Monster+Vault+2+Preview+Final
Monster+Vault+2+Preview+Final
Monster+Vault+2+Preview+Final
PREVIEW
Credits
Designers: Basheer Ghouse, Rajan Khanna,
Sarah Madsen, Jonathan Miley, Kelly Pawlik,
Brian Suskind, Mike Welham
Developer and Editor: Meagan Maricle
Proofreader: Thomas M. Reid
Cover Artist: Zoltan Boros
Interior Artists: Diana Franco Campos,
William O'Brien, Roberto Pitturru, Ian Perks,
Kiki Moch Rizki, Florian Stitz, Daniel Jiménez
Villalba, Eva Widermann
Graphic Designers: Marc Radle, Kennedy Williams
Sign up for the Monster Vault 2 Kickstarter to get the free Field Guide
to Monster Harvesting PDF when it releases later this year!
https://www.kickstarter.com/projects/deepmagic/
monster-vault-2-deadly-creatures-for-5e-dandd-and-tov
2 MONSTER VAULT 2
Monster Vault 2 Table of Contents
Introduction Brachysnatch Crypt Lurcher
Using This Book Broken Fixer Death Butterfly Swarm
Candlecorpse Death Butterfly Swarm, Greater
Chapter 1: Running Monstrous Campaigns
Carnivorous Lotus Decatrine
Using Doom
Carrion Nightmare Demon
Using Doom to Tell a Story
Celebrant Shade Arachnoth
Using Doom to Escalate a Situation
Cerulean Slime Demon Lord Darhask
Using Doom Outside of Combat
Chasmal Horror Drenqatu
Monster Bundles
Chilldeath Grass Drouk
What are Monster Bundles?
Chol, Ystol Icerift
Using Monster Bundles
Chuul, Broodlings Devil
Monster Bundles as
Chuul, Potentate Arch-Devil Abizeth
Adventure Escalations
Clockwork Assassin Automata
Example Monster Bundles
Clockwork Scorpion Blight
Chapter 2: Monster Templates Clockwork Watchman Jurist
Using a Template Clockwork Constructor Servitor of Abizeth
Example Templates Coastal Marauder Waxworker
Fey Champion Corpselight Gardener
Gloomrot Hulk Crab, Arbalest
Greatwyrm Crimson Mist
Grim
Hellspawn
Many-Handed Familiar
Prescient
Skeleton, Tar
Chapter 3: Monsters
Achorfiend
Angel
Archangel Ratatoskr
Auroran
Illuminant
Apkallu
Apporter Pulp
Aquan Behemoth
Artagu
Ascendant Petitioner
Askembla
Auropod
Ballista Sentinel
Bar Brawl
Barquil
Batonabi
Blueshroom
Bog Bounder
Bone Whale
Bonebrash
Border Sentinel
KICKSTARTER PREVIEW 3
Doomwing Girtablilu Infernal Dreg
Dragon Glittermaw Isazix
Adamantine Gluckshund Isherrar
Coruscine Gnoll, Bone-Brewer Issgandr
Verdure Golem Joy Thief
Dragonette, Greater Hoard Kel Essuf
Pseudodragon Keg Killsward
Drake Pebble Kineater
Least Steam Kobold, Hooded One
Mirror Wax Kobold, Truescale
Razor Goreling Lamentine Shrike
Shoreline Goreling Swarm Lava Sprite
Stonefish Gorus Leoformic
Dustcloak Graack Lingering Shade
Dwarf, Duergar Warformer Grain Vika Living Loam
Eldritch Sable Gray Thresher Living Quicksand
Elf, Drow Mystic Gremlin, Spellbane Luciva
Elf, Shadow Fey Confidante Hag, Field Manax
Empty Soul Hag, Shadow Maroq
Ettercap, Spellweaver Hammergeist
Eye Tree Hellworm
Facefetch Hippalektryon
Fen Lurcher Hobfoot
Fey Chamberlain Hungering Tangle
Fey Lady, Selkolla Iceskitter
Fey Lady, Tynan
Fey Lord, Forgotten Smith
Fey Lord, Luminous Lord
Fir Beast
Fire Cat
Flitkith
Cloth
Metal
Wood
Formicbane
Fungi, Firedrop
Fungi, Swarm of Firedrop
Genie
Forsaken
Ice Sila
Samum
Giant
Deadeye
Dolmen
Fire Giant Commander
Frost Giant Jarl
Hill Giant Chieftain
Mud
War
4 MONSTER VAULT 2
Mechadron
Duodekadron
Fractidron
Integron
Mephit
Glass
Sludge
Storm
Minjara
Minotaur, Patternmaster
Montarr
Mothman
Mudskipper
Musculi
Myrmeke
Myrmeke Band
Naavlashuk
Naga, Enlightened
Naga, Sea
Nanuq
Negalzyn
Nullifier
Nullphidian
Observer
Oculo Swarm
Ogre
Bog
Riptide
Umbral
Ooze Rakshasa, Chaos-Touched Slaughter Hide
Eldritch Rampede Soarer
Glass Rattus Eel Spider, Lustralichen
Mudfloe Riftspawn Starspot Swarm
Oromur Rimecaller Stenar
Owlbear, Hatchling Rosetta Stitchcloak
Owlbear, Juvenile Rune Lindwurm Stone Sage
Peak Warden Salamander, Flamescale Stone Sifter
Phantasmid Salvager Storm Serpent
Phoenix Sargasso Stalker Swamp Stalker
Phytotitan Sawgrass Zephyr Swarmskin
Planar Flora Scaled War Weasel Taiga Crawler
Fiendish Viletrap Scouring Cicada Thorn Stag
Ghostweed Scuttleweb Thronebound
Lilium Sea Snare Thundrux
Planewort Searsprite Tinder Wyrm
Swarm of Shadowcaller Treant, Weeping
Lethblooms Shatterstar Troll
Pumpkin King Shimmer Mole Fiery Phantom
Pyroclasm Shrine Keeper Toadstool
Quimbus Sidhe Ox Void
Raiju Silt Lurker
KICKSTARTER PREVIEW 5
Tunnel Rumbler Appendix: NPCs Monster Hunter
Undead Lord Arcane Grenadier Scavenger
Ghoul Lord Bard Maestro Thief Lord
Skeleton Lord Cultist, Necrograft Venture Priest
Zombie Lord Diviner Wrestler
Unearthed First Servant
Appendix: Creatures by Challenge
Unflamed High Mechanist
Vampire Ant Huntmaster Appendix: Creatures by Type
Vampire Ant, Swarm of Larvae Mage Knight Appendix: Creatures by Tag
Veiled Passenger Master Assassin
Appendix: Creatures by Terrain
Veridian Queen Merchant
Appendix: Pronunciation Guide
Vikalver Merchant Captain
Void Harbinger Monarch
Voltaic Newt
Vulkeen
Warmwreath Lichen Swarm
Wight
Kelp
Wrath
Wrath, Greater
Wind Leech
Withered Elder
World Tree Sapling
Xenarth
Zwölfhulk
…and more!
Appendix: Animals
Axolotl, Giant
Cavalry Camel
Feymount Raccoon
Hammberbill Goose
Hedgehog, Giant
Honey Bee, Giant
Millipede, Giant
Nightwing
Oliphaunt Warbeast
Opossum
Opossum, Giant
Skunk
Skunk, Giant
Tress Lizard
War Pig
Wooly Hippopotamus
6 MONSTER VAULT 2
Monster Vault 2 Preview
This preview introduces the new monster bundles and What is a Monster Bundle?
gives a sneak peek at three of the upcoming bundles.
A monster bundle is a tool for inspiration during game
preparation, helping you fill in gaps for a single session
Monster Bundles or populate a world. Each monster bundle listed in this
Whether you’re new to the tabletop RPG hobby or a game chapter has a specific name for its overall theme, a short
master with countless years’ experience running campaigns summary of that theme’s story, a primary villain, and the
for players, there are times when you need help filling that creatures that should be included alongside that villain,
region on the map with brutal villains, challenging your such as lieutenants, scouts, and skirmishers.
players with the next calculating adversary, or simply a Each bundle includes entries for each of the four tiers
challenge for the next adventure or dungeon. of play (see Game Master’s Guide for more information on
This chapter features a new tool called monster bundles. these tiers), giving guidance for using that theme and story
They offer a quick solution to inspire you while providing for any PC level. While each tier lists a primary villain, that
exciting story and combat challenges for your players. You villain might not be the same across all the tiers in some
can look through the monster bundles to find a particular bundles. This could show a change in power as the group’s
theme you want to evoke during the next session or use machinations continue, a growth in power or change in
multiple monster bundles or tiers of bundles to populate a body for the villain, or it could represent that the “true”
whole level 1 to 20 campaign. These bundles cover a variety villain is the villain within tier 4 and all others are simply
of themes, from the shadows lurking in the dark alleys of a that villain’s underlings. These differences between the tiers
grimdark fantasy city to the plotting Fey of royal courts in give you the flexibility to choose how and when you use a
enchanted forests. monster bundle in your game.
KICKSTARTER PREVIEW 7
Using Monster Bundles Monster bundles are tools for you as a game master to
ease your preparation. They are versatile, but if you don’t
You can use a monster bundle to fill a dungeon or to
want to manage three bundles at one time or worry about
determine the primary villain and its associated underlings
using bundles as escalations, don’t! Use these tools as
for an entire campaign. Whether using a bundle for a
inspiration and to make your preparation easier, taking
single session or a full campaign, the allies the villain
only what you need and only what you think works best for
keeps are just as important as the villain itself. You
your game and your group.
can use the second-in-command to give a villain more
presence without endangering the villain, possibly even
Monster Bundles as Adventure Escalations
leading the PCs to believe that second-in-command
is the true villain—for a time. You can use the villain’s Once the brave heroes have decided on which rumor
scouts, messengers, and skirmishers to harass the PCs, piques their interest, they have also decided to not follow
endanger their favorite communities or allies, or simply up on the other rumors. While the PCs are investigating
to let the PCs know the villain exists and is a threat. These one set of rumors, the machinations of the other
early interactions with the PCs can be used as a vehicle to groups advance since they don’t have meddlesome PCs
showcase the villains’ schemes or goals and what kind of interrupting their plans. In this way, the paths not chosen
danger it brings to the PCs, the region, or even the world. by the PCs become Adventure Escalations, growing as
Fights with the villain’s underlings can, over the course a threat by being ignored. As the PCs deal with their
of a dungeon, adventure, or full campaign, lead up to a chosen threat at their tier, you move the other threats up
climactic encounter with the dreaded villain they have to the next tier, representing the villain gaining power,
heard so much about. resources, followers, and territory while not being held in
When choosing a bundle, you can search through until check. This advancement helps you show the PCs a living
one catches your eye, or you can reference the Monster world with adversaries that won’t sit around and wait until
Bundles by Genre table to pick a bundle appropriate for the heroes stop their evil deeds. When the heroes have
the type of fantasy game you’re running. finished dealing with their first monster bundle, provide
A good rule of thumb is that if you’re looking to run a more rumors and stories of the other threats, and let the
new long-form campaign across multiple tiers of play, players choose the next one.
you should pick three monster bundles and place them As the monster bundles advance in tiers, the villains and
throughout a region of your setting. If you’re trying to villainous schemes tend to be broader reaching in power,
emulate a particular genre for your campaign, you can influence, and even physical territory. If multiple monster
use the Monster Bundles by Genre table and use three bundles are in the same region, they might form alliances
of the monster bundles suggested for that genre. You can against the PCs or skirmish with each other, imperiling
choose more than three, but keeping it to three reduces innocents caught in the middle. All the while, your players
bookkeeping on your end and avoids splitting the PCs’ must figure out how best to handle the various powers and
attention too much. Once you have chosen three bundles schemes vying for their heroic attention. You can build an
of the PCs’ tier, have the party start in an area that’s not entire campaign by simply choosing three bundles and
the same as those bundles; instead, have rumors and letting your players pick the order in which to face them.
news about everything that happens for each monster
bundle reach the PCs. These rumors could be people Example Monster Bundles
sighting lizardfolk zombies near villages if you’re using the This section features examples of monster bundles for
Shadowmire Cult of Rot bundle or traveling merchants use as inspiration for your next dungeon, adventure, or
near the mountains seeing strange robotic creatures if campaign-shaking villain. Each bundle includes a short
you’re using the Forged Lord bundle. Then, leave it up to note about the terrain and primary creatures, along with
your players to decide which rumor they are interested in a summary of the bundle’s story and the tiers of monsters
investigating. This allows your players to control going enacting that story.
after whatever adventure interests them most, while Creatures labeled with an asterisk (*) can be found in
giving you the tools you need to challenge them no matter Monster Vault. All other creatures can be found later in
which adventure they follow. The rumors and monster this book.
bundles the PCs didn’t choose can either be ignored if they
don’t affect the PCs (they collapse from infighting, local
government handles them, or similar), or you can use those
bundles as Adventure Escalations (see Monster Bundles
as Adventure Escalations).
8 MONSTER VAULT 2
Forged Lord
Themes: mountain; clockwork, mechadrons, robots
Years ago, a dwarven mechanist started hearing a voice
and having strange visions of mechanical beings.
To silence the voice, the dwarf began creating what
it saw in the visions, but these creations were
dangerous and caused the mechanist to be exiled
from its home. After roaming a mountain range,
the mechanist found a large cavern and built a
base and a new forge to continue its work. After
creating followers made of swirling gears and
metal bodies, the mechanist began to improve
upon its own body, becoming the Forged Lord.
• Tier 1 (Levels 1—4): The Forged Lord uses the
statistics of a dwarf mechanist* and works out of
a massive forge within its mountain home. Three
clockwork watchmen act as personal guards of the
Forged Lord. Two robot wardens* act as lieutenants,
leading and protecting the scouts and groups of
solodron* and dupladron* mechadrons connected
to and executing The Plan in the Forged Lord’s mind.
Robot drones* act as scouts, seeking raw materials
in the surrounding areas. The Forged Lord’s home is
riddled with mechanical traps that discourage intruders.
• Tier 2 (Levels 5—10): The Forged Lord uses the
statistics of a dwarf high mechanist, The Plan
whispering softly in its mind, and is protected by
three robot wardens*. A tunnel rumbler defends
the Forged Lord’s home, while two tripladrons*
serve as the mechanist’s lieutenants, commanding
groups of solodrons* and dupladrons* in enacting
the Forged Lord’s Plan. A clockwork assassin acts as
both ambassador and executer of the Forged Lord’s defend it, if necessary. The mountains around its home
will in surrounding communities. Robot drones* and are filled with montarrs, and the foothills crawl with
clockwork watchmen patrol the mountain for raw clockwork scorpions, gorgons*, and robot drones*
materials, accompanied by clockwork scorpions. and wardens*, all magically connected to The Plan
• Tier 3 (Levels 11—16): The Forged Lord uses the housed within the Forged Lord.
statistics of an iron golem* with an INT of +9 and the
high mechanist’s Magnetic Pulse reaction, crafting Invasion from the Sea
a more formidable body for itself as The Plan sings in Themes: underwater; chuul, merfolk, sahuagins
its mind. A steam golem and two tetradrons* act as Deep under the dark blue waves of the sea, a sentient,
personal guards and lieutenants to the Forged Lord, magical relic that had long been forgotten slumbered.
commanding its growing army of mechadrons and An amulet of the fallen Chuul Empire, it was awoken
clockwork creatures. The Forged Lord sends gorgons* when a scavenger stumbled upon it. The artifact seized
and montarrs into the foothills and surrounding the creature’s mind and set about rebuilding the ancient
mountains as scouts and to deter curious folk. empire from its memories, aiming to bring the sea folk up
• Tier 4 (Levels 17—20): The Forged Lord uses the from the depths to become rulers of the world.
statistics of an integron, becoming a beacon of The • Tier 1 (Levels 1—4): The chuul artifact controls a
Plan and converting much of its mountainous home sahuagin monarch*, whose lair is a collection of
into a mechanical paradise with magic-powered forges, interconnected underwater caverns. The puppet
automated traps, and tireless servitors. Two steam monarch’s advisor is a sea hag*, and a sahuagin
golems act as its personal guards, and it can cause captain* leads a small tribe of sahuagins* to dig
nearby dupladrons* to become a duodekadron to through ancient ruins at the monarch’s command.
KICKSTARTER PREVIEW 9
A swarm of chuul broodlings, drawn to the
artifact, protect the monarch. The tribe sends
its hunter sharks* and reef sharks* out
from the caverns with a few sahuagins* as
scouts and to recruit others to their cause.
• Tier 2 (Levels 5—10): The chuul artifact
controls an aboleth* who is unaware of
the artifact’s influence, believing its
schemes are of its own devising.
The aboleth and its followers
occupy what remains of an
ancient chuul city. Two water
elementals*, disturbed by
the excavation of the city, fell
under the artifact’s thrall and serve as the
aboleth’s personal guards. A merfolk mage*,
a sahuagin gladiator*, and a chuul serve as
advisors and lieutenants. Together, they lead
a growing army of chuul*, chuul broodlings,
merfolk*, merrow*, sahuagins*, and their
hippocampi* and hunter shark* war beasts.
Emboldened by their master’s vision, the
artifact’s followers attack ships and
coastal settlements for supplies
and as a show of power.
• Tier 3 (Levels 11—16): The chuul
artifact controls a chuul potentate
that ascended after encountering the artifact.
It commands its forces from an ancient underwater
city that once belonged to the Chuul Empire. An
abyssal naga, believing the visions sent by the artifact
are prophecies about the success of the potentate’s
mission, serves as advisor to the potentate. A merfolk Shadowmire Cult of Rot
archdruid* and sahuagin master assassin lead the Themes: swamp; lizardfolk, undead
potentate’s armies of chuul*, chuul broodlings, Deep in the darkened swamps dwells a tribe of lizardfolk
merfolk*, merrow*, and sahuagins*, and a merfolk whose previous leader was dethroned by one much more
huntmaster commands the giant shark* and hunter barbaric and power-hungry. The new ruler craves power
shark* war beasts. and orders the clan to extend past their swamp to the
nearby humanoid settlements. The leader calls on the
• Tier 4 (Levels 17—20): The chuul artifact controls
aid of lizardfolk shamans, who use dark rituals to bring
a kraken* who is protected by a trio of chuul
back previously deceased warriors as the walking dead,
potentates. The artifact surrounds itself with a council
bolstering the tribe’s numbers as they crawl out of their
of underwater peoples who command its armies:
swampy domain at night.
an abyssal naga, a merfolk archdruid*, a sahuagin
archmage*, and a sila*. A dragon turtle* serves as the • Tier 1 (Levels 1—4): The leader uses the statistics of
kraken’s vanguard and primary siege weapon against a lizardfolk ruler* with two lizardfolk shamans*
nearby ships and coastal cities, paving the way for its that serve as advisors. The tribe comprises lizardfolk,
chuul*, merfolk*, merrow*, and sahuagin* armies. zombies* (Humanoids, lizardfolk, and swamp-
dwelling Beasts modified with the zombie template
found in Game Master’s Guide), and gorelings, with will-
o’-wisps* acting as advance scouts and messengers.
The leader has also allied with a local pack of swamp
stalkers who harass local settlements, feasting on some
and bringing others back to be raised as zombies.
10 MONSTER VAULT 2
• Tier 2 (Levels 5—10): The leader uses the statistics commands multiple tribes made up of lizardfolk*
of a lizardfolk monarch and rides a mudskipper. and Undead servitors that span across a vast swamp.
The leader has two bog ogres as personal guards, Groups of lizardfolk necrograft cultists scavenge and
and it leads multiple tribes in pursuing its schemes. scout along the outskirts of the swamp for new victims
Its main advisors are a lizardfolk master alchemist* or lost shambling undead, reporting all they find to
and a lizardfolk diviner, and its three lieutenants are their superiors.
lizardfolk rulers*, each commanding their own tribe • Tier 4 (Levels 17—20): The leader uses the statistics
of lizardfolk*, lizardfolk shamans*, giant lizards*, of a lich* that looks like a skeletal lizardfolk crackling
and zombies* (Humanoids, lizardfolk, and swamp- with necromantic energy. It rides into any battle atop
dwelling Beasts). Each tribe has one goreling swarm an adult black dragon zombie* (see Game Master’s
under the command of its shamans, and a handful of Guide for the zombie template) accompanied by two
bog bounders serve as scouts and messengers for the empty souls it has bound to its service. Two greater
tribes, supping on the souls of those bound for the wrath wights, remnants of a group of heroes who tried
shamans’ zombie pits. to stop the leader long ago, serve as its generals, leading
• Tier 3 (Levels 11—16): The leader uses the statistics of its armies of living and Undead lizardfolk and swamp
a withered elder that looks like a gaunt and withered beasts. Each tribe is led by a lizardfolk ghoul lord,
lizardfolk. Two swarmskins serve as its personal skeleton lord, or zombie lord served and advised by
guards, and three skeleton lords who were once lizardfolk shamans* and lizardfolk diviners.
lizardfolk serve as its generals. Each skeleton lord
KICKSTARTER PREVIEW 11
seek out world-renowned craftspeople, and they use a
Monster Stat Block Preview preponderance of non-metallic treasures to overpay
these artisans.
This preview provides a sneak peek at a handful of the
Maturing. Adamantine dragons start out their
monsters going into Monster Vault 2. This is preview lives impatiently and don’t want to hear their parents
material and is subject to change, based on editing and pontificating. However, they are eager for knowledge, and
playtest feedback. they do much of their traveling when they become young.
They accumulate metal treasures, often forcibly, during
Adamantine Dragon these initial travels. As they age into adulthood, they
settle down into more contemplative attitudes, with some
The dark gray metal scales of this dragon seem to absorb light. It returning to discuss the lessons they have learned with any
moves ponderously under the weight of its scales and wings, the surviving parents. By this time, they also seek an ore-laden
undersides of which display black splotches. The ground shows lair they can claim. Ancient adamantine dragons spend
indentations where the dragon has settled. most of their time cogitating in their lairs and entertaining
those seeking their wisdom. When they hear of radical
Ponderous Philosophers. Slow, deep thinkers, new philosophies, though, they exit their lairs to absorb or
adamantine dragons spend much of their time perhaps argue against these novel ideas.
contemplating the mysteries of the world and beyond. They
enjoy philosophical discussions with visitors they invite
An Adamantine Dragon’s Lair
and even those who intrude on their lairs. Confident in
the physical protection their scales offer, the dragons often Adamantine dragons typically lair in ore-laden mountains,
dismiss or ignore opening attacks and invite trespassers to carving their homes deep within the rock. Part of their diet
sit and discuss ephemeral matters with them. Adamantine includes these ores, which they often idly chew and gnaw
dragons speak slowly and deliberately, choosing the best for days, deep in thought. Twisting tunnels, collapsed
way to phrase their thoughts, and they assume it takes a tunnels, and expansive caverns make up the dragon’s lair,
while to overcome any boorishness. and much of its hoard is scattered throughout the lair. The
Untidy Lairs. As adamantine dragons spend much of dragon’s most valued metalworks are typically found in the
their time considering deeper matters, they don’t take chamber where it rests, allowing it to gaze upon the work
time to organize their lairs, typically found deep within while contemplating the mysteries of the universe.
mountains rich with metal ore. They leave the books and
letters they have accumulated over the years, decades, and Lair Actions
centuries scattered haphazardly about their dens. They On initiative count 20 (losing initiative ties), the dragon
assure themselves they know exactly where everything can take a lair action to cause one of the following effects;
sits, but visitors can attest to waiting extraordinary lengths the dragon can’t use the same effect two rounds in a row:
of time for the dragon to retrieve a written piece. The • Bolster. Skin or armor toughens for up to three
dragons also “pace” while thinking, which often involves creatures the dragon can see within 120 feet of it. Each
aimlessly cutting tunnels around their lairs, inadvertently target gains resistance to bludgeoning, piercing, and
destabilizing the ground. If a tunnel collapses, the dragons slashing damage from nonmagical attacks. This effect
are large enough to avoid falling in, which proves beneficial lasts for 1 minute, until the dragon uses this lair action
for them as they get lost in their thoughts. Finally, again, or until the dragon dies.
adamantine dragons slough slivers of adamantine from
• Cloud of Shavings. A 20-foot-radius swirl of
their scales as they rub against the walls of their home,
adamantine slivers rises up, centered on a point the
making it a treasure trove for those who can forge the metal
dragon can see within 120 feet of it. Each creature in
bits into armor and weapons. The dragons hardly notice if
the area must make a DC 15 DEX save, taking 9 (2d8)
their guests acquire these needle-like slivers, viewing them
piercing damage on a failed save, or half as much
no differently than a cat views its shed claw.
damage on a successful one.
Metal Collectors. Adamantine dragons are fascinated
• Tunnel Collapse. The ground splits open centered on a
by objects crafted purely from metal. This includes
point the dragon can see within 120 feet of it, creating a
base coins, but they value well-crafted weapons, armor,
pit. The pit is either a circular hole with a 10-foot radius
and art, especially statues, over simple currency. Metal
or a 20-foot line that is 5 feet wide. Regardless of its
treasures enjoy protection from corrosion while in an
shape, the pit is 20 feet deep. Each creature in the pit’s
adamantine dragon’s lair, and subtle details woven into
area when it appears must succeed on a DC 15 DEX
the items become more noticeable. The dragons often
commission pieces from their favorite craftspeople or even save or fall into the pit, taking falling damage.
12 MONSTER VAULT 2
Regional Effects
Adult Adamantine Dragon CR 17
The region containing an adamantine dragon’s lair is
Huge Dragon
warped by its magic, which creates one or more of the
following effects: Armor Class 20 (natural armor)
Hit Points 301
• Hardened Hearts. Creatures residing at least 7 days
Speed 40 ft., burrow 40 ft., fly 60 ft.
within 10 miles of the dragon’s lair slowly adopt a more
Perception 27 Stealth 16
pragmatic view of the world. Any CHA (Deception or
Immune piercing
Persuasion) check made against such a creature has
Senses darkvision 120 ft., keensense 60 ft.
disadvantage.
Languages Common, Draconic
• Sturdy Structures. Each structure within 3 miles of the
dragon’s lair increases its damage threshold by 5.
STR DEX CON INT WIS CHA
• Untarnished Metal. Within 1 mile of the dragon’s +8 +6 +14 +3 +11 +9
lair, metal takes on an uncanny resilience and can’t be
affected by normal or magical rusting. Metal that has Adamantine Body. Any critical hit against the dragon
rusted returns to its original state after being in this becomes a normal hit, and the dragon deals double damage
area for 1 day. to objects and structures. In addition, it can burrow through
solid rock at half its burrowing speed.
If the dragon dies, these effects fade in 1d10 days.
Legendary Resistance (3/Day). If the dragon fails a save, it
can choose to succeed instead.
KICKSTARTER PREVIEW 13
Unstoppable Blows. When the adamantine dragon
hasn’t unleashed its Needle Breath, its body accumulates
adamantine. While the dragon’s Needle Breath is available,
Arcane Grenadier
its attacks ignore the armor class granted by magical or The arcane grenadier is an alchemist specialized in
nonmagical armor worn by a target when determining if its explosive substances. Arcane grenadiers typically operate
attacks hit that target. as special forces in many militaries, providing additional
artillery support when spellcasting units are exhausted.
ACTIONS
Multiattack. The dragon uses its Frightful Presence. It then
makes one Bite attack and two Claw attacks. It can replace its Arcane Grenadier CR 1
Bite attack with a use of Crushing Breath, if available. Medium Humanoid (Any Lineage)
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Armor Class 14 (leather armor)
Hit: 19 (2d10 + 8) piercing damage.
Hit Points 40
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Speed 30 ft.
Hit: 15 (2d6 + 8) slashing damage.
Perception 11 Stealth 15
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage. Senses —
Frightful Presence. Each creature of the dragon’s choice Languages any two languages
that is within 120 feet of the dragon and aware of it must
succeed on a DC 17 WIS save or be frightened for 1 minute. STR DEX CON INT WIS CHA
A creature can repeat the save at the end of each of its turns, +0 +5 +0 +3 +1 +0
ending the effect on itself on a success. If a creature’s save is
successful or the effect ends for it, the creature is immune to Evasion. If the arcane grenadier is subjected to an effect that
the dragon’s Frightful Presence for the next 24 hours. allows it to make a DEX save to take only half damage, the
Needle Breath (Recharge 5–6). The dragon exhales sharp arcane grenadier instead takes no damage if it succeeds on
adamantine needles in a 60-foot cone. Each creature in the the save, and only half damage if it fails.
area must make a DC 22 DEX save, taking 71 (11d12) piercing Tools of the Trade. The arcane grenadier is proficient with
damage on a failed save, or half as much damage on a alchemist tools and doubles its proficiency bonus for any
successful one. ability check it makes with alchemist tools.
Crushing Breath (Recharge 6). As the adamantine dragon
wyrmling, except it is a 60-foot cone, the save DC is 22, and
the bludgeoning damage is 5 (1d10).
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at
a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its
turn.
Detect. The dragon automatically detects every creature
and trap within 30 feet of it, pinpointing the current location
of each.
Tail Attack. The dragon makes a Tail attack.
Adamantine Resilience. The dragon becomes immune
to either bludgeoning damage or slashing damage, or it
becomes resistant to both (the dragon’s choice) until the
end of its next turn.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed on
a DC 22 DEX save or take 15 (2d6 + 8) bludgeoning damage
and be knocked prone. The dragon can then fly up to half
its flying speed without provoking opportunity attacks.
14 MONSTER VAULT 2
ACTIONS
Lob Explosive. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d8 + 3)
bludgeoning damage, and the target suffers one of the
following additional effects based on the type of bomb
the grenadier used:
Bewildering Bomb. The target is incapacitated until
the end of its next turn.
Sticky Bomb. The target is restrained by a sticky,
alchemical substance until the end of its next turn.
Thunderous Bomb. The target is deafened and can’t
cast spells with verbal components until the end of
its next turn.
Liquid Fire (3/Day). The arcane grenadier hurls an
alchemical vial at a point it can see within 30 feet.
The vial shatters and erupts in flames on impact. Each
creature within 10 feet of that point must make a DC 13 DEX
save, taking 10 (3d6) fire damage on a successful save or half
as much on a failure. In addition, the area continues to burn
until the end of the grenadier's next turn. A creature that
enters the area for the first time on a turn or starts its turn
there takes 3 (1d6) fire damage.
REACTIONS
Concussive Blast. When a creature the arcane grenadier
can see hits with a melee attack while within 5 feet of it,
the grenadier can clap two alchemical substances between
its hands, blending them together and creating a blast
of concussive energy. Each creature within 10 feet of the
grenadier must make a DC 13 STR save. On a failure,
a creature is pushed up to 10 feet away from the
grenadier and knocked prone. On a success, a creature
is pushed up to 10 feet away from the grenadier but isn’t
knocked prone.
KICKSTARTER PREVIEW 15
ACTIONS
Multiattack. The ogre makes two Greatclub attacks.
Dustcloak
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one A shape coalesces from a cloud of dust, a wide mouth filled with
target. Hit: 13 (2d8 + 4) bludgeoning damage.
rock-like teeth over outstretched wings of swirling, roiling dust.
Rotting Belch (Recharge 5–6). The ogre exhales a cloud of A tail like a miniature tornado whips through the air as it begins
vile vapor in a 15-foot cone. Each creature in the area must
to dive.
make a DC 14 CON save, taking 18 (4d8) poison damage on
a failed save, or half as much damage on a successful one. Air and Earth. Dustcloaks are elementals born in regions
where the influence of elemental air and elemental earth
BONUS ACTIONS meet. They primarily inhabit badlands and other open,
Bubbling Burp. When the bog ogre hasn’t released its remote areas where they can roam and sail on winds. They
Rotting Belch, gases roil and bubble in its gut. While Rotting are extremely territorial and defend their home ranges
Belch is available, the ogre can release a short burb toward from any creature that ventures through them.
up to two creatures it can see within 10 feet of it. Each target
must succeed on a DC 14 CON save or be poisoned until the Many Dangers. Those unfamiliar with dustcloaks might
end of its next turn. not feel threatened by their dust bodies, but they soon
learn the dangerous nature of these elemental creatures.
Dustcloaks use their swift flying speed and bodies of dense
dust in their attacks, and they can scour bodies with high-
pressure dust and choke creatures with their dusty forms.
Barren Fields of Bone. Dustcloaks don’t need to eat,
but their attacks leave their victims nothing more than
shattered, wind- and sand-scoured bones. Savvy badlands
travelers know that a field of shattered bones means they
have entered a dustcloak’s territory. Such travelers often
pray they have time to change their route or leave the area
before the dustcloak appears.
16 MONSTER VAULT 2
Dustcloak CR 8 BONUS ACTIONS
Scouring Dash (Recharge 4–6). The dustcloak moves up to
Large Elemental
20 feet in a straight line and can move through the space of
Armor Class 15 any Large or smaller creature without provoking opportunity
Hit Points 152 attacks. Each creature the dustcloak passed through must
Speed 0 ft., fly 90 ft. (hover) succeed on a DC 16 STR save or take 7 (2d6) slashing
Perception 10 Stealth 14 damage and be knocked prone.
Resistant lightning | Elemental Resilience
Immune Elemental Resilience
Senses darkvision 60 ft. Fen Lurcher
Languages Auran, Terran
As it fixes its glowing purple eyes on its next prey, screaming
STR DEX CON INT WIS CHA
human faces seem to press out from within a vaguely humanoid
mass of melted flesh and oozing flora.
+2 +5 +3 −2 +0 −2
Corrupted Flesh. Fen lurchers are horrible visitants
Dust Camouflage. The dustcloak’s Stealth is 19 while in dusty, from some other plane or alternate reality, seeking bodies
foggy, or cloudy conditions. to corrupt into new lurchers via a rotting disease. They
Dust Form. The dustcloak can move through a space as appear in areas of magical or natural corruption, especially
narrow as 1 inch wide without squeezing, and the dustcloak in marshes or swamps where they seem to feast on the
can enter a hostile creature’s space and stop there. The first abundant life-energies of the area.
time it enters a creature’s space on a turn, that creature
Nightmare in Form and Movement. The fen lurcher’s
must make a DC 16 CON save. On a failure, it takes 5 (1d10)
bludgeoning damage and is blinded for 1 minute. On a overly long limbs, and the faces pressing out from inside
success, it takes half the damage and isn’t blinded. A blinded its form, emphasize its horrible visage. When it moves,
creature can repeat the save at the end of each of its turns, it seems to vanish and reappear closer to its victim. This
ending the effect on itself on a success. sudden, lurching movement earned the creature its name.
Elemental Nature. The dustcloak doesn’t require air, food,
drink, or sleep.
Fen Lurcher CR 6
Elemental Resilience. The dustcloak is resistant to
bludgeoning, piercing, and slashing damage from Medium Aberration
nonmagical attacks. In addition, it is immune to poison Armor Class 14 (natural armor)
damage, to exhaustion, and to the grappled, paralyzed, Hit Points 121
petrified, poisoned, prone, restrained, and unconscious Speed 30 ft., swim 30 ft.
conditions.
Perception 13 Stealth 14
ACTIONS Resistant Aberrant Resilience
Multiattack. The dustcloak makes one Bite attack and two Immune poison, psychic | poisoned
Tail Whip attacks. Senses darkvision 60 ft.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Languages understands Deep Speech but can’t speak
Hit: 23 (4d8 + 5) piercing damage.
Tail Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one STR DEX CON INT WIS CHA
target. Hit: 16 (2d10 + 5) bludgeoning damage. +4 +2 +2 +7 +3 −3
Dust Burst (Recharge 5–6). The dustcloak expels a choking
dust cloud around it. Each creature within 10 feet of it must Aberrant Resilience. The fen lurcher is resistant to the
make a DC 16 DEX save. On a failure, a creature takes 18 charmed, frightened, paralyzed, and stunned conditions, and
(4d8) bludgeoning damage and 21 (6d6) slashing damage it has advantage on saves against spells or effects that would
and is poisoned for 1 minute. On a success, a creature takes alter its form.
half the damage and isn’t poisoned. A poisoned creature can Amphibious. The fen lurcher can breathe air and water.
repeat the save at the end of each of its turns, ending the
Limited Telepathy. The fen lurcher can magically transmit
effect on itself on a success.
simple ideas, emotions, and images telepathically to any
The dust cloud remains for 1 minute or until the dustcloak’s creature within 120 feet of it that can understand a language.
concentration ends (as if concentrating on a spell). The dust This telepathy extends to 1 mile when transmitting to other
cloud’s area is heavily obscured. fen lurchers. Unlike standard telepathy, the target of the
transmission can’t telepathically respond.
KICKSTARTER PREVIEW 17
ACTIONS Psychic Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Multiattack. The fen lurcher makes one Corruptive Bite one target. Hit: 9 (2d4 + 4) slashing damage plus 5 (1d10)
attack and two Psychic Claw attacks, or it makes three psychic damage.
Psychic Bolt attacks. If both Psychic Claw attacks hit one Psychic Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one
creature, the target must make a DC 15 DEX save. On a creature. Hit: 15 (2d10 + 4) psychic damage.
failure, its speed is reduced to 0 until the end of its next turn.
On a success, its speed is halved until the end of its next BONUS ACTIONS
turn. Mental Onslaught. The fen lurcher projects horrific images
Corruptive Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., and sensations into the mind of one creature it can see
one target. Hit: 17 (3d8 + 4) piercing damage. If the target is within 60 feet of it. The target must succeed on a DC 15 INT
a creature, it must succeed on a DC 15 CON save or contract save or be incapacitated until the end of its next turn as it
a disease. Until the disease is cured, the infected creature reels from the projection.
is poisoned, and the fen lurcher can sense the creature’s Nightmare Step. The fen lurcher magically teleports up to
direction while within 1 mile of it. Every 24 hours that elapse, 30 feet to an unoccupied space within 5 feet of a creature it
the infected creature must repeat the save, reducing its HP can see. The target must succeed on a DC 15 WIS save or be
maximum by 5 (1d10) on a failure or recovering from the frightened until the end of its next turn.
disease on a success. This reduction lasts until the creature
finishes a long rest after the disease is cured. The creature
dies if the disease reduces its HP maximum to 0. A creature
that dies while infected rises as a fen lurcher 24 hours
Mage Knight
later, and only a wish spell or similar magic can reverse the
The mage knight is a heavily armored warrior trained in
transformation.
augmenting its weapons with magic. Mage knights are
often leaders of groups of knights or city guards, bringing
steel and magic to bear against the kingdom’s enemies.
Mage Knight CR 5
Medium Humanoid (Any Lineage)
Armor Class 19 (splint, shield)
Hit Points 102
Speed 30 ft.
Perception 13 Stealth 5 (10 without
armor)
Resistant charmed, frightened
Senses —
Languages Common and one other language
18 MONSTER VAULT 2
BONUS ACTIONS
Enchant Blade. The mage knight enchants its weapon with
one of the following effects, which lasts until the start of its
next turn:
• Flame Blade. Arcane Arms deals fire damage instead of
force damage. The next creature that takes fire damage
from the enchanted weapon ignites. Until a creature takes
an action to douse the fire, the ignited creature takes 2
(1d4) fire damage at the start of each of its turns.
• Lightning Blade. Arcane Arms deals lightning damage
instead of force damage. The next creature that takes
lightning damage from the enchanted weapon can’t take
reactions until the end of its next turn.
• Thunder Blade. Arcane Arms deals thunder damage
instead of force damage. The next creature that takes
thunder damage from the enchanted weapon must suc-
ceed on a DC 14 STR save or be knocked prone.
Mudskipper
A horse-sized crustacean dripping with muck and moss suddenly
looms from the swampy mire. Despite its bulk, it scuttles across
the muck with surprising speed.
Antisocial Crustaceans. Unless trained otherwise,
mudskippers are aggressive and antagonistic, only seeking
the company of others of their species during mating
season. They vie for territory with other swamp predators
and forcefully protect their food supplies from such
threats. When faced with a challenge, mudskippers prefer
to submerge themselves into the swamp to retreat, rather
than continue a losing battle.
Settlement Scavengers. Despite their antisocial
behaviors, mudskippers are attracted to swamp settlements
and the easy meals generated by them in the form of
food waste. Clever villagers maintain a perimeter of food
waste around their communities to draw and keep a local
mudskipper on the fringes which also serves to keep many
other kinds of pests, including malicious humanoids, away.
Mudskippers living near a settlement eventually learn to
recognize those that leave out food waste and typically
• Suppressing Presence. Each friendly creature within 15 don’t attack the settlement’s residents.
feet of the knight is resistant to conditions inflicted by Cannibal Larvae. Each spring, female mudskippers
spells and magical effects. produce a sac containing thousands of eggs. Once the eggs
are fertilized, the sac adheres itself to the underside of the
ACTIONS
mudskipper’s carapace. Once the eggs start to hatch, the
Multiattack. The mage knight makes three Longsword or Ice larvae begin to consume the other eggs and larvae in the
Ray attacks.
sac, until only a handful remain. Once they are released
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
from the sac, juvenile mudskippers leave their parent
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 +
and venture into the wild. Most years, only one juvenile
3) slashing damage if used in two hands, plus 5 (2d4) force
damage. survives into adulthood from each clutch of eggs.
Ice Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one Swamp Mounts. Lizardfolk and other swamp-dwelling
target. Hit: 12 (2d8 + 3) cold damage, and the target’s speed humanoids have learned to train mudskippers as mounts
is reduced by 10 feet until the end of its next turn. and beasts of burden. Some swamp communities have
KICKSTARTER PREVIEW 19
become wealthy breeding mudskipper mounts for sale ACTIONS
or renting their services to merchants that need to move Multiattack. The mudskipper makes one Gore attack and
their goods through a swamp or marsh. Despite their size one Pincer Attack.
and relative similarity to crayfish and lobsters, the stringy Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
flesh of mudskippers is inedible. Mudskipper carapace is creature. Hit: 14 (2d10 + 3) slashing damage, and the target
used by swamp societies to make armor, jewelry, and other must succeed on a DC 13 CON save or have its speed halved
decorative baubles. until the end of its next turn.
Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the
Mudskipper CR 3
target is grappled (escape DC 13). Until this grapple ends,
Large Monstrosity (Animal) the creature is restrained. The mudskipper has two pincers,
Armor Class 15 (natural armor) each of which can grapple only one target.
Hit Points 80
BONUS ACTIONS
Speed 40 ft., swim 60 ft.
Crush. One creature grappled by the mudskipper must
Perception 12 Stealth 10
succeed on a DC 13 STR save or take 7 (2d6) bludgeoning
Resistant Monstrosity Resilience damage.
Senses darkvision 60 ft.
Languages —
20 MONSTER VAULT 2
Sea Naga
The bottom half of this Naga resembles a sea-krait banded in
white and black. Its top half is a scaled humanoid, adorned with
a crown of coral and wielding a resplendent silver harpoon.
Sea Guardians. Sea nagas guard sunken ruins, treasures,
and the tombs and prisons of forgotten terrors deep
beneath the waves. They are more solitary than their
terrestrial kin—few pilgrims can reach their watery
abodes—and spend their time cultivating prophecies of
the future. On the rare occasion when creatures intrude
on a naga’s domain, it often demands they
prove themselves in combat regardless of
whether they are heroic adventurers or
would-be thieves.
Demanding Saviors. When an unnatural
storm or sea monster sinks a ship, a sea naga may
appear to a surviving crewmember, offering to
save as many souls as the crewmember wishes.
After rescuing the crew, it demands the
crewmember that made the deal complete
a task for it for each soul saved. These tasks
are generally heroic feats related to some
prophecy or danger only the naga knows.
Sea Naga CR 12
Large Monstrosity
Armor Class 18 (natural armor)
Hit Points 205
Speed 40 ft., swim 40 ft.
Perception 18 Stealth 14
Senses darkvision 60 ft.
Resistant cold, radiant | Monstrosity Resilience Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Immune poison | charmed, poisoned one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13
Languages Abyssal, Celestial, Common, Infernal (3d8) radiant damage, and the target is grappled (escape
DC 16) if it is a Large or smaller creature. Until this grapple
ends, the target is restrained, and the naga can’t Constrict
STR DEX CON INT WIS CHA another target.
+8 +4 +7 +7 +8 +8 Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 13 (3d8) radiant
Divine Strikes. The naga’s weapon attacks are magical. When damage.
the naga hits with any weapon attack, the weapon deals an Lightning Bolt. Ranged Spell Attack: +8 to hit, range 60 ft.,
extra 3d8 radiant damage (included in the attack). one target. Hit: 20 (3d10 + 4) lightning damage. The naga
Monstrosity Resilience. The naga is resistant to exhaustion has advantage on the attack roll if the target is submerged
and to the frightened condition. in water.
Rejuvenation. If it dies, the naga returns to life in 1d6 days, Spellcasting. The sea naga casts one of the following spells,
regaining all its HP and becoming active again. Only a wish requiring only verbal components and using WIS as the
spell can prevent this trait from functioning. spellcasting ability (spell save DC 16).
At will: augury (as an action), purify food and drink
ACTIONS
(as an action), spare the dying, thaumaturgy
Multiattack. The sea naga makes three Pike attacks or four 3/day each: cure wounds, water breathing
Lightning Bolt attacks, or it makes one Constrict attack and
2/day each: control water, sending
two Spear attacks. It can replace one attack with a use of
1/day: geas (as an action)
Spellcasting.
KICKSTARTER PREVIEW 21
BONUS ACTIONS
Punish Trespasser. One creature the sea naga can see
within 60 feet of it must succeed on a DC 16 CON save or
be unable to breathe water for 1 minute, risking suffocation
if the target is underwater. If the target is breathing water
through the aid of a spell, magic item, or other magical
effect, the effect is suppressed for the duration. The target
can repeat the save at the end of each of its turns, ending
the effect on itself on a success.
Wave Step. While partially or wholly submerged in water,
the sea naga dissolves into water and teleports, along with
any equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see that is partially or wholly
submerged in water.
Storm Mephit
ACTIONS
The swirling cloud of mist and crackling lightning cackles as it
forms into a figure with sharply pointed ears, a long nose, and Claws. Melee Weapon Attack: +4
clawed fingers and toes. to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) slashing damage plus 2
Storm Elementals. Storm mephits are composed of the (1d4) lightning damage.
lightning, precipitation, and thunder of a raging storm. Thunder Orb. Ranged Weapon Attack:
They tend to be more energetic and livelier than other +4 to hit, range 20/60 ft., one target. Hit:
mephits, speaking quickly and jumping back and forth 4 (1d4 + 2) bludgeoning damage plus 2
between topics in conversations. (1d4) thunder damage, and the target must
succeed on a DC 11 STR save or be pushed
up to 5 feet away from the mephit.
Storm Mephit CR 1/2 Tempest Breath (Recharge 6). The mephit exhales a breath
Small Elemental of swirling wind, lightning, and thunder in a 15-foot cone.
Armor Class 12 Each creature in that area must make a DC 11 CON save.
On a failure, a creature takes 7 (2d6) lightning damage and
Hit Points 27
is deafened until the end of its next turn. On a success, a
Speed 30 ft., fly 30 ft. (hover)
creature takes half the damage and isn’t deafened.
Perception 12 Stealth 14
Vulnerable acid, cold BONUS ACTIONS
Immune lightning, poison, thunder | poisoned, prone Storm Burst (1/Day). The mephit’s form explodes into a
Senses darkvision 60 ft. wave of thunderous force. Each creature within 10 feet of
Languages Auran, Aquan the mephit must make a DC 11 CON save. On a failure, a
creature is pushed up to 10 feet away from the mephit and
knocked prone. On a success, a creature is pushed up to
STR DEX CON INT WIS CHA
5 feet away from the mephit and isn’t knocked prone. The
+0 +2 +0 −2 +0 +1 mephit then reforms into its natural shape.
22 MONSTER VAULT 2
inveterate weaponsmiths and armorers, toiling for endless ACTIONS
hours to ensure their dread masters are well equipped. Multiattack. The unflamed makes two Warhammer attacks.
Whenever possible, unflamed quench their creations in
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the blood of mortals. Most encounters with unflamed on one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10
the Material Plane occur while the undead are gathering + 3) bludgeoning damage if used with two hands, plus 3
victims to drain into their foul quenching troughs. (1d6) necrotic damage.
Soul Stealers. Each unflamed is a harbinger of death Necrotic Surge (Recharge 6). A surge of necrotic energy
and entropy. Their very presence drains the life from their pulses out from the unflamed. Each creature within 10 feet
surroundings, and dying creatures do not languish long in of the unflamed must make a DC 13 CON save, taking 21
(6d6) necrotic damage on a failed save, or half as much
their presence. A mortal that perishes in proximity to an
damage on a successful one.
unflamed risks having its soul taken at the very moment it
tries to journey to the hereafter. While an unflamed gains REACTIONS
a short-term benefit from stolen souls, the true purpose in Absorb Soul. When a creature dies within 10 feet of the
taking the souls is to bind the souls to weapons or armor. unflamed, the unflamed can absorb the creature’s soul.
Many a sentient magic weapon is so because an unflamed Then, Necrotic Surge recharges, and the unflamed is
bound a mortal soul to it while it was being forged. empowered for 1 minute. While empowered, the unflamed’s
Seekers of Destruction. While their intellects have speed is doubled, and it can use a bonus action on each
of its turns to make one Warhammer attack or to take the
been dulled in the transition to undeath, unflamed are
Dash or Disengage action. If the unflamed is killed within
not mindless. A vestige of each unflamed’s original
24 hours of absorbing the soul, the soul is set free and
azer consciousness remains and yearns for release. If continues to the afterlife. A soul can’t be reclaimed once
encountered outside their smithies and away from any it has been in the unflamed’s possession for more than
creature with the authority to control them, unflamed 24 hours, and nothing short of a wish
sometimes pick fights and hold back while defending spell or divine intervention can
themselves, in the hope the conflict will lead to their restore the creature’s soul.
destruction.
Unflamed CR 2
Medium Undead
Armor Class 15 (natural armor)
Hit Points 55
Speed 30 ft.
Perception 11 Stealth 11
Resistant necrotic
Immune Undead Resilience
Senses darkvision 60 ft.
Languages Dwarvish, Ignan
KICKSTARTER PREVIEW 23
©2024 Open Design LLC. Kobold Press and Tales of the Valiant are registered trademarks of Open Design LLC.
Epic Stories
Call for Epic
Storytellers!
Take your game beyond the basics with the
Tales of the ValiantTM Game Master’s Guide!
This critical addition to the library of any Game Master
includes everything you need to turn any story into
your story. Master homebrewing magic items and
monsters for any occasion. Gain valuable insight into
worldbuilding, setting the scene, and running the game.
Learn the tips and tricks of the Game Master’s art and
become the ultimate tabletop storyteller.
AVAILABLE NOW!
www.koboldpress.com • www.talesofthevaliant.com
©2024 Open Design LLC. Kobold Press and Tales of the Valiant are registered trademarks of Open Design LLC.
BE BOLD. BE BRAVE. BE VALIANT!
Give your 5E game some very sharp teeth—with the
Kobold Press take on Black Flag Roleplaying!