players and DMs who want to choose or randomly generate details about halfling characters or villages. HALFLING PERSONALITY TRAITS d6 Personality Trait You try to start every day with a smile. 2 Why walk when you can skip? 3 You make up songs about your friends that praise them for their bravery and intelligence. 4 You are extremely cautious, always on the lookout for monsters and other dangers. s You always see the bright side of a situation. 6 You like to collect mementos of your travels. C HAPTER 5 I H;\LFLTKGS AND GNOMES ro5

106 HALFLINC IDEALS d6 Ideal Co urage. You seek to prove that the bravest heart can be contained within the smallest of packages. 2 Companionship. You're pretty sure you can be friends with anyone or anything. 3 Ho peful. You will live a life of adventure and have many stories to tell. 4 Protective. You make sure to shelter the innocent. S Honest . Your mother told you to always tell the truth. 6 Exciteme nt. Can you steal the sleeping giant's pouch? Of course you can! HALFLINC BONDS d6 Bond l The safety of your village is worth any sacrifice. 2 Nothing is more valuable than friendship and family. 3 You are following your own path through life. No one can tell you what to do. 4 You have a special heirloom that you never part with. S You won't rob or hurt those who are weaker or less fortunate than you. 6 No matter how small you may be, you won't back down from a bully. HALFLI NG FLAWS d6 Flaw You can't resist poking your nose where it doesn't belong. 2 You are very fidgety. Sitting still is a major challenge. 3 You can't pass up a good time. 4 You hate to miss a meal, and become grumpy and ill·tempered when you must. S You are fascinated by shiny things and can't help "borrowing" them. 6 You never settle for just one slice when you can have the whole cake. RE A SONS FOR ADVENTURING d6 Reason Peeling taters and herding goats all the time wasn't your cup of tea. 2 You fell asleep on a raft one day and woke up near a human city. You were so thrilled with the strange sights and tasty food that you never turned back. 3 What started off as simple pumpkin pillaging from nearby farms turned into your becoming a wande ring rogue fo r hire. 4 You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home. s 6 Your village elder told you so many stories about being a rogue in an adventuring party that you couldn't resist the urge to try doing it yourself. A friend dared you to jump on the back of a sleeping horse, which turned out to be a pegasus, and your life hasn't slowed down since. CH1\l'TER 5 I HALF LI NGS AND GNOMES GNOMES AND THEN THE WHOLE T H ING EXPLODED INTO A MILLION jillion pieces! {gasp] I never saw anything like it in my life! - Griballix, gnome of Sigil Love of discovery is the force that drives the life of a gnome, whether one is investigating the nature of magic or trying to invent a better back scratcher. Questions about the world fill a gnome's head: how an insect flies, a fish swims, or a grasshopper jumps- they want to figure it all out! But it's not just nature and its workings that intrigue them; gnomes become obsessed with all sorts of topics. In particular, they have a keen interest in mechanical devices, the natural world, and magical pursuits; a gnome might seek to invent a new garden tool, collect and categorize every type of butterfly, or develop a new method for cutting gemstones. DRINKING DEEPLY OF LIFE A gnome is rarely bored and tries to savor every minute, for life is full of opportunities to learn, to help others, and to have fun. Gnomes are born with a fascination for learning fueled by an irrepressible curiosity. Most individuals settle on a specialized area of study such as an aspect of the natural world, a particular method of invention, or the patterns that underlie the multiverse. Though this pursuit of knowledge might compel a gnome to spend long periods in the workshop or the laboratory, the activity is never seen as drudgery-quite the opposite. Gnomes enjoy making an unexciting aspect of life more enjoyable, such as inventing a shovel that whistles a tune to lighten the toil of digging, or creating a telescoping fork that can reach across the table to enliven mealtime. Their fun-loving attitude also comes through in the form of jokes that gnomes tell to, or about, their companions, and in the good-spirited pranks that they play on each other-and on other folk (who might not always appreciate being the target of their humor). n m JOURNEY IS T H E D ESTINATION Gnomes aren't overly goal-oriented as they pursue their interests. To them, the journey and the destination are one and the same, and an achievement at the end of one journey is merely the first step toward the next accomplishment. Even though failure, disappointment, and dead ends are recurring obstacles on the path to discovery, gnomes revel in the search. They savor the acquisition of new knowledge, realizing it might come at a cost, and even a series of bad results in experiments doesn't dissuade a gnome from following their chosen path. ROCK GNOMES A visitor's first steps into a rock gnome warren are accompanied by the sounds of industry- hammers rapping on metal, chisels chewing wood, cauldrons bubbling, and a host of assorted squeaks, pings, and whistles. Against this backdrop, the halls echo with the voices of

rock gnome inventors jabbering at near unintelligible speed about their latest ideas, and the hubbub is occasionally punctuated by a big bang or the abrupt collapse of some unstable contraption. To rock gnomes, life is a combination of scavenger hunts and periods of bold experimentation. First they mine materials from within the earth, and then they figure out what they can create or invent using those resources. The discovery of a new vein of metal-whether tin, copper, silver, or gold-makes rock gnomes clap their hands with glee, but they are happiest of all when they find a cache of gems, particularly diamonds. Individual rock gnomes have different ideas about what sorts of inventions are the most satisfying to create, with some favoring practicality and others more interested in artistic expression. In each group, there are those who prefer to practice the alchemical arts and those whose talents lean toward the creation of mechanical devices. Every warren has members of each persuasion, and they are all bound by mutual respect for what they do despite their different perspectives. PRACTICAL MAKES PERFECT Rock gnomes who take a more scientific approach to inventing are the ones responsible for creating technological devices that make life easier. Even an invention as simple as a new kind of rake is celebrated, and that advance might later be superseded by someone who modifies it in a way that makes it more efficient or more enjoyable to use. These inventors are rarely reluctant to try making devices of exceptional power, even if one might not work at first the way it was intended to. The gnomes know that it's always possible for someone else to learn from an inventor's mistakes, so even a failed experiment is a success in some way. Every minor explosion or other incident of turmoil in a rock gnome burrow serves as a clue about what not to do next time- unless, of course, the goal was to make something explode. FOR BEAUTY'S SAKE Imagination runs wild in the mind of a gnome. Any fresh idea can be the starting point for a new journey of exCELESTIAL TOYMAKERS A handful of master artificers exist among the rock gnomes who take the magic of their craft to new heights. These legendary gnomes usually reside in Bytopia and on other planes far from the Material Plane, locales where they can access and harness powerful energies. They have unlocked secrets of the multiverse that enable them to fashion mind-boggling creations-their so-called "celes· tial toys." These master artificers are friendly to those who seek them out. They enjoy showing off their works and take great glee in watching visitors interact with their toys, while they scribble notes on how to refine their creations. Celestial toys can do just about anything. Many of these objects have properties not unlike those of wondrous items, such as a toy that can increase an ability score or one that can show happenings on other planes. C HAPTER 5 I HALFLJNGS AND CNOMP.S ro7

• • • • • • ro8 On the world of Krynn in the Dragonlance setting, rock gnomes take invention to extreme heights and are known for being purveyors of madcap mayhem. Despite losing body parts or gaining scars from various accidents, nothing stops the tinker gnomes' insatiable quest to experiment and discover. Go Big or Co Home. The creations of tinker gnomes range from the ridiculous to the dangerous. They love to push the art of invention beyond its limits, and to explore the instability of volatile materials. They cackle with glee after an ear-splitting bang, and jump and cavort amid lethal sprays of lightning. Though it might be bizarre and unusual, a working tinker gnome creation is a rare thing, and highly prized. Such inventions include the following: • A chain-driven tomato smasher that is also able to fly • A lightning-powered portable rat-zapper- good for keeping out the vermin • A floating metal facsimile of a beholder, complete with disintegrating eye rays • A flock of exploding parrots Fail Often, Fail Happy. These inventors are delighted by every explosion, every melted mess, and every heap of smoking wreckage. Failure is part of the eventual solution and something to be celebrated. A truly epic failure might be cause for a great celebration in the community. perimentation and discovery. Even though rock gnomes appreciate the practical aspects of their endeavors, they also find satisfaction in creating items that have no true usefulness. Many an invention is celebrated just for being beautiful to behold or for being complex and intricate in its construction, and the a rtists who create such things are as esteemed as those who specialize in designing tools. Exploration is a part of invention, as the gnomes see it, so there's nothing wrong with creating machines and CHAPTER 5 I llAU'LINGS AND GNOMES artifacts that seem to have no purpose. The gnomes who produce these works of art are using new ideas and new approaches, breaking through old boundaries and advancing the frontier of knowledge. For instance, an artist might create a beautiful articulated sculpture whose pieces can be manipulated in a unique way. Another artisan might take that idea and apply it to a new form of invention- but no one forgets that it was the artist's idea that blazed the trail for that journey. ALCHEMISTS Rock gnome alchemists explore the nature of minerals and chemicals, curious to see what happens when they mix certain substances with other compounds or with raw magic. Most alchemists, even those who busy themselves with experimentation and new ideas, can produce a number of useful substances, such as alchemist's fire, antitoxin, super slippery goo, stone melting compound, stirge repellent, and glow-in-the-dark paint. A RTIFICERS Rock gnome artificers construct exquisitely tooled and enameled pieces of machinery, often weaving magical properties into their work. Artificers often develop a reputation for a particular style and type of work. For example, a friendly gnome artificer might create lovable mechanical pets and companions, while a grumpy gnome might make snapping critter constructs with sharp teeth and claws. Gnome artificers can become famous, with their works highly sought after by nobles, wizards, and other collectors. An artificer's inventions might include items such as a lock box that opens with a verbal command or a series of gestures, a clockwork critter designed to respond to simple commands, or a common magic item (such as those introduced in Xanathar's Guide to Everything). TUNNEL VISION When they are at work, rock gnomes hole up in their workshops with "Do Not Disturb" signs hung on the door. It isn't uncommon for gnomes who are working on their projects to s pend most of their time in seclusion, and even when they emerge (for meals or othe r reasons), they are often deep in thought and oblivious of their surroundings. In the safety of the burrow, they seldom come to harm because of this vulnerability. But even city-dwelling gnomes can fall prey to this sort of obsession as they pursue their projects, and in such cases it's much safer for them to stay in their homes, since a gnome wandering the streets deep in thought is liable to walk into a moat or be run over by a wagon. FOREST GNOMES As the companions of nature and its animals, forest gnomes learn from their surroundings as if from a master teacher. They evade incursions into their wooded realm by great numbers of humans and other races, but they aid individuals and small groups whom they deem worthy of their help. They create lovely gardens, organic sculptures, and wondrous emerald jewelry- that precious green stone being their favorite of all gems.

• Forest gnome settlements often escape notice. Roving hunters can wander through without ever suspecting they are walking through anything but wilderness. A community of elves might be surprised to discover they have been neighbors of a forest gnome village for years. Forest gnomes are good at making their homes vanish into the landscape. It helps that they are small folk, and that they fashion their homes by digging down and living within rather than building up and living above. Like the badgers and raccoons that are often their companions, they live in the hollows of trees and warrens dug into hillsides, each home connected to the others in the community by elaborate burrows. Beyond the secret doors into their houses, the homes of forest gnomes are gaily decorated, tidy spaces that take advantage of natural features. A great glass bowl swimming with fish and frogs might serve as a skylight for a gnome burrow, while appearing to the world above as a small pond. The gnarled and tangled roots of a tree might be used for shelves, seats, tables, and bed spaces. Such houses often have many little channels open to the outside, allowing scraps of sunlight to dapple the walls and floors and providing a means of egress for the many animals that live with the gnomes. Similar small openings are used for their cleverly hidden chimneys, disguised as tree branches, which carry smoke from their small fires high into the treetops, reducing it to little more than a haze before it disperses. ANIMAL HELPERS Forest gnomes can communicate with many of the small animals of the woods. Squirrels, raccoons, foxes, weasels, owls, rabbits, robins, hummingbirds, and more are their allies and friends. Outsiders often think of these creatures as the gnomes' pets, but the gnomes treat them more like trusted neighbors. When strangers approach a woodland inhabited by forest gnomes, the gnomes often know about it while such visitors are still miles away. Speedy squirrels run through the treetops, each trying to be the first to warn the gnomes and earn a sweet treat. Birds trill a special call that alerts the gnomes to danger. At night, nocturnal animals such as owls and bats carry word to the gnomes during times when they should be on their guard. EXPERTS IN ILLUSION Forest gnomes have innate magical ability, letting them create simple illusions. They practice the use of illusion magic from an early age. Most forest gnome communities include a full-fledged illusionist and an apprentice or two, and they use their talents in service of the community- designing longer-lasting or larger-scale illusions that help the community stay hidden from the world. Gnomes use illusions for practically any reason- as a game, for defense, or for communication- and sometimes for no reason other than artistic considerations. A simple illusion can often express a complex idea, such as when the memory of a location is triggered by the illusory sound of a babbling brook that runs through the place. A storytelling session conducted by a group of forest gnomes is a riot of sounds and images that helps give meaning and intensity to the tale being told. It is a kind of entertainment unfathomable by most other races, whose stories and performances are limited by whatever materials are on hand. The forest gnomes' playful nature shows through in the illusions they create, even those that have a serious purpose. (An illusion that conceals the entrance to a tunnel by making it look like solid earth might not amuse other folk, but the gnomes get a good laugh out of it.) Forest gnomes spend their spare time experimenting with the creation of never-before-seen illusions, or embellishing the images and sounds they already know how to produce. The number of ways in which forest gnomes use illusions to have fun is nearly limitless. A few examples: visual enhancements to a mythic tale told by an elder, new and interesting sounds, and false doors and hallways to fool intruders and lead them into traps. (Goblins just can't pass by a door that calls them names.) DEEP GNOMES Deep gnomes, or svirfneblin, are the pragmatic and often grumpy cousins of the gnome family, who live deep underground. The Underdark is full of danger, meaning that deep gnomes spend much of their time simply staying alive. They endure this life because the Underdark also holds incredible treasures: minerals and gemstones, gold, silver, and platinum. The svirfneblin mine these materials whenever they find a new deposit-especially rubies, which they prize above all other treasure. The svirfneblin do take pleasure from success in these mining operations. A thin smile emerges from the stonelike features of a deep gnome who finds a truly remarkable gem, and such a discovery lightens the mood in the enclave for a time. CHAPTER 5 I HALFLINGS AND GNOMES 109

llO HIDDEN BUT HOMEY Deep gnomes protect their enclaves with labyrinthine tunnels, traps, and armed guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and comfortable. Although they are skilled stonemasons, svirfneblin appreciate the beauty of natural stone and prefer either to carve to accentuate its features or to leave it unchanged. Their architecture is marked by smooth, curving shapes rather than straight lines and hard edges. Svirfneblin are intensely community-minded and have little concern about privacy among themselves. Thus, they don't close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks for each inhabitant, but often are otherwise empty except for stone coffers holding a few personal effects. GNOME GODS WHO FORGED THE CHAINS THAT BIND TIAMAT IN Avernus? Why do the modrons go on the Great March? Who is the Lady of Pain, real()!? I can't tellyou. but the an - swers lie in the Colden Hills. And if Carl and his gang don't know, it can't be known. - Griballix, gnome of Sigil It shouldn't be surprising that gnomes, inveterate inventors that they are, have· an incredible number of legends they tell about their deities. Every warren has its unique repertoire of tales-some of them no doubt grounded in fact, while others could be the products of imagination. The distinction isn't important to the folk who take inspiration and pride from the stories of their gods, because each legend is true in its own way. GNOME D EIT I ES Deity Baervan Wildwanderer Baravar Cloakshadow Bleredd Callarduran Smoothhands Flandal Steelskin Gaerdal lronhand Gari Glittergold Gelf Darkhearth Nebelun Rill Cleverthrush Segojan Earthcaller Sheyanna Flaxenstrand Urdlen Alignment Province NG Woodlands NG Illusion, deception N Labor, craft N Mining, stone carving NG Metalwork LG Protection LG Primary god of gnomes CN Frustration, destruction CG Invention, luck LN Law, thought NG Earth, the dead CG love, beauty, passion CE Greed, murder *Appears in Xanathar's Guide to Everything **Appears in Sword Coast Adventurer's Guide CHAPTER 5 I HALFLINGS AND GNO~ES Each deity in the gnome pantheon is an expert in multiple fields of activity who is capable of incredible • feats. Yet these heroes also display shortcomings, such as hesitance or selfishness. Only the chief gnome deity, Gari Glittergold, can convince the others to set aside personal concerns to embark on a grand excursion or to work together toward a common goal. And according to the gnomes, it is proven that their gods can accomplish the impossible when they band together. Perhaps because of each community's particular outlook or because the gods frequently use illusory guises, several diverse ideas exist about the membership of the pantheon. In some communities, the gods are thought to be all male or all female; in some they are animals, or constructs made by Gari Glittergold. Some gnomes say Gari has five allies, while others tally eleven. A consensus of sorts emerges from the totality of these beliefs. Most gnomes believe that Gari Glittergold and his seven able assistants dwell on, in, or under seven summits known as the Golden Hills. This is the place from where new gnomish souls are sent out to experience the wider world, and to which they return to join the hallowed community of those who have come before them. Urdlen is the only gnome deity that doesn't dwell there, having been exiled by Gari for its refusal to cooperate with the rest of the group. The Gnome Deities table lists the members of the gnome pantheon. For each god, the table notes alignment, province (the god's main areas of interest and responsibility), suggested domains for clerics who serve the god, and a common symbol of the god. Several of the gods in the table are described below. Suggested Domains Nature Arcana,'~* Trickery Forge,* Light Knowledge, Nature Forge,* Knowledge War Trickery War Forge,* Knowledge, Trickery Knowledge Grave,* Light Light Death, War Common Symbol Face of a raccoon Dagger against a hooded cloak Iron mule Golden signet ring with sixpointed star Flaming hammer Iron band Gold nugget Broken anvil Bellows and lizard tail Interlocking gears Glowing gemstone Two silver goblets White-clawed mole emerging from ground

KOBOLDS: ENEMIES FOREVER Kobolds and gnomes have been foes for as long as either group can remember, all because of a brilliant prank that Gari Glittergold played on Kurtulmak, the kobold deity. In a long-ago age, as one version of the story goes, the kobolds were used as slaves by evil dragons, much as they are today-forced to scrub the scales of their masters, clean their lairs, and stack the gold in their treasure hoards. One kobold, Kurtulmak, was arguably the craftiest of all kobolds. He sought other creatures to do the work in the kobolds' stead, and found a suitable victim in the gnomes. Because they were less aggressive than their tormentors, the gnomes fell under the sway of Kurtulmak's horde of kobolds. But Gari Glittergold proved to be a thorn in Kurtulmak's scaly side. The merry prankster irritated, bamboozled, confounded, and exasperated the kobold god while freeing large groups of gnomes from his clutches. When Kurtulmak's patience wore out after several of these embarrassments, he declared an oath to bring death to all gnomes. To keep his nemesis from doing him harm, Gari tricked Kurtulmak into chasing him into a maze of caves by singing mocking songs and cavorting in a way that he knew especially infuriated Kurtulmak. Once the kobold god was deep in the maze, with a glittering wink and a snap of his fingers, Gari collapsed the system of caverns on Kurtulmak, trapping him deep underground for all time. To this day, kobolds seek out gnomes for retribution at every opportunity. GARL G LITTERGOLD When gnome children hear their first stories about the gods, they are introduced to a gold-skinned gnome with a wide grin and glittering gemstone eyes that shift colors like a kaleidoscope. The youngsters quickly learn to recognize that their favorite character, the god of the gnomes, is about to steal the show. A joker and a prankster, Gari Glittergold reminds gnomes that life is to be taken lightly, and that a good laugh will serve them better than a grim attitude. When Gari cavorts with mischief on his mind, Moradin's beard might end up woven with giggling flowers, and Gruumsh's axe could sprout braying donkey heads at the most inopportune time. Cooperation Is Key. The legends about Gari Glittergold inspire gnomes to work together. Gari knows that many heads and many hands make light work. Although he also plays many pranks on his own, Gari is the one who gathers the heroes together for an enterprise that requires all their talents. To provide specific guidance, Gari might send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Gari makes one of these rare appearances, it is to resolve a dispute that threatens a community. Brains over Brawn. Gari favors trickery and illusion over direct combat, preferring to use his mind to overcome a problem rather than his steel. For gnomes to thrive, they must use their intellect and ingenuity. But when push comes to shove, Gari uses Arumdina, his intelligent two-headed battle axe- capable of cleaving through any substance- to escape a perilous situation. BAERVAN WILDWANDERER Baervan Wildwanderer is the god of the forests and of those who travel, a peaceful soul whose explorations often turn into exciting adventures. Baervan's constant companion is Chiktikka Fastpaws, a mischievous giant raccoon who often gets the duo into trouble. Although Baervan isn't as much of a prankster as some of the other gods, she is often held responsible when Chiktikka does something outrageous, such as stealing Gruumsh's breakfast or peeing on Rillifane Rallathil's shoes. Baervan can sing every bird's song, knows every type of plant that has ever grown, never gets lost, and can befriend anyone under the sun (as long as Chiktikka chooses to act pleasant rather than annoying). Forest gnomes believe that they can speak to the animals of the woods and on the wing because Baervan teaches their souls how to do so before they are born. B ARAVAR CLOAKSHADOW When gnomes arrived in the world, Baravar protected them by teaching them how to hide, use magic, and deceive their foes. She was once entrapped by the goblin god Khurgorbaeyag, and after escaping and gaining her revenge, she began the practice of never wearing the same face twice, and she follows a different routine every day so no one can predict what she might do. When gnomes tell stories of their gods' adventures, Bara var is always the last to be found when the group forms, but she nevertheless swiftly agrees to support Garl's plans. Forest gnomes and deep gnomes owe their innate magical abilities to Baravar, and all gnomes get their natural defense against magic from her shrewdness. CALLARDURAN SMOOTHHANDS Callarduran became the patron of the deep gnomes when he led them into the Underdark and taught them how to survive, but all gnomes see him as the embodiment of the drive to know more, to examine everything more minutely- and thereby make great discoveries. Callarduran earned his moniker when, after stealing the heart of Ogremoch, he rubbed his hands smooth as he polished the heart and turned it into a magical stone. The theft caused Ogremoch to turn to evil, but it gave Callarduran the power to control earth elementals- which, it is said, he can confer to deep gnomes by rubbing the stone and saying their names. fLANDAL STEELSKIN The stories that gnomes tell of Flandal Steelskin typically feature some perfect item that he crafted or a misadventure that results from following his enormous nose, which can smell ore more easily than a wolf can scent a skunk. The most often told legend of Flandal includes both elements. Before creating Garl's marvelous axe, Arumdina, Flandal sniffed out the purest source of mithral: the heart of lmix. With the aid of the other gnome gods, he stole the heart and turned it into a mithral forge that now burns with an eternal furious flame. The legends of Flandal portray him not only as the god of metalcraft, but also of fire and glass-work and alchemy. Rock gnomes attribute their knack for crafting devices and alchemical objects to Flandal's superlative skills in those areas. CHAPTER 5 I HALFLINCS AND GNOMES

rt2 GAERDAL lRONHAND The Shield of the Golden Hills, Gaerdal Ironhand, has no use for amusem*nts, and she doesn't deign to smile at any prank except those of Gari Glittergold. Gaerdal obsesses about defense and vigilance, and she is an expert in fortification, siege tactics, combat, and traps. Instead of bustling about as gnome deities normally do, Gaerdal has a tendency to dig in and hide out, and in many tales Gari finds it difficult to convince her to leave her home to join the others on adventures. Some legends say this reluctance is due in part to an escapade that cost her the loss of her hand. Flandal and Nebelun worked together to replace it with a stronger one made of iron, but her resentment over the mishap lingers. Gnomes build their homes in hidden and defensible places because Gaerdal teaches them these techniques. Every secret door, spy hole, and intruder alarm in a gnome warren is a tribute to Gaerdal's principles. NEBELUN Nebelun, also known as the Meddler, is fearless, perhaps foolishly so. Every invention of Nebelun's starts with a wild idea, nothing goes entirely according to plan, and her greatest exploits often spring from mistakes. Who else would stroll in and steal Semuanya's tail as the lizard folk god splashed in his favorite pool? Who else would use Thor's hammer to pound a nail and thus be inspired to invent the lightning rod? Gari never needs to persuade Nebelun to join an excursion, but he and the rest of the pantheon do have to focus her attention on the task at hand, so that her madcap inventiveness doesn't derail the effort. All gnomes see Nebelun as the delightful spirit of invention and discovery, even those whose livelihoods have nothing to do with the construction of odd devices. Any accident that fortuitously results in a new discovery might be credited to Nebelun's benevolent meddling in the affairs of mortal gnomes. SEGOJAN EARTHCALLER The gnomes know Segojan Earthcaller as a kind, modest hero. He is said to be the best cook among the gnome gods and to have the power to heal any sickness, because he knows the medicinal and culinary uses of every creature and plant that lives underground. During the misadventures of the gnome pantheon, Segojan contributes to the group through his healing abilities and the restorative power of his meals, and on many occasions the other gnome gods call upon him to use his ability to burrow through any substance. G IFTS FROM TH E Goos The gnome gods enjoy traveling about the multiverse in the guise of ordinary gnomes. Those who offer them aid or treat them with respect might receive a modest token of appreciation in return. Sometimes the deity reveals itself before giving the gift, and sometimes the item simply appears on the recipient's pillow or in a loot sack. Typical gifts include a golden whistle that can mimic any bird song, a clockwork beetle made of silver that can fly and obey simple commands, and a seed that, when planted, grows into a miniature fruit tree and bears fruit within a few hours. CHAPTER 5 I TT ALFL!NGS AND GNOMES Forest gnomes believe that their ability to speak with burrowing animals comes from Segojan. All gnomes see Segojan as a healer of the sick and a protector of the hearth. He is also revered in his role as a guide for gnomish souls after death, as long as the body is buried before worms claim it. If a gnome's body isn't entrusted to Segojan by interring it, the soul is forced to find its own way to the afterlife. URDLEN Many pantheons include in their number a miscreant or an outlier-someone not to be emulated in the customary way, and often an entity whose existence serves as an object lesson and an example of what befalls mortals who conduct themselves the same way. For the gnomes, this niche is filled by Urdlen, also known as the Glutton for its selfish and cruel behavior. Though the details differ from telling to telling, all gnomes know the story of how Gari banished Urdlen from the Golden Hills because Urdlen refused to go on an important quest. Despite Garl's efforts and the pleas of the rest of the pantheon, Urdlen selfishly refused to set his own interests aside and contribute to the group. Every version of this story ends in some sort of tragedy- perhaps the loss of Gaerdal's hand, the affliction that caused Flandal to need new skin, or the disappearance ofBaravar's shadow- and each one concludes with "And that is why Gari sent Urdlen into exile." In tales of his later life, Urdlen is no longer a gnome but has become a greedy and destructive monster, a great blind and hairless mole with iron claws and teeth. Gnomes believe that Urdlen exerts influence on their lives when they experience jealousy, greed, petulance, or envy. Individuals are more likely to fall prey to these feelings when they don't spend enough time in activities with others, and so tales of Urdlen serve as a somber reminder of the importance of participating in society. THE GOLDEN HILLS Seven hills set in a ring on Dothion, the more pastoral half of the plane of Bytopia, are the homes of the gnome gods. Each one of the Golden Hills, described below, is the domain of a certain deity, except for Callarduran, who dwells deep beneath them all in a set of caverns called Deephome: Glitterhome. Garl's hill is no larger than the rest, but it glows more brightly than the others beneath the light of the eternal sunset that gives the place its name. Yet the true "glitter" lies inside- treasures from Garl's many adventures, displayed in a hall tiled with gemstones. The Mithral Forge. Mines containing every kind of mineral run throughout Flandal's hill, which also features tunnels that lead to large ore deposits on other planes. When Flandal is at work, the whole hill vibrates to the rhythm of his hammer working at the forge for which his hill is named. The Hidden Knoll. Baravar conceals the entrance to her hill with illusions and riddles, never allowing any who visit her to enter twice by the same way. Those who persevere through her trickery to discover her inner sanctum might be rewarded with a treasure.

Whisperleaf. This hill takes its name from the impossibly large oak tree that grows from its top and spreads out to shade much of its slopes. Even when Baervan and Chiktikka aren't present in their cottage at the base of the tree, its boughs and roots and the grassy slopes of the hill are always alive with mischievous animals. Stronghaven. Gaerdal's home is a fortress that contains a confounding maze of tunnels, designed to defy any attempt to invade or infiltrate. Gaerdal, ever watchful for any threat to the Golden Hills, is almost always inside, not to be found unless she wills it so. The Gemstone Burrow. A small round door just below the summit of Segojan's hill opens onto a network of tunnels and burrows, illuminated by brilliant gems. All sorts of burrowing creatures live peaceably with gnomish souls here. The Workshop. Nebelun's hill is festooned inside and out with structures and contraptions of mysterious purpose in various stages of completion. Only the Meddler can say how she plans for any of these inventions of hers to work. From time to time she gifts one of them to a worthy follower, promising that its use will bring success- but offering no guarantee that it will function the way it was supposed to. G N O ME ADVENTU RERS I DON'T KNOW HOW MANY TIMES I'VE SEEN A GNOME tum a dead end into a wonderful opportunity. -Delaan Winterhou nd When a gnome leaves the burrow, the force behind that decision is almost always curiosity- an insatiable need to seek out and experience what the world has to offer. Sometimes the adventuring life is the natural outgrowth of a gnome's research project or experiment. A rock gnome alchemist who discovers a new form of fungus growing in a nearby cavern might wander farther afield from the burrow, looking for knowledge about other fungi in the world. A forest gnome who hears about a master illusionist in a faraway realm could embark on a journey to find that person and learn new tricks. A rock gnome artificer might become determined to locate any deposits of a rare metal, willing to travel the world high and low in search of it. Even a deep gnome might be born with an irrepressible urge to leave the Underdark and join a group to pursue a life of shared purpose. Some gnome communities make a practice of sending young adults away from the burrow as a rite of passage, encouraging them to explore the realms of humans, dwarves, and elves for a time, with instructions to bring back information and new ideas for the community. Most of these folk return to the burrow at the appointed time or even sooner, their curiosity having been satisfied. But a few of them take readily to life in the outside world and don't come back on schedule, returning to the burrow only after spending years or decades away as a member of an adventuring party. TuE PULL OF THE STARS Because of their extensive travels, gnome adventurers often become fascinated with the grandeur of the cosmos as seen in the motion of the stars across the sky. They view the cosmic array as a giant machine of wonderful complexity-a banquet for a curious gnomish mind. Many renowned astronomers, wizards, and extraplanar travelers are gnomes, having undertaken those disciplines in the hope of better understanding the workings of the multiverse. A GNOME'S ROLE Gnomes are valuable members of an adventuring party for a number of reasons, derived from both their innate abilities and their unique mind-set. Possessed of higher intelligence than most other races, a gnome can be an important source of knowledge, and can devise solutions for many problems an adventuring party encounters. A rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes pride in solving difficult puzzles. A forest gnome's skills are invaluable in the wilderness. Forest gnomes can spot subtle tracks, uncover clues that others would miss, and locate the safest path. Their illusion magic taunts, deludes, and terrifies enemies at the same time it delights their friends. Forest gnomes and rock gnomes also contribute to a party by being a source of optimism and levity. Even in the worst circ*mstances, a gnome can find something to be hopeful for- an attitude that is infectious and thus can keep the group from falling into despair. A deep gnome, pragmatic and cautious, brings a sense of duty rather than a sense of humor to an adventuring group. With their grit and iron will, deep gnomes meet adversity with hammers, picks, and their dour, dry witor no wit at all- as their weapons of choice. DEEP GNOME CHARACTERS At the DM's discretion, you can play a deep gnome character. When you choose the subrace of your gnome, you can choose deep gnome, using the following rules to create your character. D EEP GNOME TRAITS Deep gnomes have the gnome traits in the Player's Handbook, plus the subrace traits below. Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Short-lived compared to other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them before their time. CHAPTER 5 I HALFLINGS AND GNOMES rr3

Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120 feet. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground. Extra Language. You can speak, read, and write Undercommon. O PTIONAL DEEP GNOME FEAT --- If your DM allows the use of feats from chapter 6 of the Player's Handbook, your deep gnome character has access to the following special feat. S v1RFNEBLIN M AGIC Prerequisite: Gnome (deep gnom e) You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells. CHAPTER 5 I l-IALFLINCS AND CNOM.ES GNOME TABLES This section provides several tables useful for players and DMs who want to create gnome characters. GNOME PERSONALITY TRAITS d6 Personality Trait Once you develop a liking for something, you quickly become obsessed with it. 2 You live life like a leaf on the breeze, letting it take you where it will. 3 The world is a miraculous place, and you are fascinated by everything in it. 4 You study your friends and take notes about how they act, jotting down things they say that interest you. 5 Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing. 6 You like to make little objects and creatures out of twigs or bits of metal and give them to friends. GNOME IDEALS d6 Ideal Love. You love little (and big) critters and go out of your way to help them. 2 Curiosity. You can't stand an unsolved mystery or an unopened door. 3 Knowledge. You are interested in everything. You never know when what you learn will come in handy. 4 Compassion. You never turn down a plea for help. 5 Helpfulness. Whether you see a broken contraption or a broken heart, you have to try to fix it. 6 Excellence. You strive to be and do the best you can. GNOME BONDS d6 Bond You pledge to bring something of immense value back to your burrow. 2 Anything of great quality and artisanship is to be protected, respected, and cared for. 3 Kobolds have caused you and your people nothing but trouble. You will avenge those wrongs. 4 You are searching for your lost love. S You will recover a keepsake stolen from your clan. 6 You are willing to take risks to learn about the world. GNOME FLAWS d4 Flaw You embody the typical absent-minded professor. If you could forget where you put your head, you would. 2 You prefer to hide during a fight. 3 There is no difference between what you think and what you say. 4 You can't keep a secret.

CHAPTER 6: BESTIARY HIS BESTIARY PROVIDES GAME STATISTICS and lore for more than a hundred monsters suitable for any D&D campaign, including old favorites from past editions of the game as well as original creations. Among those returning to the fold are the berbalang, the iron cobra, the spirit troll, the meazel, and the vampiric mist, all of which trace their lineage back to the original Fiend Folio published in 1981. Many of these monsters, old and new alike, are ideal for use with the earlier chapters of this book. For instance, the demons and devils presented here- lesser varieties as well as the greatest of the demon lords and the archdevils- can add even more chaos and savagery to a campaign based on the Blood War. Similarly, you'll find a selection of specialized duergar to spice up a game that involves the characters in the struggle described in chapter 3. The ranks of the drow and the shadar-kai are swelled by the addition of special individuals that can add depth- and danger- to adventures that take heroes into the Underdark or the Shadowfell. Or, if you're interested in exploring either side of the conflict between the gith that's portrayed in chapter 4, the bestiary has new versions of githyanki and githzerai that supplement the Monster Manual entries for those creatures. This chapter is a continuation of the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, read the introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits- information that isn't repeated here. As with the monsters in the Monster Manual, we've tried to capture the essence of each creature and focus on those traits that make it unique or that encourage DMs to use it. You can do what you will with these monsters and change their lore to suit your game. Nothing we say here is meant to curtail your creativity. The creatures in this bestiary are organized alphabetically. A few are grouped under a banner heading; for example, the "Demons" section contains stat blocks for various kinds of demons, which are presented alphabetically within that section. Following this chapter is an appendix that contains lists of the creatures arranged by type, challenge rating, and environment. DMs can use these lists, in conjunction with similar information in the Dungeon Master's Guide and other sources, to choose monsters for a particular adventure or campaign. C HAPTER 6 I BESTIARY

116 ALLIP When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. Blasphem ous Secr ets. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the pres ence of other creatures, an allip seeks to relieve this burden by sharing its secre t. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness. The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. S trange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter. Un dead Nature. An allip doesn't require air, food, drink, or sleep. INSIDIOUS LORE An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world-and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim. ALLIP Medium undead, neutral evil Armor Class 13 Hit Points 40 (9d8) Speed 0 ft. , fly 40 ft. (hover) STR 6 (-2) DEX 17 (+3) CON 10 (+O) Saving Throws Int +6, Wis +5 Skills Perception +5, Stealth +6 INT 17 (+3) WIS 15 (+2) CHA 16 (+3) Damage Resistances acid, fire , lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrifi ed, poisoned, prone, restrained Senses d arkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 5 (1,800 XP) CHAPTER 6 I BESTIARY Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (ldlO) force damage if it e nds its turn inside an object. A CTIONS Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft. , one target. Hit: 17 (4d6 + 3) psychic damage. Whispers of Madness. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (ld8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect. Howling Babble (Recharge 6). Each creatu re within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect. •

ASTRAL DREADNOUGHT Gargantuan monstrosity (titan), unaligned Armor Class 20 (natural armor) Hit Points 297 (17d20 + 119) Speed 15 ft., fly 80 ft. (hover) STR 28 (+9) DEX 7 (- 2) CON 25 (+7) Saving Throws Dex +5, Wis +9 Skills Perception +9 INT 5 (-3) WIS 14 (+2) CHA 18 (+4) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses darkvision 120 ft., passive Perception 19 languagesChallenge 21 (33,000 XP) Antimagic Cone. The astral dreadnought's opened eye creates an area of anti magic, as in the antimagic field spell, in a 150- foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded. Astral Entity. The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane. Demiplanar Donjon. Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane ASTRAL DREADNOUGHT Enormous a nd te rrifying m onstrosities known a s a stral dreadnoughts hau nt the silvery void of the Astral Plane, causing planar travele rs to s hudde r at the ve ry thought of them. T hey have b een gliding through the a stral mists since the dawn of the multive rse, trying to devour all othe r c reatures they encounter. As big a s a n anc ient red dragon and covered from he ad to tail in layers of thick, spiked plates, a dreadonly by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. Legendary Resistance (3/Day). If the astral dreadnought fails a saving throw, it can choose to succeed instead. Magic Weapons. An astral dreadnought's weapon attacks are magical. Sever Silver Cord. If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage. ACT IONS Multiattack. The astral dreadnought makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5dl 0 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. Claw. Melee Weapon Attack:+ 16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage. LEGEN DARY ACTIONS The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dreadnought regains spent legendary actions at the start of its turn. Claw. The astral dreadnought makes one claw attack. Donjon Visit (Costs 2 Actions). One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demi planar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. CHAPTER 6 I BESTIARY

nought has two gnarled limbs that end in razor-sharp pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine, armored tail trails off into the silvery void. An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect. Ant/magic Eye. Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought. What one sees reflected in that starry void is the sudden, terrifying realization of one's own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous antimagic field. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so. Astral Predator. A remorseless, indiscriminate hunter, an astral dreadnought employs terrifying, if unimaginative, tactics. It uses its teeth and claws to tear apart its prey. Instinctively aware of how dangerous spellcasters can be, it maneuvers to keep as many opponents as possible within its antimagic gaze. An astral dreadnought doesn't have a gullet or a digestive system. Anything it swallows is deposited in a unique demiplane- an enclosed space that contains eons worth of detritus, as well as the remains of dead planar travelers. The place has gravity and breathable air, and organic matter decays there. Although escape from the demiplane is possible with the aid of magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. An astral dreadnought doesn't communicate. It simply consumes any prey it finds, then continues its silent patrol. It can't leave the Astral Plane, nor would it want to. Titans of the Chained God. Tharizdun, the Chained God, created astral dreadnoughts to devour planar travelers who were seeking portals that lead from the Astral Plane to the Outer Planes- portals they might use to gaze upon their gods or realize some dream of godhood. Astral dreadnoughts don't procreate, so their population can't grow. Even though githyanki and other astral voyagers hunt the creatures, they rarely see any success, and the dreadnoughts aren't in danger of becoming extinct anytime soon. Titanic Nature. Although it eats and sleeps if it so desires, an astral dreadnought doesn't require air, food, drink, or sleep. CHAPTER 6 I BESTIARY BALHANNOTH Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. Once they step inside, the balhannoth springs its trap. False Hope. Thanks to a limited form of telepathy, a balhannoth can sense the desires of other creatures and identify images of places where they expect those desires to be met. The balhannoth then warps reality around it, remaking its environment so that it matches the appearance of the place the creature seeks. The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster's clutches. Malevolent Entities. A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality-warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims. Useful Slaves. Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves. A BALHANNOTH'S LAIR In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a drow enclave. LAIR ACTIONS When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row: • The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again. • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it. • I • I • I I.

.. • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target. REGIONAL E FFECTS A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects: • Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair. • The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else. If the balhannoth dies, these effects end immediately. • .• \ . . . ". • • Large aberration, chaotic evil Armor Class 17 (natural armor) Hit Points 114 (12dl0 + 48) Speed 25 ft., climb 25 ft. STR 17 (+3) DEX 8 (-1) Saving Throws Con +8 CON 18 (+4) Skills Perception +6 Condition Immunities blinded T INT 6 (-2) WIS 15 (+2) Senses blindsight 500 ft. (blind beyond this radius), passive Perception 16 CHA 8 (- 1) Languages understands Deep Speech, telepathy l mile Challenge 11 (7,200 XP) Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead. ACTIONS Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles. LEGENDARY ACTIONS The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn. Bite Attack. The balhannoth makes one bite attack against one creature it has grappled. Teleport. The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. CHAPTER 6 I BESTTARY '

120 BERBALANG Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life. Speakers of the Dead. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of knowledge drives everything berbala ngs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can't protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body. Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their creches on the Material Plane. BERBALANG -. .~- . .. Medium aberration, neutral evil Armor Class 14 (natural armor) Hit Points 38 (l ld8 - 11) Speed 30 ft., fl y 40 ft. STR DEX CON INT WIS 9 (- 1) 16 (+3) 9 (-1) 17 (+3) 11 (+O) Saving Throws Dex +S, Int +S '.&.., CHA 10 (+O) Skills Arcana +S, History +S, Insight +2, Perception +2, Religion +S Senses truesight 120 ft., passive Perception 12 Languages all, but rarely speaks Challenge 2 (450 XP) Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have o nly one duplicate at a time. The duplicate CHAPTER 6 I OESTJJ\RY I • disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage. Innate Spellcasting. The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material compone nts: At will: speak with dead l/day: plane shift (self only) ACTIO NS Multiattack. The berbalang makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +S to hit, reach S ft., one target. Hit: 8 (l dl O + 3) piercing damage . Claws. Melee Weapon Attack: +S to hit, reach S ft., o ne target. Hit: 8 (2d4 + 3) slashing damage. •

BONECLAW A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich's attributes-but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. Limited Immortality. A boneclaw can't be destroyed while its master lives. No matter what happens to a boneclaw's body, it re-forms within hours and returns to whatever duty its master assigned. The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. Cacklins Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. Dark Reflections. A boneclaw's master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master's envy or hunger for revenge. Undead Nature. A boneclaw doesn't require air, food, drink, or sleep. BONE CLAW Large undead, chaotic evil Armor Class 16 (natural armor) Hit Points 127 (17dl0 + 34) Speed 40 ft. STR 19 (+4) DEX 16 (+3) CON 15 (+2) INT 13 (+l) WIS 15 (+2) Saving Throws Dex +7, Con +6, Wis +6 • • Skills Perception +6, Stealth +7 CHA 9 (- 1) Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common plus the main language of its master Challenge 12 (8,400 XP) Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in ldlO hours, with all its hit points. The new body appears within l mile of the boneclaw's master. Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action. ACTIONS Multiattack. The boneclaw makes two claw attacks. Piercing Claw. Melee Weapon Attack: +8 to hit, reach l S ft., one target. Hit: 20 (3dl0 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. Shadow jump. If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5dl2 + 2) necrotic damage. The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. REACTIONS Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target. CHAPTER 6 I BESTIARY

CADAVER COLLECTOR The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle-eithe r whe re one is in progress, whe re one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged a rmor. Cotfiured Berserkers. Corpses that accumulate on the construct's shell a ren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters a re individually weak, a cadaver collector can call up an almost endless supply of them, if given time. Constructed Nature. A cadaver collector doesn't require air, food, drink, or sleep. CADAVER COLLECTOR Large conslruct, lawful evil Armor Class 17 (natura l armor) Hit Points 189 (18dl0 + 90) Speed 30 ft. STR 21 (+5) DEX 14 (+2) CON 20 (+5) INT 5 (- 3) WIS 11 (+O) CHA 8 (- 1) Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft. , passive Perception 10 La nguages understands all languages but can't speak Challenge 14 (11,500 XP) Magic Resistance. The cadaver collector has advantage on sav· ing throws against spells and other magical effects. CIIAPTF.R 6 I BESTIARY Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; ld6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within l 5 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed. A CTIONS Multiattack. The cadaver collector makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3dl0) ne· erotic damage. Paralyzing Breath (Recharge 5- 6). The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for l minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. . • • .. I

CHOKER The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by. Sly Trappers. A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoidsexplorers, drow, duergar, or the choker's favorite prey, goblins- to come within reach. When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons. Lone Hunters. Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify or locate in a typical echo-filled cavern. CHOKER Small aberration, chaotic evil Armor Class 16 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft. STR 16 (+3) DEX 14 (+2) Skills Stealth +6 CON 13 (+ 1) INT 4 (- 3) WIS 12 (+ 1) Senses darkvision 60 ft .. passive Perception 11 Languages Deep Speech Challe nge 1 (100 XP) ,_ CHA 7 (-2) Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn. Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. Spider Climb. The choker can climb difficult surfaces, includ· ing upside down on ceilings, without needing to make an ability check. ACTIONS • Multiattack. The choker makes two tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smalle r creature, it is grap· pied (escape DC 15). Until this grapple ends, the ta rget is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe o r speak until the grapple ends. C HAPTER 6 J BESTIARY

CLOCKWORKS The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. Con structed Nature. A clockwork doesn't require air, food, drink, or sleep. BRONZE SCOUT A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. IRON COBRA An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud their minds with paranoia. OAKEN BOLTER No ordinary ballista, an oaken bolter is a construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks- and at shorter ranges, burst with explosive force. STONE DEFEN DER Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn't as an ambusher, however, but as a bodyguard for gnomes and other clockworks. INDIVIDUAL DESIGNS A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. CLOCKWO RK EN HANCEME NTS d l O Enhancement Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. 2 Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception ifit doesn't already have it. CHAPTER 6 I BESTIARY dlO Enhancement 3 Improved Armor. The clockwork's AC increases by 2. 4 Increased Speed. The clockwork's speed increases by 10 feet. 5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with at least l hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. 7 Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. 8 Suction. The clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. CLO CKWO RK MAL FUNCTI O NS dlO Malfunction 2 3 4 5 6 7 Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a l , the clockwork is blinded until the end of its turn. Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. Ground Fault. The clockwork has vulnerability to lightning damage. Imprinting Loop. Roll a d6 at the start of the clock· work's turn. If you roll al, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. Overactive Sense of Self· Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. 9 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. 10 Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

BRONZE SCOUT Medium construct, unaligned Armor Class 13 Hit Points 18 (4d8) Speed 30 ft., burrow 30 ft. STR 10 (+0) DEX 16 (+3) CON 11 (+O) Skills Perception +6, Stealth +7 INT 3 (-4) WIS 14 (+2) CHA l (-5) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands one language of its creator but can't speak Challenge l (200 XP) Earth Armor. The bronze scout doesn't provoke opportunity attacks when it burrows. Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects. ACTIONS Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) lightning damage. Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much dam· age on a successful one. , IRON COBRA Medium construct, unaligned Armor Class 13 Hit Points 45 (7d8 + 14) Speed 30 ft. STR 12 (+ 1) DEX 16 (+3) Skills Stealth +7 CON 14 (+2) • -.-- INT 3 (-4) WIS 10 (+O) CHA l (-5) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can't speak Challenge 4 {l,100 XP) Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: 1. Poison Damage: The target takes 13 (3d8) poison damage. 2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is vis· ible within 30 feet, it takes the Dash action, moving toward the nearest creature. 3. Paralysis: The target is paralyzed until the end of its next turn. C HAPTER 6 I BESTIARY

126 OAKEN BOLTER Medium construct, unaligned Armor Class 16 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft. STR 12 (+1) DEX 18 (+4} CON 15 (+2) INT 3 (-4) WIS 10 (+0) - ... .. CHA 1 (-5) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can't speak Challenge 5 (1,800 XP) Magic Resistance. The oaken bolter has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack. Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (ldlO + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (ldlO) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. Explosive Bolt (Recharge 5-6). The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. CHAPT.ER 6 I BESTJARY STONE DEFENDER Medium construct, unaligned Armor Class 16 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft. STR 19 (+4) DEX 10 (+O) CON 17 (+3) INT 3 (-4) WIS 10 (+O) CHA 1 (-5) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can't speak Challenge 4 (1,100 XP) False Appearance. While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. Magic Resistance. The stone defender has advantage on saving throws against spells and other magical effects. ACTIONS Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and ifthe target is Large or smaller, it is knocked prone. REACTIONS Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.

CORPSE FLOWER A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living. Horrible Odor. With or without humanoid corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades 2d4 days after the corpse flower dies. CORPSE FLOWER Large plant, chaotic evil Armor Class 12 Hit Points 127 (15dl0 + 45) Speed 20 ft., climb 20 ft. STR 14 (+2) DEX 14 (+2) CON 16 (+3) INT 7 (- 2) Condition Immunities blinded, deafened WIS 15 (+2) Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12 LanguagesChallenge 8 (3,900 XP) CHA 3 (-4) Corpses. When first encountered, a corpse flower contains the corpses of ld6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: • The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2dl0) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. • The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts imme· diately after it in the initiative order. The zombie acts as an a lly of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait). Spider Climb. The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench of Death. Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. ACTIONS Multiattack. The corpse flower makes three tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage . Harvest the Dead. The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carry· ing. The remains can be used with the Corpses trait. CHAPTER 6 I BESTIARY

• •• 128 DEATHLOCK The forging of a pact between a warlock and a patron is no minor occasion- at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Un dead Nature. A deathlock doesn't require air, food, drink, or sleep. PATRON-S PECIFIC SPELLS You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. Death lock Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force , sleep Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force Deathlock Mastermind Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis • CHAPTER 6 I BESTIARY DEATHLOCK Medium undead, neutral evil Armor Class 12 (fS with mage armor) Hit Points 36 (8d8) Speed 30 ft. STR 11 (+O) DEX 15 (+2) CON 10 (+0) Saving Throws Int +4, Cha +5 Skills Arcana +4, History +4 INT 14 (+2) WIS 12 (+1) CHA 16 (+3) Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 4 (1 ,100 XP) . .. j .- Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spel/casting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand 1st- 3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead . ACTIONS Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage .

D EATHLOCK M AST ERMIND Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. DEATHLOCK MASTERMIND Medium undead, neutral evil Armor Class 13 (16 with mage armor) Hit Points 110 (20d8 + 20) Speed 30 ft. STR 11 (+O) DEX 16 (+3) CON 12 (+1) INT 15 (+2) WIS 12 (+1) CHA 17 (+3) Saving Throws Int +5, Cha +6 Skills Arcana +5, History +5, Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft. (including magical darkness), passive Perception 14 La nguage s the languages it knew in life Challe nge 8 (3,900 XP) .. Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self. mage armor Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, mage hand, minor illusion, poison spray lst- Sth level (25th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility Turn Resistance. The deathlock has adva ntage on saving throws against any effect that turns undead. ACTIONS Deathly Claw. Melee Weapon Attack: +6 to hit, reach S ft .. one target. Hit: 13 (3d6 + 3 necrotic damage). Crave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. D EATH LO CK WIGH T Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers. DEATHLOCK WIGHT Medium undead, neutral evil Armor Class 12 (15 with mage armor) Hit Points 37 (Sd8 + 15) Speed 30 ft. STR 11 (+O) DEX 14 (+2) Saving Throws Wis +4 CON 16 (+3) Skills Arcana +3, Perception +4 INT 12 (+ 1) WIS 14 (+2) CHA 16 (+3) Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Sens es darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challe nge 3 (700 XP) Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following s pells, requiring no verbal or material components: At will: detect magic, disguise self. mage armor 1/day each: fear, hold person, misty step Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACT IO NS Multiattack. The wight attacks twice with Grave Bolt. Crave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. Life Drain. Melee Weapon Attack: +4 to hit, reach S ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 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. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life o r its body is destroyed. The wight can have no more than twelve zombies under its control at one time. CHAPTER 6 I BESTIARY

DEMONS Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. ALKILITH An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade. Symptoms of Doom. The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see "Planar Portals" in chapter 2 of the Dungeon Master's Guide). Spawn of]uiblex. Alkiliths spring from the cast-off bits ofJuiblex's hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning- they can, after all, create portals to the Abyss-alkiliths must find other escape routes out of their native plane. CHAPTER 6 I BESTIARY ALKILITH Medium fiend (demon), chaotic evil Armor Class 17 (natural armor) Hit Points 157 (15d8 + 90) Speed 40 ft. STR 12 (+1) DEX 19 (+4) CON 22 (+6) Saving Throws Dex +8, Con +10 Skills Stealth +8 INT 6 (- 2) WIS 11 (+O) CHA 7 (- 2) Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Abyssal but can't speak Challenge 11 (7,200 XP) Amorphous. The alkilith can move through a space as narrow as l inch wide without squeezing. False Appearance. While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. Foment Madness. Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for l minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness. Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The alkilith makes three tentacle attacks. Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage. ARMANITE Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whiplike tails to tear apart their foes. Live for War. In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time, even among themselves if they can't find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage. Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in

Large fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 84 (8dl0 + 40) Speed 60 ft. STR 21 (+S) DEX 18 (+4) CON 21 (+S) INT 8 (- 1) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned ... ... WIS 12 (+1) Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 7 (2,900 XP) CHA 13 (+1) Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects. Magic Weapons. The armanite's weapon attacks are magical. ACTIONS Multiattack. The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. Hooves. Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 12 (2d6 + S) bludgeoning damage. Claws. Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 10 (2d4 + 5) slashing damage. Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2dl0 + S) slashing damage. Lightning Lance (Recharge 5-6). The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. BULEZAU Medium fiend (demon), chaotic evil Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 40 ft. STR 15 (+2) DEX 14 (+2) CON 17 (+3) INT 8 (-1) Damage Resistances cold, fire, lightning Damage Immunities poison WIS 9 (-1) Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 9 Languages Abyssal, telepathy 60 ft. Challenge 3 (700 XP) CHA 6 (-2) .. Rotting Presence. When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. Standing Leap. The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ACTIONS Barbed Tail. Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 8 (1dl2 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (ld8). The target dies if its hit point maximum is reduced to 0. CHAPTER 6 I BESTIARY

• curling talons, and long, serrated tails that can fiense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks. BULEZAU Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords' armies, serving as foot soldiers in the Abyss's endless warring. Bloodlust. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord's entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience. Repulsive. Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go. DYBBUK Medium fiend (demon), chaotic evil Armor Class 14 Hit Points 37 (5d8 + 15) Speed 0 ft., 40 ft. (hover) STR 6 (-2) DEX 19 (+4) CON 16 (+3) INT 16 (+3) .· WIS 15 (+2) Skills Deception +6, Intimidation +4, Perception +4 CHA 14 (+2) Damage Resistances acid, cold, fire , lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Common, telepathy 120 ft. Challenge 4 (1,100 XP) Incorporeal Movement. The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (ldlO) force damage ifit ends its turn inside an object. Innate Spellcasting. The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dimension door 3/day each: fear, phantasmal force Magic Resistance. The dybbuk has advantage on saving throws against spells and other magical effects. Violate Corpse. The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a C ll APTER. GI BESTIARY DYBBUK Dybbuks terrorize mortals on the Material Plane by . possessing corpses and giving them a semblance of hfe, after which the demons use them to engage in a range of sordid activities. Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. Dark Masquerade. By plundering a corpse's memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can't resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying waysthrowing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. quadruped to move as a biped. Any beast or humanoid that sees this behavior must s ucceed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the s aving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. ACTION Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (ld6). This reduction lasts until the target fin ishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life . While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.

, MAURE"lHI • . . . • • 0VBSUK MAUREZHI When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons to lead packs of ghouls and ghasts in the mate rial world . H orrid Infiltr ator s. When a maurezhi consumes the corpse of a humanoid it has slain- a process that takes about 10 minutes- it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form. A Pla~ e of Ghouls. Maurezhi a re contagion inca rnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowe rs their pe rsonality and transforms them into a ghoul. MAUREZHI Medium fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 88 (16d8 + 16) Speed 30 ft. STR 14 (+2) DEX 17 (+3) Skills Deception +5 CON 12 (+l) INT 11 (+0) WIS 12 (+ l) CHA 15 (+2) Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Elvish, telepathy 120 ft. Challenge 7 (2,900 XP) Assume Form. The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for ld6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. Magic Resistance. The maurezhi has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The maurezhi makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by ld4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, un· less it has been revived or its corpse has been destroyed. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for l minute. The target can re· peat the saving throw at the end of each of its turns, ending the effect on itself on a success. Raise Ghoul (Recharge 5-6). The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is ~ •l=r=e=v=iv=ed==w=it ll=i ts h=i=tTp=o=in=t ========================:::i I CHAPTER 6 I BESTIARY

134 MOLYDEUS The most ruthless and dangerous of demons-more feared than the dreaded balor- the molydeus speaks with the authority of the demon lord it serves as it enforces its master's will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads- one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck. Molydei might guard their masters' possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies. Branded and Bound. When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus. Voice of the Master. A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master's will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus. MOLYDEUS Huge fiend (demon), chaotic evil Armor Class 19 (natural armor) Hit Points 216 (16dl2 + 112) Speed 40 ft. STR 28 (+9) DEX 22 (+6) CON 25 (+7) INT 21 (+S) WIS 24 (+7) Saving Throws Str +16, Con +14, Wis +14, Cha +14 Skills Perception +21 CHA 24 (+7) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned Senses truesight 120 ft., passive Perception 31 Languages Abyssal, telepathy 120 ft. Challenge 21 (33,000 XP) Innate Spellcasting. The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: At will: dispel magic, polymorph, telekinesis, teleport 3/day: lightning bolt 1/day: imprisonment Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead. Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects. Magic Weapons. The molydeus's weapon attacks are magical. CHAPTER 6 I BESTI ARY VARIANT: DEMON SUMMONING You can give a molydeus the ability to summon other demons. Summon Demon (1 /Day). As an action, the molydeus has a SO percent chance of summoning its choice of ld6 babaus, ld4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for l minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. Special Weapon. As part of a demon lord's trust in its molydeus, it bestows a powerful weapon upon the guardian demon. The demon lord fashions the weapon from a portion of the fiend's essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It's possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it. The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb'luu, a battleaxe; Graz'zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon's form doesn't affect its capabilities. ACTIONS Multiattack. The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 1 S ft., one target. Hit: 20 (2dl0 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. Wolf Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. Snakebite. Melee Weapon Attack: +1 6 to hit, reach 15 ft., one creature. Hit: 12 (ld6 + 9) piercing damage, and the target must succeed on a DC 22 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 transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. LEGENDARY ACTIONS The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn. Attack. The molydeus makes one attack, either with its demonic weapon or with its snakebite. Move. The molydeus moves without provoking opportu· nity attacks. Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.

Dark Guardians. One of the chief tasks of any molydeus is to help protect its master's amulet- the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities- because, armed with an amulet, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet is destroyed. NABASSU The insatiable nabassus prowl the multiverse in s earch of souls to devour. If they think they can kill a creature and consume its soul, they attack- even if that other creature is a demon, including another nabassu. Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. The re, nabassus pick off weaker demons or, if the situation warrants, gathe r in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets. Demonic Infiltrators. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by NABASSU Medium fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 40 ft., fly 60 ft. STR 22 (+6) DEX 14 (+2) CON 21 (+S) Saving Throws Str + 11, Dex +7 Skills Perception +7 INT 14 (+2) WIS 15 (+2) CHA 17 (+3) Damage Resista nces cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Se nses darkvision 60 ft., passive Perception 17 Languages Abyssal, telepathy 120 ft. Challenge 15 (13,000 XP) Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. Devour Soul. A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within S feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d&s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (ld6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. Magic Resistance. The nabassu has advantage on saving throws against spells and other magical effects. Magic Weapons. The nabassu's weapon attacks are magical. A CTIONS Multiattack. The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. Claws. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Bite . Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4dl2 + 6) piercing damage. Soul-St ealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target fin ishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control. CHAPTER 6 BESTIARY

providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative- for as long as the supply lasts. R UTTERKIN The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search for intruders to surround and devour. A byssal D efen der s. Rutterkins protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Warping Plague. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low. RUTTERKIN Medium fiend (demon), chaotic evil Armor Class 12 Hit Points 37 (5d8 + 15) Speed 20 ft. .. '- STR 14 (+2) DEX 15 (+2) CON 17 (+3) INT 5 (- 3) WIS 12 (+l) CHA 6 (-2) Damage Resistances cold, fire, lightning -. Damage Immunities poison Condition Immunities charmed, frightened, poisoned Se nse s darkvision 120 ft., passive Perception 11 Languages understands Abyssal but can't s peak Challenge 2 (450 XP) •• Crippling Fear. When a creature that isn't a demon starts its turn within 30 feet of t hree or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a fa iled save, the creature beCOrlJ.eS frightened of the rutterkins for l minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success. ACT IONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of t he body can be undone only by a wish spell. Cll APTER 6 I BESTIARY ABYSSAL WRETCH Medium fiend (demon), chaotic evil Armor Class 11 Hit Points 18 (4d8) Speed 20 ft. STR DEX 9 (- 1) 12 (+l) CON 11 (+0) INT 5 (-3) Damage Resistances cold, fire , lightning Damage Immunities poison WIS 8 (-1) Condition Immunities charmed, frightened, poisoned Se nses darkvision 120 ft., passive Perception 9 Languages understands Abyssal but can't speak Challenge 1/4 (50 XP) ACTIONS CHA 5 (- 3) Bite. Melee Weapon Attack: +3 to hit, reach S ft ., one t arget. Hit: S (ld8 + l) slashing damage.

SIBRIEX Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex's body. Where these noxious fluids hit the ground, the landscape becomes polluted. SIBRIEX Huge fiend (demon), chaotic evil Armor Class 19 (natural armor) Hit Points 150 (12dl 2 + 72) Speed 0 ft., fly 20 ft. (hover) STR 10 (+O) DEX 3 (- 4) CON 23 (+6) Saving Throws Int +13, Cha +13 INT 25 (+7) WIS 24 (+7) Skills Arcana +13, History +13, Perception +13 CHA 25 (+7) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination fo r 24 hours. Innate Spellcasting. The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: charm person, command, dispel magic, hold monster 3/day: feeblemind Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to succeed instead. Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack.l he sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. Chain. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. Squirt Bile. The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. Warp Creature. The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. LEGENDARY ACTIONS The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary actions at the start of its turn. Cast a Spell. The sibriex casts a spell. Spray Bile. The sibriex uses Squirt Bile. Warp (Costs 2 Actions). The sibriex uses Warp Creature. .. CHAPTER 6 I DESTIARY •

Keepers of Forbidden Lore. Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. Dem on Grafters. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide. VARIANT: FLESH WARPING Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body. A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. FLES H W ARPIN G dlOO Effect 01-05 The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned. 06-10 The target's eyes push out of its head at the end of stalks. 11-15 The target's hands grow claws, which can be used as daggers. 16-20 One of the target's legs grows longer than the other, reducing its walking speed by 10 feet. 21- 25 The target's eyes become beacons, filling a l 5-foot cone with dim light when they are open. 26- 30 A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet. 31 - 35 The target's ears tear free from its head and scurry away; the target is deafened. 36- 40 Two of the target's teeth turn into tusks. 41-45 The target's skin becomes scabby, granting it a +l bonus to AC but reducing its Charisma by 2 (to a minimum ofl). 46-50 The target's arms and legs switch places, preventing the target from moving unless it crawls. 51-55 The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet. 56-60 The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet. 61-65 The target grows a whiplike tail, which it can use as a whip. 66-70 The target's eyes turn black, and it gains darkvision out to a range of 120 feet. 71- 75 76- 80 81-85 86-90 91- 95 96-00 The target swells, tripling its weight. The target becomes thin and skeletal, halving its weight. The target's head doubles in size. The target's ears become wings, giving it a flying speed of 5 feet. The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

WASTRILITH Found in the waters of the Abyss and other bodies of water contaminated by the plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty. Despoilers. A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to its commands- perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach. Silent Corrupters. Creatures that ingest wate r that has been corrupted by a wastrilith risk their ve ry souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master's Guide, causing the poisoned creature to be corrupted. WASTRILITH Large fiend (demon). chaotic evil Armor Class 18 (natural armor) Hit Points 157 (15d10 + 75) Speed 30 ft., swim 80 ft. STR 19 (+4) DEX 18 (+4) CON 21 (+5) Saving Throws Str +9, Con +10 INT 19 (+4) WIS 12 (+l) CHA 14 (+2) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 l anguages Abyssal, telepathy 120 ft. Challenge 13 (10,000 XP) Amphibious. The wastrilith can breathe air and water. creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2dl 0) temporary hit points. Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects. Undertow. As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn. ACTIONS Multiattack. The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. Claws. Me/ee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. Corrupt Water. At the start of each of the wastrilith's turns, Grasping Spout. The wastrilith magically launches a spout exposed water within 30 feet of it is befouled. Underwater, this of water at one creature it can see within 60 feet of it. The effect lightly obscures the area until a current clears it away. target must make a DC 17 Strength saving throw, and it has Water in containers remains corrupted until it evaporates. disadvantage if it's underwater. On a failed save, it takes 22 A creature that consumes this foul water or swims in it must ( 4d8 + 4) acid damage and is pulled up to 60 feet toward the make a DC 18 Constitution saving throw. On a successful save, wastrilith. On a successful save, it takes half as much damage the creature is immune to the foul water for 24 hours. On a and isn't pulled. failed save, the creature takes 14 (4d6) poison damage and is ~ c=:p=o=is=o=n=ed==fo=r=l==m=in=u=t=e.=A=t=t=h=e=e=n=d=o=f=th=i=s=ti=m=e=,=th=e==po=i=so=n=e=d========:::.:::;;;============================:::5==========::s:::::;;:J '"""llllll!lll CHAPTER 6 I BESTIARY

DEMONS: DEMON LORDS This section provides game statistics for the demon lords who are detailed in chapter 1. They are incredibly formidable opponents. BAPHOMET Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires. Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars. Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur-considered the greatest gift of the Prince of Beasts. Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization. Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. BAPHOMET1 S LAIR Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose inte rior is as labyrinthine as the plane on which it resides, populated by minotaurs, goristros, and quasits. LAIR ACTIONS On initiative count 20 (losing initiative ties), Baphomet can-take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row: • Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again. CHAPTER 6 I BESTIARY • Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it. • Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.

REGIONAL EFFECT S The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects: Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Baphomet dies, these effects fade over the course of ldlO days. BAPHOMET Huge fiend (demon), chaotic evil Armor Class 22 (natural armor) Hit Points 275 (19d12 + 152) Speed 40 ft. STR 30 (+10) DEX 14 (+2) CON 26 (+8) INT 18 (+4) Saving Throws Dex +9, Con +1 5, Wis +14 Skills Intimidation +17, Perception +14 Damage Resistances cold, fire, lightning WIS 24 (+7) CHA 16 (+3) • Damage Immunities poison; bludgeoning, piercing, and slas hing that is no nmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses trueslght 120 ft. , passive Perception 24 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3dl 0) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone 1/day: teleport Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. Legendary Resistance (3/Day). If Baphomet fa ils a saving throw, he can choose to succeed instead. MADNESS OF BAPHOMET If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. MADN ESS O F BAPHOMET dl OO Flaw (lasts until c ured) 01 - 20 "My anger consumes me. I can't be reasoned with when my rage has been stoked." 21- 40 "I degenerate into beastly behavior, seeming more like a wild animal than a thinking being." 41- 60 "The world is my hunting ground. Others are my prey." 61 - 80 "Hate comes easily to me and explodes into rage." 81- 00 " I see those who oppose me not as peo ple, but as beasts meant to be preyed upon ." Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects. Magic Weapons. Baphomet's weapon attacks are magical. Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. ACTIONS Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack . Heartc/eaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. Core. Melee Weapon Attack: +17 to hit, reach 10 ft. , one target. Hit: 17 (2d6 + 10) piercing damage. Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened fo r l minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself o n a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours. LEGENDARY ACTIONS Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baphomet regains s pent legendary actions at the start of his turn. He artcleaver Attack. Baphomet makes a melee attack with Heartcleaver. Ch then a rge makes (Costs a 2 A go c r t e ion attac s). k Bapho . met moves up to his speed, ~ ~ CHAPTER 6 I BESTIARY

Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it. DEMOGORGON Huge fiend (demon), chaotic evil Armor Class 22 (natural armor) Hit Points 406 (28d12 +224) Speed 50 ft., swim 50 ft. STR 29 (+9) DEX 14 (+2) CON 26 (+8) INT 20 (+5) WIS 17 (+3) Saving Throws Dex +10, Con +16, Wis +11, Cha +15 Skills Insight +11, Perce ption +19 Damage Resistances cold, fire , lightning CHA 25 (+7) Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 29 Languages all, telepathy 120 ft. Challenge 26 (90,000 XP) Innate Spel/casting. Demogorgon's spellcasting ability is Cha· risma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: At will: detect magic, major image 3/day each: dispel magic.fear, telekinesis 1/day each:feeblemind, project image Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead. Magic Resistance. Demogorgon has advantage on saving throws against spells and other magical effects. Magic Weapons. Demogorgon's weapon attacks are magical. Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. ·- ACTIONS Multiattack. Demogorgon makes two tentacle attacks. CHAPTER 6 I BESTIARY • Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followe rs of the Prince of Demons go mad, sooner or later. Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of madness and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull.shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Tentacle. Me/ee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3dl2 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Consti ~tion 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 its hit point maximum is reduced to 0. Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random: 1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. 2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn. 3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell. LEG ENDARY A CTIONS Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2dl0 + 9) bludgeoning damage plus 11 (2dl0) necrotic damage. Maddening Gaze. Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.

LAIR ACTIONS On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears. • Demogorgon casts the darkness spell fou r times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. REGIONAL EFFECTS The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects: • The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. • Beasts within 1 mile of the lair become violent and crazed- even creatures that are normally docile. • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Demogorgon dies, these effects fade over the course of ldlO days. M ADNESS OF D EMOGORGON If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. MADNESS OF DEMOCORCON dlOO Flaw (lasts until cured) 01-20 "Someone is plotting to kill me. I need to strike first to stop them!" 21-40 "There is only one solution to my problems: kill them all!" 41-60 61-80 81-00 "There is more than one mind inside my head." "If you don't agree with me, I'll beat you into submission to get my way." " I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!" CHAPTER 6 I BESTIARY

FRAZ- URB1 LUU ----- All demons are liars, but Fraz-Urb'luu is the P rince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies- mortal and fiend alike- to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise. The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. FrazUrb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic FRAZ- URB'LUU Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 337 (27d10 + 189) Speed 40 ft., fly 40 ft. STR 29 (+9) DEX 12 (+1) CON 25 (+7) INT 26 (+8) WIS 24 (+7) Saving Throws Dex +8, Con +14, Int +15, Wis +14 Skills Deception +15, Perception +14, Stealth +8 Damage Resistances cold, fire, lightning CHA 26 (+8) Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 24 languages all, telepathy 120 ft. Challenge 23 (50,000 XP) Innate Spellcasting. Fraz·Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force 3/day each: confusion, dream, mislead, programmed illusion, seeming 1/day each: mirage arcane, modify memory, project image Legendary Resistance (3/Day). lfFraz-Urb'luu fails a saving throw, he can choose to succeed instead. CHAPTER 6 I BESTIARY adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. FRAZ-URB'Luu's LAIR Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the city's impossible architecture. The challenge rating of Fraz-Urb'luu is 24 (62,000 XP) when he's encountered in his lair. L AIR A CTIONS On initiative count 20 (losing initiative ties), FrazUrb'luu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Fraz-Urb'luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. • Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20. Magic Resistance. Fraz-Urb'luu has advantage on saving throws against spells and other magical effects. Magic Weapons. Fraz-Urb'luu's weapon attacks are magical. Undetectable. Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends. ACTIONS Multiattack. Fraz-Urb'luu makes three attacks: one with his bite and two with his fists. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage. Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. LEGENDARY ACTIONS Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. FrazUrb'luu regains spent legendary actions at the start of his turn. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grap· pie only one creature with his tail at a time. Phantasmal Killer (Costs 2 Actions). Fraz-Urb'luu casts phantasmal killer, no concentration required.

' • Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. REGIONAL EFFECTS The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects: Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Fraz-Urb'luu dies, these effects fade over the course of ldlO days. MADNESS OF FRAZ- URB'LUU If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. • • MADN ESS OF FRAZ·URB'LUU dl OO Flaw (lasts until cured) 01-20 " I never let anyone know the truth abo ut my actions or intentions, even if d oing so would be beneficia l to me." 21- 40 " I have intermittent hallucinations and fits of catatonia." 41-60 "My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a dayd ream." 61- 80 " I convince myself that things are true, even in the face of overwhelming evidence to the contrary." 81- 00 "My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else." CHAPTER 6 I BESTIARY • " ..

GRAZ1 ZT The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways. Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness. The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command. GRAz'zT's L AIR Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness. Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure. • CHAPTER 6 I BESTIARY LAIR ACTIONS On initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. l . .

REGIONAL EFFECTS The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects: • Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. • Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Graz'zt dies, these effects fade over the course of ldlO days. MADNESS OF GRAZ1 ZT If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. GRAZ'ZT Large fiend (demon, shapechanger), chaotic evil Armor Class 20 (natural armor) Hit Points 346 (33d10 + 165) Speed 40 ft. STR 22 (+6) DEX 15 (+2) CON 21 (+5) INT 23 (+6) Saving Throws Dex +9. Con + 12, Wis + 12 WIS 21 (+5) Skills Deception +15, Insight +12, Perception +12, Persuasion +15 Damage Resistances cold, fire, lightning CHA 26 (+8) Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 24 (62,000 XP) Shapechanger. Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Innate Spel/casting. Graz'zt's spellcasting ability is Charisma (spell save DC 23}. He can innately cast the following spells, requiring no material components: At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers MADNESS OF GRAZ'ZT dlOO Flaw (lasts until cured) 01-20 "Nothing is more important to me than admiring my own reflection. Anyone who doesn't appreciate my beauty is a fool." 21 - 40 "Sex is a great solution to all of life's problems. Why doesn't anyone else get this?" 41- 60 "My appetite for delicious, pleasurable substances knows no bounds. I'll do anything to get more." 61-80 "Rumors spread easily, and I know many of them. Who cares if they're true?" 81-90 "To properly honor my dark, beautiful lord, I must prepare intricate, debauched rituals." 91 - 00 "Anyone who doesn't do exactly what I say de· serves no happiness." 3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport 1 /day each: dominate monster, greater invisibility Legendary Resistance (3/Day). If Graz'zt fa ils a saving throw, he can choose to succeed instead. Magic Resistance. Graz'zt has advantage on saving throws against spells and other magical effects. Magic Weapons. Graz'zt's weapon attacks are magica l. ACTIONS Multiattack. Graz'zt attacks twice with Wave of Sorrow. Wave of Sorrow (Creatsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6} slashing damage plus 10 (3d6) acid damage. Teleport. Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. LEGENDARY ACT IONS Graz'zt can take 3 legendary actions, choosing from the op· tions below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn. Attack. Graz'zt attacks once with Wave of Sorrow. Dance, My Puppet! One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. Sow Discord. Graz'zt casts crown of madness or disso· nant whispers. Teleport. Graz'zt uses his Teleport action. CHAPTER 6 I BESTIARY


(ENG) D&D 5a Ed. - Mordenkainen's Tome of Foes (Alternate Cover) - Flip eBook Pages 101-150 (2024)
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