D&D5e - Eberron - Creatures of Eberron (v2.1)
D&D5e - Eberron - Creatures of Eberron (v2.1)
D&D5e - Eberron - Creatures of Eberron (v2.1)
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1
TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
Introduction .......................................................................... 3
On the Monsters and NPCs Herein ............................................3
On Errors and Issues .....................................................................3
On Legendary Monsters ...............................................................3
Creatures ............................................................................... 4
Akleu ................................................................................................ 4
Alchemy Beetle .............................................................................. 4
Ash Remnant ................................................................................. 4
The Warlock of the Aberrant Scar ............................................. 6
Carrion Tribe Members ............................................................... 7
Chaos Fleet ..................................................................................... 8
Dolgarr ...........................................................................................10
Dolgaunt Cell Leader ..................................................................10
Dolghast ........................................................................................ 11
Dolgrue .......................................................................................... 11
Dream Serpent ............................................................................. 12
Essence Reaver ............................................................................. 13
Jhorash’tar Orcs ...........................................................................14
Karrnathi Dread Marshall ........................................................ 16
Kyra ................................................................................................ 17
Legendary Beasts of Xen’drik ...................................................18
The Cinder Sisters ................................................................. 19
Glimmerdoom ....................................................................... 20
Kraa’ark Lors ......................................................................... 22
Lurking Two-Maws ............................................................. 25
Mulraarog, the Tar-Skinned Troll .................................... 27
Old Silverclaws ...................................................................... 29
Pa Nuk ..................................................................................... 32
Living Spells ................................................................................ 34
Madborn Humanoid .................................................................. 35
Mistling Dryad ............................................................................ 36
Mounts .......................................................................................... 37
Mourner ........................................................................................ 38
Mourning Haunt ......................................................................... 38
Opabinia........................................................................................ 39
Quarbound Wolf Spy .................................................................. 39
Rancid Beetle Swarm ................................................................. 40
Rancid Beetle Zombie ................................................................ 40
Rhesh Turakbar And His Allies .................................................41
Scorrow ......................................................................................... 42
Skinweavers ................................................................................. 43
Tentacle Spider ........................................................................... 44
Umbral Spy ................................................................................... 45
Urdark ........................................................................................... 45
Warforged Raptor ....................................................................... 45
Warforged Scorpion ................................................................... 46
Whirling Blade Swarm .............................................................. 47
Xenostelid .................................................................................... 48
Xorbeast ........................................................................................ 49
Yuan-Ti Wretchling ................................................................... 50
2
INTRODUCTION ON LEGENDARY MONSTERS
The legendary monsters are placeholders, for now. For
Every campaign can use more adversaries!
every five copies of the PDF that sells, we will add a
legendary monster (up to the list in the PDF).
We’ve scoured a lot of old Eberron content to bring you
5e versions of monsters and NPCs for your campaign. The
Update: We are nearly at 30, so I’m going to assume we
contents are alphabetical, though some things like mounts
hit 35 someday…..
are found under their category, not their individual names.
Also, since we already have one monster that can kind of
3
CREATURES ALCHEMY BEETLE
An alchemy beetle is 4 feet long and 2 feet wide. It has a
AKLEU
black iron head similar to a stag beetle’s. Six jointed black
iron legs, the front two tipped with hooks, support a metal
framework. A glass hemisphere sits in the framework,
This hunched creature has a translucent body allowing fused to the beetle by what look like black metal veins. This
those unlucky enough to meet one to see its bones and hemisphere is filled with a random alchemical fluid.
intestines (it seems to have no muscles, however). (adapted from Secrets of Xen’drik)
Emaciated and skeletal, its long arms and legs are out of
proportion from its body and seem to contain too many
joints. Its head is shaped like a shark’s, flat and wedge
shaped with several rows of teeth. This fiend was brought Small construct, unaligned
to Eberron by the daelkyr millennia ago. Few still exist on
Eberron. Those that do like to hunt in packs. (adapted from Armor Class 14
Horrors of the Daelkyr in Dragon 348) Hit Points 22 (4d8+4)
Speed 20 ft., fly 90 ft.
Armor Class 15
Hit Points 97 (13d8+39) Damage Immunities Poison, Psychic
Speed 30 ft. Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned, Restrained
STR DEX CON INT WIS CHA Senses Darkvision 60 ft., Passive Perception 10
17 (+3) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 7 (-2) Languages None
Challenge 1 (200 XP)
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Multiattack. The beetle makes two claw attacks and one bite
Senses Darkvision 120 ft., Passive Perception 16
attack.
Languages Common, Deep Speech
Challenge 5 (1,800 XP) Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3
(1d4 + 1) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
Nearly Invisible. Attacks on the akleu have disadvantage.
(1d6 + 1) piercing damage and the target is subject to one of the
Evasion. If the akleu is subjected to an effect that allows it to
alchemical effects below. Each beetle has only one type of effect.
make a Dexterity saving throw to take only half damage, it instead
Alchemical Effect: Each beetle has one of the following effects:
takes no damage if it succeeds on the saving throw, and only half
damage if it fails. • Fire: The target takes 4 (1d4+2) fire damage
Sneak Attack (1/Turn). The akleu deals an extra 14 (4d6) damage • Sticky Goo: The target takes 2 (1d4) acid damage and is slowed
when it hits a target with a weapon attack and has advantage on for one round.
the attack roll, or when the target is within 5 feet of an ally of the • Acid: The target takes 4 (1d4+2) acid damage.
akleu that isn’t incapacitated and the akleue doesn’t have • Sleep Poison: The target must make a DC Constitution save or
disadvantage on the attack roll fall asleep. Targets with more than 4 hit dice are immune.
• Toxin: The target takes 4 (1d4+2) poison damage and is
poisoned for one round.
• Lightning Surge: The target takes 2 (1d4) lightning damage and
Mutliattack: The akleu makes two claw attacks and one bite
must make a DC 12 Dexterity save or be Incapacitate for 1
attack.
round.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 • Thunderous Cloud: The target takes 2 (1d4) thunder damage.
(4d6 + 3) damage. All creatures within 10 feet of the beetle must make a DC 12
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 Strength check or be pushed 5 feet.
(3d6 + 3) damage. The target must make a DC 14 Constitution save • Freezing Cold: The target takes 2(1d4) cold damage and must
or be poisoned until the end of its next turn. make a DC 12 Strength check or be frozen in place for one
round. A frozen creature can take actions but cannot move.
Exploding Death: Each creature within 10 feet of the beetle when
it is reduced to zero hit points must make a DC 12 Dexterity save.
On a failure, the target takes 15 damage (type determined by the
beetle’s Alchemical Effect) and is subject to any secondary effect
of the Alchemical Effect, taking half damage on a success and not
being subject to other effects.
4
ASH REMNANT
An ash remnant is an undead made up of ash and small Medium undead, chaotic evil
stones. They lie in wait on the border of the Mournlands,
waiting to attack the living. They are filled with rage and Armor Class 15
hatred because they could see the border of the Mourning Hit Points 97 (13d8+39)
when it came but could not quite escape death. Killing is Speed 30 ft.
their only reason for existence at this point. (adapted from
the 4E Guide.) STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 9 (-1) 11 (+0) 10 (+0)
They are almost always lying on the ground when first
encountered……with a passive perception of 16 needed to Damage Resistances Cold, Necrotic
see them. Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 10
Languages Understands Common, but cannot speak
Challenge 5 (1,800 XP)
5
THE WARLOCK OF THE SCARBOUND ORC
ABERRANT SCAR Scarbround orcs are corrupted by the power of the
Aberrant Scar and the warlock Ghalerath. They have
The Aberrant Scar is a slab of stone found in the something about them that is not quite normal for an orc,
Northwest corner of the Shadow Marches. (details can be like a tentacle, or a tail, or an eye stalk, or a body that
found in the 4e Guide.) seems to shift unnaturally.
Its surface is marred by cracks that bear a strange Use any orc statblock you want, changing the type to
resemblance to aberrant dragonmarks…..and people have aberration and adding one of the following traits:
been trying to find and study it for centuries. Recently, the
warlock Ghalerath took up residence in a tower nearby. She Blinding Spittle (Recharge 5–6). The orc spits a chemical glob at a
has somehow convinced the aberrations she found there to point it can see within 15 feet of it. The glob explodes in a blinding flash
work with her (perhaps by becoming one herself). She of light on impact. Each creature within 5 feet of the flash must succeed
believes she is working to prevent a horrific future. on a DC 12 Dexterity saving throw or be blinded until the end of the
orc’s next turn.
Orcs from a nearby tribe tried to drive her out, but they
Confounding Bite. The orc’s mouth extends out of its face up to five
too have been corrupted by the power of the stone, and
feet, and it bites at a target. Melee Weapon Attack: +3 to hit, reach 10
now serve the warlock they once tried to defeat.
ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must
GHALERATH succeed on a DC 12 Wisdom saving throw or attack rolls against it have
advantage until the start of the orc’s next turn.
Gharlerath is Enervation Ray. The orc has grown an eye stalk and can shoot an eye
convinced she is working ray. The targeted creature must make a DC 12 Constitution saving
to stop a horrible future throw, taking 8 (2d6+1) necrotic damage on a failed save, or half as
from coming. She thinks much damage on a successful one.
she alone understands Mind Thrust. The orc targets a creature it can see within 30 feet of it.
the message of the The target must make a DC 12 Wisdom saving throw, taking 8 (2d6+1)
Abberant Scar…..and yet psychic damage on a failed save, or half as much damage on a
she works closely with successful one.
aberrations and corrupts
Tail. The orc has grown a tail. It adds multiattack, one attack must be
any creature that she can.
tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d6)
Either she’s completely
bludgeoning damage. (note, if you use facing in your game, the target
insane, or realizes that
must be behind or on the side of the orc, not in front)
you need to use
aberrations to fight Tentacle Arm. One arm of the orc’s is a tentacle that can extend up to
aberrations……or maybe 10 feet. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3
even become an (1d6) bludgeoning damage. On a hit, the target must make a DC 12
aberration yourself….. Wisdom save or take 8 (1d8+4) psychic damage and be Poisoned until
the end of their next turn on a failure.
GHALERATH Long Arm: Ghalerath’s right arm can extend up to 10 feet and ends
in a hand with tentacles for fingers.
Medium aberration, chaotic evil
Whispering Aura. At the start of each of the warlock’s turns, each
Armor Class 16 creature of its choice within 5 feet of it must succeed on a DC 12
Hit Points 75 (10d8+30) Wisdom saving throw or take 5 psychic damage.
Speed 30 ft.
STR DEX CON INT WIS CHA Evil Eye. Ranged Attack: +4 to hit, range 35 ft., one target. Hit: 10
11 (+0) 12 (+1) 16 (+3) 11 (+0) 11 (+0) 18 (+4) (1d12 + 3) psychic damage.
Tentacle Arm. Melee Weapon Attack: +4 to hit, reach 10 ft., one
Senses Passive Perception 15 target. Hit: 3 (1d6) bludgeoning damage. On a hit, the target must
Languages Common, Aberrant, Orc make a DC 12 Wisdom save or take 8 (1d8+4) psychic damage and
Challenge 3 (700 XP) be Poisoned until the end of their next turn on a failure.
Call Aberration (recharges on a long rest): Ghalerath is an ally of
Innate Spellcasting. Ghalerath’s spellcasting ability is Charisma
the aberrations found around the Aberrant Scar. She believes she
(+3 to attack, DC 13 to save). She is a natural spellcaster and can
summons one every day, but in reality, one random aberration of
cast the following spells as if she was still a 5th level warlock:
level 1 or lower protects her every day. She does use an action every
At will: eldritch blast
day to do this, first thing in the morning. Treat this aberration as an
1 per day, each: arms of hadar, dissonant whispers, hunger of hadar
ally of hers, always acting after her in combat. It will do its best to
protect her from harm.
6
CARRION TRIBE MEMBERS CARRION TRIBE SAKAH HUNTER
The Sakah Hunter leads from the back, using their
The Carrion tribes serve the archfiends of the Demon
ranged weapons on enemy spellcasters whenever possible.
Wastes. Most are standard barbarians and berserkers, but
It moves its demonic summoning to keep advantage as
some are more.
much as possible. (adapted from the 4E Guide)
CARRION TRIBE SAKAH HUNTER Demonic Eye. The hunter deals an extra 5 (1d10) damage when it
hits a target and has advantage on the die roll due to its
Medium humanoid (human), chaotic evil summoning.
7
CHAOS FLEET
The chaos fleet (adapted from the version in the 4e
Guide to be much less powerful) is made up of humanoids
that have been possessed by elementals. They sail the seas
near the Lhazaar Principalities, mostly.
The fleet’s purpose is unknown, even to the other
pirates of the area. At times, they seem to want to increase
the size of the fleet, by infecting more ships and crews. At
other times, they let ships go without attacking them. Medium elemental humanoid, chaotic evil
Some crews that have encountered them swear that
there is a manifest zone moving with the fleet, while Armor Class 19 (natural armor)
others report nothing unusual about the seas and the Hit Points 93 (11d10+33)
weather around the fleet. Speed 30 ft.
When not near the Lhazaar area, well, no one in
Khorvaire knows where they go. Some scholars believe STR DEX CON INT WIS CHA
they leave the world entirely and sail the planes when they 18 (+4) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 13 (+1)
cannot be seen near Lhazaar.
8
CHAOS FLEET SAILOR ELEMENTAL DRUDGE
Chaos fleet sailors have been transformed by a ritual
performed by Magwroth into hybrid elemental / The souls of sailors transformed into chaos fleet sailors
humanoids. are trapped in small humanoid shaped carvings of stone
and unmelting ice. They behave as mindless golems,
taking orders only from ship captains.
Elemental Burst (when the sailor drops under 26 hit points). Elemental Burst (when the drudge drops to 0 hit points). All
All enemies within 20 feet of the sailor must make a DC 14 non-elementals within 10 feet of the drudge must make a DC 12
Dexterity save, taking 14 cold, fire, or lightning (sailor’s choice) Dexterity save, taking 9 cold, fire, or lightning (drudge’s choice)
damage on a failure, or half as much on a success. damage on a failure, or half as much on a success.
9
DOLGARR DOLGAUNT CELL LEADER
The dolgarr are large aberrations that look like apes with This dolgaunt is stronger than a normal dolgaunt and
their skin turned inside out. They have long, sharp, teeth can often be found leading a group of 3-5 normal ones. It
that look more like fingernails than teeth. They love has been in many fights and is able to analyze its
nothing more than grabbing a creature and smashing it opponents and point out their weaknesses to their allies.
into a wall or the floor, and then throwing it at another (adapted from Eyes of the Lich Queen)
creature! (adapted from the 4e Guide)
10
DOLGHAST DOLGRUE
This humanoid is messily bisected by a division of Imagine a ten-foot-tall humanoid with the head of a
boiling flesh running from the tip of its skull down its face, werewolf, pincers from a giant crab instead of hands, and
chest, and groin. that its feet were really three long toes that ended in
It is as though one creature has been formed from two suction cups. That’s a dolgrue.
halves—one living and one dead. The line where the two Their only strategy in battle is to wade into the fray and
meet churns with liquefying flesh, as unholy life attempt to tear their opponents apart with their claws
constantly fights against necrosis, giving rise to a smell while biting them with their massive jaws……(adapted
too ghastly to describe. The living half is hunched and from Horrors of the Daelkyr in Dragon Magazine)
emaciated, while the dead half is partially skeletal and
rotted. (adapted from Magic of Eberron)
11
DREAM SERPENT
This great green serpent bears a strange pattern of Large beast, unaligned
glistening silver scales down the length of its back. Its eyes
shine bright—two great pools of silver peering out above a Armor Class 16
gaping, fanged maw. Both the drow and the yuan-ti (who Hit Points 57 (9d8+8)
venerate dream serpents as aspects of the Devourer) Speed 30 ft.
indiscriminately attack explorers who indulge in what they
see as wasteful slaughter of these noble creatures. Both STR DEX CON INT WIS CHA
groups use the poison, sometimes as a weapon, and 19 (+4) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 10 (+0)
sometimes in rituals to experience dream visions.
Senses Passive Perception 12
Dream serpents like to hide in trees and attempt to put Languages none
as many targets to sleep as possible before attempting to Challenge 4 (1,100 XP)
fight them. (adapted from Secrets of Xen’drik)
Expert Climber. The dream serpent can climb nearly any surface,
getting a 10-point bonus to any climb attempts.
Dreamy Poison. In addition to the normal effects of the poison,
any creature that sleeps after being poisoned has dreams of
jungles and snakes. Any affect that removes poison damage
negates this.
.
Multiattack. Requires one or more grappled targets. The serpent
makes a squeezing grapple attack against an eligible target and
one more attack.
Bite. Melee Weapon Attack: +7 (+9 vs targets grappled by the
serpent) to hit, reach 10ft., one target. Hit: 9 (1d8 + 5) piercing
damage and the target must make a DC 16 Charisma save or be
poisoned for one round (also, see Dreamy Poison).
Constrict. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage and the target is grappled. A
grappled creature can attempt a DC 20 strength check to escape
the grapple. A serpent can only have one grappled creature at a
time.
Squeezing Grapple. Melee Weapon Attack: +14 to hit, one target
currently grappled by the serpent. Hit: 12 (2d6 + 5) bludgeoning
damage.
Sleep Gaze. The serpent targets one creature it can see within 45
feet. The target must make a DC 14 Charisma save or fall asleep.
Sleeping targets are Unconscious.
12
ESSENCE REAVER
Bony plates ripple across its emaciated frame, grinding
as taloned claws rend the ground. A twisted spike at the
end of its tail glows a dull red, and the beast's razor-
toothed maw splits wide as it screams. The essence reaver
is a fast-moving, voracious, and insane killing machine
drawn inexorably to sources of both psionic and magical
power—spellcasters in particular.
Native to Sarlona, a few have made their way to
Khorvaire. Even the rulers of Sarlona have not been able to
eliminate this threat. (adapted from Secrets of Sarlona).
strike and a terrifying screech attack. Or, the reaver casts one spell it
has absorbed and makes two claw attacks.
Large aberration, chaotic evil
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
(2d8+3) piercing damage.
Armor Class 17
Hit Points 90 (12d10+24) Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
Speed 40 ft. 12 (2d8+3) slashing damage.
Tail Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 12 (2d8+3) piercing damage. In addition, the target is subject to
16 (+3) 17 (+3) 16 (+3) 17 (+4) 10 (+0) 14 (+2) Absorb Magic.
Terrifying Screech. Each creature within 20 feet of the reaver that
Damage Resistances Any type from Nonmagical Attacks can hear it must make a DC 16 Constitution save or take 20 psychic
Condition Immunities Frightened, Prone damage and be frightened, taking half damage on a save. A
Senses Darkvision 60 ft., Passive Perception 12 frightened creature can make a new save at the end of each of its
Languages Common turns.
Challenge 7 (2,900 XP)
Spring Attack. The reaver leaps up to 20 feet and tries to land on a
target. The target must make a DC 16 Dexterity save or be pinned
Detect Magic (and psionics). The reaver can detect magic items
under the reaver and be subject to Pinned Attacker. On a success,
and spellcasters (other than Divine casters) up to 1 mile away.
the reaver lands 5 feet from the target. The reaver then makes a bite
Magical Aura. A reaver radiates magic and can be detected as and two claw attacks against the target.
magical.
Absorb Magic. The reaver may absorb magic from an item carried
Magic Defense. Any magical weapon that hits a reaver is subject to by the target, or from the target itself (if the target is a non-divine
Absorb Magic. spellcaster or psionicist) or from a magical weapon that hits it. The
Magic Resistance. The reaver has advantage on saving throws. A target must make a DC 16 Constitution save (items use the
spell has no effect on it if the reaver saves. Constitution bonus of their wielder) or the reaver absorbs magic. If
the reaver absorbs a spell, it is erased from the caster’s mind, and
Persistent Wounds. The bite and claw damage of a reaver is hard
the reaver can use that spell in the next hour as an action. If the
to heal with magic. A caster must succeed on a DC 20 Wisdom save
reaver absorbs magic from an item, its claws receive the powers of
when attempting to heal such damage. On a failure, the target is
the item for the next 3 rounds. Items that have temporary power
healed for half the rolled amount.
(one that has a duration and is not permanent) are immune to
Pinned Attacker. The reaver has advantage on any melee attack it absorb magic. Magical properties other than “+ to hit or damage”
makes against a pinned opponent. stack. The reaver’s claws get the highest “+” bonus from weapons
Supreme Tracker. The reaver has advantage on any attempt to whose magic it absorbs. If the spellcaster uses spell points, the
track. reaver can absorb 4 points. Any item that has its magic absorbed is
non-magical for 3 rounds.
Multiattack: The reaver makes four attacks, one bite, two claw,
and one tail strike. Or, the reaver makes two claw attacks, a tail
13
JHORASH’TAR ORCS BONESWORN CHAMPION
Bonesworn are warriors who are strengthened by spirits.
The Jhorash’tar orcs live near the Ironroot Mountains.
They wear bones of dead orcs. During battle they call on
Exploring Eberron has information on them and their
the memories and abilities in those bones, giving them
relationship with the dwarves. There are no physical
powers beyond normal orcs.
differences between these orcs and others, but they are
ancestor worshippers, speaking to the bones of orc dead.
BONECASTER ORC
Medium humanoid (orc), any alignment
Bonecasters are the spiritual leaders of the orcs. They
use the bones of dead orcs to learn from them, and to call Armor Class 13 (Hide 6rmor)
spirits to their aid. Hit Points 93 (11d10+33)
In addition to calling on spirits during battle, the Speed 30 ft.
bonecaster can use its bones in rituals. It may cast one
such ritual each long rest. Rituals effect up to ten allies, all STR DEX CON INT WIS CHA
of which must be within fifty feet of the caster during the 16 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
casting of the ritual. If the caster doesn’t like the result
rolled on the table while casting a ritual, it can re-roll one Senses Darkvision 60 ft., Passive Perception 13
time, but it must take the result of the new roll. Languages Common, Orc, Dwarvish
Challenge 3 (1,800 XP)
14
B ONECASTER
Ancestor Effect
1 Avenging For the next minute, two allies within 30 feet of you can use their reaction to attack
Orc any creature that hits them with a melee attack. When cast as a ritual, up to ten orcs
can avenge the first successful attack against them in the next 24 hours.
2 Ghostly You conjure ghosts, and they surround two allies within 30 feet of you, reflecting the
Spirits terrain around them. Your allies turn invisible for one round. When cast as a ritual, you
and up to ten orcs can move without trace for the next two hours and have a 10-point
bonus to Stealth checks.
3 Guardian You conjure the spirit of a warrior. For the next minute, any attack that hits you
Warrior instead hits the guardian. The guardian has 30 hit points. When cast as a ritual, the
spirit can also attack any creature that is adjacent to you using your bonestaff stats.
4 Friends You tell the story of two friends who helped each other in battle. A pair of orcs is
and Allies affected, and as long as they can see each other in battle, they have 15 temporary hit
points. As a ritual, five pairs of orcs are affected.
5 Heroic Orc One orc you can see is healed back to its maximum hit points. This spirit cannot be
called as a ritual.
6 Terrifying You call the spirit of a terrible, great, warrior orc. The spirit appears within 20 feet of
Savage you. Any non-orc within 10 feet of the spirit is frightened of you and the spirit for 2
rounds. A frightened creature cannot move closer to you. This spirit cannot be called
in a ritual.
7 Blade of You tell the tale of a great leader among the orcs. Up to three orcs that can hear you
Combat may use their reactions to make one weapon attack. As a ritual, you may remind your
orc allies of this, and up to ten orcs may use their reaction.
8 Battle Cry Each orc within 30 feet that can hear you gains advantage on attack rolls until the start
of Chiefs of your next turn. As a ritual, each ally gains advantage on its attacks in the first round
of combat.
9 Fury You remind one orc ally within 20 feet that they fight for their survival. Their next
attack does an additional 5 hit points of damage if it hits. When cast as a ritual, the
next successful attack by allies gains the additional damage.
10 Orc One orc within 30 feet of you of your choice can re-roll its next missed attack. As a
Precision ritual, each orc present may re-roll its next attack roll of a 1-5.
15
KARRNATHI DREAD MARSHALL
As the war went on, Karrnath realized it didn’t have
enough living leaders for all of its undead units.
Eventually, they created the dread marshalls, who are
not only smarter and better leaders than most undead,
but who also store necrotic energy, which they can share
with their undead allies. (adipate from The Forge of War)
16
KYRA
This bizarre creature has a massive brain for a body,
which is buoyed on eight twitching wings covered in
vibrating cilia. A long tentacle in the shape of a spinal cord
dangles from the base of the brain-shaped body.
Humanoid figures appear under the surface of its skin,
pulsing as if trying to break free.
Huge fiend, chaotic evil Multiattack: The krya can use frightful presence, then makes two
tentacle attacks, or one tentacle grab.
Armor Class 19 Tentacle Touch. Melee Weapon Attack: +10 to hit, reach 20 ft., one
Hit Points 184 (16d10+96)
target. Hit: 18 (4d10+4) slashing damage. In addition, the target
Speed fly 40 ft. (hover)
must succeed on a DC 19 Charisma saving throw, or be Confused,
per the Confusion spell. Once a creature saves against a kyra’s
STR DEX CON INT WIS CHA
confusion, it is immune to this effect for 24 hours.
20 (+5) 18 (+4) 22 (+6) 18 (+4) 9 (-1) 14 (+2)
Tentacle Grab. Melee Weapon Attack: +10 to hit, reach 20 ft., one
target. Hit: 19 (4d10+5) bludgeoning damage. In addition, if the
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing,
target is medium or smaller, it is grappled (escape DC 15). They kyra
and Slashing from Nonmagical Attacks
will fly off with a grappled opponent, and then use tentacle touch
Damage Immunities Poison, Psychic
against it. The kyra can reach a height of 60 feet when carrying a
Condition Immunities Charmed, Frightened, Poisoned
creature.
Senses Blindsight 120 ft., Passive Perception 11
Languages Abyssal, Telepathy 120 ft. Frightful Presence. Each creature of the kyra’s choice that is within
Challenge 13 (10,000 XP) 120 feet of it and aware of it must succeed on a DC 19 Wisdom
saving throw or become frightened for 1 minute. A creature can
Magic Resistance. The kyra has advantage on saving throws repeat the saving throw at the end of each of its turns, ending the
against spells and other magical effects. effect on itself on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to the kyra's
Blind. A kyra is immune to any effect or attack that relies on the
Frightful Presence for the next 24 hours.
target having sight.
Absorption. When the kyra reduces a creature with an intelligence
SUNLIGHT WEAKNESS. If a kyra spends one hour in sunlight, it takes
of 6 or more to zero hit points, it absorbs the body and soul of the
20 hit points of damage and has disadvantage on all rolls until it
creature. The kyra’s maximum hit points increase by 5 (1d10). If a
gets into darkness again.
kyra consumes a creature with more than ten hit dice, it also gains
Flyby. The kyra doesn't provoke opportunity attacks when it flies +2 to its Strength and Constitution for the next 24 hours.
out of an enemy's reach.
17
LEGENDARY BEASTS OF
XEN’DRIK
A huge lizard with a giant mouth isn’t bad enough, Two-
Maws has mutated to have a circle of bristling fangs at the
center of her chest, which is surrounded by grasping
Xen’drik is a land of powerful beasts, and ancient tentacles. Those who have run away and survived her
secrets. Among those are several legendary beasts, unique attack swear those tentacles can swoop up a dozen
creatures that are even more powerful than they first warriors at a time, stuffing one then the next, into her
seem. These are creatures that have survived for centuries maw! Unlike her short arms, the tentacles can extend out
and are protectors of the land, almost part of the land. to 30 feet. (out of game: this is a T-rex-based creature). At
(adapted from the 4e Guide) times, it appears that the ground around Two-maws is
Each of the legendary beasts is ancient, maybe part of Xoriat……
immortal. They are sometimes sought out to help
understand lost languages, though odds are that the Mulraarog, the Tar-Skinned Troll
person looking for help ends up being a meal.
If you use these creatures’ mythic traits, double the XP Deep in the bogs of the continent lurks a troll that is said
awarded if the PCs kill the creature. Another option is to to be able to melt into a black, oily, ooze. He is fond of
use its mythic traits and actions as how the creature starts grappling creatures and pulling them into his oily body.
out, rather than having it die and be reborn. Oddly for a troll, this oil seems to be highly acidic, and
grappled creatures both drown and are burned by acid.
The Cinder Sisters Rumor has it that he somehow brings a manifest zone with
him as he moves, or maybe he himself is the manifest
Deep in the interior of Xen’drik, where everyone fears to zone…..but in any event, the lands he moves through often
go, lies a tremendous stretch of burnt out trees, and rot and die off. The troll and Old Silverclaws are mortal
volcanic terrain, an area of ruin. The Cinder Sisters prowl (immortal?) enemies.
this wasteland, hunting anyone foolish enough to enter
their territory. The heads of this hydra bicker constantly, Old Silverclaws
though no one knows if there is more than one personality,
or if the hydra is merely insane. The area surrounding their Old Silverclaws is a gargantuan girallon, a four-armed
lair is a manifest zone overlapping with Fernia. It is said gorilla. In his case, he only has three arms, having lost one
that the hydra usually has ten heads, though, again, few to a fire giant’s axe some years ago. His approach can be
who have encountered her/them have survived, and those heard for hundreds of feet, the sound of splintering trees
claiming to, well, no one is sure they really met the Sisters. and his snarl heralding his arrival. His white fur is covered
While some see the destruction from the manifest zone in scars from decades (or more?) of battles. He is said to
as bad, others see it as a chance for the land to be re-born, stand some 30 - 40 feet tall. No one has ever figured out
as the cycle of death and new growth happens over and where he lives, as he has been seen across nearly all the
over. continent. It is said that when he leaves an area, that the
Twilight Forest of Lamannia influences the area. It is
Glimmerdoom almost as if his passing rejuvenates Xen’drik’s plants and
animals.
Glimmerdoom is an ancient behir, with mirror-like
hide. Not only does the hide allow the behir to bend light Pa Nuk – Death’s Gaze
and hide, she can use her hide to blind creatures, or to
reflect spells back on their caster. She haunts ruins and Pa Nuk is a massive catoblepas, and is the most recent
subterranean tunnels most of the time and can also be mythic monster to appear on Xen’drik when a manifest
found near mountains and in canyons. She seems to be zone with Mabar suddenly appeared in the Northwest
nowhere and everywhere at the same time…….as if she has region of the continent. No one knows why the zone
found some short cut thru the lands of Xen’drik. Perhaps appeared some 127 years ago, but there it is. Much like
she has found demiplanes that act as wormholes, like Mulraarg, Pa Nuk lives in swamps. But, that’s where the
House Orien is looking for? similarities end. Where the great troll lives in a swamp
teaming with plants and animals (unnatural, though some
Kraa’ark Lors may be), Pa Nuk’s swamp is a place of death and decay.
Undead lurk here. Of the mythic creatures of Xen’drik, Pa
South of Stormreach, a mass of black clouds floats Nuk seems like an outsider, and if Kraa’ark Lors or Old
permanently on the horizon. Dark wings cast long shadows Silverclaws could destroy the creature and close the
on the forlorn earth below those clouds. This is the sky manifest zone with Mabar, they would.
demesne of Kraa’ark Lors, the Roc King, the Lord of the
Black Clouds. The Roc King claims to be immortal. It sees
Stormreach as a blot on Xen’drik, and only the mystics of
Rusheme have held it at bay. If ever the giants of Rusheme
stop offering sacrifices to the roc, and performing rituals
on the clouds that make up its lair, the city will be in great
danger. The clouds of Kraa’ark Lors are a manifest zone of
Lamannia that intersects with The First Storm.
Lurking Two-Maws
18
THE CINDER SISTERS
heads for bite attacks, and use call the fire and then create new
heads.
Gargantuan monstrosity, chaotic evil Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit:
11 (1d10 +6) piercing damage and 21 (2d10) fire damage.
Armor Class 17
Call the Fire. The hydra picks a spot it can see within 60 feet.
Hit Points 350 (20d20+140)
Speed 60 ft. Volcanic ash and lava erupt in a 30-foot burst. Creatures in the zone
must make a DC 17 Dexterity save or take 21 (2d10) fire and poison
STR DEX CON INT WIS CHA damage, taking half on a save.
22 (+6) 12 (+1) 24 (+7) 9 (-1) 7 (-2) 7 (-2)
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from The hydra can take 2 legendary actions, choosing from the options
Nonmagical Attacks below. Only one legendary action option can be used at a time
Condition Immunities Prone and only at the end of another creature's turn. The hydra regains
Senses Tremorsense 120 ft., Passive Perception 21 spent legendary actions at the start of its turn.
Languages Common, Draconic, Drow, Various Lost Languages Ripping Heads (costs 2 actions). If the hydra has more than one
Challenge 24 (50,000 XP) head, it may destroy as many heads as it wants to create a zone of
volcanic activity within 90 feet of it. As the heads hit the ground,
Illumination. The hydra sheds bright light in a 60-foot radius and lava and ash explode up and around the area. Creatures without the
dim light in an additional 60 feet. elemental type must make a DC 19 Dexterity save or take 21 (2d10)
Legendary Resistance (3/Day). If the hydra fails a saving throw, fire damage and 21 (2d10) poison damage for each head that it
they can choose to succeed instead. destroys this way, and be restrained., Creatures takes half as much
Multiple Heads. The hydra has ten heads. While it has more than damage and are not restrained on a successful one.
one head, the hydra has advantage on saving throws against being A creature restrained in this way takes 21 (2d10) fire damage at the
blinded, charmed, deafened, frightened, stunned, and knocked start of each of its turns, and can make a DC 19 Strength saving
unconscious. One head is always awake. throw as an action to break out of the cooling magma, ending the
Whenever the hydra takes 35 or more damage in a single turn, one effect on itself on a success.
of its heads dies. At the end of its turn, it grows two heads for each Multiple Bites. The hydra makes bites with three heads, each bite
of its heads that died since its last turn, unless it has taken at least must target a different enemy.
35 points of cold damage since its last turn. The hydra regains 25 hit
points for each head regrown in this way. If it has more or fewer
than ten heads when it completes a long rest, it returns to having
If the hydra’s mythic trait is active, they can use the options below
ten heads.
as legendary actions for 1 hour after using Pyroclastic Heads. The
Reactive Heads. For each head the hydra has beyond one, it gets
hydra can now use three legendary actions per round.
an extra reaction that can be used only for opportunity attacks.
Summon Azers (costs three actions, can only be used once per
Xen’drik Bound. For each week it spends off Xen’drik, the hydra
Long Rest). The hydra summons five Azers. They appear within 60
loses a head (it can lose no more than five). It does not have its
feet of the hydra.
mythic trait off Xen’drik.
Tear Apart. Melee Weapon Attack: one target hit by three heads on
Pyroclastic Heads (Mythic Trait; Recharges after a Short or the same turn. The target must make a DC 24 Strength save or be
Long Rest). If the hydra is reduced to 0 hit points, they don’t die or grappled. A grappled creature takes 21 (2d10) slashing, piercing and
fall unconscious. Instead, ten pyroclastic heads re-grow and the bludgeoning damage and is thrown 20 feet from the hydra. It is
hydra returns to350 hit points. Any creature that can see the hydra stunned until the end of its next turn. On a success, the hydra uses
when this happens must make a DC 18 Constitution save or be bite one time on the target before throwing it 20 feet.
blinded until the end of its next turn.
Volcanic Breath (costs two actions). The hydra breathes fire and
ash. Each creature within 40 feet of the hydra must make a DC 17
Dexterity saving throw, taking 5 damage for each head the hydra
Multiattack: The hydra makes as many bite attacks as it has heads has on a failure, or half as much on a save.
and can then create new heads. Alternatively, it can use half its
19
LAIR ACTIONS REGIONAL EFFECTS
On initiative count 20 (losing initiative ties), the hydra The region containing the hydra’s lair is heated and
takes a lair action to cause one of the following magical poisonous gases move through the area.
effects:
• The hydra can alter the weather at will in a 6-mile
• The ground moves and ripples. Each non- radius centered on its lair. The effect is identical
restrained creature within 60 feet of the hydra to the control weather spell. The hydra makes
must succeed on a DC 20 Strength saving throw or sure it doesn’t rain.
be pushed up to 40 feet away from the hydra and • Fire elementals coalesce within 6 miles of the lair.
be knocked prone. On a success, the creature is These elementals can’t leave the area and have
pushed 10 feet away from the hydra. Intelligence and Charisma scores of 1 (−5).
• Creatures within 60 feet of the hydra have • The land is charred and contains little plant life
vulnerability to fire damage until initiative count (see below). The only water found in this area are
20 on the next round. hot pools and geysers. None of it is safe to drink.
• The air in the hydra’s lair becomes poisonous. All • Fire spells of level 1 and higher are empowered
creatures within 120 feet of the hydra must within 6 miles of the lair, and do one more die of
succeed on a DC 20 Constitution saving throw, damage.
taking 10 (3d6) poison damage on a failed save, or
half as much damage on a successful one.
20
GLIMMERDOOM
target is blinded and restrained, it has total cover against attacks
and other effects outside the behir, and it takes 21 acid damage at
Huge monstrosity, neutral evil the start of each of the behir's turns. The behir can have only one
creature swallowed at a time.
Armor Class 17 If the behir takes 30 damage or more on a single turn from the
Hit Points 324 (24d12+140) swallowed creature, the behir must succeed on a DC 14 Constitution
Speed 60 ft. saving throw at the end of that turn or regurgitate the creature,
which falls prone in a space within 10 feet of the behir. If the behir
STR DEX CON INT WIS CHA dies, a swallowed creature is no longer restrained by it and can
25 (+7) 18 (+4) 24 (+7) 10 (+0) 14 (+2) 12 (+1)
escape from the corpse by using 15 feet of movement, exiting
prone.
Damage Immunities Lightning; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 21
The behir can take 2 legendary actions, choosing from the options
Languages Common, Drow, Various Lost Languages
below. Only one legendary action option can be used at a time
Challenge 24 (50,000 XP)
and only at the end of another creature's turn. The behir regains
spent legendary actions at the start of its turn.
Camouflage. The behir’s skin is constantly adjusting to the
surrounding terrain. It has advantage on Dexterity (Stealth) checks. Constricting Tail. The behir attempts to use its tail to constrict one
target. The target must make a DC 22 Strength or Dexterity save
Expert Climber. The behir can climb any surface without a check.
(target’s choice) or be constricted. Constricted creatures take 18
Reflective Scales. In addition to allowing Glimmerdoom to hide,
(2d10+7) bludgeoning damage and are subject to two claw attacks
the behir can adjust its scales to reflect light. If it does so, it loses its
and Swallow if the behir does not already have a creature
ability to hide for 1 minute. When this trait is active, any light
swallowed. If it does, then the target is subjected to two claw
sources that reflect off the behir are intensified. Creatures looking at
attacks and bite.
the behir have a 20% chance of being blinded until the end of their
next turn. Spells (costs 2 actions). The behir casts one of the following
Legendary Resistance (3/Day). If the behir fails a saving throw, it spells, each spell may only be cast one time per long rest (DC 16,
can choose to succeed instead. level 5).
Shimmering Scales (Mythic Trait; Recharges after a Short or Absorb Elements, Mirror Image, Thunderwave
Long Rest). If the behir is reduced to 0 hit points, it doesn’t die or Tail Swipe. The behir swipes its tail in arc around its body. All
fall unconscious. Instead, its scales re-form, and the behir seems to creatures within 10 feet of the behir must make a DC 20 Strength
shimmer, like its scales are alive. The behir re-gains 324 hit points check, taking 20 (3d8+7) bludgeoning damage and being pushed 20
and it uses Trampling Movement. While this trait is active, any time feet and knocked prone on a failure, or half as much on a success.
the behir saves against a spell, the spell is reflected back on the
spellcaster.
If the behir’s mythic trait is active, it can use the options below as
legendary actions for 1 hour after using Shimmering Scales. The
Multiattack: The behir makes as a bite attack and four claw behir can now use three legendary actions per round.
attacks. Or, it uses lightning breath and makes four claw attacks. Trampling Movement. The behir moves up to its speed, using a
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: claw attack against every opponent it passes. Each target is only
29 (4d10 +7) piercing damage and the target is subject to Swallow. subject to one claw attack during such movement.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: Where are We? (costs three actions, recharges on a long rest).
18 (2d10 +7) slashing damage. The behir’s skin shifts and leaves it body. The skin bursts out 120
Demiplane Movement (Recharges on a Short or Long Rest). The feet and creates a sphere with that radius. Any creature within the
behir makes up to two attacks of its choice, then disappears as it sphere (including the behir) is transported to a demiplane. Half the
moves into a demiplane. The behir reappears within 20 feet of behir’s scales re-attach to its body, and it loses half its hit points
where it left, or it leaves the battle and reappears in a random when the other half fall away. Creatures other than the behir must
location no closer than 20 miles away. It cannot return to the make a DC 24 Constitution save or be stunned until the end of their
location it leaves for 24 hours. next turn. Conditions in the demiplane are rarely the same from
location to location. Some demiplanes take on aspects of random
Lightning Breath (Recharge 4–6). The behir exhales a line of
manifest zones. Some are inhabited, most often by aberrations, as
lightning that is 20 feet long and 5 feet wide. Each creature in that
most of the demiplanes interact with Xoriat. The behir can use
line must make a DC 16 Dexterity saving throw, taking 66 (12d10)
Demiplane Movement after 5 rounds, even if has already done so. If
lightning damage on a failed save, or half as much damage on a
the behir is killed before then, creatures affected by Where are We
successful one.
are sent back to where they were, otherwise, they need to find
Swallow. Bitten or constricted creatures must make a DC 22 another way out of the demiplane.
Strength or Dexterity save or be swallowed. While swallowed, the
21
LAIR ACTIONS REGIONAL EFFECTS
(Glimmerdoom’s lair is wherever it is…….it has no The region within 2 miles of the behir is filled with
permanent home that anyone knows of) lightning and seems to ripple in and out of space.
On initiative count 20 (losing initiative ties), the behir • Random lightning occurs every minute or two.
takes a lair action to cause one of the following magical
• Any spells that move the target have a 10% chance of
effects:
moving the target to a random location, rather than
their target.
• The behir’s scales create bright light. Light • Creatures that cannot see the behir have a 10% chance of
reflects off of every surface in the area. Creatures
moving in a random direction, rather than the direction
attempting to target the behir with an attack or
they intended.
spell have disadvantage on their next attack.
• Space is warped, making movement disorienting.
Any creature other than Glilmmerdoon that
attempts to move must make a DC 16 Wisdom
save, or have their speed cut in half.
22
KRAA’ARK LORS
and only at the end of another creature's turn. The roc regains
spent legendary actions at the start of its turn.
Gargantuan monstrosity, neutral Call Hail (costs two actions). The roc calls on the power of the
storm around it. Heavy winds and hail appear within 100 feet. Any
Armor Class 16
creature within 40 feet of where the hail appears must make a DC 16
Hit Points 330 (20d20+120)
Dexterity save, taking 21 (2d10) bludgeoning and cold damage on a
Speed 20 ft. fly 160
failure, half as much on a success. Flying creatures are pushed 40
feet.
STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 22 (+6) 10 (+0) 14 (+2) 12 (+1) Drop (Requires one action per grappled creature). The roc flies
up so that it is at least 100 feet above ground. It then drops any
grappled creature.
Damage Immunities Lightning,Thunder; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks Spellcasting. The roc is a force of nature, and casts spells as a
Senses Darkvision 120 ft., Passive Perception 21 druid. Its spellcasting ability is Wisdom (spell save DC 17, +12 to hit
Languages Common, Giant, Various Lost Languages with spell attacks). It can innately cast the following spells,
Challenge 24 (50,000 XP) requiring no components, it may only cast one spell per round and
only as a legendary action:
Hide in Storms. While the roc is in the region that surrounds its lair, At will: absorb elements, call lightning, cure wounds
it has advantage on Dexterity (Stealth) checks.
One time per day: earthbind, wind wall
Flyby. The roc doesn't provoke opportunity attacks when it flies
out of an enemy's reach. Wing Smash. Melee Weapon Attack: +15 to hit, reach 20 ft., one
Xen’drik Bound. The roc cannot cast spells and does not have its target. Hit: 31 (5d9 +9) bludgeoning damage. Flying creatures must
mythic trait when off Xen’drik (or flying over it). make a DC 16 Constitution save or be pushed 100 feet. Creatures
Undead Hunter. Any weapon attack that the roc makes against that hit the ground when pushed take half the normal falling
undead deals an extra 7 (2d6) damage. damage.
Reborn of the Storm (Mythic Trait; Recharges after a Short or
Long Rest). If the roc is reduced to 0 hit points, it doesn’t die or fall
unconscious. Instead, the clouds that surround it form into a cloudy If the roc’s mythic trait is active, it can use the options below as
duplicate of it. It is a living storm! The roc re-gains 330 hit points. legendary actions for 1 hour after using Reborn of the Storm. The
While this trait is active, any creature that hits the roc with a melee roc can now use three legendary actions per round.
attack or touch spell takes 7 (2d6) lighting damage. The roc uses Stormy Movement (costs two actions). The roc moves up to its
Stormy Movement. In addition, the roc can move through creature’s speed. Any creature that the roc shares a space with during this
spaces. movement is subjected to the effects of Call Hail.
Tornado (costs three actions, rechargers on a long rest). The
roc turns its body and the surrounding storm into a gargantuan
Multiattack: The roc makes as a bite attack and two talon attacks. tornado. The roc must be between 100 and 500 feet above the
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: ground. Any creature or object in a cylinder 500 feet wide from the
31 (5d8 +9) piercing damage. roc down to the ground must make a DC 18 Dexterity save or take 36
(4d12+10) bludgeoning damage. Objects attached to the ground
Talon. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:
take double damage. Creatures and objects not attached to the
16 (2d6 +9) slashing damage, and the target is grappled (escape DC
ground are also thrown 50 feet. Creatures and objects that save take
19). Until this grapple ends, the target is restrained, and the roc
half damage and are thrown 25 feet. Any creature or object that hits
can't use that talon on another target.
the ground after being thrown takes 3 (1d6) points of damage for
each 5 feet they were thrown.
The roc can take 2 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
23
LAIR ACTIONS REGIONAL EFFECTS
On initiative count 20 (losing initiative ties), the roc takes The region around the roc’s lair is filled with lightning,
a lair action to cause one of the following magical effects: rain, hail, wind and dark clouds. About one third of the
time, there is only wind and dark clouds.
• The air around the roc is very windy. Creatures
must make a DC 18 Strength or Dexterity save • Any spell that effects the weather that is cast within 2
(their choice) to move or stay within 10 feet of the miles of the roc’s lair has a 50% chance of failure.
roc. A creature that starts its turn within 10 feet • The storm that surround the lair is 4 miles across. The
must make the save at the beginning of its turn. land under the storm is 80% likely to be rained on at any
On a failure, it is pushed 15 feet from the roc and time. Unprotected fires cannot stay lit in the region.
cannot move closer on this turn. • Creatures that like rain and lightning tend to gather in
• The roc creates a thunderclap centered on a point the area.
anywhere in its lair. Each creature within 20 feet • Undead must make a DC 20 save to be within 1 mile of
of that point must succeed on a DC 18 the roc’s lair.
Constitution saving throw or be deafened until
initiative count 20 in the next round.
24
LURKING TWO-MAWS
Armor Class 16
Hit Points 225 (18d12+108) The T-Rex can take 2 legendary actions, choosing from the options
Speed 70 ft. below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. The T-Rex regains
STR DEX CON INT WIS CHA spent legendary actions at the start of its turn.
25 (+7) 12 (+1) 22 (+6) 9 (-1) 14 (+2) 6 (-2)
Grinding Bite. A creature that is grappled in the T-Rex’s normal
mouth takes 17 (1d20+7) slashing damage. The creature can
Senses Darkvision 120 ft., Passive Perception 21
attempt a DC 17 Strength check to escape the grapple after this
Languages Common, Giant, Various Lost Languages
action.
Challenge 19 (22,000 XP)
Smash and Throw. Any creature that is grappled by a tentacle is
Aberrant Mind. Anyone attempting to telepathically communicate smashed into the ground and thrown 40 feet from the T-Rex. The
with the T-Rex or attempting to cause psychic damage to it must creature takes 11 (1d8+7) bludgeoning damage and is prone.
make a DC 16 Wisdom save or take 7 (2d6) psychic damage. Thunderous Roar (not usable while it has a creature grappled
Xen’drik Bound. The T-Rex does not have its mythic trait off in its normal mouth). The T-Rex lets out a ferocious roar. Each
Xen’drik. creature within 60 feet of the T-Rex that can hear the roar must
Tentacle Explosion (Mythic Trait; Recharges after a Short or succeed on a DC 16 Wisdom saving throw or be frightened of the T-
Long Rest). If the T-rex is reduced to 0 hit points, it doesn’t die or Rex until the end of the T-Rex’s next turn.
fall unconscious. Instead, tentacles burst out of the top of its head.
Its arms fall off, and two Clawfoots appear where they land. Where
is arms were, long, extendable, tentacles appear dripping acid. If the T-Rex’s mythic trait is active, it can use the options below as
legendary actions for 1 hour after using Tentacle Explosion. The T-
Rex can now use three legendary actions per round.
Multiattack: The T-rex makes a bite and tail attack and four Long Arms. Melee Weapon Attack: +14 to hit, reach 30 ft., one
tentacle attacks. target. Hit: 16 (2d6 +9) bludgeoning damage and 10 (1d20) acid
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: damage, and the target is grappled in tentacles (escape DC 19) and
33 (6d12 +7) piercing damage. If the target is a Large or smaller is subject to smash and throw.
creature, it is grappled in its mouth (escape DC 17). Until this Rays (costs two actions). The T-Rex has four eye stalks growing
grapple ends, the target is restrained, and the tyrannosaurus can't from the top of its head. It uses two of the abilities below, at
bite another target. A creature so grappled can be attacked by random:
Grinding Bite as a Legendary Action. 1. Arms to Tentacles Ray. The targeted creature must
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: succeed on a DC 16 Constitution save or have its arms
20 (3d8 +7) piercing damage. transform into tentacles. The transformation lasts until
the end of the creature’s next turn. A transformed
Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one
creature drops all items it is carrying, has no hands, and
target. Hit: 16 (2d6 +9) bludgeoning damage, and the target is
is stunned.
grappled in tentacles (escape DC 19) and is subject to swallow.
2. Devour Magic Ray. The targeted creature must succeed
Swallow. Creatures grappled by the tentacles that surround its
on a DC 16 Dexterity saving throw or have one of its
unnatural mouth must make a DC 22 Strength save or be swallowed
magic items lose all magical properties until the start of
into the unnatural mouth that is in its chest. While swallowed, the
the T-Rex’s next turn. If the object is a charged item, it
target is blinded and restrained, it has total cover against attacks
also loses 1d4 charges. Determine the affected item
and other effects outside the T-Rex, and it takes 21 acid damage at
randomly, ignoring single-use items such as potions and
the start of each of the T-Rex’s turns. The T-Rex can have only one
scrolls.
creature swallowed at a time.
3. Fire Ray. The targeted creature must succeed on a DC 16
If the T-Rex takes 20 damage or more on a single turn from the
Dexterity saving throw or take 22 (4d10) fire damage.
swallowed creature, the T-Rex must succeed on a DC 14
Constitution saving throw at the end of that turn or regurgitate the 4. Wounding Ray. The target must make a DC 15
creature, which falls prone in a space within 10 feet of the T-rex. If Constitution saving throw, taking 16 (3d10) necrotic
damage on a failed save, or half as much damage on a
successful one.
25
LAIR ACTIONS REGIONAL EFFECTS
The T-Rex has no known lair. However, at any time that it The region near the T-Rex is minor manifest zone with
is not in a settlement of some kind, it is assumed to be in Xoriat.
its lair.
• It is easier to track prey, when hunting, when within 1
On initiative count 20 (losing initiative ties), the T-Rex
mile of the T-Rex. Survival checks have advantage.
takes a lair action to cause one of the following magical
• Spells cast within two miles of the T-Rex that transform
effects:
the shape of a creature or object in any way are 10%
• The T-Rex can stomp its feet. Dirt and rocks
likely to attract a random CR 4 or lower aberration.
within 50 feet of the T-Rex create a cloud of • Reptiles and aberrations are more dangerous within 2
obscuring dust initiative count 20 in the next
miles of the T-Rex. All such creatures have +2 to any
round. Anyone attempting a ranged attack or
attacks.
casting a spell into the area must make a DC 16 • One in a hundred animals within 2 miles of the T-Rex
Wisdom (Perception) check to target the T-Rex.
mutate randomly. Most die within a few hours, as they
The T-Rex can’t use this action again until it uses
can’t adjust to their new shape. A few, however, survive,
a different action.
and new species are created in the wake of the T-Rex’s
• Tentacles sprout out of the ground in a 20-foot
movement.
circle within 100 feet of the T-Rex. Creatures in
the circle must make a DC 16 Dexterity save or be
restrained. The tentacles last until initiative count
20 in the next round. The T-Rex can’t use this
action again until it uses a different action.
• The T-Rex roars a command, and any living
clawfoot in the area makes an attack if it is
adjacent to an enemy. Otherwise, it moves as
close to an enemy as it can. The T-Rex can’t use
this action again until it uses a different action.
Armor Class 13
Hit Points 22 (3d8+9)
Speed 40 ft.
Multiattack. The clawfoot makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +5 (+7 within 2 miles of the T-Rex) to
hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 (+7 within 2 miles of the T-Rex) to
hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage.
26
MULRAAROG, THE TAR-SKINNED
TROLL
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19
(2d12 +6) piercing damage and 7(2d6) acid damage.
Huge giant, unaligned
Claw (must have a free hand). Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 16 (2d6 +9) bludgeoning damage, and
Armor Class 16
the target is grappled (escape DC 19) and is subject to Engulf. The
Hit Points 212 (17d12+102)
troll can have two grappled creatures of size large or smaller at a
Speed 40 ft., 70 ft. in sludge form
time, unless its mythic trait is active, then it can only have one as it
needs to use both hands to grapple in that size.
STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 22 (+6) 9 (-1) 12 (+1) 6 (-2) Engulf. Creatures grappled are pulled into the troll’s oozy body,
and it begins pouring sludge into their eyes, ears, and throat.
Damage Resistances Bludgeoning, Piercing, and Slashing from Grappled creatures take 7 (2d6) acid damage at the start of their
Nonmagical Attacks turn. In addition, they must make a DC 20 Constitution save, or
Damage Immunities Acid begin drowning. Each round a creature is drowning it loses 10% of
Condition Immunities Frightened, Poisoned its maximum hit points. A creature reduced to 0 hit points through
Senses Darkvision 90 ft., Passive Perception 17 drowning becomes a gray ooze, under the control of the troll. A
Languages Common, Giant, Various Lost Languages grappled creature may attempt to break the grapple after it takes
Challenge 19 (22,000 XP) damage to start its turn. It must make a Constitution save each
round, regardless of previous round results.
Acidic Skin. Any nonmagical metal or wood weapon that hits the
troll corrodes. After dealing damage, the weapon takes a
permanent and cumulative −1 penalty to damage rolls. If its penalty The troll can take 2 legendary actions, choosing from the options
drops to −4, the weapon is destroyed. Nonmagical ammunition that below. Only one legendary action option can be used at a time
hits the troll is destroyed after dealing damage. Any creature within and only at the end of another creature's turn. The troll regains
5 feet of the troll when it takes damage from any weapon attack spent legendary actions at the start of its turn.
must make a DC 20 Dexterity save or take 7 (2d6) acid damage. Call Pudding (costs two actions, Recharges on a Short or Long
False Appearance (Sludge Form Only). While the troll remains Rest). The troll calls a reduced threat black pudding. The pudding
motionless, it is indistinguishable from an oily pool or wet rock. has 30 hit points and its attacks do half the damage of a normal
Keen Senses. The troll has advantage on Wisdom (Perception) pudding. It may only split one time. The pudding appears within 20
checks that rely on smell or sight. In addition, the troll automatically feet of the troll and takes a turn. It then rolls initative to see when it
spots any traps within 40 feet of it. acts in the next round.
Regeneration. The troll regains 10 hit points at the start of its turn.
Claw. The troll makes a claw attack.
If the troll takes fire damage, it regains only 5 hit points at the start
of its next turn. The troll dies only if it is hit by an attack that deals Fling Sludge. The troll shakes its body. Some of the sludge comes
10 or more fire damage while the troll has 0 hit points and its mythic flying off, and each non-grappled creature within 10 feet of the troll
trait is active. must make a DC 18 Dexterity save or take 7 (2d6) acid damage.
Sludge Form. The troll can melt into a pool of sludge and move up Set Trap. The troll uses its acid to weaken the ground around it.
to its speed. In this form, it is Amorphous, and disappears Any creature within 10 feet of the troll must make a DC 18 Dexterity
into/enters any crack or opening of any size. The troll has +15 to all save or fall prone. The affected area remains dangerous for 2
Stealth checks while in this form. Its speed increases to 70 feet and rounds.
it can climb any surface without a check. It can use its movement to Troll Form. The troll rises out of the ground (or wall or whatever) it
re-enter its troll form, or Troll Form as a Legendary Action. was in while in Sludge Form and resumes its troll form. It uses Claw
Xen’drik Bound. It does not have its mythic trait off Xen’drik. against any enemy in reach, then moves up to 20 feet without
Split Body (Mythic Trait; Recharges after a Short or Long provoking opportunity attacks.
Rest). If the troll is reduced to 0 hit points, it doesn’t die or fall
unconscious. Instead, its body explodes and splits into two large
trolls. Each creature within 20 feet of the troll must make a DC 20
If the troll’s mythic trait is active, it can use the options below as
Dexterity save, or take 21(2d10) acid damage, or half that much on a
legendary actions for 1 hour after using Acidic, Toxic, Tar
save. Each troll has half the hit points, but otherwise the same
Everywhere. The troll can now use three legendary actions per
statistics and abilities as the original troll but may only have one
round.
grappled creature at a time. At the end of a long rest, the troll
Diseased Ooze (requires two actions). The troll secretes disease
merges its body back into one body.
from its pores. Each Grappled creature, or creature the troll hits
with a melee attack before the end of its next turn, must make a DC
18 Constitution save or contract Troll Sludge Disease (see next
Multiattack: The troll makes a bite attack and two claw attacks. If page).
its hands are full of grappled creatures, it instead makes a bite Squeeze. Melee Weapon Attack: +14 to hit, one grappled target. Hit:
attack on each grappled creature, with advantage. 13 (2d6 +6) bludgeoning damage and 10 (1d20) acid damage.
27
LAIR ACTIONS REGIONAL EFFECTS
The troll’s lair is in a swamp, but no one has ever found the The region near the troll’s lair is filled with swampy areas.
location and lived to tell. Rumor has it that it has magic Disease is rampant in the area.
that allows it to take its possessions with it from swamp to
swamp, but again, no one that knows if this is true or not • The land within 6 miles of the lair takes twice as
has ever lived to tell anyone else.
long as normal to traverse, since the plants grow
On initiative count 20 (losing initiative ties), the troll (each thick and twisted, and the swamps are thick with
troll if its trait is active) takes a lair action to cause one of reeking mud.
the following magical effects: • Water sources within 1 mile of the lair are filled
•
with disease. Creatures that drink such water
Pools of sludge within 100 feet of the troll rise up
must make a DC 15 Constitution save or be
and grasp creatures. Any creature on the ground
poisoned until they save.
within 20 feet of such a pool must succeed on a DC
• Oozes of all kind flock to the region within 10
16 Strength saving throw or be restrained. Each
miles of the lair.
round past the first that a creature is restrained it
takes 7 (2d6) acid damage. If the troll’s mythic
trait is active, they take half as much damage.
• The troll kicks its feet wildly and muck and rocks
fly all around it. Each creature within 10 feet of
the troll must make a DC 20 Dexterity save or take
11 (2d10) bludgeoning damage and be knocked
prone. If the troll’s mythic trait is active, they
take half as much damage and are not knocked
prone.
• The troll (must be in troll form) drops any
grappled creatures and it uses Sludge Form.
• The troll (must be in sludge form) uses Troll
Form.
28
OLD SILVERCLAWS
• Upper right arm: A swarm of ravens covers the grappled creature.
It takes 18 (4d8) piercing damage and must make a Dexterity save
Gargantuan monstrosity, unaligned or be carried into the air by the ravens. The ravens fly up 40 feet
before dropping the creature. A dropped creature takes 21 (2d10)
Armor Class 16 bludgeoning damage, is prone, and is not dropped by the girallon.
Hit Points 212 (17d12+102) A swarm of ravens then flies and enters the space of the closest
Speed 80 ft. spellcaster enemy of the girallon if within 60 feet of the girallon.
Otherwise it swarms the original target.
STR DEX CON INT WIS CHA • Lower left arm: A swarm of vines and other plants constricts the
28 (+8) 16 (+3) 22 (+6) 9 (-1) 12 (+1) 12 (+1) grappled creature. It takes 18 (4d8) bludgeoning damage and
must make a Strength check or be grappled by the plants. The
Damage Resistances Bludgeoning, Piercing, and Slashing from target takes the 18 (4d8) damage each round it starts its turn
Nonmagical Attacks grappled this way. It can use an action to repeat the Strength
Condition Immunities Frightened, Prone check during its turn.
Senses Darkvision 90 ft., Passive Perception 17 • Lower right arm: A swarm of fungi of all type surrounds the target,
Languages Common, Giant, Various Lost Languages and it takes 18 (4d8) psychic damage and must make Charisma
Challenge 19 (22,000 XP) save or be charmed for 1 minute. Charmed creatures will not
attack Silverclaws or its allies. A Charmed creature can repeat its
Massive Stride. No terrain is difficult terrain for Silverclaws. save at the end of each of its turns.
Siege Monster. Silverclaws does double damage to objects and
structures.
Xen’drik Bound. Silverclaws does not have its mythic trait off Silverclaws can take 2 legendary actions, choosing from the options
Xen’drik. If the girallon is ever reduced to zero hit points when below. Only one legendary action option can be used at a time
Lamannian Body is active (or off Xen’drik), its body and soul are sent and only at the end of another creature's turn. The troll regains
to Lamannia. Silverclaws is reborn when Lamannia is coterminous spent legendary actions at the start of its turn.
with Eberron.
Claw. The girallon makes a claw attack.
Lamannian Body (Mythic Trait; Recharges after a Short or Long
Pound Chest. Silverclaws pounds its chest in a display of power and
Rest). If the girallon is reduced to 0 hit points, it doesn’t die or fall
anger. Each creature that can see the girallon must make a DC 20
unconscious. Instead, its four arms (re-growing any lost) turn to
Wisdom save or be frightened for 1 minute. A frightened creature can
swarms and it grows a tail. She uses Pound Chest. Each time the
repeat the saving throw at the end of each of its turns, ending the
girallon loses 53 hit points, one arm falls off and becomes an
effect on itself on a success.
independent swarm (see next page). For each arm lost, the girallon
Throw Rock or Tree (requires at least one hand not to have a
loses a claw attack.
grappled creature). Ranged Weapon Attack: +10 to hit, range
60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Tree Swing. (Costs 2 Actions). Silverclaws picks up a large tree and
Multiattack: Silverclaws makes a bite attack and as many claw swings it in an arc. Each creature within 10 feet of the girallon must
attacks as it has hands that are not grappling a creature. In addition, succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
each grappled creature is subject to bite, or swarming claw if its bludgeoning damage and be knocked prone, or half that on a
mythic trait is active. success. The girallon then moves up to its speed without provoking
Bite. Melee Weapon Attack: +13 to hit (with advantage if the target is opportunity attacks.
grappled), reach 5 ft., one target. Hit: 19 (2d12 +6) piercing damage.
Claw (must have a free hand). Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 16 (2d6 +9) bludgeoning damage, and the
If Silverclaws’ mythic trait is active, it can use the options below as
target is grappled if it is large or smaller (escape DC 22). The girallon
legendary actions for 1 hour after using Lamannian Body. The
can have as many grappled creatures of size large or smaller as
girallon can now use three legendary actions per round.
hands as it has.
Charmed Attacker. Each charmed creature moves up to its speed
Swarming Claw (only available when Lamannian Body is
and makes a weapon attack against the nearest enemy of the
active). Creatures grappled by Silverclaws are engulfed by the
girallon. The charmed creature can make a DC 20 Charisma save after
swarm holding them. They have disadvantage on any attack, skill
making the attack to end the charm.
check, or saving throw. Those that fail their save (DC 20 of the type
Retreat. Silverclaws is no fool. If it has less than 50 hit points, it uses
listed) are dropped in addition to any other effect. Dropped creatures
Disengage and Dash to leave the field.
take 7 (2d6) bludgeoning damage. The swarms of insects, ravens, and
plants created last 3 (1d6) rounds before leaving the area. The fungi Swarm attack (costs 2 actions). Each swarm created by losing one
die off in 3 (1d6) rounds. of its arms or from swarming claw uses its reaction to make an
attack. (see the next page for the swarms).
• Upper left arm: A swarm of centipedes covers the grappled
Tail. Melee Weapon Attack: +14 to hit, range 15 ft., one target. Hit: 13
creature. It takes 18 (4d8) poison damage and must make a
(2d6 +6) bludgeoning damage. The target is then thrown 60 feet, and
Wisdom save or be stunned until the end of its next turn. A
can make a DC 20 Dexterity save, taking 21 (2d10) bludgeoning
dropped creature has as swarm of centipedes in its space.
damage on a failure, or half that on a success.
29
LAIR ACTIONS
Silverclaws can use its lair action any time. It may or may
not have a lair…..no one knows for sure.
REGIONAL EFFECTS
The region near Old Silverclaws is thriving with “natural”
life of all kinds.
30
RUNNING THE SWARMS
There are two ways that swarms come into existence when Medium swarm of beasts or plants, unaligned
fighting Silverclaws (both require its mythic trait to be
active): Armor Class 12
• Each time Silverclaws takes a cumulative 53 hit Hit Points 24 (7d8-7)
points of damage, an arm falls off and a huge Speed (see each entry)
swarm forms where its arm landed.
• When Silverclaws drops a creature using STR* DEX* CON INT WIS CHA
Swarming Claw. 10 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 6 (-2)
The girallon can create a new swarm every time it uses this
ability, even if such a swarm already exists on the ground!
CENTIPEDE SWARM
Speed: 30 ft.
This swarm has Strength 6 and Dexterity 16.
Its damage is poison. (Constitution save for half)
RAVEN SWARM
Speed: 10 ft., fly 60 ft.
This swarm has Strength 6 and Dexterity 16.
Its damage is piercing.
PLANT SWARM
Speed: none
This swarm has Strength 16 and Dexterity 8.
Its damage is bludgeoning.
A creature is grappled by the plant swarm when it shares
a space with it. It may use an action to make a DC20
Strength save to escape the grapple.
FUNGI SWARM
Speed: none
This swarm has Strength 6 and Dexterity 6.
Its damage is psychic. On a failure, the creature is also
charmed. (Charisma save for half).
Its charm allows the girallon to direct it to attack any
creature the girallon wants.
31
PA NUK
32
LAIR ACTIONS REGIONAL EFFECTS
The catoblepas wanders a massive swamp in the The swamp Pa Nuk lives in is a manifest zone of Mabar.
Northwester part of the continent. No one has seen its lair,
and it isn’t clear if it has one, or if the whole swamp is its • The vegetation in the swamp is sickly and pale. Eating it
lair.
has a 40% chance of poisoning a living creature.
• Undead have advantage on attempts to turn them in the
On initiative count 20 (losing initiative ties), Pa Nuk takes
a lair action to cause one of the following magical effects: swamp.
• The swamp is in a perpetual state of low light. Magical
• The catoblepas turns its gaze toward a mass of
light has a 25% chance of failing when first cast, and
sickly-looking plants it can see within 50 feet of
each hour it is in the swamp.
it. They move and attack the nearest creature. The
• Undead of all kind live here, but especially will-o-wisps.
catoblepas can’t use this action again until it uses
• Necromancy spells are more effective in the swamp,
a different action.
acting as if they were cast one level higher.
o Plants. Melee Weapon Attack: +11 to hit,
• Healing spells heal half the hit points they normally
reach 15 ft., one target. Hit: 16 (2d10 +5)
would.
piercing damage.
• Pa Nuk shakes its body, and the disgusting swamp
matter that has been clinging to its body flies out
in a 10 foot radius. Creatures in the area must
make a DC 18 Dexterity save, or take 11 (2d10)
necrotic damage. Pa Nuk can’t use this action
again until it uses a different action.
• Flies and insects that were clinging to Pa Nuk
enter the space of a random creature within 10
feet of the catoblepas. The target can Dash to
avoid the swarm (moving away from the
catoblepas every step). Doing so does not provoke
opportunity attacks. Otherwise the target takes 18
(4d8) poison damage. Pa Nuk can’t use this action
again until it uses a different action.
• The swamp around Pa Nuk seems to grab at
anyone attempting to move. Creatures attempting
to move while within 25 feet of Pa Nuk have their
speed cut in half. Catoblepases and undead are
immune to this effect. This effect lasts until
initiative count 20 in the next round. Pa Nuk can’t
use this action again until it uses a different
action.
33
LIVING SPELLS successful one. A creature may make a DC 16 Strength save to escape
being engulfed at the end of its turn. A creature that starts its turn
engulfed takes 9 (2d8) acid damage.
Most living spells are spawned from one spell, but a rare
Spell Mimicry (Recharge 5–6). The living spell creates webbing in a
few are living versions of two spells somehow fused
40-foot-diameter sphere within 60 feet of it, When a creature enters the
together. Each of these living spells has similar statistics.
webbing for the first time on a turn or starts its turn there, it must make
(adapted from Creature Incarnations: Living Spells in
a DC 16 Constitution saving throw, taking 22 (5d8) acid damage on a
Dungeon 175)
failed save, or half as much damage on a successful one. A creature
may make a DC 16 Strength save to escape the webbing at the end of
its turn.
STR DEX CON INT WIS CHA Add the following Actions:
10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2) Spell Mimicry (Recharge 5–6). The living spell creates a mass of
tentacles in a 20-foot-diameter sphere within 60 feet of it, When a
Damage Immunities Bludgeoning, Piercing, and Slashing from creature enters the tentacles for the first time on a turn or starts its
Nonmagical Attacks turn there, it must make a DC 16 Dexterity saving throw, taking 22 (5d8)
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, bludgeoning damage on a failed save, or half as much damage on a
Frightened, Grappled, Poisoned, Prone successful one. In addition, creatures that fail their save are restrained.
Senses Darkvision 60 ft., Passive Perception 10 Creatures that make their save move 5 feet from the mass of tentacles.
Languages none A creature restrained by the tentacles can use its action to make a DC
Challenge 7 (2,900 XP) 16 Strength or Dexterity check (its choice). On a success, it frees itself.
FROSTCLUTCH
Amorphous. The living spell can move through a space as narrow The frostclutch is a large, whitish-blue hand, floating in
as 1 inch wide without squeezing. the air. It is a combination of Bigby’s Crushing Hand and
Magic Resistance. The living spell has advantage on saving throws Ray of Frost. Its magical strikes are fists that do
against spells and other magical effects. bludgeoning and cold damage.
34
MADBORN HUMANOID
MADBORN HALFLING ROGUE
Madborn are humanoids created by the Madstone
(adapted from Five Nations) found in the northern reaches Small humanoid (halfling), chaotic evil
of Karrnath. From a distance they look like humanoids
with glowing blue eyes and mouths, but up close they look Armor Class 15 (studded leather)
more ragged, dirtier and more unkempt. They attack Hit Points 64 (5d8+10) (doubled)
anyone they get near. Speed 30 ft.
They don’t want to kill you, they want to knock you out, STR DEX CON INT WIS CHA
and take you back to the Madstone to join the collective. 16 (+3) 9 (-1) 17 (+3) 11 (+0) 11 (+0) 9 (-1)
The sample madborn was a halfling rogue.
Senses Passive Perception 13
You may make a madborn by adding the following to any Languages The languages it spoke before being madborn
statblock (increase the CR by 1-2): Challenge 3 (700 XP)
Double its hit points. Increase its Constitution to 17. Halfling Nimbleness. The madborn can move through the space of
Decrease its Dexterity and Charisma to 9. any medium or larger creature.
Reckless. The madborn has advantage on all melee attacks, and all
Reckless. The madborn has advantage on all melee attacks, and all melee attacks against it have advantage.
melee attacks against it have advantage. Sneak Attack (1/Turn). The madborn deals an extra 7 (2d6)
Tottering. When the madborn misses with an attack, an enemy within damage when it hits a target with a weapon attack and has
5 feet may use its reaction to make amelee attack against it. advantage on the attack roll, or when the target is within 5 feet of an
Will of the Madstone. The madborn is in telepathic communication ally of the madborn that isn't incapacitated and the madborn
with the the Madstone. It shares knowledge with the Madstone and all doesn't have disadvantage on the attack roll.
other madborn, so that every madborn is aware of knowledge that any Tottering. When the madborn misses with an attack, an enemy
one possesses. If encountered as part of a group of madborn, the within 5 feet may use its reaction to make amelee attack against it.
madborn and its allies cannot be flanked. Will of the Madstone. The madborn is in telepathic communication
Innate Spellcasting. The madborn can innately cast the spells under with the the Madstone. It shares knowledge with the Madstone and
actions, requiring no material components. It can use each spell 2 all other madborn, so that every madborn is aware of knowledge
times per long rest. that any one possesses. If encountered as part of a group of
Cause Fear. A creature the madborn can see must make a DC 12 madborn, the madborn and its allies cannot be flanked.
Wisdom save or be frightened of it for 1 minute. A frightened creature Innate Spellcasting. The madborn can innately cast the spells
can make a save at the end of each of its turns. under actions, requiring no material components. It can use each
Expeditious Retreat. The madborn can dash each turn for the next spell 2 times per long rest.
minute. After the first round, such a dash can be done as a bonus
action.
Incoherent Madness. A creature the madborn can see must make a Multiattack. The madborn makes two shortsword attacks.
DC 12 Wisdom save or be incapacitated for two rounds. An Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
incapacitated creature can make a save at the end of each of its turns. Hit: 9 (2d6 + 2) slashing damage.
Lesser Confusion. All creatures within 10 feet of the madborn must Cause Fear. A creature the madborn can see must make a DC 12
make a DC 12 Intelligence save or be confused for one round. A Wisdom save or be frightened of it for 1 minute. A frightened
confused creature can only do the following on its own turn and cannot creature can make a save at the end of each of its turns.
take reactions. It grants advantage on all melee attacks. Expeditious Retreat. The madborn can dash each turn for the next
1-4: No actions. minute. After the first round, such a dash can be done as a bonus
5-7: Attacks the nearest creature action.
8-10: Moves its speed in a random direction. Incoherent Madness. A creature the madborn can see must make a
DC 12 Wisdom save or be incapacitated for two rounds. An
incapacitated creature can make a save at the end of each of its
turns.
Lesser Confusion. All creatures within 10 feet of the madborn must
make a DC 12 Intelligence save or be confused for one round. A
confused creature can only do the following on its own turn and
cannot take reactions. It grants advantage on all melee attacks.
1-4: Stand around and do nothing.
5-7: Attacks the nearest creature
8-10: Moves its speed in a random direction.
35
MISTLING DRYAD
This creature resembles a humanoid woman carved of
burnished wood—or at least, it might once have done so.
Cracks and spots of black blight mar the perfection of her
skin. Her leaflike hair is cracked and brittle, her limbs
uneven and twisted, and her eyes shine with madness.
Wisps of foul gray smoke drift from her mouth, her eyes,
her nose, and the cracks in her skin. The mistlings are
dryads caught in the Mourning (adapted from The Forge of
War)
36
MOUNTS
Halflings on glidewings! Warriors riding metal Medium construct, unaligned
carriages. These are some of the mounts found in Eberron.
Armor Class 14
GLIDEWING Hit Points 26 (4d8+8)
Speed 35 ft.
Statistics for these halfling mounts can be found in the
Basic Rules under Pteranodon. STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 9 (-1) 9 (-1) 10 (+0)
DRAGONHAWK
Senses darkvision 60 ft., Passive Perception 15
The dragonhawk is the symbol of Aundair. They are Damage Immunities Poison, Psychic
flown by their military. It is very rare to find one for Condition Immunities Poison, Psychic
sale…..illegal even. A dragonhawk is a large hawk, similar Languages can follow orders from its owner
to a griffon. However, the lower body is reminiscent of a Challenge 1 (200 XP)
dragon. (Adapted from the 4E Eberron Guide)
Requires Rider. A medium creature or smaller must ride the
carriage for it to function. While doing so, the rider controls the
carriage, and has advantage on all attacks it makes.
Large beast, unaligned
Rideby Rider. A rider doesn't provoke opportunity attacks while
Armor Class 13 on the carriage.
Hit Points 75 (9d10+27)
Speed 30 ft.
Fire Breath (Recharge 3-6) The carriage exhales fire from the
STR DEX CON INT WIS CHA front in a 15-foot cone. Each creature in that area must make a DC
18 (+4) 14 (+2) 16 (+3) 9 (-1) 11 (+0) 10 (+0) 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed
save, or half as much on a successful one.
Senses Passive Perception 15
Languages can understand commands from its rider
Challenge 3 (700 XP)
Keen Sight. The dragonhawk has advantage on Wisdom Medium construct, unaligned
(perception) checks that rely on sight.
Armor Class 14
Flyby. The dragonhawk doesn't provoke opportunity attacks
Hit Points 26 (4d8+8)
when it flies out of an enemy's reach.
Speed 25 ft.
WHEELED CARRIAGES Requires Rider. A medium creature or smaller must ride the
carriage for it to function. While doing so, the rider controls the
The two-wheeled carriage is a magical mount. It has two carriage, and has advantage on all attacks it makes.
wheels, with a seat between them. Imagine a horse with Rideby Rider. A rider doesn't provoke opportunity attacks while
one wheel at the front and back, with a metal bar for a body on the carriage.
with a saddle where you’d expect it. The four-wheeled
carriage has a seat, with two wheels on each side of it.
Four-wheeled carriages are often used by humanoids that
Fire Breath (Recharge 3-6) The carriage exhales fire from the
cannot walk for some reason, though anyone can use
front in a 15-foot cone. Each creature in that area must make a DC
them. A rider must attune to a carriage to control it. Most
11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed
are ridden by the wealthy in cities, but some are built for
save, or half as much on a successful one.
battle.
Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft, one
target. Hit: 7 (1d6+3) piercing damage.
37
MOURNER MOURNING HAUNT
Mourners are undead formed when soldiers died in the A Mourning haunt resembles a brown ghost-like thing,
coming of the Mourning. They moan in pain and agony, standing about 7 feet tall. Tendrils of dead-gray mist
and all appear to wear the same Thrane uniform. They look unwind from around it, concealing it in a cloud of fog. Its
similar to specters but are surrounded by the mist of the eyes are blank white orbs, and its mouth is full of long,
Mournland. They are also very fast. (adapted from the 4E sharp teeth. (adapted from the 4e Guide)
Guide). Significantly more lore can be in Five Nations.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 9 (-1) 11 (+0) 10 (+0) 12 (+1) 18 (+2) 12 (+1) 10(+0) 11 (+0) 10 (+0)
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 Multiattack. The haunt makes three bite attacks.
(2d6 + 5) psychic damage. The target must make a DC 12 Wisdom Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10
save or be frightened until the end of its next turn. (1d10 + 5) psychic damage.
Wail of Anguish. (Recharge 5-6) The mourner exhales a psychic Haunting Fog. (Usable only when the Haunt has at least half
cloud of agony in a 15-foot cone. Each creature in that area must its hit points – Recharge 5-6) The haunt extends the mist around
make a DC 12 Wisdom saving throw, taking 14 (4d6) psychic it into enemies and attempts to haunt them with the terror of the
damage and being frightened on a failed save, or half as much on a mists that surround it. Each creature within 10 feet of it must
successful one. succeed on a DC 15 Constitution saving throw or take 5 (1d6+2)
psychic damage each round it is in the fog. In addition, creatures
that fail their save are restrained by fear. A haunted creature can
make a save at the end of each of tis turns. Once placed, the fog is
stationary.
Whirlwind of Tentacles. (Usable only when the Haunt has less
than half its hit points) The haunt reaches out with tentacles of
fog. The haunt makes a bite attack against all creatures within 10
feet.
38
OPABINIA QUARBOUND WOLF SPY
The opabinia were tiny creatures that the Wolf spies are created by the
daelkr mutated and enlarged. They are covered Inspired (or sometimes others,
in slate-blue chitinous pates. An Opabinia those who serve the good in the
crawls on dozens of tiny legs, and its front is Dreamlands). Their coat blends
marked by five eyes and a long proboscis with the land. They read minds, and
tipped with a jagged beak. Its back end is a glimmer I their eyes creates a
tipped with fins, like those of a lobster. It is shiver that informs its target that
amphibious and lives mostly near bogs and the creature is inside its mind,
swamps or in the oceans and seas of Eberron. already transmitting your location
(adapted from Horrors of the Daelkyr in Dragon and thoughts to its unseen masters.
Magazine 348) Quarbound Wolf Spies are generally
Lawful Evil, though some good
Quori also create such spies.
(adapted from Secrets of Sarlona)
Multiattack. The wolf makes one bite and two claw attacks. At
least two attacks must be against the same target.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(2d4 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +5 to hit, one target. Hit: 14 (4d6)
piercing damage and the
39
RANCID BEETLE SWARM
Rancid beetle swarms are large groups of disease-
carrying cockroaches. They are more intelligent than Medium Undead and medium swarm of tiny beasts, unaligned
normal roaches and attempt to create as many zombies as
they can. When a new zombie is created, half the swarm Armor Class 14
moves into the new zombie, the other half remains an Hit Points 37 (5d8+15)
independent swarm. (adpated from Sharn – City of Towers) Speed 30 ft.
40
RHESH TURAKBAR AND HIS
ALLIES
Rhesh is the minotaur ruler of a group of demon
worshippers. You can learn more about him in the 4e
Eberron Campaign Guide. He follows the Horned King RHESH TURAKBAR
(Baphomet) and his followers wield demonic powers
beyond their normal kin. Rhesh is large even for a minotaur and is stronger than
some giants. However, he’s no fool, and will not fight to
the death. If he feels like he might lose a battle, he will use
GNOLL DEMONIC BLOODDRINKER his maze ability to escape.
STR DEX CON INT WIS CHA Multiattack: The gnoll makes three attacks, one with its bit and
16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 12 (+1) two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
Senses darkvision 60 ft., Passive Perception 10 (1d6+3) piercing damage, and the target must succeed on a DC 12
Languages Abyssal, gnoll, minotaur Constitution save or take 7 (2d6) poison damage.
Challenge 4 (1,100 XP) Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8+3) slashing damage.
STR DEX CON INT WIS CHA Multiattack: Rhesh makes two attacks, one with his magical maul,
23 (+6) 15 (+2) 18 (+4) 11 (+0) 10 (+0) 14 (+2) and one gore.
Magical Maul+1. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Senses darkvision 60 ft., Passive Perception 18 target. Hit: 20 (4d6+6) bludgeoning damage.
Languages Abyssal
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24
Challenge 7 (2,900 XP)
(4d8+6) slashing damage.
Charge. If Rhesh moves at least 10 feet straight toward a target and Maze. Rhesh creates a magical maze around him. He then moves up
then hits it with a gore attack on the same turn, the target takes an to twice his speed. Creatures within 30 feet of Rhesh when the maze
extra 18 (4d8) piercing damage. If the target is a creature, it must is created must succeed on a DC 20 Wisdom check or be lost in the
succeed on a DC 18 Strength saving throw or be pushed up to 20 maze until it disappears in four rounds or they find their way out. A
feet away and knocked prone. lost creature can take no action other than trying to find their way
out of the maze and can make a new check at the end of its turns to
find its way out.
41
SCORROW
Eight segmented legs support the long body of a black
scorpion. Where its head should be, the smooth torso of a
drow elf rises up, its arms wielding silvered blades.
(adapted from Secrets of Xen’drik)
Scorrow are master hunters and hate giants and other
aberrations.
Senses Passive Perception 10 Boomerang. Ranged Weapon Attack: +6 to hit, range 60/120, one
Languages Common, Deep Speech target. Hit: 9(1d8+5) bludgeoning damage.
Challenge 5 (1,800 XP) Stinger. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit:
13 (3d6 + 3) piercing damage
Expert Climber. The scorrow can climb any surface without Sword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8
needing to make an ability check. (1d8 + 4) slashing damage plus 9 (2d8) poison damage and the
target must make a DC 14 Constitution save or be poisoned until
42
SKINWEAVERS SKINWEAVER HEAD
SKINWEAVER HAND
Challenge 4 (1,100 XP)
43
TENTACLE SPIDER
The large creature moving toward you looks like a spider,
but where its fangs should be, you see tentacles.
Unfortunately, it still has a mouth of very sharp teeth.
Despite their name they are aberrations, not spiders.
(adapted from Secrets of Xen’drik)
Armor Class 13
Hit Points 22 (4d8+4)
Speed 20 ft., fly 90 ft.
44
UMBRAL SPY URDARK
The umbral spy was created by Breland early in the last The first urdark was created in the labs of Karrnath from
war. They don’t like necromancy, but they found these the body of an insane mass murderer. It escaped and is not
spies very useful. These constructs look like shadows, but controlled by the Karrnathi. It has been slowly making its
they are not undead. On the other hand, Breland had to use way around Karrnath, seemingly at random, creating
necromancy in the process……..and the charm that controls spawn (which it does not control). Urdarks are incorporeal
them are made from the rib bone of the changeling used to spirits of evil, which look like the creature they were
create the spy……(adapted from The Forge of War) spawned from. Except their arms and head are now pulsing
red and white mists. As if that wasn’t bad enough, they
giggle as they injure their prey…..(adapted from Magic of
Eberron)
Small construct, uanligned
Armor Class 14
Hit Points 35 (10d8-10)
Speed fly 40 ft. (hover)
Small undead, chaotic evil
STR DEX CON INT WIS CHA
8 (-2) 16 (+3) 9 (-1) 10 (+0) 11 (+0) 10 (+0)
Armor Class 14
Hit Points 35 (10d8-10)
Damage Resistances Bludgeoning, Piercing, and Slashing from Speed fly 40 ft. (hover)
Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison STR DEX CON INT WIS CHA
Condition Immunities Charmed, Exhaustion, Frightened, 8 (-2) 16 (+3) 9 (-1) 10 (+0) 11 (+0) 10 (+0)
Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 10 Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning,
Languages the languages it knew in life, it can only communicate Piercing, and Slashing from Nonmagical Attacks
telepathically, and only with the holder of its charm Damage Immunities Cold, Necrotic, Poison
Challenge 3 (700 XP) Condition Immunities Charmed, Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Hide in Plain Sight. The spy has advantage on Dexterity (Stealth) Senses Darkvision 60 ft., Passive Perception 10
Languages the languages it knew in life
checks made to hide while it is in any area other than full sunlight.
Challenge 3 (700 XP)
Incorporeal Movement. The spy can move through other
creatures and objects as if they were difficult terrain. It takes 5
Incorporeal Movement. The urdark can move through other
(1d10) force damage if it ends its turn inside an object.
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 Unsettling Aura. The urdark is constantly giggling in a creepy way.
(2d6 + 5) psychic damage. The target must make a DC 12 Wisdom Any living creature within 10 ft. of the urdark must make a DC 14
save, or have its Wisdom reduced by 3 (1d6). The urdark gains Constitution save, taking 4(1d6+1) psychic damage and becoming
temporary hit points equal to the damage it dealt (up to 35 frightened until the end of its next turn on a failure. Succeeding on
temporary points) a save does not make a creature immune from the giggling in
Shadow Bond. An umbral spy can attempt to bond with the future rounds.
shadow of any giant or humanoid of Small to Huge size. The target
musts make DC 13 Wisdom save. On a failure, the umbral spy
disappears into the subject’s shadow. From that point on, it Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12
accompanies the subject everywhere, seeing what it sees, hearing (2d6 + 5) psychic damage. The target must make a DC 12 Wisdom
what it hears. When bonded, the umbral spy is undetectable by save, or have its Wisdom reduced by 3 (1d6). The urdark gains
any magic other than true sight. An umbral spy can detach itself at temporary hit points equal to the damage it dealt (up to 35
will, and the victim is permitted a new save every 24 hours. If a temporary points)
subsequent save succeeds, the umbral spy must depart. Subjects
Create Spawn Any creature reduced to zero Wisdom dies and
are unaware of the presence of the spy in their shadow.
rises as an urdark in 24 hours. Powerful magic cast on the body
before that prevents the spawning. An urdark does not control the
spawn it creates.
45
WARFORGED RAPTOR WARFORGED SCORPION
House Cannith built these large metal raptors to combat Before the fall of the giants, clans of renegade drow
Aundarin dragonhawk riders, but it turned out to be much learned the secrets of creating constructs in the ruined
better at fighting ground troops. No one is sure how many creation forges the quori left behind. In these forges they
survive in the Mournlands. The rocks the raptor throws built the first warforged scorpions in homage to their god
weigh 40-60 pounds! (adapted from The Forge of War) Vulkoor. (adapted from Secrets of Xen’drik)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 14 (+2) 8 (-1) 4 (-3) 8 (-1)
Clumsy on Land. The raptor’s attacks have disadvantage when it Expert Climber. The scorrow can climb any surface without
is on the ground. needing to make an ability check.
Dive Attack. If the raptor is flying and dives at least 30 feet straight
toward a target and then hits it with a melee weapon attack, the
attack deals an extra 9 (2d6+2) damage to the target.
Flyby. The raptor doesn't provoke opportunity attacks when it Multiattack. The scorpion makes two Claw attacks and one
flies out of an enemy's reach. Stinger attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9
(2d6 + 2) bludgeoning damage and the target is grappled (escape
Multiattack. The raptor makes two claw attacks and one wing DC 12). The scorpion has two claws, each of which can grapple
buffet attack. If they raptor is flying at the time, the wing buffet only one target.
must be made against a creature that is not subject to claw. Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 8 (1d10 + 2) piercing damage and the target must make a DC 14
(2d6 + 2) slashing damage. Constitution saving throw, taking 11 (2d10) poison damage on a
failed save, or half as much on a successful one.
Wing Buffet. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage. Acid Spray (recharges on a long rest): The scorpion sprays
poison from its stinger in a 30-foot cone. Each creature in the area
Throw Rock: Ranged Weapon Attack: +6 to hit, range 60 / 100 ft.,
must make a DC 13 Dexterity saving throw, taking 24 (4d10+2)
one target. Hit: 15 (3d8 + 2) bludgeoning damage.
poison damage on a failed save, or half as much damage on a
Strafing Rocks: Ranged Weapon Attack: +6 to hit, one target for successful one. The scorpion cannot add poison to its sting attack
each rock (up to four targets). Hit: 15 (3d8 + 2) bludgeoning until this has successfully recharged.
damage. The raptor flies up to its speed, dropping one rock every
20 – 30 feet. Each rock must target a different creature.
46
WHIRLING BLADE SWARM
Found in manifest zones near battlefields, these swarms
of blades seem like living spells, but are actual blades that Medium construct, unaligned
swarm creatures. The rarely attack any creature that is not
carrying a weapon. They seem to be looking for battle, not Armor Class 12
just to kill every creature they come across. (adapted from Hit Points 26 (4d8+8)
the 4e Guide) Speed fly 20 ft.
Damage Resistances Bludgeoning, Piercing, and Slashing from Swords. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit:
Nonmagical Attacks 9 (2d6 + 2) slashing damage.
Damage Immunities Poison, Psychic
Bladestorm. The swarm moves up to its speed, moving through
Condition Immunities Charmed, Exhaustion, Frightened,
enemy spaces. It makes a swords attack against every enemy
Paralyzed, Petrified, Poisoned, Prone, Restrained
whose space it moves through. The swarm cannot attack a target
Senses Darkvision 60 ft., Passive Perception 10
more than once in this fashion, and It must end its movement in
Languages none
an unoccupied square.
Challenge 4 (1,100 XP)
Swords. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit:
11 (2d8 + 2) slashing damage.
Swarm of Swords (recharge 5-6). The swarm moves into an
enemy’s space and surrounds it with swords. Melee Weapon
Attack: +6 to hit, one target. Hit: 20 (4d8 + 2) slashing damage. A
creature that ends its turn in the swarm takes 20 (4d8+2) slashing
damage.
Bladestorm. The swarm moves up to its speed, moving through
enemy spaces. It makes a swords attack against every enemy
whose space it moves through. The swarm cannot attack a target
more than once in this fashion, and It must end its movement in
an unoccupied square.
47
XENOSTELID
This horrid creature stands over 20 feet tall. Its
appearance combines features of a centipede’s head and
body held erect with twitching appendages, four massive
scorpion claws, and eight spidery legs. Several pairs of eyes
circle its head, just above pairs of huge mandibles.
STR DEX CON INT WIS CHA Rip Apart. Melee Weapon Attack: +10 to hit, one target hit by two
24 (+7) 14 (+2) 20 (+5) 18 (+4) 14 (+2) 14 (+2) claw attacks on the same round. The target must succeed on a DC
20 Constitution save or have part of its body ripped apart. On a
failure, the creature takes 20 psychic damage, 10 slashing damage,
Damage Immunities Poison, Psychic
and is unconscious for 1 round. The xenostelid then throws the
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 18 target aside. On a success, the creature takes half damage and is
Languages Common, Deep Speech, Telepathy 120 ft. still thrown.
Challenge 14 (11,500 XP)
Legendary Resistance (2/day). If the xenostelid fails a saving The xenostelid can take 2 legendary actions, choosing from the
throw, it can choose to succeed instead. options below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. The
Expert Climber. The xenostelid can climb any surface and is not
xenostelid regains spent legendary actions at the start of its turn.
effected by webbing.
Screech (costs 2 actions). The xenostelid uses disengage to move
Siege Monster. The xenostelid does double damage to objects and
up to its speed. As it moves, it emits a deafening screech. All
structures.
creatures within 20 feet of the xenostelid at any point in this
Deadly Claws. The xenostelid’s claw attacks are deadly. They are a movement must succeed on a DC 18 Constitution saving throw or
critical hit on an 18-20. take 27 (6d8) thunder damage and be stunned until the end of its
Web Fighter. The xenostelid has advantage against any creature next turn.
restrained in webbing. Web. Ranged Weapon Attack: +18 to hit, range 100 ft., creatures in a
20-foot burst. Hit: The target is restrained by webbing. As an action,
the restrained target can make a DC 20 Strength check, bursting the
Multiattack: The xenostelid makes four claw attacks, and one bite webbing on a success. The webbing can also be attacked and
attack. destroyed (AC 16; hp 30; vulnerability to fire damage; immunity to
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: bludgeoning, poison, and psychic damage).
14 (2d6 +7) piercing damage. In addition, the target must succeed Advanced Leadership. The xenostelid yells at one of its allies when
on a DC 22 Constitution saving throw or be Poisoned. The it misses an attack. The ally can reroll the attack with advantage.
48
XORBEAST
Even the daelkry find a xorbeast to be repulsive. You can
see the ripples of fat, when you aren’t distracted by the
glistening, sickly, rainbow of colors on its oddly shaped
body. It stands on four appendages that end in sucker-
tipped stumps.
Two more appendages grow from its back, each ending
in a sphincter-like mouth. It doesn’t really have a face,
more of a mouth surrounded by goo. It drips some kind of
jelly substance; indeed, you now notice its entire body is
gelatinous.
Xorbeasts live to engulf creatures and take them to their
daelkyr masters. This can take a very, very, long time if the
xorbeast is not near a way into a demiplane.
(adapted from Horrors of the Daelky in Dragon 348)
49
YUAN-TI WRETCHLING
The yuan-ti of Xen’drik capture explorers and drow to
experiment on. Most experiments result either in death or
in the creation of a yuan-ti wretchling. A wretchling looks
like a humanoid with green scales, elongated legs and
arms, and hands that are more claw than hand. It has a
larger mouth with uneven rows of teeth. (adapted from
Secrets of Xen’drik)
Armor Class 14
Hit Points 27 (5d8+5)
Speed 20 ft., Swim 30 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(2d4 + 3) piercing damage.
Poisonous Bite (recharges after a long rest). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing
damage and the target must make a DC 12 Constitution saving
throw, taking 5 (1d10) poison damage on a failed save, or half as
much on a successful one.
50