Monster Manual - Flip eBook Pages 151-200 (2024)

CLOUD GIANT Clomd giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusem*nt. They are muscular with light skin and have hair of silver or blue. High and Mighty. Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly. Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs. Stili gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants. Affluent Princes. Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races. They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusem*nt. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From · the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the mortal realm. As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions. FRosT GIANT BouLDER J0. ,-,',i '( ~-1.(. ' , \ , ' ' I . < 1~· : J_., t .., (:hi/ClrelJ oft~e Trickster. The patron,go.d and f<!.ther of the·cloud giants is Memnor the :fr-1ckster, the clevere'st and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Meinnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silvertongued speech. Family members usually align in the same direction. Wealth and Power. A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants. However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household. Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor. FIRE GIANT Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary. Fire Forged. Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands fanemoved from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. liiLL GiANT BouLDER

Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm. Martial Experts. From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash. The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout their smoky halls. Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians. Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings. Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness they sometimes keep slaves at court who. are versed ' in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth. Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce. Skilled Artisans. Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war. Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind. HERE IS WHERE ANGERROTH TH . lils BONES ARE UNDER THAT BE BARBARIAN FELL AGAINST THE GIANT OULOER OVER THERE.'' -ELDER ZE I LANE OF STIVIN, RECOUNTING THE G --- fliNT WARS FROST GIANT Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies. H~arts of lee. Frost giants are creatures of ice ar1d snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their .flesh is as blue as glacial ice. Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate. Reavers of the Storm. The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path. Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor. Rulers by Might. Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness. When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes ava lanches on the snowy mountainsides. Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws.

T52 HILL GIANT Hill giants are selfish, dimwitted brutes that hunt forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, ' bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength. Primitive. Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mudand-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs. Bigger Means Better. In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power. Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order. Voracious Eaters. With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud. Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too. Stupid and Deadly. The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped. With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter. In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one "( I {!1-'' another's sllo}llaers holding a giant-paint€d pumpkin head. Reasonip.g with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them. Raging Bullies. A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry. If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim. STONE GIANT Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world. Inhabitants of a Stone World. Secluded caves a re the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross. In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stonecraft of the dwarves. Carvers and Seers. Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills. · Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work. Graceful Athletes. Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise. Dreamers under Sky. Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in

the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky. Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin. STORM GIANT Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale pmple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple GIANT Goos When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Ann am but to his divine children, along with a host of hero-deities and godly viUains that make up the giants' pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; lallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands. Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts. l Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires.fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor. Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten. Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction. Solitary Lives. Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish. Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat. I I 53

154 Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 14 (natural armor) Hit Points 200 (l6d12 + 96) Speed 40ft. STR 27 (+8) DEX 10 (+0) CON 22 (+6) INT 12 (+1) Saving Throws Con +9, Wis +7, Cha +7 Skills In sight +7, Perception +7 Senses passive Perception 17 Languages Common, Giant Challenge 9 (5,000 XP) WIS 16 (+3) CHA 16 (+3) Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The giant's innate spellcasting ability is Charisma . It can innately cast the following spells, requiring no material components: At will: detect magic,fog cloud, light 3fday each: feather fall,jly, misty step, telekinesis 1jday each: control weather, gaseous form ACTIONS Multiattack. The giant makes two morningstar attacks. Morningstar. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 21 (3d8 + 8) piercing damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. GIANTS Huge giant, lawful evil Armor Class 18 (plate) Hit Points 162 (l3d12 + 78) Speed 30ft. STR 25 (+7) DEX 9 (- 1) CON 23 (+6) INT 10 (+0) Saving Throws Dex +3, Con +1 0, Cha +5 Skills Athletics + 11, Perception +6 Damage Immunities fire Senses passive Pe rception 16 Languages Giant Challenge 9 (5,000 XP) ACTIONS WIS 14 (+2) CHA l3 (+1) Multiattack. The gia nt makes two greatsword attacks. Greatsword. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 28 (6d6 + 7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Huge giant, neutral evil Armor Class 15 (patchwork armor) Hit Points 138 (l2d12 + 60) Speed 40ft. STR 23 (+6) DEX 9 (- 1) CON 21 (+5) INT 9 (- 1) Saving Throws Con +8 , Wis +3, Cha +4 Skills Athletics +9, Perception +3 Damage Immunities cold Senses passive Perception 13 Languages Giant Challenge 8 (3 ,900 XP) ACTIONS WIS 10 (+0) CHA 12 (+1) Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10ft., one ta rget. Hit: 25 (3d1 2 + 6) slas hin g damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one ta rget. Hit: 28 (4d10 + 6) bludgeo nin g damage . Huge giant, chaotic evil Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Speed 40ft. STR 21 (+5) DEX 8 (- 1) Skills Perception +2 CON 19 (+4) Senses passive Perception 12 Languages Giant Challenge 5 (1 ,800 XP) ACTIONS INT 5 (- 3) WIS 9 (- 1) CHA 6 (-2) Multiattack. Th e giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one ta rget. Hit: 18 (3d 8 + 5) bludgeo ning damage . Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeo nin g damage. !55

Huge giant, neutral Armor Class 17 (natural armor) Hit Points 126 (lld12 +55) Speed 40ft. STR 23 (+6) DEX 15 (+2) CON 20 (+5) INT 10 (+0) Saving Throws Dex +5, Con +8, Wis +4 Skills Athletics +12, Perception +4 WIS 12 (+1) Senses darkvision 60ft., passive Perception 14 Languages Giant Challenge 7 (2,900 XP) CHA 9 (- 1) Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ACTIONS Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. REACTIONS Rock Catching. If a rock or similar object is hurled at the giant, the giant can , with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Huge giant, chaotic good Armor Class 16 (scale mail) Hit Points 230 (20d12 + 100) Speed 50 ft., swim 50 ft. STR 29 (+9) DEX 14 (+2) CON 20 (+5) INT 16 (+3) WIS 18 (+4) Saving Throws Str +14, Con +10, Wis +9, Cha +9 CHA 18 (+4) Skills Arcana +8, Athletics+ 14, History +8, Perception +9 Damage Resistances cold Damage Immunities lightning, thunder Senses passive Perception 19 Languages Common, Giant Challenge 13 (10,000 XP) Amphibious. The giant can breathe air and water. .Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic,feather fall, levitate, light 3Jday each: control weather, water breathing ACTIONS Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

GIBBERING MOUTHER Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach. Amoeboid Form. The gibbering mouther's body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease. Mouths of Madness. When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them. All-Consuming. Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh . The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee. A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal. GIBBERING MOUTHER Medium aberration, neutral Armor Class 9 Hit Points 67 (9d8 + 27) Speed 10ft., swim 10ft. STR 10 (+0) DEX 8 (- 1) CON 16 (+3) Condition Immunities prone INT 3 (-4) WIS 10 (+0) Senses darkvision 60ft., passive Perception 10 Languages - Challenge 2 (450 XP) CHA 6 (-2) Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does du~ing its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. ACTIONS Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. lfthe target is killed by this damage, it is absorbed into the mouther. Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. 157

The warlike githyanki and the contemplative githzerai are a sundered people- two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. GITHYANKI The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons- the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the farflung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. Followers ofGith. In their own language, githyanki ·means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races. Silver Swords. In ancient times, gith knights created special weapons to combat their mind Hayer masters. These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into

existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator. In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people. Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Gith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies. Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. GITHZERAI Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to- and were transformed by- the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo- a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their s urroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. ., ', The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives. Disciples ofZerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma- an illithid hunting party-to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. NO n•E GI~><1.ERAI •'T><E GI~><VANKI A REO BV ouNO~V scAR wERE SO PROF ~0 ~HE MIND ~AVEMEN~ THEIR ENS GOT THEY WERE ~ ~HEV FOR F~AVERS ~HA li lNG woN ~HEIR UNI~EO AV ONE RACE, . AGA NS~ EACH HEV WAGE WAR FREEDOM,~ NE cAN FU~~V o~><ER \VI~>< A HA~REO NO COMPREHEND ." y ~OW -f.IRIS~U~ ~HE E~ ' F p~ANAR ~ORE MAS~ER 0 L59

160 Medium humanoid (gith), lawful evil Armor Class 17 (ha lf pl ate) Hit Points 49 (9d8 + 9) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 12 (+1 ) INT 13 (+1) Saving Throws Con +3, lnt +3 , Wis +3 Senses passive Pe rceptio n 11 Languages Git h Challenge 3 (700 XP) WIS 13 (+1) CHA 10 (+0) Innate Spel/casting (Psionics). The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3jday each: jump, misty step, nondetection (self only) ACTIONS Multiattack. The githyanki makes two greatsword attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage. G ITHYANKI KNIGH T Medium humanoid (gith), lawful evil Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) Saving Throws Con +5, lnt +5, Wis +5 Senses passive Pe rception 12 Languages Gith Challenge 8 (3,900 XP) WIS 14 (+2) CHA 15 (+2) Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can inn ately cast the following s pells, requiring no components: At wil l: mage hand (the hand is invisible) 3jday each: jump, misty step, nondetection (self only), tongues ljday each: plane shift, telekinesis Multiattack. The githyanki makes two silver greatsword attacks. Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astra l body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Medium humanoid (gith), lawful neutral Armor Class 14 Hit Points 38 (7d8 + 7) Speed 30ft. STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 13 (+1) WIS 14 (+2) Saving Throws Str +3, Dex +4, lnt +3, Wis +4 Skills Insight +4, Perception +4 Senses passive Perception 14 Languages Gith Challenge 2 (450 XP) CHA 10 (+0) Innate Spellcasting (Psionics). The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spe lls, requiring no components: At wi ll : mage hand (the hand is invisible) 3Jday each: f eather fall, jump, see invisibility, shield Psychic Defense. While the githzerai is wearing no armor and wielding no shield , its AC includes its Wisdom modifier. ACTI O NS Multiattack. The githzerai makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack. GITHZERAI ZERTH Medium humanoid (gith), lawful neutral Armor Class 17 Hit Points 84 (13d8 + 26) Speed 30 ft. STR 13 (+1) DEX 18 (+4) CON 15 (+2) INT 16 (+3) WIS 17 (+3) Saving Throws Str +4, Dex +7, lnt +6, Wis +6 Skills Arcana +6, Insight +6, Perception +6 Senses passive Perception 16 Languages Gith Challenge 6 (2,300 XP) CHA 12 (+1) Innate Spellcasting (Psionics). The githzerai's spellcasting ab ility is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3Jday each:feather fall, jump, see invisibility, shield 1Jday each: phantasmal killer, plane shift Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ACTIONS Multiattack. The githzerai makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.

GNOL,LS ' /.'· Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. Thirst for Blood. No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. GNOLL PACK LORD The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll · pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable. GNOLL FANG OF YEENOGHU Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu. Sometimes the demon lord rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu's favorite, the lucky recipient becomes a fang ofYeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first gnolls, a hyena that feasts on a fang's slain foe undergoes a horrible transformation, becoming a fullgrown adult gnoll. Depending on the number of hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check.

Medium humanoid (gno/1), chaotic evil Armor Class 15 (hide armor, shield) Hit Points 22 (5d8) Speed 30ft. STR 14 (+2) DEX 12 (+1) CON 11 (+0) INT 6 (- 2) WIS 10 (+0) Senses darkvision 60ft., passive Perception 10 Languages Gnoll Challenge 1/2 (100 XP) CHA 7 (-2) Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing dama ge. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20J60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1 d8 + 2) piercing damage if used with two hands to make a melee attack. Longbow. Ranged Weapon Attack: +3 to hit, range 150J600 ft. , one target. Hit: 5 (1d8 + 1) piercing damage. GNOLL PACK LORD Medium humanoid (gno/1), chaotic evil Armor Class 15 (chain shirt) Hit Points 49 (9d8 + 9) Speed 30ft. STR 16 (+3) DEX 14 (+2) CON 13 (+1) INT 8 (- 1) WIS 11 (+0) Senses darkvision 60ft., passive Perception 10 Languages Gnoll Challenge 2 (450 XP) CHA 9 (-1) Rampage. When the gnoll reduces a creatu re to 0 hit points with a melee attack on its turn , the gnoll can take a bonus action to move up to half its speed and make a bite attack. ACTIONS Multiattack. The gnoll makes two attacks, either with its glaive or its lon gbow, and uses its Incite Rampage if it can. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage . Longbow. Ranged Weapon Attack: +4 to hit, range 1 50J600 ft., one target. Hit: 6 (1d8 + 2) piercing damage . Incite Rampage (Recharge 5- 6). One creature the gnoll can see within 30 feet of it ca n use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. GNOLL FANG OF YEENOGHU Medium fiend (gno/1), chaotic evil Armor Class 14 (hide armor) Hit Points 65 (10d8 + 20) Speed 30ft. STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 10 (+0) Saving Throws Con +4, Wis +2, Cha +3 WIS 11 (+0) Senses darkvision 60ft., passive Perception 10 Languages Abyssal, Gnoll Challenge 4 (1 ,100 XP) CHA 13 (+1) Rampage. When the gnoll reduces a creatu re to 0 hit points with a melee attack on its turn , the gnoll ca n take a bonus action to move up to half its speed and make a bite attack. ACTIONS Multiattack. The gnoll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) pierci ng damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 7 (1d 8 + 3) slas hing damage.

GNOME, DEEP (SVIRFNEBLIN) Deep gnomes, or svirfneblin, live fa r below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stea lth, cleverness, and tenacity. Their gray skin a llows them to blend in with surrounding stonework. They a re also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall. A typical svirfneblin enclave conta ins several hundred deep gnomes and is strongly fortifi ed. S ecret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack. Established Gender Roles. Male svirfneblin are bald, while females have stringy gray ha ir. Traditiona lly, females run the enclaves while males scour the outskirts in sea rch of enemies and deposits of precious gemstones. Gemstone Harvesters. Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duerga r, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demonwors hiping drow the most. Earth Friends. Deep gnomes a re often encountered ·n the company of creatures from the Elemental Plane f Earth. Some svirfneblin can summon such creatures. , Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on. GNOME , DEEP (SVIRFNEBLIN) DEEP GNOME (SVIRFNEBLIN) Small humanoid (gnome), neutral good Armor Class 15 (chain sh irt) Hit Points 16 (3d6 + 6) Speed 20 ft. STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) Skills Investigation +3 , Perception +2, Stealth +4 Senses darkvision 120 ft., passive Perception 12 Languages Gnomish, Terran, Undercommon Challenge 1/2 (100 XP) CHA 9 (-1) Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain . Gnome Cunning. The gnome ha s advantage on Intelligence, Wisdom, and Charisma saving throws again st magic. Innate Spellcasting. The gnome's inn ate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1fday each: blindnessjdeafness, blur, disguise self ACTIONS War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 6 (1d8 + 2) piercing damage. Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) pi ercing damage, and the target mu st succeed on a DC 12 Constitution saving th row or be poisoned for 1 minute. Th e target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

GOBLINS Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large- sometimes overwhelming- numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are a lso riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, a llowing them to flee or to circle around and s urprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers ofMaglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.

r66 Small humanoid (goblinoid), neutral evil Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30ft. STR 8 (- 1) DEX 14 (+2) Skills Stealth +6 CON 10 (+0) INT 10 (+0) WIS 8 (- 1) Senses darkvision GO ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) CHA 8 (-1) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. ACTIONS Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft., Hit: 5 (1d6 + 2) piercing damage. ''BREE-YARK.''' -GoBLIN FOR '"W E SURRENDER-'" (OR SO THEy SAV) GoBLIN Boss Small humanoid (goblinoid), neutral evil Armor Class 17 (chain shirt, shield) Hit Points 21 (6d6) Speed 30ft. STR 10 (+0) DEX 14 (+2) Skills Stealth +6 CON 10 (+0) INT 10 (+0) WIS 8 (-1) Senses darkvision 60ft., passive Perception 9 Languages Common, Goblin Challenge 1 (200 XP) CHA 10 (+0) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. ACTIONS Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. REACTIONS Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

GOLEMS Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands. To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a go I em's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator. Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. A golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words. Constructed Nature. A golem doesn't require air, food, drink, or sleep. oRS LAY A GRAND ENABLE DO •' BEYOND THE UNOP G STONE THRONE, E A TOWERIN HALL ENDING BEFOR UE TALLER AND N IRON STAT UPON Wt-HC.H SAT A HAND IT C. t.UTC.H€0 EN lN ONE WIDER THAN TWO M . R A FEATHER WHIP. IN ,.HE QTt-IE ' AN IRON swORD, 0 SACK THEN ." "'E SHOULD HAVE TURNE N THE ARC.HMAGE, .,.. '' DENKAINE - w•OR , 5 HARROWING HIS pARTY CHRONICLING uNGEONS BELOW N THE D EXPLOITS I N\AURE CASTLE CLAY GOLEM Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off. Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force . If the golem is damaged, the elemental spirit bound into it can break free. Such a golem · 1 runs. amok, smashing everything around it until it i~ destroyed or completely repaired. FLESH GOLEM A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem's skin, deflecting spells and all but the most potent weapons. A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn't an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator's will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed. IRON GOLEM The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison. An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine. STONE GoLEM Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts. Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves.

168 CLAYGOLEM Large construct, unaligned Armor Class 14 (n atural armor) Hit Points 133 (14d10 + 56) Speed 20ft. STR 20 (+5) DEX 9 (-1) CON 18 (+4) INT 3 (-4) WIS 8 (-1) CHA 1 (-5) Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60ft., passive Perception 9 Languages understands the languages of its creator but can't speak Challenge 9 (5,000 XP) Acid Absorption. Whenever the golem is subjected to acid damage , it takes no damage and instead regains a number of hit points equal to the acid damage dealt. Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of GOLEMS its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form. The golem is immune to any spell or effect that would alter its form . Magic Resistance. The golem has advantage on saving throws · against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic . Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

FLESH GOLEM Medium construct, neutral Armor Class 9 Hit Points 93 (lld8 + 44) Speed 30ft. STR 19 (+4) DEX 9 (-1) CON 18 (+4) INT 6 (-2) WIS 10 (+0) CHA 5 (-3) Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 5 (1 ,800 XP) Berserk. Whenever the golem sta rts its turn with 40 hit points or fewer, roll a d6. On a 6, th e golem goes ber-se rk . On each of its turns while berserk, the golem attacks the nearest creature it can see. l(no creature is near enough to move to and attack, the golem attacks an object, with preference for an object sma ller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to ca lm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage whil e still at 40 hit points or fewer, the golem might go berserk again. Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form. The golem is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the golem is su bjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightnin g damage dealt. Magic Resistance. The golem has advantage on savin g throws aga in st spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Mele e Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. r6g

170 Large construct, unaligned Armor Class 20 (natural armor) Hit Points 210 (20d10 + 100) Speed 30ft. STR 24 (+7) DEX 9 (- 1) CON 20 (+5) INT 3 (- 4) WIS 11 (+0) CHA 1 (- 5) Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 16 (15,000 XP) Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. ACTIONS Multiattack. The golem makes two melee attacks. Slam. Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Sword. Melee Weapon Attack:+ 13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage. Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Large construct, unaligned · Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) · Speed 30 ft. :STR 22 (+6) DEX 9 (-1) CON 20 (+5) INT 3 (-4) WIS 11 (+0) CHA 1 (- 5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 10 (5,900 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one. c;;;:: ~~~~~~~~~~~ .... i37:'57'rn H~ ' ri'"l 1S.-....-._ ~~~~::-;;:=; ~~ · ~ GOLEMS

Large monstrosity, unaligned Armor Class 19 (natural armor) Hit Points 114 (12d10 + 48) Speed 40ft. STR 20 (+5) DEX 11 (+0) Skills Perception +4 CON 18 (+4) Condition Immunities petrified INT 2 (- 4) WIS 12 (+1 ) Senses darkvision 60 ft. , passive Perception 14 Languages - Challenge 5 (1 ,800 XP) CHA 7 (-2) Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. ACTIONS Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage . Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn . On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. GORGON Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor. Horrific Structure. A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together. Monstrous Predator. When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its petrified prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes.

GRELL ''OuR INTREP ID ROGUE CL IMH E O UP T H E SHAFT TO S ECURE A ROP E. THERE WA S II. GASP, ,\N O THE ROPE FEL L. W E N EVE R S AW H ER AGAIN ." - AN ADVENT URER ' S ACCO UNT OF A GRELl ATTACK IN KHYBER, PUBLISHED IN TliE KORRANBERG CliRONICLE A grell resembles a bulbous fl oating bra in with a wide, sharp beak. Its ten long tentacles a re made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can pa rti ally retract its barbs into its tentacles to handle or manipulate objects it doesn't want to pierce or tear. Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is s ensitive to vibrations and electrical fields, GRELL a llowing them to detect the presence of creatures and objects in their immediate vicinity. The creature's ability to manipulate electricity to sense and move also allow it to absorb lightning without harm. Although solitary by nature, grells sometimes gather in small groups called covens. Floating Ambushers. A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its la ir with the paralyzed creature in its clutches. Alien Devourers. Grell a re a lien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away. A grell will sometimes a llow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers' way as they dispose of larger threats while waiting for the right time to strike. GRELL Medium aberration, neutral evil Armor Class 12 Hit Points 55 (10d8 + 10) Speed 10ft., fly 30ft. (hover) STR 15 (+2) DEX 14 (+2) CON 13 (+1) INT 12 (+1) Skills Perception +4, Stealth +6 Damage Immunities lightnin g Condition Immunities bl ind ed, prone WIS 11 (+0) Senses blindsight 60ft. (blind beyond this radius), passive Perception 14 Languages Grell Challenge 3 (700 XP) ACTIONS CHA 9 (- 1) Multiattack. The grell makes two attacks: one with its tentacles and one with its beak. Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poiso ned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls agai nst it and can't use this attack aga inst other targets. When the grell moves, any Medium or sma ller target it is gra ppling moves with it. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 7 (2d4 + 2) piercing damage.

GRICK Medium monstrosity, neutral Armor Class 14 (natural armor) Hit Points 27 (6d8) Speed 30ft., climb 30ft. STR 14 (+2) DEX 14 (+2) CON 11 (+0) INT 3 (- 4) WIS 14 (+2) CHA 5 (-3) Damage Resistances bludgeoning, piercing, and slashing damage from non magical weapons Senses darkvision 60ft., passive Perception 12 Languages - Challenge 2 (450 XP) Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terra in. ACTIONS Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 9 (2d6 + 2) slashing damage. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. GRICKALPHA Large monstrosity, neutral Armor Class 18 (natural armor) Hit Points 75 (10d10 + 20) Speed 30ft., clim b 30ft. STR 18 (+4) DEX 16 (+3) CON 15 (+2) INT 4 (-3) WIS 14 (+2) CHA 9 (-1) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses darkvision 60ft., passive Perception 12 Languages - Challenge 7 (2,900 XP) Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ACTIONS Multiattack. The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target. Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 22 (4d8 + 4) slashing damage. Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage. GRICK The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak. Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regul a rly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling a round stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fall en creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food s upply dwindles, often because s entient creatures become aware of their presence and plot alternate routes a round their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized a lpha around which the others congregate. Spoils of Slaughter. Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then cla im the wealth of the foul creatures' victims.

Large monstrosity, unaligned Armor Class 12 Hit Points 59 (7d10 + 21) Speed 30 ft., fly 80 ft. STR 18 (+4) DEX 15 (+2) Skills Perception +5 CON 16 (+3) INT 2 (- 4) WIS 13 (+1) Senses darkvision 60ft., passive Perception 15 Languages - Challenge 2 (450 XP) CHA 8 (- 1) Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The griffon makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift deadly as eagles, even as they strike with a lion's might and grace. Horse Eaters. Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey. Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon. Sky DweJiers. Griffons lair in high rocky clifftop . aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted. Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths. Trained Mounts. A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely. Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands.

GRIMLOCK The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago. Debased Cultists. The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities. Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims' brains had been consumed, the mind flayers gave the lifeless bodies to the cultists. Blind Hunters. When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind. A grimlock's ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grim locks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, wa rning the grimlocks of their approach. For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn't fooled by visual illusions or misperceptions. It is fearless as it stalks prey. Endless War. Grimlocks still venerate the mind flayers, serving them whenever possible. Grim locks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters. GRIMLOCK Medium humanoid (grimlock), neutral evil Armor Class 11 Hit Points 11 (2d8 + 2) Speed 30ft. STR 16 (+3) DEX 12 (+1) CON 12 (+1) INT 9 (- 1) Skills Athletics +5, Perception +3, Stealth +3 Condition Immunities blinded WIS 8 (- 1) CHA 6 (-2) Senses blindsight 30ft. or 10ft. while deafened (blind beyond this rad ius), passive Perception 13 Languages Undercommon Challenge 1/4 (SO XP) Blind Senses. The grim lock can't use its blindsight wh il e deafened and unable to smell. Keen Hearing and Smell. The grim lock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ACTIONS Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage pl us 2 (1d4) piercing damage. I75

HAGS Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. HAG COVENS When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspe/1, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 +the hag's Intelligence m'odifier. Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. PfJU tt ,.. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous Motherhood. Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfa ll, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dearespecially if the thing lost diminishes or negates the knowledge gained through the bargain. A Foul Nature. Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, s uppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in .a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags- as long as the oath is n't given with the fingers crossed.

Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. GREEN HAG The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive jby from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations. Covens. A green hag that is part of a coven (see the "Hag Covens" sidebar) has a challenge rating of 5 (1,800 XP). Medium fey, neutral evil Armor Class 17 (natural armor) Hit Points 82 (lld8 + 33) Speed 30ft. STR 18 (+4) DEX 12 (+1) CON 16 (+3) INT 13 (+1) WIS 14 (+2) CHA 14 (+2) Skills Arcana +3, Deception +4, Perception +4, Stealth +3 Senses darkvision 60ft., passive Perception 14 Languages Common, Draconic, Sylvan Challenge 3 (700 XP) Amphibious. The hag can breathe air and water. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) cheok. ACTIONS Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. 177

Medium fiend, neutral evil Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 30ft. STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 16 (+3) WIS 14 (+2) CHA 16 (+3) Skills Deception +7, Insight +6, Perception +6, Stealth +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered Condition Immunities charmed Senses darkvision 120ft., passive Perception 16 Languages Abyssal, Common, Infernal, Primordial Challenge 5 (1 ,800 XP) Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2jday each: plane shift (self only), ray of enfeeblement, sleep NIGHT HAG Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals. Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes. Sou/mongers. While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with truesight can see the hag's spectral form straddling its prey. The ethereal hag fills her victim's head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the "Night Hag Items" sidebar) for transport to Hades. Covens. A night hag that is part of a coven (see the "Hag Covens" sidebar) has a challenge rating of 7 (2,900 XP). Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. ACTIONS Claws (Hag Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

NIGHT HAG ITEMS A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone. This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag. When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh . A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). .... SEA HAG Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. ,.. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear. Ugly Inside and Out. Sea hags are by far the ugliest of a ll hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best. Covens. A sea hag that is part of a coven (see the "Hag Covens" sidebar) has a challenge rating of 4 (1,100 XP). SEA HAG Medium fey, chaotic evil Armor Class 14 (natura l armor) Hit Points 52 (7d8 + 21) Speed 30ft., swim 40ft. STR 16 (+3) DEX 13 (+1) CON 16 (+3) INT 12 (+1) WIS 12 (+1) Senses darkvision 60ft., passive Perception 11 Languages Aquan, Common, Giant Challenge 2 (450 XP) Amphibious. The hag can breathe air and water. CHA 13 (+1) Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true fo rm is sudden, the target can avert its eyes and avoid making the initial savi ng throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls agai nst the hag. ACT IO NS Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage . Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw aga in st this magic or drop to 0 hit points. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illu sion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to disce rn that the hag is disguised. T79

r8o HALF-RED DRAGON VETERAN Medium humanoid (human), any alignment Armor Class 18 (plate) Hit Points 65 (10d8 + 20) Speed 30ft. STR 16 (+3) DEX 13 (+1) CON 14 (+2) Saving Throws Str +5, Con +4 Skills Athletics +5, Perception +2 Damage Resistances fire INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Senses blindsight 10 ft., darkvision 60ft., passive Perception 12 Languages Common, Draconic Challenge 5 (1 ,800 XP) ACTIONS Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Fire Breath (Recharge 5-6). The veteran exhales fire in a 15·foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. REACTIONS Parry. The veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon. HALF- DRAGON • .-.~ r ' \ HALF:... DRAGON When a drago · in polymorphed form mates with another creature, the union sometimes produces halfdragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon. Draconic Nature. Half-dragons are incapable of having natural born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, halfdragons are blessed with long life. Barring unforeseen misfortune, a typical half-dragon's life expectancy is twice that of its nondraconic line, so that a half-dragon human might live more than a century and a half. Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess. HALF-DRAGON TEMPLATE A beast, humanoid, giant, or monstrosity can become a half-dragon. When a creature becomes a half-dragon, it retains all its statistics except as noted below. Senses. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. Resistances. The half-dragon gains resistance to a type of damage based on its color. Color Black or copper Blue or bronze . Brass, gold, or red Green Silver or white . Damage Resistance Acid Lightning Fire Poison Cold Languages. The half-dragon speaks Draconic in addition to any other languages it knows. New Action: Breath Weapon. The half-dragon has the breath weapon of its dragon half. The half-dragon's size determines how this action functions. Size Large or smaller Huge Gargantuan Breath Weapon As a wyrmling As a young dragon As an adult dragon SAMPLE HALF-DRAGON Here the half-dragon template has been applied to a human veteran to create a half-red dragon veteran. Splint armor has been replaced with plate.

HARPY Taking glee in suffering and death, the sad*stic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul. Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there. Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven o1 despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf. . When her singing failed to draw Fenmarel Mestarine to her ~ide, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace. Harpy Song. To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath. sad*stic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat. When they attack, harpies play with their food, delighting in the "music" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end. Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote r'uins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal. Armor Class 11 Hit Points 38 (7d8 + 7) Speed 20 ft. , fly 40ft. STR 12 (+1) DEX 13 (+1) CON 12 (+1) Senses passive Perception 10 Languages Common Challenge 1 (200 XP) ACTIONS INT 7 (- 2) WIS 10 (+0) CHA 13 (+1) Multiattack. The harpy makes two attacks: one with its claws and one with its club. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target can take the Dash action on its turn to move toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

HELLHOUND Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions. Burning Hunger. Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound's evil disposition means that the creature can't be trained to be anything other than a ruthless killer. If a hell hound isn't allowed to indulge its malevolent hunger, it quickly abandons or turns against its master. Medium fiend, lawful evil Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 50 ft. STR 17 (+3) DEX 12 (+1) CON 14 (+2) Skills Perception +5 Damage Immunities fire INT 6 (-2) WIS 13 (+1) Senses darkvision 60ft., passive Perception 15 Languages understands Infernal but can't speak it Challenge 3 (700 XP) CHA 6 (- 2) Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or sme ll. Pack Tactics. The hound has advantage on an attack roll aga in st a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5-6}. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

HELMED HORROR This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion. Magical Purpose. Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order's intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position. Constructed Nature. A helmed horror doesn't require air, food, drink, or sleep. HELMED HORROR Medium construct, neutral Armor Class 20 (plate, shield) Hit Points 60 (8d8 + 24) Speed 30ft., fly 30ft. STR 18 (+4) DEX 13 (+1) Skills Perception +4 CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Damage Resistances bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine Damage Immunities force, necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Senses blind sight 60ft. (blind beyond this radius), passive Perception 14 Languages understands the languages of its creator but can't speak Challenge 4 (1 ,100 XP) Magic Resistance. The helmed horror has advantage on saving throws aga in st spe lls and other magical effects. Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. ACTIONS Multiattack. The helmed horror makes two lon gsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

HIPPO GRIFF A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals. Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young. Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures. Flying Mounts. A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly. 1 HIPPOGRIFF Large monstrosity, unaligned Armor Class 11 Hit Points 19 (3d10 + 3) Speed 40 ft., fly 60 ft. STR . 17 (+3) DEX 13 (+1) Skills Perception +5 CON 13 (+1 ) Senses passive Perceptio n 15 Languages - Challenge 1 (200 XP) INT 2 (- 4) WIS 12 (+1) Keen Sight. The hippogriffhas advantage on Wisdom (Perception) checks that rely on sight. ACTIONS CHA 8 (-1) Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfa re and battle means that few do. Goblinoids. Hobgoblins belong to a family of creatures ca lled goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing th i~ authority through draconian measures. Hobgoblins tra in to fight with a va riety of weapons, and have great skill at crafting arms, armor, siege engines, and other. military devices. Organized and disciplined, they take exceptional ca re oftheir weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin wa rlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefi eld. Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.

!86 t ' ~ "' ' \1~ • ,, t" :. - ·"' •.', ~~·U =;....!:====_,;~;::ci!::bj~~~~~:; .... :::=~.-;';'.:::::::::---~---.. , ... ·'1 ~ Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using tra ined ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mounta ins, near mines and humanoid settlements, and anywhere else that wood, meta l, and potential slaves can be found. They build and conquer E OUR SH I ELDS , THEY BRE AK a E FOR . OUR SLA.OES , THEY FALL BENEATH S TO c.oNQ.UER, THE IR HOME I S o u R OUR SLAVES. THEI R CHIL DRE N I A c.H ERON / A c.H ERON· VI CTORY I S ouRS/ T ION OF A - TRANSLA 1-ioaGoBLIN WAR CHANT Medium humanoid (goblinoid), lawful evil Armor Class 18 (chain mail, shield) Hit Points 11 (2d8 + 2) Speed 30ft. STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) Senses darkvision 60ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP) CHA 9 (-1) Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creatu re it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. ACTIONS Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1 d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. HOBGOBLINS t ., ' strongholds il} tr eg lly advaritageous locations, which they then use as staging a reas to expand their territory. Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. Legion ofMaglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron. HOBGOBLIN CAPTAIN Medium humanoid (goblinoid), lawful evil Armor Class 17 (half plate) Hit Points 39 (6d8 + 12) Speed 30ft. STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) Senses darkvision 60ft., passive Perception 10 Languages Common, Goblin Challenge 3 (700 XP) CHA 13 (+1) Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is with in 5 feet of an ally of the hobgoblin that isn't incapacitated. ACTIONS Multiattack. The hobgoblin makes two greatsword attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/ 120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Medium humanoid (goblinoid), lawful evil Armor Class 20 (plate, shield) Hit Points 97 (13d8 + 39) Speed 30ft. STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) Saving Throws lnt +5, Wis +3, Cha +5 WIS 11 (+0) Senses darkvision 60ft., passive Perception 10 Languages Common, Goblin Challenge 6 (2,300 XP) CHA 15 (+2) Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. ACTIONS Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. REACTIONS Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

r88 Tiny construct, neutral Armor Class 13 (natural armor) Hit Points 5 (2d4) Speed 20 ft., fly 40ft. STR 4 (- 3) DEX 15 (+2) CON 11 (+0) Damage Immunities poison INT 10 (+0) WIS 10 (+0) CHA 7 (-2) HOMUNCULUS -----....,;i;l4 Condition Immunities cha rmed, poisoned Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies. Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring. Senses darkvision 60ft., passive Perceptio n 10 Languages understands the languages of its creator but can't speak Challenge 0 (10 XP) Telepathic Bond. While the homuncu lus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned fo r 1 minute. If the saving throw fai ls by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Large monstrosity, neutral Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 30ft., climb 30ft. STR 18 (+4) DEX 10 (+0) Skills Perception +3 CON 15 (+2) INT 6 (-2) WIS 12 (+1) CHA 7 (-2) Senses blindsight 60ft., darkvision 10ft., passive Perception 13 Languages Hook Horror Challenge 3 (700 XP) Echolocation. The hook horror can't use its blindsight while deafened. Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. ACTIONS Multiattack. The hook horror makes two hook attacks. Hook. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage. HooK HORROR A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and scraping of their hooks as they wend their way up cliffs and along cavern walls. The monstrous hook horror has a head resembling a vulture's and the torso of an enormous beetle, with an exoskeleton studded by sharp, bony protuberances. It gains its name from its long, powerfully built arms a.nd legs, which end in wickedly curved hooked claws. Echoes in the Dark. Hook horrors communicate by striking their hooks against their exoskeletons or the stone surfaces around them. What sounds to others like random clacking noise is actually a complex language that only hook horrors understand, and which carries for miles through the echoing Underdark. Pack Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror's hooked limbs give it excellent purchase on rock surfaces, and these creatures use their climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall to flee. Dedicated Clans. Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan's hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan's home caverns. !89

190 HYDRA The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows ' them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god's hatred. Great champions are known to test their mettle against these fearsome creatures. Everlasting Hunger. A rapacious and gluttonous monster, a hydra snatches and tears ~part its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra's hunger is so great that if it can't feed, it might turn against itself, its heads attacking each other as the creature eats itself alive. Hardy Water DweJJers. Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn't normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise. Huge monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 172 (15d12 + 75) Speed 30ft., swim 30ft. STR 20 (+5) DEX 12 (+1) Skills Perception +6 CON 20 (+5) INT 2 (-4) WIS 10 (+0) Senses darkvision 60ft., passive Perception 16 Languages - Challenge 8 (3 ,900 XP) CHA 7 (- 2) Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra ha s five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Multiattack. The hydra makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 10 (1d10 + 5) piercing damage.

WE HAVE NO INTENTION OF T c.RV· lN FAC.T, yOUR BRAIN voUR BRAIN . J" G N A WONDERFUL JOURNEY. c:,OING 0 5 u~RK MIND FLAVER - QORIK EL" L K ' INTELLECT DEVOURER Tiny aberration, lawful evil Armor Class 12 Hit Points 21 (6d4 + 6) Speed 40ft. STR 6 (- 2) DEX 14 (+2) CON 13 (+1) Skills Perception +2, Stealth +4 INT 12 (+1) WIS 11 (+0) CHA 10 (+0) Damage Resistances bludgeoning, piercing, and sl ashing from non magical weapons Condition Immunities blinded Senses blindsight 60ft. (blind beyond this radius), passive Perception 12 languages understands Deep Speech but can't speak, telepathy 60ft. Challenge 2 (450 XP) Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. ACTIONS Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect. INTELLECT DEVOURER An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim's body on behalf of its mind ftayer masters. 1/lithid Creations. Mind ftayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. Deadly Puppet Masters. An intellect devourer consumes a creature's mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw aga inst this magic or take 11 (2d10) psychic damage. Also on a failure, roll3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outsid e its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as wel l as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everyth in g the creature knew, including spel ls and languages. If the host body drops to 0 hit points, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.

I9Z Armor Class 14 Hit Points 104 (16d8 + 32) Speed 50 ft., fly 50 ft. (hover) STR 16 (+3) DEX 19 (+4) CON 14 (+2) Skills Perception +8, Stealth +10 INT 10 (+0) WIS 15 (+2) CHA 11 (+0) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses da rkvision 60ft., passive Perception 18 Languages Au ran, understands Common but doesn't speak it Challenge 6 (2 ,300 XP) Invisibility. The stalke r is invisible. Faultless Tracker. Th e stalke r is given a qu arry by its summoner. The sta lker knows th e di rection and distance to its qu arry as long as the two of them are on the same pl ane of existence. The stalker also knows the location of its summoner. Multiattack. Th e stalker makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 10 (2d6 + 3) bludgeo ning damage. ~NVlSIBLE STALKER INVISIBLE STALKER An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures a nd retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible sta lker vanishes in a gust of wind. Directed Hunter. When an invisible sta lker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down . and slaying a s pecific creature or recovering an object, the magic that created the invisible stalker ends and the elementa l is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. An invisible sta lker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible sta lker to pervert the intent of a command unless it is worded carefully. Unseen Threat. Invisible sta lkers a re composed of a ir and are natura lly invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that a llows someone to see the invisible reveals only the invisible stalker's vague outline. Elemental Nature. An invisible stalker requires no air, food , drink, or sleep.

Armor Class 12 Hit Points 18 (4d8) Speed 40ft. STR 11 (+0) DEX 15 (+2) CON 11 (+0) INT 13 (+1) WIS 11 (+0) . Skills Deception +4, Perception +2, Stealth +4 CHA 10 (+0) Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered Senses passive Perception 12 Languages Common (can't speak in jackal form) Challenge 1/2 (100 XP) Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed . It reverts to its true form if it dies. jACKAL WERE Ordinary jacka ls tainted by demonic power,jackalweres haunt roads and trails, waylaying and murdering those they meet. Ajackalwere has three physica l forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackal were into their midst, the monster adopts its human-sjzed hybrid form, with the fur and head of a jackal but standing on two legs as it attacks. Beguilers and Cowards. The demon lord Graz'zt created jackalweres to serve his devoted servants, the lamias. Reaching out from the Abyss, he bestowed jackals with the gift of speech and the ability to assume humanoid forms. Ajackalwere is born to lie, and perceptive creatures might notice it wincing in pain when it speaks the truth. A jackalwere prefers to fi ght alongside jackals and others of its kind. Under the direction of jackalweres, jacka ls are fierce and loyal companions. Supernatural Servants. Jackalweres kidnap humanoids for their lamia masters, condemning victims to 'a lifetime of slavery or an agonizi ng death. A jackalwere's magical gaze renders a foe unconscious, allowing the monster to bind a creature or drag it away. Ajackalwere might also use its gaze to incapacitate a deadly enemy long enough to make good its escape. Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jacka lwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn 't incapacitated. ACTIONS Bite ljackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage . Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) slashing damage. Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical sl umber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jacka lwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. 193

194 STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 11 (+0) WIS 10 (+0) Skills Deception +4, Perception +2, Stea lth +5 Senses passive Perception 12 CHA 10 (+0) Languages und erstands Au ra n and Common but spea ks only through th e use of its Mimicry trait Challenge 1/4 (50 XP) Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ACTIONS Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft. , one target. Hit: 6 (1d6 + 3) piercing damage. KENKU Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear. Fallen Flocks. Kenku wear ill-fitting cloaks, robes, and rags. These garments cover the soft, sleek feathers of their bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as not to draw attention to their shameful forms. Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is now lost to their memory, the kenku coveted the glittering baubles of his household, and longed to speak so that they could cajole and swindle others out of such treasures. Stealing the secret of speech from a volume in their master's library, they disguised themselves in rags to beg for pretty things. When their master learned of their greed, he stripped away their wings as punishment, forcing them to beg forever. Speech in Pantomime. Kenku can mimic the sound of anything they hear. A kenku asking for money might make the sound of coins clinking t9gether, and a kenku referring to a busy marketplace can reproduce the cacophony of hawking vend9rs, barking dogs, bleating sheep, and the cries of street urchins. When mimicking voices, they can only repeat words and phrases they have heard, not create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse. Kenku speak to one another in much the same way. Because they are adept at interpreting one another's glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a eat's meow might be the secret code for "Prepare to attack!" or "Flee for your lives!" Their talent for mimicry extends to handwriting, and criminal organizations often employ kenku to forge documents. When a kenku commits a crime, it might forge evidence to implicate another creature. The Wistful Wingless. All kenku pine for the ability to fly, and thus the punishments they mete out to one another often involve false wings, such as heavy wings of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs.

KoBOLDS Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. Strength in Numbers. Kobo Ids are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesheating green slime or flings crates of venomous giant centipedes at intruders. The'Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Gar! Glittergold, the god of gnomes, stole a trinket from the Dragori Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, WINGED KOBOLD Small humanoid (kobold), lawful evil Armor Class 13 Hit Points 7 (3d6 - 3) Speed 30 ft., fly 30 ft. STR 7 (- 2) DEX 16 (+3) CON 9 (-1) INT 8 (- 1) WIS 7 (- 2) Senses darkvision 60ft., passive Perception 8 Languages Common, Draconic Challenge 1/4 (50 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. CHA 8 (- 1) Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creatu re and the ally isn't incapacitated. ACTIONS Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage. but Gar! Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. Winged Kobolds. A few kobo Ids are born with leathery wings and can fly. Known as urds, they like to lurk on high ledges and drop rocks on passersby. Although the urds' wings are seen as gifts from Tiamat, the agon Queen, wingless kobolds are envious of those gifts and don't get along with the urds. KOBOLD Armor Class 12 ' Hit Points 5 (2d6 - 2) Speed 30ft. STR 7 (-2) DEX 15 (+2) CON 9 (- 1) INT 8 (- 1) WIS 7 (- 2) Senses darkvision 60ft., passive Perce ption 8 Languages Common, Draconic Challenge 1/8 (25 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. CHA 8 (-1) Pack Tactics. The kobold has adva ntage on an attack roll against a creature if at least one of the kobold's alli es is within 5 feet of the creature and the ally isn't incapacitated. A CTIONS Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft. , one target. Hit: 4 (1d4 + 2) bludgeoning damage. T95

196 K E:N- .· ' ''ilf· " Beneath the waves, the kraken sleeps for untold age~,'' waiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror. Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters !airing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone. Mortal Foes. Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things. A KRAKEN'S LAIR A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. LAIR ACTIONS On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects: • A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken. • Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round. • The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw,

taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. REGIONAL EFFECTS The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects: The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell. Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (- 5). • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area. When the kraken dies, all of these regional effects fade immediately. KRAKEN Gargantuan monstrosity (titan), chaotic evil Armor Class 18 (natural armor) Hit Points 472 (27d20 + 189) Speed 20ft., swim 60ft. STR 30 (+10) DEX 11 (+0) CON 25 (+7) INT 22 (+6) WIS 18 (+4) CHA 20 (+5) Saving Throws Str +18, Dex +8, Con +15, lnt +14, Wis + 12 Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities frightened, paralyzed Senses truesight 120ft., passive Perception 14 Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft. Challenge 23 (50,000 XP) Amphibious. The kraken can breathe air and water. Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. The kraken deals double damage to objects and structures. ACTIONS Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 1 0) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a GO-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. 197

'I ;1 j .f \. Kuo,.,.'"POA , I f,~jl., 0 Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. Mad Slaves. At the height of the illithid empire; the mind ftayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind ftayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated she1Lc6vering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of VARIANT: KUO·TOA MONITOR A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with , the following action options. Multiattack. The kuo-toa makes one bite attack and two unarmed strikes. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (l d6 + 2) bludgeon ing damage plus 3 (ld6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.

these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spell casting ability, if not its life. The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. Kuo-ToA Medium humanoid (kuo-toa), neutral evil Armor Class 13 (natural armor, shield) Hit Points 18 (4d8) Speed 30ft., swim 30ft. STR 13 (+1) DEX 10 (+0) Skills Perception +4 CON 11 (+0) INT 11 (+0) WIS 10 (+0) Senses darkvision 120 ft. , passive Perception 14 Languages Undercommon Challenge 1/4 (50 XP) CHA 8 (- 1) Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. REACTIONS Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.


Monster Manual - Flip eBook Pages 151-200 (2024)
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