Trilemma Bestiary 5e v1.0.1

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The document provides stats for over 100 monsters for use in 5th edition roleplaying games.

The bestiary includes aberrations, beasts, celestials, demons, and more from the Trilemma Adventures series.

Artists who contributed illustrations include Juan Ochoa, Lauren Bryce, Justine Jones, Michael Lavoie, and Michael Prescott.

Compendium Bestiary

112 Creatures for Fifth Edition

Eric Moore (Order #36249609)


This book brings together over a
hundred monsters from the award-
winning Trilemma Adventures series,
with stats for the fifth edition of your
favorite roleplaying game.
Inside are alien aberrations, beasts
of the wood, people of the underworld,
celestial horrors, demonic incursions,
ghostly remnants of ages past, and
scores of other entries to surprise your
players and enrich your campaign.
Use them along with the Trilemma
Adventures Compendium, or in
adventures of your own design.

http://trilemma.com

Eric Moore (Order #36249609)


Eric Moore (Order #36249609)
Eric Moore (Order #36249609)
Credits
Fifth Edition Adaptations
Jennifer Adcock: www.patreon.com/jenkatwrites /
firstsightsecondthoughts.net / @jenkatwrites

Creatures & Layout


Michael Prescott: www.trilemma.com

Additional Creatures
Kira Magrann: (www.serpentcyborggames.com / @kiranansi) Siren
Michael Atlin: Vinteralf
Stephanie Bryant: (www.mortaine.com/blog / @mortaine) Dream
Eater

Additional Proofreading
Danielle Phegan

Illustration
Juan Ochoa: (www.juanochoa.co) Acolyte, Avatar, Bog Strangler,
Bone Devil, Carreg, Cave Drake, Cave Squid, Chalk Hound, Dire
Fleas, Grush, Handwolves, Heelan, Hulk Larva, Lady of Memory,
Menaka, Moon Baby, Novy Dom, Onddo, Orc, Ricalu, Sand Monarch,
Selk, Sylph Spider, Tcheth, Vinteralf, Warbody
Lauren Bryce: (@brycescribbles on Twitter) Slewt
Justine Jones: (justinejonesillustration.com) Dradkin & Fleshpriest,
Vampire, Wraith
Michael Lavoie: (instagram.com/artofmichaellavoie) Sarcas
Michael Prescott: (www.trilemma.com) Apocalypse Larva,
Automaton, Chitin Drake, Dire Pelican, Dogfolk, Emperor Tortoise,
Ghost Selk, Guardian, Hell Knight, Hungry Spirit, Lady of Memory,
Malak, Motes, Nuss Exile, Nuss Harbinger, Rust Soldier, Sand
Sprite, Shrine Baby, Siren, Splice Hydra, Void Bringer, Void Gull,
Water Shade, Werewolf, Whip Scorpion, Wyrm—Jokun, Wyvern
Nate Pride: (www.natepride.com) Lantern Worm, Storm Seals
Peter Mullen: (pmullenblog.blogspot.com) Crypt Servant, Heelan
Phib, Shadow Bohka, Vampire Tree, Void Worm
Russ Nicholson: (russnicholson.blogspot.com) Cave Stitcher, Jorn,
Undine
Tomas Panavas: Cover painting
Zé Burnay: (www.zeburnay.com) Brass Soldier, Demon Wolf, Jellies,
Ogre
Copyright © 2019-2020 Michael Prescott & Jennifer Adcock.
All rights reserved. Version 1.0.1
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Table of Contents
Bestiary........................................7 Crypt Servant..................... 36
Aether Serpent...................... 8 Cursed Bear of Lurrock...... 37
Acolyte of Raal...................... 9 Demon Wolf......................... 38
Ant, Blight........................... 10 Dire Flea............................. 40
Apocalypse Larva................ 11 Dogfolk................................ 42
Automaton, Servant........... 12 Dradkin............................... 44
Automaton, Vault Jackal... 13 Dradkin Fleshpriest........... 46
Avatar of Suvuvena............ 14 Drake................................... 47
Bandit Wasp....................... 16 Drake, Cave........................ 49
Bandit Wasp Larva............. 17 Dream Eater....................... 50
Blue Lichen......................... 18 Emperor Tortoise................ 52
Bog Strangler...................... 19 Emperor Heron................... 54
Bone Devil........................... 20 Fever Fly............................. 55
Brass Soldiers..................... 22 Fire Beetle........................... 56
Carreg.................................. 24 Fire Sprite........................... 57
Carreg Rust Desperant...... 25 Fire Titan............................ 58
Cave Squid.......................... 26 Ghost Bat............................ 59
Cave Stitcher...................... 28 Giragita............................... 60
Chalk Hound....................... 30 God Unmoving.................... 62
Changeling.......................... 31 Gray Monolith, Ascended... 64
Chitin Drake....................... 32 Guardian............................. 66
Craesten.............................. 34 Handwolf............................. 68
Crawling Ghost................... 35 Heelan................................. 70

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Heelan Phib........................ 71 Nuss Exile......................... 105
Heelan Proudskull.............. 72 Nuss Harbinger................ 106
Heelan Warlock.................. 74 Ogre................................... 108
Heilian Gorgon.................... 76 Onddo................................ 110
Hell Knight......................... 78 Onddo, Hunting................ 110
Hulk Larva.......................... 80 Onddo, Tusked.................. 112
Hulk Mother....................... 81 Onddo, Seed...................... 112
Hungry Spirit...................... 82 Onddo, Venerable............. 113
Isopod.................................. 84 Orc, Blight......................... 114
Isopod, Leviathan............... 85 Orc, Primordial................. 116
Jellies.................................. 86 Pelican, Dire...................... 118
Jorn...................................... 88 Pit Lord............................. 120
Lantern Worm.................... 90 Ricalu................................ 122
Malak.................................. 92 Rust Soldier...................... 124
Martoi Knight..................... 93 Sand Monarch................... 126
Martoi Lady of Memory...... 94 Sand Sprite....................... 128
Martoi Serf.......................... 96 Selk.................................... 130
Meeb.................................... 97 Selk, Ghost........................ 133
Menaka................................ 98 Shadow Bohka.................. 134
Moon Baby........................ 100 Shrine Baby...................... 137
Mote................................... 102 Siren.................................. 138
Murk Star (aka Murker).. 103 Slewt.................................. 140
Nuss Eruption................... 104 Soil Mother........................ 142

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Splice Hydra...................... 144 Void Bringer...................... 162
Storm Seal......................... 146 Void Worm........................ 164
Sylph Spider...................... 148 Warbody............................ 166
Tcheth................................ 150 Water Shade..................... 168
Undine............................... 152 Werewolf, Leádstæf.......... 170
Vampire............................. 154 Whip Scorpion................... 172
Vampire Bush................... 156 Wraith............................... 174
Vampire Tree.................... 157 Wyrm, Jokun..................... 176
Vinteralf............................ 158 Wyvern.............................. 178
Vinteralf Confessor........... 159 Wyvern Eel........................ 180
Void Gull........................... 160 Open Game License v1.0a. 182

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Bestiary

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Aether Serpent
When the astral wind blows strangely, the sands of that realm form into
writhing serpents which grind along the dunes in pursuit of material
travelers. The sands of the astral realm are soaked in the dreams
and fears of the ages, so the bite of an aether serpent inflicts potent,
incapacitating visions of lives long past. Do not tarry in the astral realm!

Aether Serpent
Small monstrosity, unaligned

Armor Class: 15
Hit Points: 6 (2d4 + 2)
Speed: 40 ft.

STR DEX CON INT WIS CHA


2 (-4) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Senses: passive Perception 10


Languages: -
Challenge: 1 (200 XP)

Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
1 piercing damage, and the target must make a DC 16 Intelligence
saving throw, becoming incapacitated for one minute by astral visions
on a failed save.

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Acolyte of Raal
Occasionally, a vision or seer catches a glimpse of the dread ritual of
Thiru that made the primordial orcs. Some try to mimic the ritual,
consuming the spirits of the dead, in the hopes of obtaining the power
of those legendary creatures.
Unfortunately, the ritual is subtle, and imperfect performance
has many side effects. Each acolyte of Raal has different orcish gifts:
glowing, night-seeing eyes; a tough leathery hide; claws and bestial
strength; regeneration; the ability to take sand and soil as sustenance;
or even ageless vitality.
They may also have numbed limbs, weakness, leprosy, or rotting
flesh—before overuse of the ritual causes them to succumb to
unthinking ghouldom or death.

Acolyte of Raal
Medium humanoid, evil

Armor Class: 18
Hit Points: 60 (8d8 + 24)
Speed: 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 8 (-1)

Saving Throws: Int +3


Skills: Perception +3, Insight +3, Intimidation +2
Senses: darkvision 60 ft., passive Perception 13
Languages: Common
Challenge: 4 (1,100 XP)

Regeneration. The Acolyte of Raal regains 10 hit points at the start


of its turn if it is conscious.

Actions
Multiattack. The Acolyte of Raal makes two melee attacks with its
claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) slashing damage.

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Ant, Blight
Blight ants bring total destruction when they come, like a slow-moving
wildfire. Dog-sized scout ants find and mark suitable food. A few hours
later, squads of forager ants arrive and carry away anything living.
Horse-sized blight soldier ants watch over the operations and protect
the smaller ants from reprisals.
Trees, bushes, injured or slow-moving animals—everything they can
cut down and haul is pulled underground to rot in their subterranean
fermentation pits.
Their ravages are cyclical: they enter an area, strip it down to the
bare ground, and move on. After a few years (if the soil hasn’t dried
up and blown away) the area begins to recover. Saplings grow and the
animals return, but not long afterwards, so do the ants.
Blight ants prefer hot, dry climates, as their colonies are vulnerable
to flooding in more temperate lands. In cold weather, they grow sluggish
and vulnerable to hot-blooded scavengers. This small mercy is all that
keeps them from sweeping over everything.

Ant, Blight
Small to large insect, unaligned

Armor Class: 14
Hit Points: 13 (2d10 + 2)
Speed: 50 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Senses: darkvision 60 ft., passive Perception 9


Languages: -
Challenge: 1/8 (25 XP)

Hotblooded. In cold climates, the Blight Ant’s speed is reduced to 25


ft.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage.

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Apocalypse Larva
Fat white grubs (2 paces long) cling to cavern walls, sloshing with
precious oils. They are passive, but if disturbed they can burst explosively,
splashing anyone nearby with flaming oil.

Apocalypse Larva
Medium insect, unaligned

Armor Class: 6
Hit Points: 2 (1d4)
Speed: 0 ft.

STR DEX CON INT WIS CHA


4 (-3) 4 (-3) 10 (+0) 2 (-4) 2 (-4) 4 (-3)

Senses: darkvision 60 ft.


Languages: -
Challenge: 1/8 (25 XP)

Oil Sacs. The Apocalypse Larvae are full of precious oils. If the Larva
take damage, everyone within 5 ft. must make a DC 15 Dexterity
saving throw or take 3d6 fire damage.

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Automaton, Servant
These Seree-made automatons have bodies of wood, leather, and brass.
They are built for hard labor, and are a full head taller than most
humans.
Their heads are human skulls, each one containing a small, coral-like
crystal of topaz, agate, or garnet, which encodes the automaton’s habits
of endless servitude.
These ‘wizard flowers’ were grown in the brains of acolytes not
suited for powerful magic. Automatons occasionally do oddly life-like
things (scratching an itch, leaning against a wall) before resuming their
duties.
A skull collar (an enchanted brass sleeve with a central post) affixes
the skull and animates the body with the impulses from the flower. This
makes the skulls interchangeable, giving their minders the ability to
replace the skulls with others, trained for different tasks.
In novel situations (e.g., if attacked, told what to do), servant
automatons react appropriately on a 1-2 on a d6; otherwise, they ignore
what’s happening.

Automaton, Servant
Large construct, unaligned

Armor Class: 13
Hit Points: 33 (6d8 + 6)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 4 (-3)

Damage Immunities: poison, psychic


Condition Immunities: blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned
Senses: blindsight 60 ft., passive Perception 7
Languages: -
Challenge: 1/4 (50 XP)

Skull Collar. The Servant Automaton’s head can be switched with the
head of any other Servant Automaton.

Actions
Slam: Melee Weapon Attack: +1 to hit, one target. Hit: 5 (1d8 + 1)
bludgeoning damage.

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Automaton, Vault Jackal
The Seree also maintained a store of crystal-infused skulls for defensive
purposes, made from starved jackals.
Automatons with jackal skulls hunt in packs of up to 8, sneak carefully,
attack from ambush, and stop only when their victims are torn apart.

Automaton, Servant
Medium construct, unaligned

Armor Class: 13
Hit Points: 33 (6d8 + 6)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 4 (-3)

Damage Immunities: poison, psychic


Condition Immunities: blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned
Senses: blindsight 60 ft., passive Perception 7
Languages: -
Challenge: 1/2 (100 XP)

Skull Collar. The Servant Automaton’s head can be switched with the
head of any other Servant Automaton.

Actions
Multiattack. The Vault Jackal makes two attacks.

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 6
(2d4 + 1) piercing damage. If the target is a creature, it must succeed
on a DC 11 Strength saving throw or be knocked prone.

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Avatar of Suvuvena
An avatar of Suvuvena is the penultimate chimeric creation, a person
made of arthropods, fused together by hydra’s blood and prayers to
Suvuvena, shaper of life.
Its lungs are locusts; its skin is a carpet of beetles. Its eyes are holes
filled with flies. A huge centipede makes up its guts; its hands are
clusters of mantids. It can disassemble or reassemble at will.
As a master chimeromancer, the avatar’s gaze instantly bonds flesh
to flesh. It can use this to deform its enemies, or affix two or more of
them to one another. It can sew mouths, noses, and eyes shut with a
glance, causing blindness and suffocation.
As intelligent, composite beings, avatars have rather alien ideas
about identity and individuality.
While most chimeromancers strive to create new and better forms for
the glory of Suvuvena, an avatar dreams of welding all life into a single,
ecstatic organism.

Avorask, Avatar of Suvuvena


Large chimera, evil

Armor Class: 17
Hit Points: 135 (18d10 + 36)
Speed: 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 15 (+2) 15 (+2) 18 (+4) 15 (+2) 18 (+4)

Saving Throws: Con +6, Int +8, Wis +6


Skills: Insight +12, Perception +10
Senses: passive Perception 20
Languages: Common
Challenge: 8 (3,900 XP)

Horrifying Visage. Each creature within 60 ft. of Avorask that can


see it must succeed on a DC 13 Wisdom saving throw or be frightened
for 1 minute. If a target’s saving throw is successful or the effect ends
for it, the target is immune to Avorask’s Horrifying Visage for the next
24 hours.

Actions
Multiattack. Avorask makes three swarm attacks.
Swarm. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it must
succeed on a DC 14 Constitution saving throw or become diseased. The

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disease has no effect for 1 minute and can be removed by any magic
that cures disease. After 1 minute, the diseased creature can’t regain
hit points unless it is in contact with Avorask, and the disease can be
removed only by heal or another disease-curing spell of 6th level or
higher.
Deform. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
Hit: 18 (4d6 + 4) necrotic damage.

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Bandit Wasp
These giant wasps live in colonies of 2-20 adults, each the size of a calf.
They fly noisily, easily heard in the distance. Their glossy chitin protects
like metal armor, though their legs and eyes are delicate.
They arrive in groups of d6 to seize people, sheep, or goats with their
hooked legs, inject venom, and fly home to feed their captured prey to
their larvae.

Bandit Wasp
Large insect, unaligned

Armor Class: 14
Hit Points: 51 (6d10 +18)
Speed: 20 ft., fly 40 ft., fly 10 ft. when encumbered

STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 15 (+2) 5 (-3) 12 (+1) 4 (-3)

Senses: passive Perception 11


Languages: -
Challenge: 2 (450 XP)

Pacifying Venom. A target inflicted with bandit wasp venom forgets


the existence of the bandit wasp and does not protest as it is carried
away or further attacked.

Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) piercing damage. The target must also make a DC 13
Constitution saving throw, taking 4 (1d6) poison damage on a failed
throw.

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


Hit: the target is grappled (escape DC 15). Until the grapple ends,
the target is restrained and has disadvantage on Strength checks and
Strength saving throws.

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Bandit Wasp Larva
Bandit wasp nests are cottage-sized, spherical globs of wax nestled high
on cliff walls, the upper stories of ruins, or large, ancient trees. The nests
crawl with forearm-sized larvae, which secrete the wax that makes the
nest structure. They nose about blindly, but if bothered, they reply with
a jet of hot wax (painful and blinding). The Seree believed that bandit
wasp wax could repel demons.

Bandit Wasp Larva


Tiny insect, unaligned

Armor Class: 11
Hit Points: 6 (1d10)
Speed: 10 ft.

STR DEX CON INT WIS CHA


11 (+0) 11 (+0) 12 (+1) 5 (-3) 10 (+0) 4 (-3)

Senses: passive Perception 10, blindsight 10 ft.


Languages: -
Challenge: 1/4 (50 XP)

Actions
Wax. Ranged Weapon Attack: +2 to hit, range 10 ft., one target. Hit: 4
(1d6) fire damage.

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Blue Lichen
A flaky, blue-gray lichen that rapidly turns exposed skin into more lichen.
It grows quickly at body temperature, but is dormant in the numbing
cold of its native climate, where it is found as blue-gray streaks on ice.
Because it grows painlessly, blue lichen infections can go unnoticed for
hours.

Blue Lichen
Small ooze, unaligned

Armor Class: 5
Hit Points: 10 (1d10 + 5)
Speed: 0 ft.

STR DEX CON INT WIS CHA


3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Condition Immunities: blinded, deafened, frightened


Languages: -
Challenge: 1/8 (25 XP)

False Appearance. In cold regions, the lichen is indistinguishable


from other, harmless lichen.

Actions
Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit:
4 (1d8) necrotic damage.

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Bog Strangler
Bog stranglers haunt the swamps, bogs, and moorland pools between
villages. They live out an illusion of their lives from long ago, poor
gatherers, charcoal burners, and fishers. The great working of the
Martoi let them live as they did thousands of years ago, but only as
reflections in still water.
Do not accept their hospitality! Bog stranglers can be recognized by
their ignorance of recent news, since they remember nothing since the
working. Travelers have awakened to find themselves underwater and
drowning: the humble cottage of their host revealed to be a slimy, leaf-
filled water hole. Long fingers close about their necks and choke out
their last breath.

Bog Strangler
Medium undead, evil

Armor Class: 15
Hit Points: 44 (9d4 + 22)
Speed: 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 11 (+0)

Condition Immunities: exhaustion, paralyzed, unconscious


Senses: darkvision 120 ft., passive Perception 12
Languages: the languages it knew in life
Challenge: 2 (450)

Actions
Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
9 (2d8) bludgeoning damage.

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Bone Devil
Bone devils are the heralds of the great demons who wish to rise to the
surface from far below. They hunt the spirits of surface people who are
foolish or unlucky enough to be found outside the safety of ancestral
hosts.
Bone devils are semicorporeal. To lure the dead, they decorate
themselves with bones (which are familiar to the departed). Where the
devils settle, they create false shrines filled with stolen sacred objects,
or parodies of them.
Bone devils carry silver-tipped hooks to catch spirits, though these
are equally brutal when turned upon the living.
They know several sorcerous rituals:
Devastating glory causes sacred objects to sing, which they use to
lure any nearby spirits who cherish them.
Bone devils light flaming lamps of blue fire, terrifying to the dead,
to encircle and trap them. At the sound of their maddening horns,
mounts throw their riders and flee.
They know a grating, clacking rhythm they perform when the
living are near. It weakens bones, making breaks very likely with even
glancing blows or tumbles.

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Bone Devil
Large fiend, evil

Armor Class: 19
Hit Points: 153 (18d8 + 72)
Speed: 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 16 (+3)

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


Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 12
Languages: Common, Infernal
Challenge: 10 (5,900 XP)

Devil’s Sight. Magical darkness doesn’t impede the bone devil’s


darkvision.

Magic Resistance. The bone devil has advantage on saving throws


against spells and other magical effects.

Devastating Glory. When the bone devil completes this sorcerous


ritual, all sacred or holy objects within a 120 ft. radius begin to sing,
each of which can be heard up to 120 ft. away.

Flaming Lamps. The bone devil may create a lamp of blue fire,
which glows brightly for a 30 ft. radius and dimly for an additional 30
ft. Spirits who see the light of the lamp must make a DC 16 Wisdom
saving throw or become entrapped by the lamp.

Actions
Multiattack. The bone devil makes two attacks with its hooks.

Hook. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18
(3d8 + 4) piercing damage.

Clacking Rhythm (Recharge 5-6). All creatures within a 30 ft.


radius must make a DC 14 Constitution saving throw or become
vulnerable to bludgeoning, piercing, and slashing damage.

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Brass Soldiers
Brass soldiers are magical statues of solid metal, siege weapons from
ancient Thiru. They move at one-eighth normal speed, making them
easily avoided in the open. They are immensely strong, and anyone
caught has only moments to cut off whatever the soldier holds before
being strangled.
Brass soldiers remain motionless unless someone wears their ring
of control. If the ring is worn by a living person, the soldiers march to
reach them (even underwater, or digging through stone if necessary).
Once in the wearer’s presence, they will follow simple instructions as
best they can. If a ring is found as treasure, it controls d20 soldiers.

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Brass Soldiers
Medium construct, unaligned

Armor Class: 20
Hit Points: 210 (20d10 + 100)
Speed: 5 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities: acid, fire, force, poison, psychic, radiant,


thunder; bludgeoning, piercing, and slashing from nonmagical weapons
that are not directed at the silver heart
Condition Immunities: charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses: darkvision 120 ft, passive Perception 10
Languages: understands the language of the holder of the ring of
control but can’t speak
Challenge: 9 (5,000 XP)

Immutable Form. The brass soldiers are immune to any spells or


effects that would alter their form.

Magic Resistance. The brass soldiers have advantage on saving


throws against spells and other magical effects.

Actions
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
41 (12d12 + 5) bludgeoning damage and the target is grappled by the
brass soldier (escape DC 30).

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Carreg
The Carreg are the “people of stone,” who live far underground, in
and around the Ur-Menig. Their bodies are genderless, with skin like
dimpled, supple clay. When healthy, they are cool and moist. They
appear quite alien to surface peoples, having small mouths, slitted
nostrils, and no eyes or hair.
They “see” by means of air currents and ground vibrations, and are
unaware of light. They tolerate the air of Ur-Menig, which sends others
into a deathless sleep.
Carreg fear iron, which to them is strong-smelling and toxic. Their
warriors use weapons of bone or oil-hardened leather, while the best-
equipped warriors wear head-caps and vests of lacquered tiles cut from
isopod shell or bone.
They are calm, resolute, and speak in low, mumbly voices. The Carreg
establish trust by speaking loudly about what everyone can plainly see
for themselves. To them, the surface is mythical—to speak of it means
you intend to break promises and flout their laws.

Carreg
Medium humanoid, any alignment

Armor Class: 12
Hit Points: 11
Speed: 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 15 (+3) 10 (+0) 11 (+0) 10 (+0)

Damage Vulnerabilities: bludgeoning, piercing, and slashing from


iron weapons
Senses: blindsight 120 ft.
Languages: Common
Challenge: 1/8 (25 XP)

Actions
Bone Weapons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning, piercing, or slashing damage.

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Carreg Rust Desperant
With the song of their peaceful deity no longer protecting them, some
Carreg have formed martial cults. By embracing iron poisoning, they
toughen themselves against their enemies.
Their skin is broken and weeping, but covered in hard, metallic scabs.
Their limbs grow abnormally long and muscular.
The desperants are not particularly skilled in war, but they commit
to battle with berserker ferocity. Among them are many former saints,
left despondent when the peace-bringing Song of Gamandes fell silent.

Carreg Rust Desperant


Medium humanoid, any alignment

Armor Class: 14
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 17 (+3) 10 (+0) 9 (-1) 9 (-1)

Senses: blindsight 120 ft.


Languages: Common
Challenge: 2 (450 XP)

Reckless. At the start of


their turn, the desperant
can gain advantage on
all melee weapon attack
rolls during that turn, but
attack rolls made against
them have advantage
until the start of their
next turn.

Actions
Bone Weapons. Melee
Weapon Attack: +5
to hit, reach 5 ft., one
target. Hit: 11 (1d12 + 5)
bludgeoning, piercing, or
slashing damage.

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Cave Squid
A cloud of black tentacles, hanging in the air like an ink drop in water.
They “swim” through the air, fronds wafting on unseen currents.
Normally constricted to a mass 2-3 paces across, their tentacles
stretch up to 6 paces if need be. Given time, they can squeeze through
gaps only a few fingers wide. They are highly resistant to crushing or
piercing attacks.
They hunt alone and act intelligently.

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Cave Squid
Large beast, unaligned

Armor Class: 18
Hit Points: 157 (15d12 + 60)
Speed: 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 13 (+1) 13 (+1) 12 (+1) 10 (+0)

Skills: Perception +5, Stealth +9


Senses: darkvision 120 ft., passive Perception 15
Languages: -
Challenge: 8 (3,900 XP)

Camouflage. The cave squid has advantage on Dexterity (Stealth)


checks made while in dim light or darkness.

Actions
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target.
Hit: 18 (4d6 + 4) bludgeoning damage. The cave squid may also choose
one of the below effects on a successful attack.

Paralytic Touch. The attacked creature must make a DC 18


Constitution saving throw or become paralyzed for 1 minute.

Touch of Pain. The attacked creature must make a DC 18


Constitution saving throw or become stunned for 1 minute.

Control. The attacked creature must make a DC 18 Wisdom saving


throw or lose control of the limb that was touched by the cave squid.
The cave squid takes over control of that limb for 1 minute.

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Cave Stitcher
The spider-like spawn of the demon Guguluin practice a gruesome form
of sorcery, “stitching” victims’ bodies into new shapes by severing and
reattaching limbs. The final form determines the spell they cast.
Some victims die while being prepared, while others survive to live on
as puppets of the stitcher, ever available to produce the desired magical
effect with a jerk of their silken tether.
Cave stitchers venturing into contested lands will be dragging d4
puppets, each with different magical effects—spurting fire, a sound-
deadening black fog, or a cantrip that makes their quarry’s blood sing
like a boiling kettle (all the easier to find them).
They are strong climbers, able to drag their dangling puppets with
them along walls or ceilings.

Cave Stitcher
Large demon, evil

Armor Class: 16
Hit Points: 136 (16d8 + 64)
Speed: 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 13 (+1) 15 (+2) 13 (+1)

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


Skills: Arcana +10, Intimidation +6
Damage: Immunities poison
Condition: Immunities poisoned
Senses: darkvision 120 ft., passive Perception 12
Languages: Abyssal
Challenge: 9 (5,000 XP)

Magic Resistance. The cave stitcher has advantage on saving throws


against spells and other magical effects.

Spider Climb. The cave stitcher can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.

Innate Spellcasting. The cave stitcher’s spellcasting ability is


Wisdom (spell save DC 14). The cave stitcher can innately cast the
following spells, requiring no material component.
At will (through its puppets): darkness, fire bolt, mage hand,
thaumaturgy, web
3/day: dominate person

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Web Walker. The cave stitcher ignores movement restrictions caused
by webbing.

Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 5
(1d6 +2) piercing damage plus 40 (6d8) poison damage.

Stitching (Recharge 6). The cave stitcher can create a new puppet
from a corpse within 30 ft. The new puppet gives the cave stitcher
access to one new cantrip from any spell list of the GM’s choosing.

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Chalk Hound
The ancients of Saaru made chalk
golems in the form of hounds. They
were lovingly etched with prayers,
and as the hounds performed their
intricate steps as they patrolled the
temples, they graced the flagstones
with prayer sigils.

Chalk Hound
Medium construct, unaligned

Armor Class: 16
Hit Points: 65 (10d10 + 10)
Speed: 50 ft.

STR DEX CON INT WIS CHA


17 (+3) 17 (+3) 15 (+2) 10 (+0) 12 (+1) 10 (+0)

Damage Immunities: fire, poison, psychic; bludgeoning, piercing, and


slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses: darkvision 60 ft., passive Perception 11
Languages: understands the languages of its creator but can’t speak
Challenge: 3 (700 XP)

Houndprint Sigils. Once per turn when it takes the move action, the
chalk hound can leave glowing sigils imprinted in its footsteps. These
faintly glowing prints last for one hour.
*Blessings. Any creature who spends their action walking along these
glowing golden runes is Blessed as per the spell for 1 minute.
*Healing Word. Any creature who spends their action walking along
these glowing pink prints heals 1 hit point.
*Curse. Any creature who steps on these glowing purple runes must
make a DC 13 Charisma saving throw or be affected by the Bane spell
for 1 minute.
*Thorns. Any creature who steps on these glowing blue runes takes
1d4 piercing damage for every 5 feet of movement over the runes.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked prone.

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Changeling
Countless cultures have fallen into the depths of the underworld when
their time on the surface came to an end. The changelings are the
survivors: rather than be claimed by the depths and pass into myth,
they adopt the forms of living peoples and blend in.
Changelings move among the crowds anonymously when they must,
but a stable life requires a home, loved ones, and a station. These they
obtain by murder, targeting a specific person, killing them, and slipping
into their life.
Changelings are students of human nature, politely curious and
excellent conversationalists. They are always observing, planning who
they must become next. Some maintain several identities, leading two
or even three lives at the same time.
Changelings feign openness to learn as much as they can in return for
what they disclose, but this is a double-edged sword: many a changeling
has given itself away with a careless idiom or a habitual phrase from a
dead language.

Changeling
Medium humanoid, any alignment

Armor Class: 15
Hit Points: 44 (8d8 + 8)
Speed: 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 20 (+5)

Saving Throws: Int +6, Cha +7


Skills: Deception +7, History +6, Insight +6, Perception +5, Persuasion
+7
Senses: passive Perception 12
Languages: any four languages
Challenge: 2 (450 XP)

Transformation. The changeling can appear to be a perfect image of


any individual humanoid. A DC 18 Intelligence or Wisdom check will
see through the illusion.

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

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Chitin Drake
Chitin drakes are bred as weapons of war by Dradkin chimeromancers.
They look like flying centipedes, buzzing through the darkness in search
of prey. They attack by biting, injecting a potent paralytic venom. If
attacking a group, they will make rapid passes to sow confusion. When
attacking lone targets, they bite continuously while coiling around their
prey and latching on with a hundred stabbing legs.
They have carapaces like burnished lead, as tough as drake scale.
Killing them requires holding them still long enough to batter through
their scales.
The wings are not nearly as tough, and a solid blow will break many
of them, although they can fly clumsily with as few as a third of a full
complement.
They do not attack suicidally, and will retreat if they are hurt. When
threatened, they hide on cavern ceilings or scurry into crevices.
Newly hatched chitin drakes are two paces in length and as thick as a
wrist. When they can feed on fresh meat, they grow by half a pace every
day. Once they reach five paces in length, their drake nature emerges
more fully, and they develop a prescient cunning.
The wings flake off, but they continue to fly by magical impulse. Twice
daily, they can squirt a jet of sticky, flaming liquid sizable enough to
engulf a human.
Chitin drakes will never approach a flame that burns with powdered
drake-egg shell. This is the only means of control the Dradkin have ever
been able to exert over these fell creatures.

Chitin Drake
Large monstrosity, unaligned

Armor Class: 20
Hit Points: 178 (17d10 + 85)
Speed: 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 20 (+5)

Damage Immunities: bludgeoning, piercing, and slashing from


nonmagical weapons; poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 11
Languages: -
Challenge: 10 (5,900 XP)

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Actions
Multiattack. The chitin drake makes two bite attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
27 (4d10 + 6) piercing damage. On a successful attack, the target must
also make a DC 16 Constitution saving throw or take 21 (6d6) poison
damage and become poisoned for 1 minute.

Coil. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13
(2d6 + 6) piercing damage and the target is grappled (escape DC 14).
Each round that the target remains grappled, they take an additional
13 (2d6 + 6) piercing damage.

Fire Breath (2/Long Rest). Ranged Weapon Attack. +15 to hit, range
30/120 ft., one target. Hit: 55 (10d10) fire damage.

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Craesten
Hulking terrestrial lobsters, craesten are native to alien Tlarba. They
are enormously strong and heavy, and despite the loud clacking of their
legs, they move gracefully.
They are ignorant of human body language and tone of voice, which
can make them seem stupid or naive at times, but they are intelligent
and perceptive. Their natural armor lends them an unshakable
confidence and humor: in the worst case, they can simply eat you.
When truly upset or angry, they produce a strong citrus smell,
highly alarming to selks.

Craesten
Large beast, unaligned

Armor Class: 20
Hit Points: 184 (16d12 + 80)
Speed: 30 ft.

STR DEX CON INT WIS CHA


24 (+6) 15 (+2) 20 (+5) 12 (+1) 12 (+1) 8 (-1)

Damage Resistances: bludgeoning, piercing, and slashing from


nonmagical weapons
Senses: passive Perception 13
Languages: -
Challenge: 10 (5,900 XP)

Magic Resistance. The craesten has advantage on saving throws


against spells and other magical effects.

Magical Entropy. If the craesten has taken damage, spellcasting in


its presence becomes unpredictable. Each time a spell is cast within
60 ft. of the injured craesten, the caster must roll a d6. On a 1-4, they
must roll on the sorcerer’s wild magic table for an additional effect.
On a 5-6, they do not roll for wild magic and the spell takes effect as
intended.

Actions
Multiattack. The craesten makes two attacks with its claws.

Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit:
22 (3d10 + 6) piercing damage.

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Crawling Ghost
The most terrifying of the Martoi are the crawling ghosts, victims of
their most powerful curses. Most were driven into the sea, but whenever
one finds its way back to shore, it causes great havoc. The only known
way to deal with them is to have groups sing peaceful songs to lure them
into the water. Only the bravest axewives and fishers attempt this, and
many die.

Crawling Ghost
Medium undead, evil

Armor Class: 15
Hit Points: 90 (11d10 + 30)
Speed: 20 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 5 (-3)

Damage Immunities: poison


Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 11
Languages: understands but can’t speak
Challenge: 6 (2,300 XP)

Lure. When the crawling ghost hears d10 Spell


singing to lure it into the sea, it must
1 Blindness/Deafness
make a DC 13 Wisdom saving throw. On a
successful save, it remains on land. On a 2 Cloud of Daggers
failed save, it returns to the sea. 3 Darkness
4 Enthrall
Wail. The crawling ghost releases an
5 Flaming Sphere
unearthly wail. The wail has no effect on
constructs and undead. All other creatures 6 Moonbeam
within 60 feet of it that can hear it must 7 Shatter
make a DC 13 Constitution saving throw. 8 Silence
On a failure, the creature takes 22 (6d6)
9 Spike Growth
psychic damage. After the initial saving
throw, creatures are immune to the wail for 10 Web
1d10 hours.

Actions
Spellcasting. The crawling ghost casts a spell at random from the list.
Its spellcasting ability is Wisdom (spell save DC 15, +4 to hit with spell
attacks). It does not have limits on spell slots.

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Crypt Servant
A crypt servant is a mummified husk, bound by magic to serve a monastic
order in death. Their dry bodies are fragile and their minds addled by
long years of inactivity, but their fearlessness and large numbers makes
them dangerous in the claustrophobic crypts they protect.

Crypt Servant
Medium undead, unaligned

Armor Class: 10
Hit Points: 13 (3d8)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 6 (-2) 9 (-1) 6 (-2) 12 (+1) 6 (-2)

Damage Immunities: poison


Condition Immunities: frightened, poisoned
Senses: darkvision 60 ft., passive Perception 11
Languages: understands the languages it knew in life but can’t speak
Challenge: 1/4 (50 XP)

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage.

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Cursed Bear of Lurrock
The bears of Lurrock incubate spider demons within their bodies,
children of the demon wind.

Cursed Bear of Lurrock


Large demon, evil

Armor Class: 18
Hit Points: 46 (6d10 + 14)
Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 2 (-4)

Damage Resistances: cold, fire, lightning


Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: -
Challenge: 3 (700 XP)

Spider Climb. The cursed bear can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.

Actions
Multiattack. The cursed
bear 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: 12
(2d8 + 4) piercing damage.

Claws. Melee Weapon


Attack: +6 to hit,
reach 5 ft., one
target. Hit: 14
(3d6 + 4) slashing
damage.

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Demon Wolf
The horse-sized demon wolves were loosed upon the earth in the war
between the Powers and the Seree. They burble as they run, which
sounds like a child blowing into a bottle half-full of spit. Flaming drops
fall from their mouths and burn the grass or hiss in the cold snow.
They leap surprisingly far, easily forty paces. If cut, their blood
catches fire and burns with green flames as it becomes exposed to the
air. If grievously wounded, sticky, rope-like tentacles burst from the
wound and attack anything that draws near.
They earnestly believe the Seree sorcerers (and those who would
imitate them) are a curse upon the earth. Some are bound to destroy
specific places (or prevent them being rebuilt), while others have
completed their tasks and now roam freely.
They are polite, but confidently superior that the mortals have no idea
what’s good for them or the consequences of their actions.

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Demon Wolf
Large fiend (demon), evil

Armor Class: 14
Hit Points: 157 (15d10 + 75)
Speed: 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 10 (+0)

Damage Resistances: cold; bludgeoning, slashing, and piercing from


nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: passive Perception 12
Languages: understands language but cannot speak
Challenge: 9 (5,000 XP)

Burning Blood. When a creature successfully attacks the demon wolf


with a melee attack, every creature within 5 feet of the wolf must make
a DC 13 Dexterity saving throw or take 9 (2d8) fire damage. If the
demon wolf has less than half its starting hit points, they must instead
make a DC 17 Dexterity saving throw or take 18 (4d8) fire damage.

Magic Resistance. The demon wolf has advantage on saving throws


against spells and other magical effects.

Actions
Multiattack. The demon wolf makes three attacks: two with its claws
and one with its bite.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15
(2d10 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20
(3d10 + 4) slashing damage and 4 (1d8) fire damage.

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Dire Flea
Dire fleas are parasitic vermin as big as a thumb. Their bite is numbing
and injects d3 larvae, which burrow deep into the body.
The larvae emerge explosively as full-grown fleas 2d6 days later, leap
to a new target, and begin the cycle again. Anyone caught bringing them
into a settlement will most likely be carted off and burnt.

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Dire Fleas
Tiny insect, unaligned

Armor Class: 10
Hit Points: 4 (2d4)
Speed: 10 ft., jump 40 ft.

STR DEX CON INT WIS CHA


4 (-3) 15 (+2) 10 (+0) 2 (-4) 2 (-4) 4 (-3)

Senses: darkvision 60 ft., passive Perception 8


Languages: -
Challenge: 1/8 (25 XP)

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
piercing damage.

Infect. After successfully making a bite attack against another


creature, roll a d6. On a 5-6, the target is now infected with d3 dire
fleas. On a 1-4, the target is not infected.

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Dogfolk
The dogfolk are bipedal canines, the descendants of handwolves whose
transformation completed after many generations.
Dogfolk reproduce slowly, and their packs are few in number. They
avoid people, living in highland forests where they have learned to hunt
with clever snares. They are expert trap-setters, and many a deep-woods
trapper has found themselves strung up.
They run at great speed, on all fours when they have to. They use
harassing attacks and feigned retreats to encourage targets through
narrow places with hidden snares, with the aim of separating and
exhausting their enemies, over several days if necessary.
They abandon all caution with sorcerers, whom they will hunt with
murderous determination.

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Dogfolk
Medium humanoid, any alignment

Armor Class: 16
Hit Points: 22 (4d8 + 4)
Speed: 40 ft. (on two legs), 60 ft. (on four legs)

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 16 (+3)

Skills: Perception +4, Survival +4


Senses: darkvision 120 ft., passive Perception 14
Languages: Common
Challenge: 1 (200 XP)

Magic Resistance. The dogfolk have advantage on saving throws


against spells and other magical effects.

Pack Tactics. The dogfolk have advantage on an attack roll against


a creature if at least one of the dogfolk’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.

Actions
Weapons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) bludgeoning, piercing, or slashing damage.

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Dradkin
The Dradkin are a people from deep within the earth. To surface
dwellers, they look fine-boned and delicate, their movements jerky and
unsettling. The majority are albino, some yellowish with ruddy features.
Their eyes are small, and bright light hurts them. They are at home
in darkness, but use tiny lamps or naked wicks when they can afford
oil. They have excellent hearing, bordering on echolocation, which they
supplement by placing their long fingers against the cavern walls.
They have no cloth, but wear “kinleather” skins of their dead (a final
gift), tailored with thread spun from hair, and they make tools and
buttons of the bones. Each of these precious garments is named after
the giver.
Eons ago, the Dradkin were surface dwellers, but they and their gods
were ploughed into the earth by the workings of time.
Dradkin value directness. They interpret evasiveness or partial
answers as incompetence or badly concealed weakness. If they do not
wish to discuss or disclose something, it is more polite to lie outrageously
or introduce bizarre non sequiturs.

Dradkin
Medium humanoid, any alignment

Armor Class: 13
Hit Points: 31 (6d8 + 4)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 15 (+2) 12 (+1) 14 (+2) 10 (+0)

Skills: Perception +6
Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 16 (12
if they are deafened)
Languages: Common
Challenge: 1/2 (100 XP)

Sunlight Sensitivity. While in sunlight, the dradkin has


disadvantage on attack rolls, as well as on Wisdom (Perception) checks
that rely on sight.

Actions
Weapons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 1) bludgeoning, piercing, or slashing damage.

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Dradkin Fleshpriest
The most talented of the wealthy, pious-caste Dradkin are selected as
fleshpriests. They begin learning the miracles of Suvuvena, shaper of
flesh, which they use in their wars with the Carreg.

Dradkin Fleshpriest
Medium humanoid, any alignment

Armor Class: 16
Hit Points: 73 (13d8 + 15)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 17 (+3) 16 (+3) 15 (+2) 15 (+2)

Saving Throws: Int +6, Wis +5, Cha +5


Skills: Perception +8, Religion +6
Senses: blindsight 120 ft., darkvision 120 ft., passive Perception 18 (12
if they are deafened)
Languages: Common
Challenge: 7 (2,900 XP)

Spellcasting. The fleshpriest is a 10th-level spellcaster. Their


spellcasting ability is Intelligence (save DC 14, +6 to hit with spell
attacks). The fleshpriest has the following spells prepared:

Cantrips (at will): mage hand, poison spray, resistance,


prestidigitation, thaumaturgy
1st level (4 slots): cure wounds, mage armor, magic missile, ray of
sickness
2nd level (3 slots): misty step, protection from poison, darkness
3rd level (3 slots): dispel magic, lightning bolt
4th level (3 slots): divination, greater invisibility
5th level (2 slots): cloudkill, mass cure wounds

Actions
Multiattack. The dradkin fleshpriest makes two attacks with its staff.

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d8 + 1) bludgeoning damage.

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Drake
Drakes are primitive throwbacks to an earlier age of the earth. They are
rare, as they dislike the cold winters of the Tristhmus, and aggressively
defend their large hunting territories. They bask in mountain nests for
their first year, before spreading ten-pace wings to begin the hunt. Drakes
are endurance hunters, harassing their prey until it is too weak to fight
back.

Drake
Large dragon/beast, unaligned

Armor Class: 18
Hit Points: 168 (16d10 + 80)
Speed: 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA


21 (+5) 12 (+1) 21 (+5) 9 (-1) 12 (+1) 9 (-1)

Skills: Perception +7, Stealth +7


Damage Vulnerability: cold
Senses: darkvision 120 ft., passive Perception 17
Languages: -
Challenge: 10 (5,900 XP)

Flyby. The drake doesn’t provoke an opportunity attack when it flies


out of an enemy’s reach.

Charge. If the drake moves at least 15 feet straight toward a target


and then hits it with an attack on the same turn, the target takes an
extra 16 (3d10) slashing damage. If the target is a creature, it must
succeed on a DC 21 Strength saving throw or be pushed up to 20 feet
away and knocked prone.

Actions
Multiattack. The drake makes three attacks: one with its bite and
two with its talons.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16
(2d10 + 5) piercing damage.

Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12
(2d6 + 5) slashing damage.

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Drake, Cave
These limbless beasts are not true drakes, but flying, winged worms
with a taloned grasper at the end of their strong tails. They glide on
rubbery wings in the upper reaches of Ur-Menig, seeking prey with
heat-sensitive pits all along their oily bodies.
They use wounded prey as territory markers. Attacking cave drakes
will swoop down and leave prey crippled with beak and talon attacks,
then leave it to crawl around unless they are hungry (1-2 on a d6), or
something (e.g., rescuers, another predator) interferes with it.

Drake, Cave
Large beast, unaligned

Armor Class: 16
Hit Points: 52 (7d8 + 21)
Speed: 40 ft.; fly 80 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 4 (-3) 12 (+1) 7 (-2)

Skills: Perception +5
Senses: darkvision 120 ft., passive Perception 15
Languages: -
Challenge: 9 (5,000 XP)

Actions
Multiattack. The cave drake makes three attacks: one with its beak
and two with its talons.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16
(2d10 + 5) piercing damage.

Talon. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12
(2d6 + 5) slashing damage.

Tail Grasp. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) piercing damage and the target must succeed on a DC
18 Dexterity saving throw or become grappled (escape DC 18).

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Dream Eater
Dream eaters are demons of the underworld, which exploit spiritual
weakness to insert themselves within groups of people. (Communities
without ancestral hosts, or who have forsaken traditional protections,
are especially vulnerable.)
The first sign of a dream eater’s presence is mass insomnia. After a few
days, people begin experiencing acute exhaustion and hallucinations.
The dream eater hides itself to avoid discovery (often in some fearful
place), and acts at a distance to sow confusion and heighten fear,
paranoia, and madness.
If confronted, dream eaters appear as dense clouds of black smoke,
filled with teeth and sharp, metal points. Their smoky bodies resist
harm, but they are not invulnerable.
When a dream eater dies, it leaves behind a crown of sharp, metal
teeth. When worn, it grants a limited form of the dream eater’s mimicry,
emotional amplification, and illusionism. Without the dreams of the
community as fuel, however, anyone using these powers will quickly
become exhausted themselves.

Dream Eater
Large fiend (demon), evil

Armor Class: 18
Hit Points: 66 (12d8 + 12)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 16 (+3)

Saving Throws: Int +7, Wis +7, Cha +7


Skills: Insight +8, Perception +8
Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities: exhausted, grappled, poisoned, prone
Senses: blindsight 120 ft., passive Perception 18
Languages: -
Challenge: 10 (5,900 XP)

Amplification. As a bonus action, the dream eater can force every


creature within 120 feet to make a DC 16 Charisma saving throw or
become either charmed or frightened. A creature who has succeeded
at this saving throw will not need to make it again for 10 rounds (one
minute). Creatures who failed may repeat the saving throw at the end
of their turns.

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Mass Insomnia. Sleep and rest provide no benefit when near a dream
eater’s lair. Sleep-inducing magic lasts half its normal duration and
provides no rest.

Mimicry. The dream eater can take on the appearance of anyone who
has entered its lair.

Innate Spellcasting. The dream eater’s spellcasting ability is


Charisma (spell save DC 15, +5 to hit with spell attacks). It can
innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, sleep


3/day each: major image, mirror image, phantasmal force
1/day each: phantasmal killer

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
11 (2d8 + 3) piercing damage. The target must also make a DC 16
Charisma saving throw or take one level of exhaustion.

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Emperor Tortoise
The emperor tortoises have walked the earth since before there were
people. Supposedly, they follow the paths of the gods—the ley lines and
the other, subtler scars of creation.
Walking for so long has given them immense wisdom. Pilgrims,
whether scholars, penitents, or mad hedge wizards, follow them for as
long as they can.
The humblest hope to earn wisdom as the tortoise has, slowly, by
walking. The impatient or ambitious hope to hear the tortoise actually
speak.
Venerable Ganth-Nndu is rumored to have spoken at the foot of
the Ivory Library of Pelark, which promptly collapsed in shame at its
ignorance. Great Mmth-Endu is said to have uttered the word that
destroyed all of Darpera.
Most who follow the tortoises, however, learn only their own inner
lessons: while the tortoises can speak, they almost never do.
It is said that sleeping in the shadow of a tortoise would impart the
secrets of the gods—but that would require them to stop walking, which
they never do either.
Mere hot-blooded sorcery cannot sway them. The tortoises remember
the cooling of the earth! Magic crashes on a tortoise’s mighty hide like
waves upon a mountain. The noise
may be loud, but the mountain is
unchanged.

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Emperor Tortoise
Large beast, unaligned

Armor Class: 25
Hit Points: 350 (22d20 + 115)
Speed: 10 ft.

STR DEX CON INT WIS CHA


25 (+7) 9 (-1) 25 (+7) 25 (+7) 25 (+7) 9 (-1)

Saving Throws: Str +9, Con +10, Int +10


Damage Immunities: bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t adamantine
Senses: darkvision 120 ft., passive Perception 17
Languages: understands many languages but refuses to speak any

Magic Immunity. The emperor tortoise is immune to spells and other


magical effects.

Innate Spellcasting. The emperor tortoise’s spellcasting ability is


Intelligence (spell save DC 19, +9 to hit with spell attacks). It can
innately cast the following spells, requiring no material components:

At will: power word heal, power word kill, power word stun, true
resurrection, wish

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Emperor Heron
The dense swamps of Gruelshore are said to be haunted by ghosts that
call out in human voices. These tales arose from the emperor herons,
practically invisible with their algae-streaked plumage, despite their
gigantic size. They are natural mimics, with excellent hearing, and
repeat animal or human cries for hours. Voices or phrases can sometimes
be repeated for great distances across the forest, from heron to heron,
bringing strange, garbled news.

Emperor Heron
Large beast, unaligned

Armor Class: 10
Hit Points: 21 (3d10 + 5)
Speed: 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 3 (-4)

Skills: Perception +3, Stealth +5


Senses: passive Perception 13
Languages: speaks only through mimicry
Challenge: 1/2 (100 XP)

Keen Hearing. The emperor heron has advantage on Wisdom


(Perception) checks that rely on hearing.

Mimicry. Emperor herons can perfectly mimic sounds and voices they
have heard.

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

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Fever Fly
The hallucinogenic venom in the bites of these fat, blue-eyed flies
impair judgment for d12 hours.
Possible effects: victims conclude they’re traveling the wrong direction;
this boat/sack/helmet would be a great way to carry water; a lost loved
one is just below the topsoil (“Can’t you hear them?”); I have way too
much hair; someone should probably go and make sure the king is okay.

Fever Flies
Tiny insect, unaligned

Armor Class: 13
Hit Points: 4 (2d4)
Speed: 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


4 (-3) 14 (+2) 10 (+0) 4 (-3) 8 (-1) 4 (-3)

Senses: passive Perception 9


Languages: -
Challenge: 1/8 (25 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
4 (1d4 +2) piercing damage, and the target must make a DC 16
Constitution saving throw or become poisoned for 1d12 hours.

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Fire Beetle
Fire beetles are the brief adult stage of the apocalypse larvae. They are
harmless, one pace in length, and fly noisily on crystalline wings. They
occasionally spurt small flames, which can sometimes be spotted as tiny
flickers in the darkness, clear across the Ur-Menig.

Fire Beetle
Small insect, unaligned

Armor Class: 14
Hit Points: 10 (2d6 + 4)
Speed: 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


4 (-3) 12 (+1) 12 (+1) 4 (-3) 8 (-1) 4 (-3)

Senses: darkvision 60 ft., passive Perception 9


Languages: -
Challenge: 1/8 (25 XP)

Actions
Fire Spurt. All creatures within 5 feet of the fire beetle must make a
DC 12 Dexterity saving throw or take 3 (1d6) fire damage.

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Fire Sprite
These strange beings appear as normal fire, but attentive listeners can
make out the dry whispers of their voices. They are small spirits, easily
caught in the wild by beginning summoners.
If you have ever asked, “How do the torches in this tomb stay lit?” the
answer: fire sprites. Once captured, their former, natural lives are closed
off to them—all they can hope for is sufficient fuel to not extinguish.

Fire Sprite
Small elemental, unaligned

Armor Class: 13
Hit Points: 13 (2d10 + 3)
Speed: 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

Damage Resistances: bludgeoning, piercing, and slashing from


nonmagical weapons
Damage Vulnerabilities: cold
Damage Immunities: fire
Senses: darkvision 60 ft., passive Perception 11
Languages: -
Challenge: 1/2 (100 XP)

Fire Form. The fire sprite can move through a space as narrow as 1
inch wide without squeezing. A creature that touches the fire sprite or
hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire
damage.

Illumination. The fire sprite sheds bright light in a 15-foot radius and
dim light in an additional 15 feet.

Actions
Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) fire damage.

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Fire Titan
The titans of orc legend were 8 paces tall, with brass skin and smoldering
coal for eyes. Orc sooths tell how they were the first to walk the uncooled
earth, even before the wailing horns of Thiru filled the air.
The titans were said to have built the City of Fire (now deep
underground), whose cursed columns and temples are made from an
architecture so stark and powerful, so absolute, that none whose eyes
fall upon it can ever find solace in a lesser structure.
The Seree sages wrote dismissively of orc mythology, but presented
fanciful theories of their own: the titans were created by the gods to halt
the expansion of Sorg (hence their ability to disintegrate matter); the
titans were demonic creations meant to do battle with the war bodies of
the demigods (hence their ability to unravel magics).
Other sages believed that the titans were neither, merely an early
people adapted to the hellish landscape of old; or perhaps they never
existed at all.

Fire Titan
Large giant, any alignment

Armor Class: 18
Hit Points: 154 (13d12 + 70)
Speed: 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 9 (-1) 23 (+6) 17 (+3) 12 (+1) 13 (+1)

Damage Immunities: fire


Senses: darkvision 60 ft., passive Perception 11
Languages: Common, Thiru
Challenge: 9 (5,000 XP)

Actions
Multiattack. The fire titan makes two weapon attacks.

Weapon. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
26 (6d6 + 5) bludgeoning, piercing, or slashing damage.

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Ghost Bat
These giant bats (6-pace wingspan) are swift and nearly silent, but
delicate. They are common in larger underworld spaces. Their fur is
greyish white and of unrivaled softness.
They attack climbers and larger prey near steep drops with buffeting
strikes, hoping to dislodge them so they can devour the crippled victim
leisurely.
They are clever and easily trained; the Dradkin use them in the
manner of surface falconers.

Ghost Bat
Large beast, unaligned

Armor Class: 13
Hit Points: 24 (4d12)
Speed: 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

Senses: blindsight 60 ft., passive Perception 11


Languages: -
Challenge: 1/4 (50 XP)

Echolocation. The ghost bat can’t use its blindsight while deafened.

Keen Hearing. The ghost bat has advantage on Wisdom (Perception)


checks that rely on hearing.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) bludgeoning damage.

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Giragita
The chameleons of the drylands grow to great size; the giragita largest of
all. In the wild, they blend into cliff rocks using their natural camouflage,
catching rats or desert arthropods with their long, sticky tongues.
Their minds are psychically porous—they use this to their advantage
to anticipate the movements of prey, or to resolve inter-giragita
territorial disputes without coming into contact.
If domesticated (they don’t care where the bugs come from), they
quickly pick up human languages, and they were sometimes used by
the Seree as translators. This ability, however, makes them susceptible
to the whisperings of angry spirits, Powers of the earth, or mental
domination by sorcerers or by ambitious Menaka.
They are not natural fighters, but deliver vicious, infection-prone
bites if threatened or cornered.

Giragita
Large beast, unaligned

Armor Class: 12
Hit Points: 42 (5d10 + 15)
Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 12 (+1) 16 (+3) 12 (+1) 12 (+1)

Skills: Insight +4, Stealth +8


Senses: passive Perception 11
Languages: can be trained to comprehend several languages
Challenge: 3 (700 XP)

Camouflage. The giragita has advantage on Dexterity (Stealth)


checks made while holding still.

Spider Climb. The giragita can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability check.

Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage and the target must make a DC 16
Constitution saving throw. On a failed saving throw, the target is
poisoned for one hour.

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God Unmoving
Before it was claimed by the sea, the ancient spirits of Gaal invested
themselves in titanic octopi and used them as their mighty instruments.
Now that Gaal is lost, the spirits are silent, but the ‘gods unmoving’ go
on.
The gods unmoving have flawless camouflage. They cannot be seen
to move, even when directly observed. (Perhaps they don’t actually move
at all.) It is merely there, now here, now all around us. Only the very
alert will notice it. “Hey, where did all these tentacles come fro—”
Whole crews have been taken in broad daylight, without realizing
anything was amiss.
The gods’ only wish is to impress upon the living the true majesty of
Gaal. They pull their victims below the waves, then inject their lungs
with hideous mucus. This is lethal, but the body continues on in
breathless undeath for d8 years before putrefying completely.
Victims are then taken down to the drowned realm to behold it. There,
they are abandoned, and the god swims away, still unmoving.

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God Unmoving
Gargantuan monstrosity, chaotic evil

Armor Class: 18
Hit Points: 470 (27d20 + 200)
Speed: 20 ft., swim 120 ft.

STR DEX CON INT WIS CHA


25 (+7) 20 (+5) 25 (+7) 22 (+6) 16 (+3) 16 (+3)

Saving Throws: Str +12, Dex +12, Con +15, Int +14, Wis +10, Cha
+10
Damage Immunities: cold, lightning; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities: charmed, frightened
Senses: darkvision 240 ft., passive Perception 13
Languages: -
Challenge: 20 (24,500 XP)

Freedom of Movement. The god unmoving ignores difficult terrain,


and magical effects can’t reduce its speed or cause it to be restrained.
It can spend 5 feet of movement to escape from nonmagical restraints
or being grappled.

Superior Camouflage. The god unmoving is invisible.

Actions
Multiattack. The god unmoving makes four tentacle attacks.

Tentacle. Melee Weapon Attack: +15 to hit, reach 30 ft., one target.
Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled
(escape DC 18). Until this grapple ends, the target is restrained.

Mucus. The god unmoving may inject mucus into the lungs of a
grappled target. The target must make a DC 25 Constitution saving
throw. The target dies on a failed save, or becomes unconscious on a
successful one.

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Gray Monolith, Ascended
An ascended gray monolith is the result of apocalyptic necromancy,
compressing thousands of spirits into a single being.
The monolith itself is made from thousands of bricks of compressed
funerary ash, standing 10 paces tall. The outer surface is plastered with
ash, then painstakingly embossed with rectangular runes: these spell
out the repetitive but powerful ritual that bound the spirits together.
Ascended monoliths have one goal—teleport to an auspicious location
and displace the local spiritual power. If they are attacking an ancestral
host (of a settlement), the monolith will appear deep in the ground
beneath the settlement. If they are attacking a Power of the earth (e.g., a
potent nature spirit, a soil mother), it appears high in the air to prevent
counter-attack.
The monolith’s battle plays out in the unseen world, but the symptoms
are acute for anyone connected to the local power—omens, nightmares,
headaches, bleeding eyes. Each month the monolith is present, the
local power loses d10% of its strength. When it reaches zero, it is either
dislodged or destroyed.
Unfortunately, while monoliths are (by design) excellent at numinous
contests of strength, they are unprepared for long years of dominion.
Once they have displaced the local power, they are almost guaranteed to
be usurped, in turn, by a demonic power of the underworld.

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Gray Monolith
Large aberration, evil

Armor Class: 18
Hit Points: 133 (14d10 + 56)
Speed: 0 ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 30 (+10) 20 (+5) 16 (+3) 22 (+6)

Damage Immunities: acid, cold, fire, necrotic, poison, psychic;


bludgeoning, piercing, and slashing from nonmagical weapons that
aren’t adamantine
Damage Vulnerabilities: radiant
Condition Immunities: charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses: blindsight 120 ft., passive Perception 13
Languages: understands all languages but can’t speak
Challenge: 9 (5,000 XP)

Immutable Form. The monolith is immune to any spell or effect that


would alter its form.

Magic Resistance. The monolith has advantage on saving throws


against spells and other magical effects.

Psychic Absorption. Whenever the monolith is subjected to psychic


damage, it takes no damage and instead regains a number of hit points
equal to the psychic damage dealt.

Teleportation. The monolith has a nearly unlimited teleportation


range.

Actions
Psychic Assault. All creatures within 120 feet of the monolith must
make a DC 16 Wisdom saving throw. They take 20 (4d10) psychic
damage on a failed save, or half as much on a successful one.

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Guardian
The Seree placed their spell
engines in the care of magical,
living guardians. Grown
from mundane animals,
they were fed a regimen of
powdered gemstone and
protective rituals. Reptiles
were popular because of their
uncanny stillness, but nearly
every animal has been tried
somewhere.
Long exposure to the
intense magics caused
them to grow in size and
potency, while centuries of
conversation and meditation
granted them shrewdness
and wisdom.
Mature guardians have
innate command of the
rituals in the spell engine
they protect, as well as d6
additional magical abilities
plucked from long years of
dreaming.
After centuries of neglect,
guardians are rarely friendly,
but they crave news and
educated conversation. Some
have solved their desperate
loneliness by listening to the
whispers of the Powers of
the earth. Others devoured
the spell engine they were
sworn to protect, becoming
“dragons,” able to fly and spit
magical fire.

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Guardian
Large monstrosity, unaligned

Armor Class: 16
Hit Points: 230 (20d12 + 100)
Speed: 50 ft. (swim or climb 50 ft. depending on type)

STR DEX CON INT WIS CHA


23 (+6) 15 (+2) 20 (+5) 16 (+3) 18 (+4) 12 (+1)

Saving Throws: Str +10, Con + 10, Wis +10


Skills: Arcana +8, History +8, Insight +9, Perception +9
Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Senses: passive Perception 19
Languages: any
Challenge: 12 (8,400 XP)

Innate Spellcasting. The guardian’s innate spellcasting ability is


Wisdom (spell save DC 17, +7 to hit with spell attacks). It can innately
cast the following spells, requiring no material components:

At will: blade ward, dancing lights, fire bolt, guidance, mage hand,
mending, minor illusion, prestidigitation, thaumaturgy

Actions
Multiattack. The guardian makes two attacks with its claws and one
with its bite.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
27 (6d6 + 6) slashing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33
(4d6 + 6) piercing damage.

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Handwolf
Long ago, a sorcerer promised the comfortable lives of humans to a pack
of wolves, in exchange for a generation of servitude.
Instead, the magic only caused the wolves’ next generation to be
born with random human parts: two hands instead of paws, an oddly
human mouth, a foot. These wretched “handwolves” took vengeance on
the sorcerer.
Handwolves envy the apparent comforts of village life—stores of
food and captive animals to eat. In hard winters, packs of handwolves
have been known to converge and invade outlying hamlets, doing their
best to live as they have seen people do (while lording over the terrified
survivors). Inevitably, they run out of food or people, or fall to intra-pack
squabbling and are forced to return to the wilds once more.
Handwolves know little about sorcery. All sorcerers look the same to
handwolves, who will go to great lengths to capture them to force them
to complete the transformation.

Handwolf
Medium monstrosity, any alignment

Armor Class: 13
Hit Points: 55 (10d10)
Speed: 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 15 (+2) 12 (+1) 12 (+1) 9 (-1)

Senses: passive: Perception 13


Languages: Common
Challenge: 1 (200 XP)

Keen Hearing and Smell. The handwolf has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Pack Tactics. The handwolf has advantage on an attack roll against


a creature if at least one of the handwolf’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.

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

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Heelan
The Heelan are stooped, bipedal reptiles—as large as humans, but
shorter because of their posture. Their scaly bodies are sandy beige,
with bright blue stripes. When traveling, Heelan carry bronze knives
and staves, and favor filigreed gold cuffs and piercings as jewelry.
Heelan prefer intense, dry heat, and can tolerate desert extremes
lethal to humans without drinking for days. They live in the Far
Blightlands in small, nomadic groups, though they supposedly lived in
great numbers north of Firevault.

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Heelan Phib
According to the drylands Heelan, the phibs are degenerates who have
succumbed to water-lust. Too water dependent to leave, they live out
short, dull lives confined to the few hollows and caverns in the drylands
with enough briny water to support fish. Common wisdom is that they
soon starve.
Lycaeum sages, on the other hand, suspected that Heelan were
aquatic as recently as the time of the Martoi, and that Heelan tolerance
for the dry, desert heat is in fact a learnable skill.

Heelan Phib
Medium humanoid, any alignment

Armor Class: 11
Hit Points: 15 (3d10)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 9 (-1) 11 (+0) 10 (+0) 12 (+1)

Senses: passive Perception 10


Languages: Common
Challenge: 1/8 (25 XP)

Water Dependence. If a Heelan Phib has not consumed water in 12


hours, reduce its Strength to 5 (-3) and its Dexterity to 6 (-2).

Actions
Weapons. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
4 (1d8) bludgeoning, piercing, or slashing damage.

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Heelan Proudskull
The Heelan hunters who earn acclaim in battle win the title “proudskull,”
and show their kills with silver bullets drilled into their bony crests,
faces, or wrists. Hunting is more of a sport than a necessity for Heelan
(who survive just fine on succulents, cacti, and beetles), but water-
shade-mounted proudskull hunting groups are occasionally pressed into
service to defend their territory from sand monarchs and their thralls.

Heelan Proudskull
Medium humanoid, any alignment

Armor Class: 15
Hit Points: 75 (10d10 + 20)
Speed: 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 12 (+1)

Skills: Perception +3
Senses: passive Perception 14
Languages: Common
Challenge: 5 (1,800 XP)

Actions
Multiattack. The proudskull makes two melee attacks.

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


target. Hit: 9 (1d8 + 5) bludgeoning, piercing, or slashing damage.

Ranged Weapon. Ranged Weapon Attack: +6 to hit, range 60/120 ft.,


one target. Hit: 8 (1d10 + 3) piercing damage.

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Heelan Warlock
The Heelan masters, high in Firevault, sent out warlocks to drive the
undines from the soil and parch the lands.
Warlocks can throw bolts of fire from their fingertips, and know a ritual
to construct an Iron Bell, whose toll spreads the dreadful environmental
change.

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Heelan Warlock
Medium humanoid, any alignment

Armor Class: 12 (15 with mage armor)


Hit Points: 84 (12d10 + 24)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 18 (+4)

Saving Throws: Wis +4, Cha +7


Skills: Arcana +4, Nature +4, Persuasion +7, Survival +7
Damage Resistances: fire
Senses: passive Perception 11
Languages: Common
Challenge: 7 (2,900 XP)

Spellcasting. The Heelan Warlock is a 17th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell
attacks). It regains all expended spell slots when it finishes a short or
long rest. It knows the following spells:

Cantrips (at will): eldritch blast, fire bolt, light, mage armor, mage
hand, minor illusion, prestidigitation, thaumaturgy

1st-5th level (4 5th-level slots): burning hands, chromatic orb,


fireball, flame strike, hellish rebuke, hold person, scorching ray,
stinking cloud, wall of fire

Actions
Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning damage plus 10 (3d6) fire damage.

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Heilian Gorgon
These great cats are like lions with a mane of asps, whose yellow eyes
transfix with a stare. They are said to be the offspring of a hydra and the
great lion of Heilia. This is only true metaphorically—any encountered
now were made by Dradkin chimeromancers, from hunting cats and a
serum of splice hydra blood.

Heilian Gorgon
Large monstrosity, unaligned

Armor Class: 14
Hit Points: 186 (12d12 + 48)
Speed: 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 19 (+4) 3 (-4) 12 (+1) 9 (-1)

Skills: Perception +8
Senses: passive Perception 18
Languages: -
Challenge: 7 (2,900 XP)

Actions
Multiattack. The Heilian gorgon makes three attacks: two with its
claws and one with its bite. It may choose to use its Transfixing Stare
in place of the bite attack.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14
(3d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(3d6 + 4) piercing damage.

Transfixing Stare. The Heilian gorgon makes eye contact with one
target. The target must make a DC 16 Wisdom saving throw or become
stunned for 1 minute. The target may attempt the saving throw again
at the end of each of their turns.

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Hell Knight
The armored executioners, poets, and warlords of Mulciber’s hell
are known as hell knights. Though each is different, all wear ornate,
anachronistic armor from any of a dozen forgotten eons.
By tradition, hell knights do not attack one another, the only perk of
their high station.
Each carries a sulfur stone, a sphere of yellow, fuming nastiness
caked around a flake of the hate star. The noxious gases make every
breath painful, but the hell knights can breathe nothing else.
Their notched swords leave flesh undamaged, but shatter bone into
needle splinters.
All one needs to do to become a hell knight is to kill one, wear its
armor, and take up its notched sword. After all, what more is there to
who we are than how people see us?

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Hell Knight
Medium humanoid, any alignment

Armor Class: 18
Hit Points: 112 (15d8 + 45)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Saving Throws: Str +7, Dex +5, Con +6


Skills: Perception +5, Intimidation +5
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: passive Perception 15
Languages: Common
Challenge: 7 (2,900 XP)

Stoic. The hell knight has advantage on saving throws against being
charmed or frightened.

Actions
Multiattack. The hell knight makes three attacks with its sword.

Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.

Reactions
Parry. The hell knight adds 3 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker and be wielding
a melee weapon.

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Hulk Larva
Insect larvae exposed to drake ichor grow to unnatural size. They
chew smooth, slippery tunnels through the bedrock with their garnet-
encrusted mandibles.
Legless, they can nevertheless wriggle quite quickly. The drake ichor
gives them a random magical ability, which they use thoughtlessly and
frequently, regardless of its effect.

Hulk Larva
Medium insect, unaligned

Armor Class: 14
Hit Points: 118 (12d12 + 40)
Speed: 45 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 21 (+5) 12 (+1) 10 (+0) 10 (+0)

Damage Resistances: bludgeoning, piercing, and slashing from


nonmagical weapons
Senses: passive Perception 10
Languages: -
Challenge: 6 (2,300 XP)

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 26
(6d6 + 6) bludgeoning damage.

Wild Magic. Roll on the Wild Magic Surge table in the Players
Handbook.

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Hulk Mother
Hulk mothers are a rare natural occurrence, an amalgam of dozens of
giant insect larva, mutated and burned by the drake ichor concentrations
sometimes found in coprolith deposits.
The Dradkin consider them a miracle of Suvuvena and will pay dearly
for information about their location.
Drake ichor infuses them with wild, unpredictable magic, making
confrontation in their meandering, branching tunnel warrens extremely
dangerous.

Hulk Mother
Large insect, unaligned

Armor Class: 15
Hit Points: 158 (12d12 + 80)
Speed: 45 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 21 (+5) 12 (+1) 12 (+1) 10 (+0)

Damage Resistances: bludgeoning, piercing, and slashing from


nonmagical weapons
Senses: passive Perception 11
Languages: -
Challenge: 10 (5,900 XP)

Actions
Multiattack. The hulk mother makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
19 (4d6 + 6) bludgeoning damage.

Wild Magic. Roll twice on the Wild Magic Surge table in the Players
Handbook.

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Hungry Spirit
The anxious, frantic spirits that never joined an ancestral host are too
faint to manifest as wraiths individually, but collectively they can be
very dangerous. They linger in cursed places, as the result of human
sacrifices, battles, or at the sites of villages lost en masse to the strange
weapons of the Martoi.
Hungry spirits bring bad luck, misplacing vital items, loosening knots,
or frightening animals. Sleepers and the badly injured risk possession
when they are near. Dead bodies have been known to reanimate.
Once the hungry spirits control a body, they seek to (d6) 1-2: return
to a nearby village to say goodbye properly, or 3-6: murder the nearest
person in a futile act of revenge.

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Hungry Spirit
Medium undead, evil

Armor Class: 16
Hit Points: 45 (6d8 + 18)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 13 (+1)

Damage Resistances: necrotic; bludgeoning, piercing, and slashing


from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhausted, poisoned, prone
Senses: darkvision 60 ft., passive Perception 11
Languages: the languages it knew in life
Challenge: 3 (700 XP)

Pack Tactics. The hungry spirit has advantage on attack rolls against
a creature if at least one other hungry spirit is within 5 feet of the
creature and isn’t incapacitated.

Possession. The hungry spirit can possess a corpse. It can also possess
a badly weakened living victim by maintaining concentration.

Actions
Multiattack. The hungry spirit makes two slam attacks, or one slam
attack and one life drain.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) bludgeoning damage.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 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.

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Isopod
These armored, segmented arthropods are common underground,
ranging from the size of a fingernail to as long as a leg. Like crabs, they
are opportunistic scavengers—if you are small (or helpless), they will
begin eating. Most scurry away from lights, and if attacked, roll up into
hard, chitinous balls.

Isopod
Tiny insect, unaligned

Armor Class: 12 if attacking, 18 if defensive


Hit Points: 8 (4d4)
Speed: 10 ft.

STR DEX CON INT WIS CHA


1 (-5) 21 (+5) 12 (+1) 1 (-5) 9 (-1) 9 (-1)

Senses: darkvision 60 ft., passive Perception 10


Languages: -
Challenge: 1/8 (25 XP)

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

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Isopod, Leviathan
The Ricalu clans from the deepest places learned the trick of harnessing
the largest of the isopods: the leviathans.
Leviathan isopods migrate long distances through subterranean
deposits of gravel and the deathly ravines of the Ur-Menig.
The Ricalu hitch a ride by boring fistula-berths into the outer
carapace. For those brave enough to endure a deafening, claustrophobic
ride, spending days praying the lacquered door won’t fail, it is a quick
way to cross vast distances: the secret of the Ricalu migrations.

Leviathan Isopod
Huge insect, unaligned

Armor Class: 21
Hit Points: 160 (40d4 + 80)
Speed: 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 19 (+4) 1 (-5) 9 (-1) 9 (-1)

Senses: darkvision 120 ft., passive Perception 10


Languages: -
Challenge: 9 (5,000 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21
(8d4 + 5) piercing damage.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 29
(8d6 + 5) bludgeoning damage.

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Jellies
The shores of Halfnight Lake are uninhabited, as the water is bad.
Fishers who spend too long here (or on the river that flows out of it)
sometimes give birth to glassy jellies instead of human children; these
they let slip into the river, where they congregate. Few speak of this,
although siblings of the jellies sometimes visit them in secret.

Jellies
Small ooze, any alignment

Armor Class: 8
Hit Points: 6 (1d10 + 1)
Speed: 10 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 15 (+2) 12 (+1) 15 (+2)

Damage Resistances: acid, poison


Senses: passive Perception 11
Languages: limited telepathy
Challenge: 1/8 (25 XP)

Innate Spellcasting. The jellies’ innate spellcasting ability is


Charisma (spell save DC 13, +4 to hit with spell attacks). They can
innately cast the following spells, requiring no material components:

At will: minor illusion, sleep, create/destroy water


1/day each: mirror image, suggestion*, control water*, water
breathing**, confusion**, mass cure wounds***, scrying***

*requires 6+ jellies working in tandem


**requires 12+ jellies working in tandem
***requires 18+ jellies working in tandem

Actions
Splash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1
cold damage.

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Jorn
The Jorn are an underground people, descended from giants (or so they
say). They are tall and immensely wide, with broad features and peg-
like teeth and nails.
Their tiny, milky eyes are almost entirely blind, and they maneuver
in the dark using the long, stiff bristles on their faces and backs. (They
hate open flame, which singes their bristles.)
Near the surface, Jorn are nearly feral. Often called “trolls” by surface
people, they dig tunnels with their immense hands, like moles.
Jorn of the deep are said to have mastered the art of travel using void
worms, steering them with lune-moth “lamps.” By this means, they can
reach many secret spaces. The queen of the Jorn was said to ride an
enormous “chariot of worms,” and extract tribute from huge swaths of
the surface realm with her iron-clad soldiers.
Jorn are violently allergic to garnet, which provokes an explosive,
regenerative effect—eyes, fingers, limbs, and mouths sprouting from
the contact site.

Jorn
Huge giant, any alignment

Armor Class: 13
Hit Points: 85 (10d12 + 20)
Speed: 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 19 (+4) 9 (-1) 10 (+0) 8 (-1)

Skills: Perception +2
Damage Vulnerabilities: garnet
Senses: blindsight 60 ft., passive Perception 12
Languages: Common
Challenge: 4 (1,100 XP)

Actions
Multiattack. The jorn makes two attacks with its weapon.

Weapon. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
17 (3d8 + 4) bludgeoning, piercing, or slashing damage.

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Lantern Worm
The worm is a strange and deadly horror of the underworld, fifteen
paces long and as thick as a thigh. Its head is bare bone, the white jaws
delivering venomous bites from a pike’s reach with blinding speed. Most
strikes are fatal.
At the tip of its tail bobs a lantern of bone, whose dread light casts
a prophetic snare: if the worm is slain while the lantern still shines,
time seemingly rewinds d20 minutes, undoing anything that happened.
Everyone affected remembers the rewound events.
In fact, the snare is a prophetic, mass hallucination, and the
“rewinding” merely an awakening. If the lantern is smashed (in reality
or in a hallucination), the worm loses this power.

Lantern Worm
Large fiend, unaligned

Armor Class: 12
Hit Points: 111 (13d10 + 40)
Speed: 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 15 (+2) 18 (+4) 10 (+0) 12 (+1) 8 (-1)

Senses: darkvision 120 ft., passive Perception 11


Languages: -
Challenge: 8 (3,900 XP)

Prophetic Snare. If the Lantern Worm is killed while its tail


lantern glows, time appears to rewind d20 minutes, with all creatures
retaining their memories. If the tail lantern is destroyed, the worm
loses the Prophetic Snare ability.

Actions
Venomous Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 39 (8d8 + 7) piercing damage and 24 (4d12) poison damage.

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Malak
Malak are giant, spiral-shelled mollusks with a cluster of strong
tentacles around their mouths.
They frequent rocky coastal areas, often lying in wait in shallow tidal
pools. They eat fish when the tide comes in, but will happily snare larger
prey that blunders into reach.

Malak
Large beast, unaligned

Armor Class: 18
Hit Points: 68 (12d8 + 20)
Speed: 10 ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 24 (+7) 5 (-3) 9 (-1) 3 (-4)

Senses: passive Perception 9


Languages: -
Challenge: 4 (1,100 XP)

Actions
Multiattack. The malak makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19
(3d10 + 5) piercing damage.

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Martoi Knight
In life, the knights were the enforcers of their now vanished empire. They
rode out to bring the ancient villages and towns under their dominion,
demanding hospitality, obedience, and tribute.
Martoi knights consider other cultures inherently inferior, and expect
subservience and deference. If they don’t get it, they become petty,
vengeful, and cruel. They abide by a strict code with one another, but
uphold any bargains made with non-Martoi only while they are useful.
Like all Martoi, they live in denial of their undead nature. They
unconsciously avoid being outnumbered by the living at close range, for
if this happens, the illusory veil is pushed back and they are revealed as
spectral horrors. This both terrifies and enrages them. (Martoi mounts,
dogs and hunting birds count for the purposes of being outnumbered.)
In battle, they engage decisively when they have a tactical advantage,
and retreat rapidly and with discipline when they do not. They do not
forget insults.

Martoi Knight
Medium undead, evil

Armor Class: 18
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 13 (+1) 11 (+0) 15 (+2)

Senses: passive Perception 10


Languages: Common
Challenge: 4 (1,100 XP)

Brave. The Martoi knight has advantage on saving throws against


being frightened.

Actions
Multiattack. The Martoi knight makes two greatsword attacks; two
ghastly touch attacks; or one of each. The Martoi knight will not use
their ghastly touch unless they have been revealed as undead.

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


Hit 10 (2d6 +3) slashing damage.

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


target. Hit: 13 (3d6 + 3) necrotic damage.

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Martoi Lady of Memory
Rather than go down into the earth with the dead when their time had
come, the Martoi people chose to haunt the world, to live on in illusion.
This works as long as they are not outnumbered by living people, which
forces back the veil and make them see themselves as the incorporeal
wraiths they truly are.
To prevent this, Martoi sorceresses drop Tears of Memory into
the waters of the land around them, a poison that causes the living
to abandon their homes and families, crawling away to live as the
unthinking animals do.
As a noble of Martoi society, a Lady of Memory will often be
accompanied by an entourage of knights and attendants. Together, they
ride forth to demand fealty from terrified villages.
Ladies of Memory wield the strongest of Martoi magics: they can
rob strength from the body with a glare, urge their great horses (and
those with them) to the speed of the wind, take bird form, or strike
bargains with the Powers of the earth to call up other great curses or
effects.
If revealed as wraiths (e.g., by being outnumbered, or by an attack
that reveals their incorporeal nature), they grow enraged.

Lady of Memory
Medium undead, evil

Armor Class: 16
Hit Points: 130 (12d10 + 70)
Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 23 (+6) 16 (+3) 12 (+1) 16 (+3)

Saving Throws: Int +6, Cha +6


Skills: Arcana: +7, Perception +5
Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Senses: passive Perception 15
Languages: Common
Challenge: 9 (5,000 XP)

Great Speed. Once per turn, the Lady of Memory can move herself
and any other creatures within 5 feet of her up to 120 feet in any
direction.

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Spellcasting. The Lady of Memory is a 9th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, prestidigitation, ray of frost


1st level (4 slots): burning hands, mage armor, magic missile
2nd level (3 slots): gust of wind, mirror
image, misty step, shatter
3rd level (3 slots): call lightning,
counterspell, fireball, lightning bolt
4th level (3 slots): hallucinatory
terrain, ice storm, stoneskin
5th level (1 slot): awaken, cone of
cold, geas

Transformation. Once per


minute, the Lady of Memory
may transform herself into
a bird or back into her
humanoid form.

Actions
Multiattack. The Lady
of Memory makes two
Ghastly Touch attacks, or
one Ghastly Touch and one
Dreadful Glare.

Ghastly Touch. Melee Weapon


Attack: +10 to hit, reach 5 ft., one
target. Hit: 23 (6d6 + 2) necrotic
damage.

Dreadful Glare. The Lady of


Memory glares at one target that
can see her within 60 feet. The
target must succeed on a DC 17
Constitution saving throw or its hit
point maximum is reduced by 4d6.
This reduction lasts until the target
finishes a long rest. The target dies
if this effect reduced its hit point
maximum to 0.

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Martoi Serf
The humble folk of the Martoi live on in the delusion of the lives they
once led, many thousands of years ago. Like all Martoi, they are oblivious
to their undead nature as long as they outnumber nearby living people.
They unconsciously seek to maintain a numerical advantage.
Martoi villagers will flock to greet arriving groups, and make offers
of hospitality in separate homes to divide up any persistent visitors. If
they must, they will resort to murder, with some made-up reason or
supposed misunderstanding.
Though wary of outsiders, there are stories of guests who enjoyed a
warm welcome by paying homage to Martoi culture, singing their songs
or evoking their myths.
If they are ever exposed as spectral dead, they attack in terrified,
disorganized waves, shrieking and clawing.

Martoi Serf
Medium undead, evil

Armor Class: 14
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses: passive Perception 10


Languages: Common
Challenge: 1/8 (25 XP)

Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Ghastly Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) necrotic damage. The Martoi serf will not use
their ghastly touch unless they have been revealed as undead.

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Meeb
When undisturbed, these glassy slimes spread out large and thin,
looking like wet stone or puddles. If awakened by light or sound, they
draw up into keg-sized blobs over a few minutes. Once a minute they
can leap surprisingly far, grappling their victims to dissolve them in
acidic juice.
In places where they congregate, there can be a dozen or more in the
vicinity. They are most vulnerable to cutting weapons.

Meeb
Medium ooze, unaligned

Armor Class: 8
Hit Points: 22 (3d12 + 4)
Speed: 5 ft., leap 60 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 15 (+2) 1 (-5) 6 (-2) 1 (-5)

Skills: Stealth +4
Damage Immunities: acid
Damage Vulnerabilities: slashing
Condition Immunities: blinded, charmed, deafened, exhaustion,
frightened, prone
Senses: blindsight 60 ft., passive Perception 8
Languages: -
Challenge: 1/2 (100 XP)

Amorphous. The meeb can move through a space as narrow as 1 inch


wide without squeezing.

False Appearance. When the meeb remains motionless, it is


indistinguishable from a puddle or wet stone.

Actions
Engulf. The meeb enters a creature’s space and the creature must
make a DC 12 Dexterity saving throw.
On a failed save, the creature takes 6 (2d6) acid damage and is
grappled (escape DC 14). On a successful save, the creature takes
half as much damage and is not grappled.

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Menaka
The Menaka are great, scaly beings three paces in height. A dozen
chameleon eyes pivot and peer in every direction and a soft, tubular
“mouth” dangles from the underside. A bladder of buoyant gas lets them
float about freely.
Their hides are thick and their bites vicious, but they only fight
as a last resort—Menaka are fiendish parasites, specialized in the
exploitation of communities.
They insert themselves into groups by making themselves useful. They
are highly intelligent, and well versed on many civil and agricultural
matters, having parasitized many cities over the course of their long,
weird project.
Once situated, they perform destructive social experiments, to see
how the community reacts. What is the worst plausible policy that could
be enacted? Manaka shield themselves with layers of supporters, each
so compromised that none could survive the Menaka’s ouster.
The Menaka are explorers from a later age of the earth, when the
current world has been ploughed over, buried far below the surface. To
them, they are exploring a mythic underworld, a giant cavern full of
memories that refuses to see itself as it is.
As a last resort, Menaka can escape to their own time, a sweltering
jungle criss-crossed by sluggish streams. Anyone near them is dragged
along with them, although anyone straying more than 50 paces from the
Menaka returns to their present time.

Menaka
Medium aberration, any alignment

Armor Class: 16
Hit Points: 72 (12d10 + 12)
Speed: fly 30 ft. (hover)

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 18 (+4) 21 (+5) 18 (+4) 24 (+7)

Skills: Arcana +9, Perception +8


Senses: passive Perception 18
Languages: Common
Challenge: 6 (2,300 XP)

Innate Spellcasting. The Menaka’s spellcasting ability is Charisma


(spell save DC 19). It can innately cast the following spells, requiring
no material components

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At will (cantrips): see Spell Reflection
5/day (spell level 1-2): see Spell Reflection
3/day (spell level 3-7): see Spell Reflection
1/day (spell level 8-9): see Spell Reflection

Spell Reflection. The Menaka may make a DC 13 Intelligence


(Arcana) check when a spell is performed in its presence. On a success,
the menaka learns that spell and adds it to the list of spells it is able to
cast.

Magic Resistance. The Menaka has advantage on saving throws


against spells and other magical effects.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10
(2d8 + 2) piercing damage.

Escape (Recharge 6). The Menaka escapes to its own time,


disappearing. Any creatures within 10 feet of the Menaka must make
a DC 14 Dexterity saving throw or be sent forward ‑in time along with
the Menaka. If the creature moves more than 50 feet from the Menaka,
it returns to its own time. This ability can only be activated if the
Menaka has less than half its hit points at the start of its turn.

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Moon Baby
If a moon-scryer ever uses their powers selfishly to look into their own
future, they are instantly replaced by a moon baby. Whether an alien
presence or a magical inversion of the seer, a dangerous force has
entered the world.
A moon baby looks like the seer it has replaced, but hollow and inside
out, like the inner side of a plaster cast. It makes heavy, ceramic clicks
as it walks.
It pretends to be who it once was as long as possible. What it wants,
however, is to give clairvoyant visions. Anyone who accepts a vision
from a moon baby sees a plausible but false vision, a creation of the
moon baby.
Moon babies can see out of the eyes of everyone ever given a vision,
and their alien minds let them integrate this all simultaneously. In the
case of magic users, they insist on a
kiss. If this happens, the victim
is immediately teleported to
the moon, and replaced
with a moon baby
themselves.
Normal weapons
cannot harm the
moon baby; any
object striking it
turns to water
and splashes to
the floor.
It attacks with
a silvered knife;
it can inflict cuts at
any range and always
on the opposite side of
the target.
Moon babies transform
or reflect all magical
effects which target
them. Roll a d4. On a 1,
the opposite effect occurs
(healing instead of harm,
etc.). On a 2 or 3, the effect
is reflected back toward
the caster. On a 4, both.

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Moon Baby
Medium aberration, evil

Armor Class: 15
Hit Points: 87 (15d8 + 20)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 18 (+4)

Saving Throws: Int +7, Wis +5


Skills: Arcana +7, History +7, Perception +5, Persuasion +7
Damage Immunities: bludgeoning, slashing, and piercing from
nonmagical weapons
Senses: passive Perception 15
Languages: any
Challenge: 7 (2,900 XP)

False Visions. The moon baby can give false visions to those who
accept them. The moon baby can see through the eyes of anyone who
does.

Lunar Kiss. The moon baby selects a target, who must be a magic
user. The target must make a DC 14 Charisma saving throw or become
charmed by the moon baby. If the target fails, the moon baby kisses
them, forcing the target to the moon and replacing them with another
moon baby.

Magic Deflection. Moon babies reflect or transform magical effects


which target them. Roll a d4. On a 1, the opposite effect occurs (healing
instead of harm, etc.). On a 2 or 3, the effect is reflected back toward
the caster. On a 4, both.

Weapon Destruction. If a creature attacks the moon baby with a


nonmagical weapon, that weapon is destroyed, turning to a puddle of
water.

Actions
Silvered Knife. Melee or Ranged Weapon Attack: +6 to hit, reach
10 ft. or range 320/1000 feet, one target. Hit: 10 (2d8 + 2) slashing
damage.

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Mote
Motes are hybrid beings, animals reshaped to resemble human form and
given one of the many sparks of intelligence formed when a spell engine
is disassembled.
They retain the smallish stature and fur or scales of their original
lemur, otter, or reptile heritage.
They are long lived, but sterile. They are fascinated by babies of any
sort, human or animal. They are less sympathetic toward parental
bonds, with which they have no direct experience.
With no ancestral spirits or previous generations of cultural traditions
to guide them, motes are extremely vulnerable to exploitation. Those
who have survived are deeply wary of outsiders.

Motes
Medium humanoid, any alignment

Armor Class: 12
Hit Points: 18 (4d8)
Speed: 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 15 (+2) 16 (+3) 12 (+1)

Skills: Survival +5
Senses: passive Perception 13
Languages: Common
Challenge: 1/8 (25 XP)

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

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Murk Star (aka Murker)
These cave-swelling starfish have five spindly arms that glow a faint,
luminous orange. They exude a paralytic mucus that they use to catch
fish and other prey. Though they hunt alone, murk stars are gregarious
and occasionally come together in swarms of dozens or hundreds of stars.
Murk stars have a limited telekinesis that lets them fashion protective
outer casings from mud in order to come ashore without drying out.
Encased, they walk about like five-legged crabs.
Siltbody murkers are slow-moving ambush hunters that hide
themselves in mud, leaving one glowing limb tip as a lure.
Mature murk stars can fashion casings of stone for use in war. These
are immensely tough.
A rare few master both the wit and subtlety needed to shape flexible
casings of clay (sometimes two-legged with arms, sometimes four-
legged). Their fifth arm resides in a clay “head,” curled up like a long,
glowing tongue. These claybodied murkers live alongside other peoples
and participate fully in society. They are mute, but communicate using a
set of hand-signs easily learned by anyone who bothers.

Murker
Medium beast, any alignment

Armor Class: 13 / 15 / 18 (depending on its protective body)


Hit Points: 38 (4d10 + 16)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 15 (+2) 15 (+2) 12 (+1) 13 (+1)

Senses: passive Perception 11


Languages: can understand any but cannot speak
Challenge: 2 (450 XP)

Protective Body. The murker can use a limited form of telekinesis to


create protection for itself. Its skill and the material it uses determines
its armor class.

Actions
Paralytic Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d6) poison damage and the target must make a DC 15
Constitution saving throw or become paralyzed for one minute.

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Nuss Eruption
In a remote region of the luminous void is a patch of chaotic, vital energy.
There is no matter there, and its inhabitants clamor for material forms.
They are jealous of the selfish mortals that express only one stable
form during their long lives, resisting every change. Worst of all is the
mortal habit of producing near-identical offspring—an act of supreme
selfishness.
If they had the chance, they would use the material realms more
wisely. They want bodies, to share if they must, so they can show the
selfish the joy of eruption!
Each eruption uses the flesh given to it to express its unique form, but
there are themes:
• Warty spheres
• Tough, rope-like umbilicals
• Tentacled mats
• Branching worms, with many legs or none
• Toothy, stud-like protrusions
• Dozens of tiny, bead-like eyes
They are erratic and short-lived, erupting into new configurations every
few days. Eruptions are alarming, but not particularly dangerous.
They need to eat, of course, but are usually having too much fun feeling
hunger to do anything about it.

Nuss Eruption
Small aberration, chaotic

Armor Class: 11
Hit Points: 12 (2d8 + 2)
Speed: 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 12 (+1) 12 (+1) 12 (+1) 7 (-2)

Senses: passive Perception 11


Languages: Common
Challenge: 1/4 (50 XP)

Actions
Multiattack. The nuss eruption makes two slam attacks.

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

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Nuss Exile
The Nuss that dwell secretly among
people have abandoned their
true, chaotic forms (a heresy to
most Nuss) to adopt human
shape. This tires them; when
exhausted or angered, the
guise slips a little and their
skin ripples with bumps.
As they cannot return
home, they will do nearly
anything to protect the
secret of their presence. In
desperate situations, they
will abandon humanoid
form to sprout whatever
they need: new limbs,
mouths, tentacles, claws,
blade-like horns, spikes,
protective fur, or scales.
They dissolve into
iron-smelling goo if slain.

Nuss Exile
Medium aberration, chaotic

Armor Class: 15
Hit Points: 30 (5d8 + 5)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 9 (-1)

Senses: passive Perception 11


Languages: Common
Challenge: 3 (700 XP)

Actions
Multiattack. The nuss exile makes two attacks with its weapon.

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

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Nuss Harbinger
Harbingers resemble tall, walking bats with trilateral symmetry (three
wings, three legs, three arms), topped with an eye-encrusted mass.
Ungainly on the ground, they fly as invisible lightning, tearing the
sky with a deafening noise.
Their hollow-tipped spears inject the essence of a Nussan form;
anyone stabbed begins turning into a Nuss eruption. Starting at the
wound, the change spreads rapidly, completing in d6+5 days. Harbingers
carry d3 doses of Nussan essence, but refilling their spears takes time.
Harbingers are not interested in martial glory, only bringing forth
new eruptions. They will retreat from stiff resistance and wait for a
chance for an ambush, but they are determined: unworthy Harbingers
are recycled, their matter used to express new forms.
Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (2d6 + 2) bludgeoning, piercing, or slashing damage.

Nuss Harbinger
Large aberration, chaotic

Armor Class: 17
Hit Points: 48 (8d8 + 8)
Speed: 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 9 (-1)

Senses: passive Perception 11


Languages: Common
Challenge: 7 (2,900 XP)

Actions
Multiattack. The nuss harbinger makes two slam attacks, or one
essence attack.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
(2d8 + 3) bludgeoning damage.

Essence. The target must make a DC 16 Dexterity saving throw, or be


injected with the nuss essence. On a failed save, they must make a DC
18 Constitution saving throw or begin to erupt.

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Ogre
Ogres are the solitary giants that lead hidden lives on the edges of
populated areas. They skulk below bridges or haunt roadways and forest
paths to waylay and eat travelers.
They are usually remnants of forays from Firevault centuries ago,
adventurers in their own right seeking fortune in the lands of the small
and weak. Others are criminals, oathbreakers, or debtors forced out as
exiles.
Their oafishness is feigned; no ogre could survive long among humans
without cunning. They can throw heavy objects (rocks, stumps,
unfortunate people) with great speed and accuracy. They use dense
or rough terrain to hamper riders and archers; they cross deep water,
haul themselves up trees, or scamper up small cliffs to avoid or separate
pursuers. Their paths of retreat may have concealed, sharpened stakes,
leaf-filled pits, or both. Ogre haunts will have many hiding spots—
hollows surrounded by bushes, dense copses, and sturdy trees to climb.
Rarely, ogres have managed to hold on to a few advantages from their
homeland: a companion or two, mighty war bows, or fine armor made
from metal or lacquered plates.
Ogres have a love of gold and precious things, which they hoard in
the hopes of buying their way back into their communities in the north.

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Ogre
Large giant, evil

Armor Class: 16
Hit Points: 73 (10d10 + 23)
Speed: 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 18 (+4) 16 (+3) 14 (+2) 13 (+1)

Skills: Deception +3, Insight +4, Persuasion +3


Senses: passive Perception 12
Languages: Common
Challenge: 5 (1,800 XP)

Actions
Multiattack. The ogre makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.


Hit 18 (3d8 +4) slashing damage.

Sling. Ranged Weapon Attack: +2 to hit, range 20/200 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.

Heavy Net. Ranged Weapon Attack: +2 to hit, range 20/40 ft., one
target. A Medium or smaller creature hit by the net is restrained until
it is freed. A creature can use its action to make a DC 13 Strength
check, freeing itself or another creature within its reach on a success.
Dealing 10 slashing damage to the net (AC 10) also frees the creature
without harming it, ending the effect.

Lair Actions
On initiative count 20 (losing initiative ties), the ogre takes a lair action
to cause one of the following effects; the ogre can’t use the same effect
two rounds in a row.
• All creatures besides the ogre within 120 feet have their movement
halved by rough terrain. This effect lasts until initiative count 20 on
the next round.
• The ogre’s path contains a trap of the GM’s choice within it.
• The ogre takes the Hide action for free.

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Onddo
The quick-brained servants of a soil mother are grown to suit various
purposes. All have a tough, woody exterior mottled like the leaf litter
of the forest floor. When stationary, they are extremely difficult to spot,
often mistaken for logs or stumps.
They are speechless, but constantly release and exchange spores with
the forest, and so know the will of their soil mother instinctively.
Hunting Onddo are humanoid and wield wooden spears.
Tusked Onddo are huge, headless quadrupeds, used to dig stream
beds or to haul boulders.
Seed Onddo are roughly dog-like, with a sharp beak to inject spore-
filled venom. This causes an irresistible wanderlust. When victims
(eventually) die and return to the earth, a new soil mother is born there.
Though tough, onddo are not made to last long. In the first year of
their lives, onddo can regenerate rapidly unless burned or completely
hacked apart. Once a winter passes, onddo can no longer heal, and few
last longer than a year or two.
Even so, a small number survive to become venerable onddo. They
can speak, and (when it suits their soil mother) act as ambassadors to
other surface-dwelling people.

Onddo, Hunting
Medium plant, any alignment

Armor Class: 18
Hit Points: 8 (2d6 + 2)
Speed: 30 ft. (Seed Onddo: 60 ft.)

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 12 (+1) 15 (+2) 10 (+0)

Senses: passive Perception 12


Languages: understands any but can’t speak (unless venerable)
Challenge: 3 (700 XP)

Regeneration. The onddo regains 5 hit points at the start of its turn.
If the onddo takes fire damage, this trait doesn’t function at the start
of the onddo’s next turn. The onddo only dies if it starts its turn with 0
hit points and doesn’t regenerate.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(3d6) bludgeoning damage.

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Onddo, Tusked
Huge plant, unaligned

Armor Class: 12
Hit Points: 72 (8d12 + 20)
Speed: 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 17 (+3) 3 (-4) 9 (-1) 6 (-2)

Senses: passive Perception 9


Languages: -
Challenge: 4 (1,100 XP)

Trampling Charge. If the tusked onddo moves at least 20 feet


straight toward a creature and then hits it with a tusk attack on the
same turn, that target must succeed on a DC 12 Strength saving throw
or be knocked prone. If the target is prone, the onddo can make one
stomp attack against it as a bonus action.

Actions
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19
(3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target.
Hit: 22 (3d10 + 6) bludgeoning damage.

Onddo, Seed
Medium plant, unaligned

Armor Class: 12
Hit Points: 10 (2d8 + 2)
Speed: 40 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Senses: passive Perception 11


Languages: -
Challenge: 1/4 (50 XP)

Wanderlust. Creatures infected with the spore venom from a seed


onddo’s bite are driven to wanderlust. These creatures have advantage

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on Constitution saving throws when they are traveling further away
from the soil mother, and disadvantage on Constitution saving throws
when they do not.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage. If the target is a creature, it must make a
DC 16 Constitution saving throw or be injected with spore-filled venom
that inspires irresistible wanderlust.

Onddo, Venerable
Medium plant, any alignment

Armor Class: 18
Hit Points: 12 (3d6 + 3)
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 12 (+1) 17 (+3) 10 (+0)

Skills: Arcana +3, Nature +5


Senses: passive Perception 13
Languages: Common
Challenge: 5 (1,800 XP)

Innate Spellcasting. The venerable onddo’s innate spellcasting


ability is Wisdom (spell save DC 16; +6 to hit with spell attacks). The
onddo can innately cast the following spells, requiring no material
components:

At will: druidcraft, thorn whip


1/day each: entangle, lesser restoration, moonbeam

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(3d6) bludgeoning damage.

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Orc, Blight
The wasteland raider clans are called “orcs” for their practice of eating
the ash of the dead. Despite the barren environment, their blasphemy
makes them strong—they can run a day and a night without resting,
and their ember-like eyes reveal the secrets of the night and of the
unseen world around them.
They are nomadic, and erect tall “orcnests” for protection: bowl-like
structures, balanced on a tripod of huge tree trunks. A reeking cesspool
at the base keeps away scavenging blight ants.
With no ancestral host to protect them, orc lands are plagued with
demons. By necessity, their sooths are skilled in bargaining with the
unseen. These dealings occasionally produce sorcerers or (more rarely)
half-demon offspring.
Orc clans number 20-30 individuals. At any given time, half the nest
will be out hunting, patrolling their borders for raids from other clans,
or scouting for the next orcnest site.
The appearance of an orcnest heralds an invasion of blight ants within
a month or two. The best hunting is found in the patchy new forests—
the areas which have had a few years to recover from the last passing
blight ant swarm. The ants, however, follow soon for the same reason.
Panicked urgency is a fact of orc life.
From time to time, a strong leader unites several clans, but these
alliances are short lived. The scarcity of food causes tensions wherever
they congregate, and demonic whispering keeps them paranoid,
mistrustful, and prone to sudden outbursts of violence.
Their raids into the borderlands are swift and brutal: killing as many
as they can and driving away the survivors, just long enough to consume
the ash before fleeing into the blight.

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Orc, Blight
Medium humanoid, any alignment

Armor Class: 18
Hit Points: 45 (5d10 + 10)
Speed: 45 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 18 (+4) 12 (+1) 11 (+0) 9 (-1)

Senses: darkvision 120 ft., passive Perception 10


Languages: Common
Challenge: 4 (1,100 XP)

Aggressive. As a bonus action, the blight orc can move up to its speed
toward a hostile creature that it can see.

Actions
Multiattack. The blight orc makes two weapon attacks.

Weapon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (1d12 + 4) bludgeoning, piercing, or slashing damage.

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Orc, Primordial
In the time of ancient Thiru, some made themselves strong by hunting
the spirits of the dead. Modern day eaters of the black gruel dabble in
this practice, but the primordial orcs devoured thousands.
By depleting the lands of the protection of their ancestral spirits,
the ancients left the land vulnerable to terrible demons from the deep,
who rose up to fill the emptiness. The strongest of the primordial orcs
laughed, and hunted them also.

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Orc, Primordial
Medium humanoid, any alignment

Armor Class: 18
Hit Points: 70 (10d10 + 20)
Speed: 45 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 18 (+4) 14 (+2) 13 (+1) 7 (-2)

Senses: darkvision 120 ft., passive Perception 11


Languages: Thiru
Challenge: 8 (3,900 XP)

Aggressive. As a bonus action, the primordial orc can move up to its


speed toward a hostile creature it can see.

Actions
Multiattack. The primordial orc makes two weapon attacks.

Weapon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
17 (2d12 + 5) bludgeoning, piercing, or slashing damage.

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Pelican, Dire
These huge birds stand five paces high, with a nine-pace wingspan. They
prefer fish, but will eat anything they can swallow, including people.
Dire pelicans attack larger prey by snapping, battering, and when they
can, swallowing.
Once a victim is held in the tough, rubbery throat sac, the pelican
flees to subdue them in peace. This involves alternately beating the
sac against the pelican’s body to crush the victim, violent shaking, and
slurping water into the sac to cause drowning.
It can take half an hour for human-sized prey to weaken enough to be
swallowed, but unless victims have a sharp knife and enough unbroken
limbs to use it, the prospects of escape are slim.

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Dire Pelican
Medium beast, unaligned

Armor Class: 14
Hit Points: 35 (5d12 + 5)
Speed: 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 7 (-2)

Senses: passive Perception 10


Languages: -
Challenge: 4 (1,100 XP)

Keen Sight and Smell. The dire pelican has advantage on Wisdom
(Perception) checks that rely on sight or smell.

Pack Tactics. The dire pelican has advantage on an attack roll


against a creature if at least one of the pelican’s allies is within 5 feet
of the creature and the ally isn’t incapacitated.

Actions
Multiattack. The dire pelican makes two attacks: one beak attack and
one slam attack.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8
(2d6 + 2) piercing damage. The target of a successful beak attack must
make a DC 14 Dexterity saving throw or become grappled (escape DC
16) as it is swallowed by the pelican. The dire pelican can grapple one
target at a time.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.

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Pit Lord
The infernal lands are ruled by the pit lords—massive, squat beings,
charred and distended like leering bullfrogs. Flames spurt from their
coal-hot skin, which no blade can pierce.
Their gaze causes uncontrollable babbling—secrets, intentions, held
incantations, and the true names of loved ones all tumble out. Once per
day, they may pronounce the irrevocable death of anyone present—the
target dies within 13 hours.
The blessing of a pit lord sets the skin aflame with a fire that scalds
and blisters eternally but doesn’t consume.
Their sulfurous bowels swarm with infernal, toothed slugs, which
emerge if the pit lord is mortally wounded.
If they were once human, they’ve forgotten, and fancy themselves
alone in their clear-eyed grasp of hideous reality.

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Pit Lord
Large fiend, evil

Armor Class: 25
Hit Points: 136 (13d10 + 65)
Speed: 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 17 (+3) 20 (+5) 18 (+4) 15 (+2) 13 (+1)

Saving Throws: Str +7, Con +8, Wis +4


Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t adamantine
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 12
Languages: Common, Abyssal
Challenge: 9 (5,000 XP)

Magic Resistance. The pit lord has advantage on saving throws


against spells and other magical effects.

Pronouncement of Death. Once per long rest, the pit lord may
pronounce the death of any creature within 120 feet that it can see.
The target dies within 13 hours.

Gaze of Truth. Within 60 feet of the pit lord, all creatures must make
a DC 18 Charisma saving throw or confess all secrets.

Actions
Multiattack. The pit lord makes three weapon attacks.

Weapon. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
15 (2d10 + 4) bludgeoning, piercing, or slashing damage.

Blessing. As an action, the pit lord may bestow a blessing upon those
it favors. The blessing grants the target resistance to fire damage.

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Ricalu
The Ricalu are the night people, sometimes called “goblins,” “elves,”
or “kobolds.” There is a great variety to their bodies; they can be long
limbed, furry, sticky, or tiny, but all see well in the dark. (Daylight is
painful to their round, black eyes.) They have many excellent masons
and know rituals to find or hide passages underground.
Ricalu stories say they were called up from their homeland in the deep
by Deel to fight the Seree, but they were betrayed. After their service,
they were abandoned, unable to find their way home again.
Isolated from their life-giving homeland, Ricalu have had to resort to
magical tricks to replace their numbers.
In a few places they live well, but without the numbers to force the
surface people to reckon with them fairly, most Ricalu live in marginal,
itinerant groups. They scour the lands for a way “back home,” meeting
up in caves, sewers, and back alleyways to exchange news and faint
hope.

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Ricalu
Small or Medium goblinoid, any alignment

Armor Class: 14
Hit Points: 9 (2d6 + 2)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+0) 10 (+0) 13 (+1) 8 (-1)

Senses: darkvision 60 ft., passive Perception 11


Languages: Common
Challenge: 1/2 (100 XP)

Sunlight Sensitivity. While in sunlight, the ricalu have disadvantage


on Wisdom (Perception) checks that rely on sight.

Actions
Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8
(1d6 + 3) bludgeoning, piercing, or slashing damage.

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Rust Soldier
Though the Carreg fear iron, these golems of iron symbolize their
freedom from fear, and faith in their god Gamandes. They help placidly,
demonstrating the calm that is so valued in Carreg society. They have
dog-like intelligence and can speak clearly (albeit simply).
They are mechanical contraptions, powered by a spring of white metal
under unbelievable pressure. If they are allowed to rust too much (which
they eventually do if not kept completely dry), they fail in explosive and
alarming ways, sending rusty components in every direction at high
speed.

Rust Soldier
Medium construct, unaligned

Armor Class: 18
Hit Points: 100 (14d10 + 30)
Speed: 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 18 (+4) 4 (-3) 8 (-1) 1 (-5)

Damage Immunities: fire, poison, psychic; bludgeoning, piercing, and


slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: simple Common
Challenge: 9 (5,000 XP)

Immutable Form. The rust soldier is immune to any spell or effect


that would alter its form.

Magic Resistance. The rust soldier has advantage on saving throws


against spells and other magical effects.

Magic Weapons. The rust soldier’s attacks are magical.

Actions
Multiattack. The rust soldier makes two weapon attacks.

Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
21 (3d10 + 5) bludgeoning, piercing, or slashing damage.

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Sand Monarch
The squid-like demons forced to the surface of the drylands live cruel,
tormented lives. The sand flays their skin and their tentacles wither off.
Those that survive use their dark gifts to enthrall desert dwellers—
giant geckos, camel spiders, or unfortunate Heelan. These they press
into service as transportation, food gatherers, or bandits to extort Heelan
bands, bringing goods back to their subterranean burrows where they
hide from the blistering sun.

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Sand Monarch
Medium devil, any alignment

Armor Class: 15
Hit Points: 68 (13d10 + 10)
Speed: 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 15 (+2) 19 (+4) 17 (+3) 15 (+2)

Saving Throws: Int +7, Wis +6


Damage Resistances: cold; bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 13
Languages: Abyssal, Common, telepathy 120 ft.
Challenge: 6 (2,300 XP)

Magic Resistance. The sand monarch has advantage on saving


throws against spells and other magical effects.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) bludgeoning damage.

Enthrall. The sand monarch may force one creature within 120 feet to
make a DC 19 Intelligence saving throw. On a failed save, the creature
becomes a thrall to the sand monarch and must act on the monarch’s
behalf. The creature may repeat the saving throw at the end of their
turn. The sand monarch may hold up to five creatures enthralled in
this way at the same time.

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Sand Sprite
The whorls of dust that play across desert dunes were once undines
exiled to the surface by whatever force has dried the land.
They are playful, and dancing with them relieves thirst for an entire
day. In exchange, they demand a small service or token of gratitude. If
this is not done, they attack.
Angry sand sprites fight by multiplying water in the body. This causes
splitting headaches, blindness as the eyes run with tears, and wracking
coughs as moisture floods the lungs. Victims who are outnumbered will
drown.

Sand Sprite
Small elemental, any alignment

Armor Class: 12
Hit Points: 18 (4d6 +4)
Speed: 30 ft.

STR DEX CON INT WIS CHA


5 (-3) 15 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)

Damage Immunities: cold


Senses: passive Perception 10
Languages: Aquan, Common
Challenge: 1/2 (100 XP)

Quench. Sand sprites may relieve one level of exhaustion caused by


dehydration from a creature.

Actions
Water Control. The sand sprite causes a creature within 60 feet that
they can see to make a DC 14 Constitution saving throw. The creature
takes 7 (2d6) poison damage on a failed save, or half as much on a
successful save.

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Selk
Across the astral lands is the lost city of Tlarba. Its people are the selks:
tall, skin-and-bones humanoids with large eyes, mottled skin, and
copious, upward-pointing bristles (“grush”).
Their body language is alien and stiff-seeming, but they are full of
feeling and passion.

Grush Selk
Medium humanoid, any alignment

Armor Class: 17
Hit Points: 60 (9d8 + 20)
Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

Senses: passive Perception 11


Languages: Common
Challenge: 3 (700 XP)

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

Actions
Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8
(2d6 + 2) bludgeoning, piercing, or slashing damage.

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Selk, Ghost
Some adult selks manifest their astral nature, becoming translucent
and insubstantial. In Tlarba, they live and train as a warrior caste. They
use traditional weapons: short, chitin-breaking seax and double-ended
quilled javelins, one end a cluster of sharp quills (to more easily find
armored eyes), the other end cut from a paralytic resin.
Physical attacks affect them, but much less than normal. Their own
attacks are unimpeded.

Ghost Selk
Medium humanoid, any alignment

Armor Class: 19
Hit Points: 85 (15d8 + 20)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 14 (+2)

Saving Throws: Str +7, Dex +7


Damage Resistances: acid, cold, fire, lightning, poison, thunder;
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, radiant
Condition Immunities: exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: Common, Celestial
Challenge: 8 (3,900 XP)

Incorporeal Movement. The ghost selk can move through other


creatures and objects as if they were difficult terrain.

Actions
Multiattack. The ghost selk makes two attacks with its seax.

Seax. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) slashing damage.

Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target.
Hit: 11 (2d6 + 4) piercing damage and the target must make a DC 15
Constitution saving throw. If failed, the target is paralyzed for one
minute.

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Shadow Bohka
The Carreg say that Bohka is the wretched offspring of demon and
sorcerer. He carries a lamp that casts darkness; surface dwellers
produce brightly glowing “shadows” which dance as he moves.
He can snatch the bones from your arm with his thieving touch.
These he takes and sews into his great coat.
Bohka is invisible in his shroud of darkness, but his bone-lined coat
rattles as he moves. He can be seen once injured, for his blood glows
like molten iron.
He carries one of the Books of Undibol and reads it regularly.

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Shadow Bokha
Medium fiend, evil

Armor Class: 18
Hit Points: 60 (12d8 + 12)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 18 (+4)

Skills: Perception +7, Stealth +5 (+8 in dim light or darkness)


Damage Resistances: acid, cold, fire, lightning, necrotic, poison,
thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: exhaustion, frightened, grappled, paralyzed,
petrified, poisoned
Senses: darkvision 120 ft, passive Perception 17
Languages: Common, Abyssal
Challenge: 8 (3,900 XP)

Lamp of Darkness. Bokha carries a lamp that produces magical


darkness within a radius of 120 feet.

Magic Resistance. Bokha has advantage on saving throws against


spells and other magical effects.

Shadow Stealth. While in dim light or darkness, Bokha can take the
Hide action as a bonus action.

Superior Invisibility. Bokha may choose to be invisible, including all


he carries with him. The invisibility ends when he takes any damage.

Actions
Multiattack. Bokha may make two thieving touch attacks.

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


one creature. Hit: 20 (6d6) force damage. The target also suffers
a reduction in move speed by 5 ft., and attack rolls are made with
disadvantage.

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Shrine Baby
These alarming beings are made from clay-wrapped stillborn, turned by
the spirits of Raal into tiny, clever homunculi. Some believe an ancestral
spirit animates them, others believe the child’s spirit was returned to a
body made sturdier by the ritual.

Shrine Baby
Small construct, unaligned

Armor Class: 12
Hit Points: 9 (2d8 + 1)
Speed: 20 ft.

STR DEX CON INT WIS CHA


5 (-3) 9 (-1) 12 (+1) 5 (-3) 8 (-1) 2 (-4)

Damage Immunities: acid, poison, psychic


Condition Immunities: charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands its creator but can’t speak
Challenge: 1/4 (50 XP)

Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning damage.

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Siren
The sirens are women transformed by the blessing of the goddess of
the ocean. They have skin as gray and slippery as eels, rows of sharp,
shark-like teeth, and milky eyes that see in darkness above or beneath
the waves.
Their low, mesmerizing songs confuse men, giving sirens time to
indulge their hunger for man flesh. Men are devoured immediately;
women are given a chance to serve the goddess of the ocean and become
sirens themselves.
The crystal knife of a siren is precious to her and the secret of her
immortality—touching it for even a moment transfers a year of life from
its victim to its siren owner.
When it serves them, sirens appear as their human selves, sitting
naked by a tidal pool or bobbing in the shallows.

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Siren
Medium humanoid (merfolk), any alignment

Armor Class: 16
Hit Points: 57 (8d12 + 12)
Speed: 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+1) 18 (+4)

Skills: Persuasion +8
Senses: darkvision 120 ft., passive Perception 11
Languages: Common, Aquan
Challenge: 7 (2,900 XP)

Amphibious. The siren can breathe air and water.

False Appearance. The siren can appear to be a normal human


woman if she chooses.

Mesmerizing Song. All creatures that can hear the siren within 240
feet must make a DC 18 Charisma saving throw or become charmed by
the siren for one minute.

Actions
Multiattack. The siren can make two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12
(2d8 + 4) piercing damage.

Crystal Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (3d4 + 3) piercing damage and the target must make a DC 18
Constitution saving throw. On a failed save, the target’s hit point
maximum is reduced by 1d6. The target dies if this effect reduces its
hit point maximum to 0. This reduction lasts until the target is healed
by a greater restoration spell.

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Slewt
The Slewts of Tlarba are glistening, orange amphibians. They are a
small people, but lean and muscular. They are joyful beings, and spend
their leisure hours frothing up their pools and warbling together in
high-pitched harmonies.
Slewt slime bonds metal to metal instantly, which makes a mess of
armor (especially mail). They grapple armored foes with this in mind,
hoping to pin a weapon or arm in place before moving on to softer targets.
Slewts are not cowed by defeat or capture, and will readily surrender
if battle goes against them, only to start fighting again moments later.

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Slewt
Medium humanoid, any alignment

Armor Class: 15
Hit Points: 22 (4d8 + 4)
Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 13 (+1) 10 (+0) 10 (+0) 12 (+1)

Senses: passive Perception 10


Languages: Common
Challenge: 1 (200 XP)

Amphibious. The slewt can breathe air and water.

Slime. Any nonmagical weapon or armor made of metal that comes


into contact with slewt slime begins to corrode. Weapons and armor
take a cumulative and permanent -1 penalty to damage rolls (weapons)
or AC (armor) with each contact. If its penalty drops to -5, the weapon
or armor is destroyed. Nonmagical ammunition made of metal that
comes into contact with slewt slime is destroyed after dealing damage.

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

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Soil Mother
The primordial forests of the Tristhmus are suffused with the fungal
threads of vast, intelligent beings: soil mothers.
Their thoughts are slow and deep, spread among thousands of coconut-
like ganglia buried in the soil. By touch and taste, they know everything
that happens within their domain.
Though imperceptibly slow, they are immensely powerful, able to
reshape the landscape. Streams flow and plants grow only where the
soil mother chooses.
In a soil mother’s territory, the flesh of large game animals becomes
bitter and mildly toxic. By inducing mycotoxins into the plants and
berries, the soil mother dissuades predators and scavengers from eating
the brains she needs to grow onddo: quickened fungal servitors. When
the need for many onddo arises, soil mothers produce rich, fruiting
groves to attract animals in large numbers.
Soil mothers communicate with their onddo with hallucinogenic
spores, but forest cults have occasionally learned to sense the “will of
the forest.” They are so expansive and alien in their thoughts that they
are effectively an organic Power of the earth, with strange gifts to give.
Soil mother ganglia are sweet and nutritious, but eating them earns
the eternal hatred of all soil mothers.
An enraged soil mother is fearsome and can poison ground water with
hallucinogenic toxins (designed to target the offending species), or
send hunting onddo as assassins.

Soil Mother
Gargantuan demigod, unaligned

Armor Class: 25
Hit Points: 800 (50d20 + 300)
Speed: 5 ft.

STR DEX CON INT WIS CHA


30 (+10) 11 (+0) 30 (+10) 18 (+4) 22 (+6) 22 (+6)

Saving Throws: Con +15, Str +15, Wis +11


Damage Immunities: force, radiant
Condition Immunities: blinded, charmed, deafened, exhaustion,
frightened, grappled, incapacitated, paralyzed, poisoned, prone,
restrained, stunned, unconscious
Senses: blindsight 500 ft, truesight 500 ft., passive Perception 16
Languages: any
Challenge: 30 (155,000 XP)

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Expansive. The soil mother is immense, and attacking an individual
10 foot by 10 foot cube of her soil can reduce her by at most 10 (1d20)
hit points.

Hallucinogenic Spores. All creatures within 500 feet of the soil


mother must make a DC 21 Constitution saving throw or become
poisoned.

Legendary Resistance (3/Day). If the soil mother fails a saving


throw, it can choose to succeed.

Magic Resistance. The soil mother has advantage on saving throws


against spells and other magical effects.

Magic Weapons. The soil mother’s attacks are considered magical.

Actions
Create Onddo. The soil mother creates 2d6 onddo. The soil mother
must expend 10 (3d6) hit points to perform this action.

Frightful Presence. Each creature of the soil mother’s choice within


500 feet of it and aware of it must succeed on a DC 17 Wisdom saving
throw or become frightened for 1 minute. A creature can repeat the
saving throw with disadvantage at the end of each of its turns. If
a creature’s saving throw is successful or the effect ends for it, the
creature is immune to the soil mother’s Frightful Presence for the next
24 hours.

Growth. The soil mother creates expansive growth, generating an


area of difficult terrain up to 1 mile in diameter. This action also allows
the soil mother to regenerate 100 (10d20) hit points.

Poison. The ground mother poisons the groundwater with


hallucinogenic spores (see above) within a 1 mile radius.

Legendary Actions
At the start of each round on initiative count 20, the soil mother may
choose one of her regular actions to perform without expending her turn.
She may not perform the same legendary action two rounds in a row.

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Splice Hydra
A splice hydra is a chimeromantic abomination, made by fusing seven
great serpents into a single creature. They are aquatic by preference,
but the human lungs used in their construction make them amphibious.
When they wish, splice hydras sing like an overpowering, discordant
choir. Joyous, ecstatic, and terrified voices all intertwine into one.
The sound is irresistibly primal. Few can resist joining its dreadful
song, singing wordlessly at the top of their voices.
Splice hydra blood and eggs are alchemically auspicious, nearly as
potent and useful as dragon ingredients.

Splice Hydra
Huge monstrosity, unaligned

Armor Class: 15
Hit Points: 172 (15d12 + 75)
Speed: 30 ft, swim 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 18 (+4) 5 (-3) 10 (+0) 5 (-3)

Senses: darkvision 60 ft., passive Perception 10


Languages: -
Challenge: 9 (5,000 XP)

Amphibious. The splice hydra can breathe air and water.

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

Song. When the splice hydra sings, all creatures that can hear it within 120
feet must make a DC 18 Wisdom saving throw. Creatures that fail become
incapacitated. Creatures that fail by more than 5 become stunned.

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

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

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

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Storm Seal
These magical creatures dwell within thunderclouds and the airy
canyons between mountains. They swim through the air gracefully,
winding sinuously before spiraling in to attack.
Their newborn minnows are aquatic, but the mouse-sized pups take
to the air in wingless, flying swarms which keep down the midges, flies,
and fleas in coastal wetlands.
Adolescents are the size of large dogs, and are large enough to hunt.
They are cruel, playful, and opportunistic. Adults are dolphin sized,
large enough to lift a struggling horse up into the air, to be cast down
to its death.

Storm Seal
Medium monstrosity, unaligned

Armor Class: 12
Hit Points: 90 (12d12 + 12)
Speed: 0 ft., fly 45 ft, swim 45 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 13 (+1) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances: cold, lightning, thunder


Senses: darkvision 120 ft., passive Perception 10
Languages: -
Challenge: 2 (450 XP)

Charge. If the storm seal moves 20 feet straight towards a target and
then hits it with a melee attack on the same turn, the target is knocked
prone.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18
(4d6 + 4) piercing damage.

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Sylph Spider
Sylph spiders are giant, bristly hunting spiders which hunt from the air.
They spin silken membranes between their legs and soar on the thermal
currents. They are ambush hunters, large enough to snare and envenom
people, goats, or boars. They can’t take off from level ground, but by
jumping into the breeze off trees.
Sylphs avoid close-knit herds and groups, as they are vulnerable
once on the ground. They will, however, follow groups for hours at a
time, waiting for a straggler to separate or fall behind, and then silently
pounce.
They prefer to hunt in broken, rocky terrain or sparse forests—places
where they can get high enough to lift off once more.
They will drag lone victims up into trees to drain them quietly. If this
is not possible, they will sometimes leave a dying victim to soften up and
dissolve internally. The sweating caused by their venom is pungent and
repels scavengers.

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Sylph Spider
Large beast, unaligned

Armor Class: 14
Hit Points: 32 (5d10 + 5)
Speed: 30 ft., climb 30 ft., fly (hover) 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 2 (-4)

Senses: darkvision 60 ft., passive Perception 10


Languages: -
Challenge: 2 (450 XP)

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

Web Weakness. If the sylph spider’s leg webbing takes fire damage or
is deliberately cut, it loses its fly movement.

Web Walker. The spider ignores movement restrictions caused by


webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) piercing damage, and the target must make a DC 13
Constitution saving throw, taking 12 (3d8) poison damage on a
successful save, or half as much damage on a successful one.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60


ft., one creature. Hit: The target is restrained by webbing. As an action,
the restrained creature can make a DC 12 Strength check, bursting the
webbing on a success. The webbing can also be attacked and destroyed
(AC 15; HP 10; vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).

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Tcheth
The Tcheth are long-limbed, lightly furred people, with long, narrow
skulls reminiscent of ferrets. They are excellent climbers, and their
flexible bones let them squeeze through remarkably narrow gaps.
They are originally from deep underground, but they see poorly in the
dark. Tcheth legends say they were forced to give up their night eyes in
a bargain with the demon Guguluin, to win their freedom from the Jorn.
They are gregarious and form large fishing communities on the
surface, preferring river gorges with good climbing. They built Yugra
in the Cleft, and some see signs of their handiwork in the original
structures of Novy Dom.
Tcheth love grass, thinking its texture and appearance hilarious.
They are masterful weavers, and a traveling band of Tcheth takes no
greater pleasure than in weaving a new, grass hut for themselves at
every campsite.
Their ritual magic is based on weaving, and it’s said that the witch-
grain baskets (which insects compulsively fill with nuts, seeds and
grubs) were a Tcheth creation.

Tcheth
Medium humanoid, any alignment

Armor Class: 11
Hit Points: 8 (2d8)
Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)

Senses: passive Perception 11 (9 if underground or in darkness)


Languages: Common, Undercommon
Challenge: 1/4 (50 XP)

Squeeze. Tcheth can move through narrow gaps without reducing


their speed.

Actions
Weapon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning, piercing, or slashing damage.

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Undine
The undine are spirits which bring water to the surface from deep within
the ground. Where they dwell, natural springs are plentiful and rains
come often.
Undines are said to have three forms. When seen in pools or streams,
they appear as ghostly children. Their words cannot be heard by mortal
ears, but are remembered several days later. This makes dealing with
them dangerous, since a back-and-forth conversation is impossible, and
they have many rigid laws and customs that they expect visitors to
uphold.
When angered, they take on the forms of watery serpents with
venomous bites, almost invisible when submerged.
Many pastoral shrines are built to them, and village sooths say that
mist and fog are a third form of the undines, moving about the land as
the eyes and ears of the Powers. If their demands are not appeased (with
suitable shrine donations), sooths say the undines punish the land by
bringing droughts.

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Undine
Small elemental, any alignment

Armor Class: 12
Hit Points: 18 (4d6 +4)
Speed: 30 ft.

STR DEX CON INT WIS CHA


5 (-3) 15 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)

Damage Immunities: cold


Senses: passive Perception 10
Languages: Aquan, Common
Challenge: 1/2 (100 XP)

Invisible in Water. The undine is invisible when fully immersed in


water.

Serpentine. When angered, the undine can change forms into a


watery serpent.

Actions
Bite (Serpent Form Only). Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (1d3 + 3) piercing damage.

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Vampire
Vampires are wraiths who have acquired a taste for the blood of the
living. By drinking it, they regain a solid, mortal body. Freed from the
ashen realm, they will do anything to never return to it.
Since they are dead that prey on the living, they are the counterpart
of orcs (living who prey on the dead).
To keep their mortal bodies, they must feed weekly. Because of this,
many vampires cultivate positions of power and influence that give
them opportunities to exploit living victims. Others haunt alleyways in
the towns and cities, devouring those who won’t be missed.
Only the most desperate vampires hunt in the wilderness, for like all
dead without the protection of an ancestral host, they are vulnerable to
demons.
Vampires fight as wraiths do, with silvered or enchanted weapons, or
whatever magic they learned in life.
If a vampire’s mortal body is slain, it reverts to its wraith form.
Vampires are careful to keep a silvered weapon hidden, a hunting tool
of last resort if they are driven from their bodies.

Vampire
Medium undead, evil

Armor Class: 16
Hit Points: 120 (14d8 + 60)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

Skills: Perception +7, Stealth +9


Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Senses: darkvision 120 ft., passive Perception 17
Languages: any
Challenge: 9 (5,000 XP)

Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting


ability is Intelligence (spell save DC 16, +8 to hit with spell attacks).
The vampire has the following spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost,


thaumaturgy
1st level (4 slots): charm person, comprehend languages, fog cloud
2nd level (3 slots): darkness, detect thoughts, hold person

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3rd level (3 slots): bestow curse, counterspell, nondetection
4th level (3 slots): blight, phantasmal killer
5th level (1 slot): dominate person

Regeneration. The vampire regains 20 hit points at the start of its


turn if it has at least 1 hit point. If the vampire takes radiant damage
or damage from holy water, this trait doesn’t function at the start of
the vampire’s next turn.

Wraith Form. If the vampire would be killed, it reverts to its wraith


form.

Actions
Multiattack. The vampire makes two attacks, only one of which can
be a bite attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one


creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing
damage, the vampire can grapple the target (escape DC 18).

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature,
or a creature that is grappled by the vampire, incapacitated, or
restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic
damage. The target’s hit point maximum is reduced by an equal
amount to the necrotic damage taken, and the vampire regains hit
points equal to that amount. The reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit point
maximum to 0.

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Vampire Bush
These large bushes appear to be covered in pink, circular flowers year-
round. Their tough, raspy tendrils reflexively grasp anything that
brushes them. The whole bush then curls around to encircle the prey,
which is drained of its blood through the sucker-like “flowers.”
They evolved to catch small birds and rodents, so they are not a
serious threat to alert adventurers with a knife handy. Tired travelers
who stumble directly in, however, quickly come to a bad end. So do
armored or encumbered adventurers who can’t as easily wriggle out of
the bush’s grip.

Vampire Bush
Medium plant, unaligned

Armor Class: 9
Hit Points: 13 (3d6 + 3)
Speed: 0 ft.

STR DEX CON INT WIS CHA


8 (-1) 8 (-1) 11 (+0) 5 (-3) 5 (-3) 6 (-2)

Damage Vulnerabilities: fire


Damage Resistances: piercing
Senses: passive Perception 7
Languages: -
Challenge: 1/8 (25 XP)

Actions
Ensnare. The vampire bush targets one creature within 5 feet, which
must make a DC 14 Dexterity saving throw. On a failed save, the
target takes 7 (2d6) piercing damage.

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Vampire Tree
Vampire bushes nurtured by spirits or Powers can grow into substantial
trees. These are extremely dangerous to anyone who wanders beneath the
canopy.

Vampire Tree
Huge plant, evil

Armor Class: 16
Hit Points: 70 (7d12 + 25)
Speed: 0 ft.

STR DEX CON INT WIS CHA


16 (+3) 6 (-2) 15 (+2) 5 (-3) 5 (-3) 6 (-2)

Damage: Vulnerabilities fire


Damage Resistances: bludgeoning, piercing
Senses: passive Perception 7
Languages: -
Challenge: 5 (1,800 XP)

Actions
Ensnare. The vampire tree targets one creature within 10 feet, which
must make a DC 18 Dexterity saving throw. On a failed save, the
target takes 20 (6d6) piercing damage, or half as much on a success.

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Vinteralf
Beyond the high glaciers is a land so cold that humans simply cannot
enter. There, the stars sing their songs to the seers of the Vinteralf.
Vinteralf are tall, thick-skinned, and blubbery. Their faces are seal-
like, with stubby snouts and tiny eyes. When they must, they can
hibernate for several decades. Only the hardiest Vinteralf come to the
glacier lands to defend their borders, hunt the white hydra, or to eject
an exile.
They will be well armed, with carefully made, form-fitting metal or
laminate armor. Most will be carrying a supply of cyldwort, a warmlands
herb that cools the body enough for them to function.
Some Vinteralf parties will have a confessor-acolyte, a junior star
seer able to see three heartbeats into the future, making them uncannily
good in melee.

Vinteralf
Medium humanoid, any alignment

Armor Class: 18
Hit Points: 56 (9d8 + 16)
Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 9 (-1) 18 (+4) 10 (+0) 14 (+2) 9 (-1)

Skills: Perception +4, Survival +6


Damage Immunities: cold
Senses: passive Perception 14
Languages: Common
Challenge: 7 (2,900 XP)

Brave. The Vinteralf has advantage on saving throws against being


frightened.

Hibernation. Vinteralf are capable of hibernation for several decades.

Actions
Multiattack. The vinteralf make three weapon attacks.

Weapon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
16 (3d6 + 6) bludgeoning, piercing, or slashing damage.

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Vinteralf Confessor
Medium humanoid, any alignment

Armor Class: 20
Hit Points: 56 (9d8 + 16)
Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 9 (-1) 18 (+4) 10 (+0) 14 (+2) 9 (-1)

Skills: Perception +8, Survival +6


Damage Immunities: cold
Senses: passive Perception 18
Languages: Common
Challenge: 9 (5,000 XP)

Brave. The vinteralf confessor has advantage on saving throws


against being frightened.

Hibernation. Vinteralf are capable of hibernation for several decades.

Starseer. The Vinteralf confessor can see slightly into the future,
which is reflected in the calculated AC and bonus.

Actions
Multiattack. The vinteralf make three weapon attacks.

Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
16 (3d6 + 6) bludgeoning, piercing, or slashing damage.

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Void Gull
Deprived of their home plane long ago, these alien gulls have adapted
to the void that howls between realms. When in mortal lands, they are
found in small patrols or scouting groups.
More suited to the void, the pony-sized gulls are passable gliders but
weak fliers. On flat ground, they move by “glide-hopping,” bouncing up
on their one leg and flapping for a few feet before hopping once more.
They are swift, but tire easily.
Alone, they are nervous and inclined to keep their distance. When
two or more are present, they revert to their military training, seizing
victims with their hands and delivering axe-like blows with their bony,
tripartite “beaks.”
They are keenly interested in sorcerers and summoners of all types
and will abduct them opportunistically, hoping to extract magical secrets
from them. As they are fascinated by planar destruction, the presence of
a nest is a dire sign.

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Void Gull
Large aberration, any alignment

Armor Class: 12
Hit Points: 26 (3d10 + 10)
Speed: 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 15 (+2) 12 (+1) 14 (+2) 7 (-2)

Senses: passive Perception 12


Languages: Auran, Common
Challenge: 2 (450 XP)

Keen Sight and Smell. The void gull has advantage on Wisdom
(Perception) checks that rely on sight or smell.

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

Actions
Multiattack. The void gull can make two beak attacks, or one grapple
attack.

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

Grapple. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC
14). Until this grapple ends, the creature is restrained and the gull
can’t grapple another target.

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Void Bringer
Void gull nests are watched over by a void bringer, a gull of considerable
magical ability.
Void bringers are intensely purposeful. While void gulls can be
somewhat aimless or flighty in small groups, the presence of a void
bringer catalyzes them into focused action. Void bringers always have a
strange project—they may be swapping people’s minds into the bodies of
cattle, undercutting the geological structures of a town, turning all the
fruit blue to serve as a substrate for some alien mold they like to eat, or
bringing about a ‘curse’ that liquifies domestic animals within several
miles because they want the soil nutrient balanced changed.

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Void Bringer
Large beast, any alignment

Armor Class: 12
Hit Points: 26 (3d10 + 10)
Speed: 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 15 (+2) 12 (+1) 14 (+2) 14 (+2)

Senses: passive Perception 12


Languages: Common
Challenge: 3 (700 XP)

Keen Sight and Smell. The void bringer has advantage on Wisdom
(Perception) checks that rely on sight or smell.

Spellcasting. The void bringer is a 5th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell
attacks), and it needs only verbal components to cast its spells. It has
the following sorcerer spells prepared:

Cantrips (at will): acid splash, dancing lights, mage hand, minor
illusion, prestidigitation
1st level (4 slots): fog cloud, silent image
2nd level (3 slots): knock, phantasmal force, shatter
3rd level (2 slots): sleet storm

Actions
Multiattack. The void bringer can make two beak attacks, or one
grapple attack.

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

Grapple. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
5 (1d8 + 1) bludgeoning damage and the target is grappled (escape DC
12). Until this grapple ends, the creature is restrained and the gull
can’t grapple another target.

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Void Worm
A mature void worm is twenty paces long, with a body made of
nothingness. Where it lies, no rock exists. It inches forward slowly,
occasionally intersecting a tunnel or cave. Once it has passed, there is
undisturbed solid rock once more.
The appearance of a void worm often goes unnoticed. They’re silent,
and whatever they eat, they are uninterested in surface dwellers. They’re
heralded by nothing more than a circular opening appearing in a wall,
enlarging to the full diameter of the worm, revealing an ever-shortening
tunnel. An hour or more later, when the worm crosses whatever room or
corridor it blundered into, a similar breach opens on the far side.
At the tip of each tunnel is a seam of gold, which to the untrained eye
appears to be a natural part of the rock. A thick, rich vein of pure gold!
But alas, mining this kills the worm. The worm’s nothing-body begins
to rot immediately. Crumbling, porous rock encroaches on all sides,
replacing the smooth tunnel with crunching, delicate spurs of natural
rock. In a few weeks, the void has closed completely.
The brave or foolhardy might run along its body, using it as a
momentary glimpse into the surrounding rock or other caverns, but wise
miners let the worms pass.

Void Worm
Large aberration, unaligned

Armor Class: 40
Hit Points: 1
Speed: 5 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Damage Immunities: acid, bludgeoning, cold, fire, force, lightning,


necrotic, piercing, poison, psychic, radiant, slashing, thunder

Condition Immunities: blinded, charmed, deafened, exhaustion,


fatigued, frightened, grappled, incapacitated, paralyzed, petrified,
poisoned, prone, restrained, stunned, unconscious
Senses: truesight 120 ft., passive Perception 10
Languages: -
Challenge: 1 (200 XP)

Gold. Mining the gold at the top of the void worm kills it immediately.

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Warbody
When the demigods retaliated against the Seree, they made special
bodies for themselves. An account of the attack on the pit of ensnarement
described Deel and her companions as having bodies of dark glass,
carrying lances of white metal.
They flew as if blown by a hurricane, and their lances struck like
lightning, smashing the masonry of the pit fortress apart. They hummed
and crackled like spell engines, which may have given Pit-Master Zecoxy
some clue he used to stun Deel before he was torn apart by Egesa.

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Warbody
Large construct, any alignment

Armor Class: 22
Hit Points: 210 (20d10 + 100)
Speed: 45 ft., fly 45 ft.

STR DEX CON INT WIS CHA


25 (+7) 18 (+4) 20 (+5) 18 (+4) 18 (+4) 25 (+7)

Damage Immunities: fire, lightning, poison, psychic, radiant;


bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses: darkvision 120 ft., passive Perception 14
Languages: any
Challenge: 17 (18,000 XP)

Fire and Lightning Absorption. Whenever the warbody is subjected


to fire or lightning damage, it takes no damage and instead regains a
number of hit points equal to the fire or lightning damage dealt.

Immutable Form. The warbody is immune to any spell or effect that


would alter its form.

Magic Resistance. The warbody has advantage on saving throws


against spells and other magical effects.

Magic Weapons. The warbody’s attacks are magical.

Actions
Multiattack. The warbody makes two attacks with its lance.

Lance. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
23 (3d10 + 7) piercing damage plus 10 (2d10) lightning damage.

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Water Shade
These pony-like creatures are magical scavengers, patrolling the
drylands for prey. If one crosses a traveler’s tracks, it pursues, stealing
its victim’s life from their footprints—fresh is best, but hour-old
footprints will do.
Anyone so pursued must consume twice the normal amount of food
and water or collapse from exhaustion. Each shade can affect d2 people
once it begins following.
If spotted and chased, shades will keep their distance. They can
outrun people, but tire quickly if forced to gallop for an extended period.
The Heelan sometimes use them as mounts, using the water shades’
tracking abilities for their own sport.

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Water Shade
Medium beast, unaligned

Armor Class: 15
Hit Points: 20 (4d8 + 4)
Speed: 45 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 13 (+1) 6 (-2) 11 (+0) 6 (-2)
Skills: Perception +3, Survival +5

Senses: passive Perception 13


Languages: -
Challenge: 3 (700 XP)

Drain. The water shade follows d2 targets. Any targets pursued in


this way suffer one level of exhaustion for every hour they are followed
by the water shade.

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

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Werewolf, Leádstæf
The Leádstæf are deranged celestial beings, torn from the heavens by
Seree magic. They roam the earth, looking to manifest their anguish
and dread upon the people of the surface.
The Leádstæf are incorporeal spirits who attack by possession. They
can control anyone “marked” by the Powers, such as by curses inflicted
by the Powers, with any injury having a divine origin (including white
metal weapons, divine warbodies, and the bite of Leádstæf themselves).
Anyone possessed by a Leádstæf immediately transforms into its
animal form. Most of the time this is a huge, white-furred wolf, but other
forms include a flayed arctic fox, a horse-sized arctic bat, or a three-
headed polar bear. All are ferocious in battle.
Killing the animal form ejects the Leádstæf from the host (though it
can possess someone again the next night), who awakens with serious
injuries. If the mortal blow is inflicted with fire or a silver weapon, the
Leádstæf dies permanently, but so does the host.

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Leadstaef, Wolf Form
Large demigod, any alignment

Armor Class: 14
Hit Points: 135 (18d8 + 55)
Speed: 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 17 (+3) 11 (+0) 11 (+0) 12 (+1)

Skills: Perception +7
Damage Immunities: bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t silvered
Senses: passive Perception 17
Languages: Celestial, Abyssal, Common, but can’t speak in animal
form
Challenge: 6 (2,300 XP)

Keen Smell and Hearing. The werewolf has advantage on Wisdom


(Perception) checks that rely on smell or hearing.

Actions
Multiattack. The werewolf makes two claw attacks, or one claw and
one bite attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) piercing damage. If the target is a humanoid, they must
succeed on a DC 14 Constitution saving throw or be cursed with
lycanthropy.

Possess. The Leadstaef chooses a humanoid target within 120 feet. If


they have been bitten or otherwise marked by the Powers, they must
make a DC 15 Wisdom saving throw. On a failed save, the Leadstaef
possesses their body and shape-shifts into wolf form. The possessed
creature may repeat the saving throw once each minute.

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Whip Scorpion
Nightmares of black chitin three paces long, they patrol underground
places incessantly, seeking sound or movement. They seize prey with
their pincers, they then spray strong acid from their stiff, whip-like
tails.
They are perfect climbers, moving easily along walls and ceilings.
A faint vinegar smell is sometimes the only warning that one is near.

Whip Scorpion
Large beast, unaligned

Armor Class: 15
Hit Points: 50 (7d10 + 12)
Speed: 40 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

Skills: Perception +3
Senses: blindsight 60 ft., passive Perception 12
Languages: -
Challenge: 2 (450 XP)

Actions
Multiattack. The scorpion makes three attacks: two with its claws
and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) piercing damage, and the target is grappled (escape DC 12).
The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
7 (1d10 + 2) piercing damage, and the target must make a DC 13
Constitution saving throw, taking 20 (4d10) acid damage on a failed
save, or half as much damage on a successful one.

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Wraith
When the fortunate die, they join with an ancestral host to solemnly
watch over the living. Some are unwilling or unable to join, or are
rejected by the ancestors—the very selfish or hateful, whose spirits
are bent by self-interest. Others have minds filled with alien rituals or
corrupted by wizard flowers, and cannot meld their whispering voices
with the ancestors.
Most of these dissipate in grief or wander off to be caught by demons.
The strongest willed, however, go on as wraiths.
Wraiths may use whatever rituals they knew in life and can wield
silver or enchanted weapons or objects (including wizard flowers), as
these exist on both sides of the veil.

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Wraith
Medium undead, evil

Armor Class: 13
Hit Points: 60 (9d8 + 20)
Speed: 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

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


bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: Common
Challenge: 3 (700 XP)

Incorporeal Movement. The wraith can move through other


creatures and objects as if they were normal terrain.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage


on attack rolls, as well as on Wisdom (Perception) checks that rely on
sight.

Actions
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 17 (3d8 + 3) 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.

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Wyrm, Jokun
Jokun was once a Seree guardian, grown from an immature drake.
Abandoned by the departure of the Seree, she devoured her spell engine
in frustration. In doing so, she became a dragon.
The indigestible spell engine inside her pulls warmth from her
environment to power itself—she radiates cold, but she is uncomfortably
warm everywhere outside the glacial lands. Once per day she can vent
the engine’s power as a blast of heat so intense that everything but
white metal or dark glass liquifies or turns to ash.
She is long and slender, and when her wings are folded, she can easily
navigate spaces meant for people—a fact that has led her to feast in
more than one fortress thought to offer security.
Her scales are as clear as glass, but as strong as steel, and she is
invisible when she sleeps.
She cannot properly understand language, but barks half-remembered
nursery rhymes from her infancy in a sarcastic tone.

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Wyrm, Jokun
Large dragon, neutral

Armor Class: 18
Hit Points: 178 (17d10 + 85)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


23 (+6) 13 (+1) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Saving Throws: Dex +6, Con +7, Wis +4, Cha +8


Skills: Perception +8, Stealth +4
Damage Resistances: cold, fire
Senses: darkvision 120 ft., passive Perception 18
Challenge: 11 (7,200 XP)

Cold Radiation. Jokun radiates cold. Anyone who touches her scales
with bare skin takes 9 (2d8) cold damage.

Invisibility. Jokun is invisible while she sleeps.

Actions
Multiattack. Jokun makes three attacks: one with her bite and two
with her claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17
(2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13
(2d6 + 6) slashing damage plus 3 (1d6) cold damage.

Heat Breath (Once per Long Rest). Jokun exhales a blast of pure
heat in a 30-foot cone. Each creature in that area must make a DC 17
Dexterity saving throw, taking 91 (26d6) fire damage on a failed save,
or half as much damage on a successful one.

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Wyvern
Wyverns are the offspring of guardian reptiles and a debased mystical
order (which they later ate). They are giraffe-sized winged terrors with
the same playfully murderous demeanor as house cats. Wyverns patrol
all day, drifting high on the updrafts. They swoop down to snatch prey
from the ground, carry them high, drop them, and then do it again.
They have oddly human laughs, and if need be, beg for their lives
in human voices. They have four eyes, each of which is a precious
gemstone.

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Wyvern
Large dragon, unaligned

Armor Class: 15
Hit Points: 101 (13d10 + 30)
Speed: 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

Skills: Perception +4
Senses: darkvision 120 ft., passive Perception 14
Languages: - (see below)
Challenge: 6 (2,300 XP)

Mimicry. Wyverns do not fully understand human speech, but are


capable of mimicry, and will utilize this particularly when begging for
their lives.

Actions
Multiattack. The wyvern makes two attacks: two bite attacks, or one
bite and one grapple attack.

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

Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
7 (1d6 +4) bludgeoning damage, and the target is grappled (escape DC
16). The wyvern can only grapple one target at a time.

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Wyvern Eel
Wyvern eels are the descendants of old Half-Lord Gaven’s two captive
wyverns. Left behind when Gruelshore’s floods ruined his estate, they
mated with eels and produced a brood of aquatic hybrids, each as long as
a skiff. They ambush from the water like alligators, but bury themselves
in the mud over winter, sometimes not waking for dozens of years. The
fishers blame sightings on strong pond-apple cider.

Wyvern Eel
Large beast, unaligned

Armor Class: 14
Hit Points: 80 (9d12 + 22)
Speed: 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 17 (+3) 2 (-4) 10 (+0) 3 (-4)

Skills: Perception +2, Stealth +5


Senses: passive Perception 12
Languages: -
Challenge: 4 (1,100 XP)

Actions
Multiattack. The wyvern eel makes two attacks: one with its bite and
one constrict attack.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20
(3d10 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.


Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled
(escape DC 15). Until this grapple ends, the target is restrained and
the wyvern eel cannot constrict another target.

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Eric Moore (Order #36249609)
Open Game License v1.0a
This material is being released using the Open Gaming License Version 1.0a
and you should read and understand the terms of that license before using this
material.
The text of the Open Gaming License itself is not Open Game Content. In-
structions on using the License are provided within the License itself.
The following items are designated Product Identity, as defined in Section
1(e) of the Open Game License Version 1.0a, and are subject to the conditions
set forth in Section 7 of the OGL, and are not Open Content:
All art; all bestiary descriptions; the names of places, creatures and charac-
ters including but not limited to: Aether Serpent, Acolyte of Raal, Apocalypse
Larva, Brass Soldiers, Carreg, Cave Stitcher, Chitin Drake, Craesten, Lurrock,
Dire Flea, Dradkin, Dream Eater, Emperor Tortoise, Emperor Heron, Fever
Fly, Fleshpriest, Giragita, God Unmoving, Handwolf, Heelan, Heilian, Jokun,
Jorn, Lantern Worm, Lady of Memory, Leádstæf, Luminous Void, Malak, Mar-
toi, Meeb, Menaka, Moon Baby, Murk Star, Murker, Nuss, Onddo, Ricalu, Sand
Monarch, Selk, Seree, Shadow Bohka, Shrine Baby, Slewt, Soil Mother, Splice
Hydra, Storm Seal, Sylph Spider, Suvuvena, Tcheth, Tristhmus, Ur-Menig, Vin-
teralf, Void Gull, Void Worm, Water Shade.
All of the rest of this bestiary is Open Game Content as described in Section
1(d) of the License.
The terms of the Open Gaming License Version 1.0a are as follows:

Open Game License Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copy-
right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark own-
ers who have contributed Open Game Content; (b) “Derivative Material” means
copyrighted material including derivative works and translations (including
into other computer languages), potation, modification, correction, addition, ex-
tension, upgrade, improvement, compilation, abridgment or other form in which
an existing work may be recast, transformed or adapted; (c) “Distribute” means
to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d) “Open Game Content” means the game mechanic and
includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including transla-
tions and derivative works under copyright law, but specifically excludes Prod-
uct Identity. (e) “Product Identity” means product and product line names, logos
and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, art-
work, symbols, designs, depictions, likenesses, formats, poses, concepts, themes

182 — 5e Bestiary

Eric Moore (Order #36249609)


and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, perso-
nas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graph-
ic designs; and any other trademark or registered trademark clearly identified
as Product identity by the owner of the Product Identity, and which specifical-
ly excludes the Open Game Content; (f) “Trademark” means the logos, names,
mark, sign, motto, designs that are used by a Contributor to identify itself or
its products or the associated products contributed to the Open Game License
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open
Game Content. (h) “You” Not for resale. Permission granted to print or photo-
copy this document for personal use only. System Reference Document 5.1 2 or
“Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-­‐‑free, non-­‐‑ exclu-
sive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights con-
veyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, includ-
ing as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-­‐‑adaptability with any Trademark
or Registered Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent Agreement with
the owner of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.

5e Bestiary — 183

Eric Moore (Order #36249609)


8. Identification: If you distribute Open Game Content You must clearly indi-
cate which portions of the work that you are distributing are Open Game Con-
tent.
9. Updating the License: Wizards or its designated Agents may publish up-
dated versions of this License. You may use any authorized version of this Li-
cense to copy, modify and distribute any Open Game Content originally distrib-
uted under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written per-
mission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to com-
ply with all terms herein and fail to cure such breach within 30 days of becom-
ing aware of the breach. All sublicenses shall survive the termination of this
License.
14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it enforce-
able.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wiz-
ards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wiz-
ards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cor-
dell, Chris Sims, and Steve Townshend, based on original material by E. Gary
Gygax and Dave Arneson.
END OF LICENSE

184 — 5e Bestiary

Eric Moore (Order #36249609)


Eric Moore (Order #36249609)

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