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Flee Mortals Creature Packet 6 v1.0

This document provides previews of new elemental creatures for a Monster Book including Crux of Fire, Crux of Frost, Essence of Mist, Essence of Storm, and Essence of Tides. It describes each creature's appearance and abilities, and provides context about elementals' dual nature, ability to transform, and relationship to mortal civilization. It warns that the Force of Blood and Essence of Mist involve manipulation of blood and breath that some may find disturbing.

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nu prince
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0% found this document useful (0 votes)
272 views47 pages

Flee Mortals Creature Packet 6 v1.0

This document provides previews of new elemental creatures for a Monster Book including Crux of Fire, Crux of Frost, Essence of Mist, Essence of Storm, and Essence of Tides. It describes each creature's appearance and abilities, and provides context about elementals' dual nature, ability to transform, and relationship to mortal civilization. It warns that the Force of Blood and Essence of Mist involve manipulation of blood and breath that some may find disturbing.

Uploaded by

nu prince
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 47

Flee, Mortals! Monster Packet 6 is here!

Inside, you’ll find LEADER


some MCDM elementals, liches, medusas, mummies, ogres,
stirges, cave creatures, and ruined keep creatures. While A leader is an action-oriented creature who fights
these creatures have been playtested and edited, they alongside underlings. For more information, see “Action-
aren’t necessarily the final stat blocks you’ll see in the Oriented Creatures” on page 35.
book. If you’d like to let us know what you think about
these critters, come chat about them in the MCDM Discord MINION
server. Minions are weak creatures who find strength in numbers.
Good news! If you’ve run fifth edition, then you already For more information, see “Minions” on page 39.
understand how to use most of the creatures in this book.
You may see a few unfamiliar details, but fear not; the
tweaks we made to creature stat blocks don’t take much
RETAINER
time at all to grok. Retainers are Humanoids meant to accompany player
characters on adventures. For more information, see
Testing note: Updates to the New Rules section are in “Retainers” on page 38.
red.
SKIRMISHER
USING THESE CREATURES Skirmishers are mobile warriors that use hit-and-run
tactics in combat. Their traits allow them to make the most
The creatures in this book generally follow the core rules, of their position.
but we’ve made a few tweaks.
SOLDIER
CHALLENGE RATING Soldiers are well-armored creatures who draw the attacks
of their foes, freeing allies to move around the battlefield.
Each creature’s stat block lists their challenge rating in the These trained warriors typically have higher attack
top right corner. The more obvious placement of the bonuses and AC.
challenge rating makes it easier to find stat blocks and
build encounters to challenge your players.
SOLO
A solo creature is an action-oriented creature who can
CREATURE ROLES take on the player characters on their own. For more
information, see “Action-Oriented Creatures” on page 35.
Each creature has a role listed next to their challenge
rating. Roles are descriptive and typically don’t include
rules. Most simply help you build encounters and utilize SUPPORT
the creature effectively in combat. Support creatures aid their allies, providing buffs, healing,
movement, or action options.
AMBUSHER
Ambushers are creatures who hide well—not just before OTHER NEW RULES
an encounter, but during it. They utilize surprise and
stealth to gain the upper hand. If you want to learn more about the new rules, like the
dazed condition, we’ve put into Flee, Mortals, flip to “New
ARTILLERY Rules” on page 34.

Artillery creatures fight best from afar. Whether they


wield arrows or magical rays, these creatures always try
to keep a distance from their foes.

BRUTE
Brutes are hardy creatures who have lots of hit points and
deal lots of damage. They might not be the most
disciplined warriors, but they make up for it in sheer
toughness and aggression.

COMPANION
Companion creatures are meant to accompany player
characters on adventures. For more information, see
“Companion Creatures” on page 35.

CONTROLLER
Controllers debuff, move, and obstruct their enemies. They
often have crowd control actions that target multiple
creatures at once or apply a debilitating effect to a target.

1 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
ELEMENTALS
they don’t like the answers, they rain down fire before
their foes can draw near.
While many elementals weave their innate gifts into
It is in changing that we find purpose. oral storytelling, cruxes of fire are particularly adroit at
Atæshia, Queen of Ash animating their stories in silhouettes of flame.

When the gods formed the Mundane World, they took


sparks of creation from the roiling plane of Quintessence CRUX OF FROST
and gave sentience to some of the universe’s most basic
elements—air, fire, earth, and water. Some elementals A humaniform entity of mirrored ice, the crux of frost is
contain just one of these components, but the greatest almost always covered by a frosted facade. They are
embody multiple as creatures of ash, blood, ice, and commonly called frigid glintmasks due to their ability to
similar reagents. imperfectly mimic creatures, inflicting supernatural terror
Duality of Form. Elementals are mercurial creatures of on those they reflect. This fear makes the reflected
transformation, creation, and destruction. Though the creature more vulnerable to harm, their form and spirit
deities first created the Mundane World, elementals withering to a brittle consistency under the crux’s
cultivated and shaped it. When a tree, stone, or other scrutiny.
aspect of the world doesn’t suit an elemental, they break it
down with fire, wind, or another element, then build it ESSENCE OF MIST
anew.
Elementals themselves also change like the winds and When an elemental’s spirit enters the Mundane World,
tides, and from age to age, they remake themselves to their form reflects an aspect of the world. When this
reflect what the world has become. They are knights reagent is the breath of a cold-blooded killer, the
wrought of iron, lizards ablaze with fire, and angels of elemental becomes an essence of mist, also called a breath
pure sunlight. lurker.
Rebirth and Reformation. When an elemental dies in The essence has the misty silhouette of a cloaked
the Mundane World, their spirit returns to Quintessence, humanoid. A brutal weapon forms in their grasp as they
where they must rest for decades to regain strength. strike, rendering their victims breathless.
Should the spirit return to the Mundane World, they take
on a form that reflects a creature or other aspect of that
plane.
ESSENCE OF STORM
Reactive Harmony. Each elemental can bolster At a distance, most would mistake an essence of storm, or
themself or another elemental with the primordial power galeweaver, for a large bird of prey. This majestic creature
they embody. To maximize this power and to protect each is formed from streaks of colored cloud stuff woven into
other, elementals live and work in groups called ishkrar. the silhouette of a large eagle or falcon.
This primordial word translates literally to “family,” but Galeweavers act as scouts for their ishkrars, and they’re
more accurately refers to a family that is not one’s first. usually the first to see trouble. Also insatiably curious, the
Driven Back by Mortals. When the divine host created essences often swoop down to talk when they see
humanoids, many of these mortals tore down what the travelers.
elementals had built to make way for roads, buildings,
mines, and war. When the elementals sought a peaceful
resolution to this conflict, their diplomats were ESSENCE OF TIDES
assassinated by evil mortals, igniting a war which the
unprepared and disorganized elementals lost. An essence of tides looks like a shimmering blue manta
Surviving elementals retreated to remote locations, ray that glides over land as easily as through water,
fortifying their positions beneath the waves, within earning them the common name of tidedrifter. Most
volcanoes, and in other places uninhabitable for common along coastlines, essences of tides enjoy harmless
humanoids. Many elementals in the Mundane World hold pranks, especially against regulars who sail or swim in
the weakness of mortals in contempt; others don’t fault their waters. With the tidedrifter’s healthy sense of humor,
humanoids, but instead blame the gods who created such it’s not hard to win their friendship—but their relaxed
selfish creatures. demeanor evaporates if friend or family faces threat.

CONTENT WARNING: BLOOD AND SUFFOCATION FORCE OF BLOOD


The force of blood and essence of mist manipulate the blood and
breath of their enemies. If you or any of your players find Forces of blood, also called blood sovereigns, are warlords
descriptions of blood or suffocation upsetting, you may want to and diplomats who equally represent the birth of mortal
avoid using these elementals or reflavor their abilities. life and the moment of its ending. They could be mistaken
for a massive humanoid clad entirely in black and red
CRUX OF FIRE toothed armor, but in truth, their “armor” is blackened,
gnarled flesh punctuated with veins of boiling red.
The crux of fire, often called a blazecaster, takes the form Mortal monarchs would do well to take heed when a
of a fiery lizard. They often live in hot zones of planar force of blood’s scarlet lances approach. These elementals
convergence or areas of volcanic activity. These territorial keenly understand mortals and never treat with them for
elementals usually question interlopers from afar—and if idle purpose.

2 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
FORCE OF EARTH ATÆSHIA, QUEEN OF ASH
A protective earth elemental, a force of earth resembles a Atæshia was among the first elementals to inhabit the
nine-foot-tall great ape formed of rough stone. They act as Mundane World, and the first to strike back against the
guardians and historians to their ishkrar, working mortals who attempted to tame the wild world. Her army
tirelessly to thwart ills from befalling the group. These clashed with humanoids for decades, but her enemies’
elementals are sometimes called earthen bulwarks. numbers were too great and her allies too few. As the tides
of war turned against the elementals, Atæshia knew it
FORCE OF IRON would be better for the elementals to live, rebuild their
forces, and wait for another day to take back what was
A force of iron, also called an iron stalwart, appears as a once theirs.
four-armed centaur made of malleable metal with a head Atæshia considers all elementals within her ishkrar, and
shaped like an empty knight’s helm. Most are staunch, many would fight for her banner in turn. She hasn’t
loyal, and uncompromising. Some forces of iron even forgotten their great war, and she views mortals and the
achieve fame by facing down wickedness where they find gods who created them as the greatest threat to the
it—but others become wickedness, using their strength to timescape.
vanquish anything that even mildly displeases them.
SAPIENT ELEMENTALS
This section presents sapient elementals that live and fight
ORACLE OF STORMS together as a band. Other elementals, called motes, exist in the
MCDM universe as well, but we didn’t have the space for them in
An oracle of storms, or tempest augur, seeks the power this book. Those elementals are less sapient than the ones
and wisdom of the thundering clouds. While some oracles presented here and will be featured in future MCDM products.
form family groups, many choose solitary lives atop lonely
peaks, searching for answers in the billowing clouds. Their
divinatory magics display the world’s stories in the sky,
STAT BLOCKS
etched in lightning and cloudy silhouettes. This section contains the elemental stat blocks.
Oracles often choose to take the shape of creatures they
see as wise, such as storm giants made of thunderclouds.

PRINCIPLE OF GROWTH
The principle of growth takes the form of massive
centipedes made of vegetation. Often called verdant
primevals, these caretakers of the natural cycle of life (and
death) fight those they see as upsetting that cycle.
Principles of growth seek not only to destroy undead and
those who create them, but to sabotage divine servitors
who casually peddle resurrection magic.

SPARKS
On their home planes, elemental sparks are living motes of
floating air, earth, fire, and water. When one of these
elemental minions travels to another world, they take the
form of an animal native to that plane. In the Mundane
World, air sparks appear as winged serpents, earth sparks
appear as rhinoceroses, fire sparks appear as bears, and
water sparks take on the appearance of octopuses.

SUNLIGHT NEXUS
A being of pure radiance, a sunlight nexus is easily
mistaken for a winged celestial made of stained glass.
Closer inspection reveals they’re formed of jagged
multicolored motes of solid sunlight that move together in
a dense nebula.
Sunlight nexuses often serve as emissaries for their
ishkrar. Their angelic appearance and restorative abilities
instantly earn the respect of many mortals, which the
elementals use to their advantage in negotiations. Evil
nexuses masquerade as celestials in order to trick
religious humanoids into doing their bidding.

3 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
AIR SPARK CR 15 MINION (1,300 XP) CRUX OF FIRE CR 5 ARTILLERY (1,800 XP)
Small Elemental (Air), Any Alignment Medium Elemental (Fire), Any Alignment
Armor Class 13 Armor Class 14 (natural armor)
Hit Points 22 Hit Points 75 (10d8 + 30)
Speed 20 ft., fly 50 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 10 (+0) 9 (−1) 11 (+0) 12 (+1) 9 (−1) 17 (+3) 16 (+3) 11 (+0) 12 (+1) 16 (+3)

Skills Perception +5 Saving Throws Cha +6


Senses darkvision 60 ft., passive Perception 15 Skills Perception +4, Performance +6
Languages Auran, Common Damage Resistances poison
Proficiency Bonus +5 Damage Immunities fire
Condition Immunities invisible, poisoned
Minion. If the spark takes damage from an attack or as the result
Senses darkvision 60 ft., passive Perception 14
of a failed saving throw, their hit points are reduced to 0. If the
Languages Common, Ignan
spark takes damage from another effect, they die if the damage
Proficiency Bonus +3
equals or exceeds their hit point maximum, otherwise they take
no damage. Ablaze. The crux sheds bright light in a 20-foot radius and dim
light for an additional 20 feet, and they can’t benefit from being
ACTIONS invisible. A creature who starts their turn grappling or grappled
by the crux takes 7 (2d6) fire damage.
Wind Sweep (Group Attack). Melee Spell Attack: +8 to hit, reach
5 ft., one target. Hit: 8 slashing damage, and if this attack was
made by more than one air spark against a Large or smaller
ACTIONS
creature, the sparks can move that creature up to 5 feet Multiattack. The crux makes two Flame Tongue or Sulfurous
horizontally for each spark that joined the attack. Rake attacks.
Flame Tongue. Ranged Spell Attack: +6 to hit, range 100 ft., one
target. Hit: 13 (2d12) fire damage. If the target is a flammable
object that isn’t being worn or carried, it ignites.
Sulfurous Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage, and the target can’t
take reactions this turn.

BONUS ACTIONS
Convocation of Fire (1/Day). The crux imbues the power of fire
in themself or another Elemental they can see within 30 feet of
them, granting one of the following effects of that Elemental’s
choice:
Flame Bloom. The Elemental launches a seed of flame at a point
they can see within 60 feet of them. A 10-foot-radius sphere
centered on that point erupts with fire and burns for 1
minute. Each creature who starts their turn in that area or
enters it for the first time on their turn takes 10 (3d6) fire
damage.
Steam Screen. The Elemental exudes an aura of smoke 10 feet in
every direction for 1 minute or until dispersed by a moderate
or stronger wind. The smoky area is heavily obscured for all
creatures who aren’t fire elementals.
Flame Jet (1/Day). The crux gains a flying speed of 30 feet until
the end of their turn and can move up to their speed.

4 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
CRUX OF FROST CR 8 CONTROLLER (3,900 XP) EARTH SPARK CR 10 MINION (590 XP)
Medium Elemental (Water), Any Alignment Large Elemental (Earth), Any Alignment
Armor Class 16 (natural armor) Armor Class 18 (natural armor)
Hit Points 135 (30d8) Hit Points 17
Speed 30 ft. Speed 30 ft., burrow 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 18 (+4) 16 (+3) 8 (−1) 16 (+3) 9 (−1) 10 (+0) 12 (+1)
Skills Deception +10, Insight +9, Perception +6 Damage Immunities poison
Damage Immunities cold, poison Condition Immunities poisoned
Condition Immunities invisible, poisoned Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 16 Languages Common, Terran
Languages Aquan, Common, plus any known by a creature Proficiency Bonus +4
reflected by Frosted Reflection
Proficiency Bonus +3 Minion. If the spark takes damage from an attack or as the result
of a failed saving throw, their hit points are reduced to 0. If the
Scintillating. The crux can’t benefit from being invisible. spark takes damage from another effect, they die if the damage
equals or exceeds their hit point maximum, otherwise they take
ACTIONS no damage.
Multiattack. The crux makes two Rimeglass Touch attacks, and
Trampling Rampage. If an enemy who is touching the ground
they can use Frosted Reflection or It Stares Back, if available.
starts their turn within 5 feet of two or more earth sparks, the
Rimeglass Touch. Melee or Ranged Spell Attack: +7 to hit, reach enemy must make a Strength saving throw with a DC equal to 12
5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) cold damage, plus the number of earth sparks within 5 feet of the enemy. On a
and the target can’t see or hear creatures other than themself failed save, the enemy falls prone, and they can’t stand up until
and the crux until the start of the crux’s next turn. there are fewer than two earth sparks within 5 feet of them.

Frosted Reflection. The crux reflects the appearance of a specific


Medium or Small creature they’ve seen within the last week. This
ACTIONS
appearance is illusory and imperfect, showing a frostbitten Shatter Smash (Group Attack). Melee Weapon Attack: +7 to hit,
version of the creature. The illusion lasts until the crux takes reach 5 ft., one target. Hit: 5 bludgeoning damage.
thunder damage, uses this action again, or is incapacitated. For
the duration, the crux additionally knows any languages that Snort Rocks (Group Attack). Ranged Weapon Attack: +7 to hit,
creature knows. range 30/60 ft., one target. Hit: 5 bludgeoning damage. If the
target is a flying creature, they must succeed on a Strength
It Stares Back (Recharge 5-6). The crux imposes fragility on a saving throw or fall prone. The DC for this saving throw equals 12
creature within 60 feet of them who is reflected by the crux’s plus the number of sparks who joined the attack.
Frosted Reflection. If the target can see the crux, the target must
make a DC 15 Wisdom saving throw. On a failed save, the target
is frightened of the crux for 1 minute (save ends at end of turn),
or until the crux stops reflecting them. While frightened in this
way, whenever the target takes damage, they take an extra 11
(2d10) psychic damage. On a successful save, the target isn’t
frightened, and they are immune to all cruxes’ It Stares Back for
24 hours.

BONUS ACTIONS
Convocation of Ice (1/Day). The crux imbues the power of ice in
themself or another Elemental they can see within 30 feet of
them, granting one of the following effects of that Elemental’s
choice:
Frigid Sheen. The Elemental gains a mirror sheen that reflects
damage for 1 minute. When the Elemental is hit with an
attack by a creature they can see within 30 feet of them, the
Elemental can use a reaction to reflect the attack. The
Elemental is unaffected by the attack, and the attacker must
make a DC 15 Dexterity saving throw. On a failed save, the
attack’s damage and effects are reflected back at the attacker
as if the attack originated from the Elemental, turning the
attacker into the target. On a successful save, the attacker
takes half as much damage, but suffers no other effect.
Frost Squall. Frost swirls around the Elemental for 1 minute. For the
duration, each non-Elemental creature who starts their turn within
15 feet of the Elemental has their speed reduced to 15 feet unless
it is already lower, and the first time they willingly move before the
start of their next turn, they take 10 (3d6) cold damage.

5 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
ESSENCE OF MIST CR 13 AMBUSHER (10,000 XP) ESSENCE OF STORMS CR 5 CONTROLLER (1,800 XP)
Medium Elemental (Air, Water), Any Alignment Medium Elemental (Air), Any Alignment
Armor Class 15 Armor Class 14 (natural armor)
Hit Points 165 (22d8 + 66) Hit Points 78 (12d8 + 24)
Speed 40 ft., fly 20 ft. (hover) Speed 20 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 17 (+3) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 17 (+3) 14 (+2) 9 (−1) 11 (+0) 13 (+1)

Saving Throws Dex +10, Cha +8 Skills Acrobatics +6, Perception +6


Skills Deception +8, Sleight of Hand +10, Stealth +10 Damage Resistances lightning, poison, thunder
Damage Resistances psychic Condition Immunities grappled, paralyzed, poisoned, restrained
Condition Immunities blinded, charmed, frightened, grappled, Senses darkvision 60 ft., passive Perception 16
prone, restrained Languages Auran, Common
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11 Proficiency Bonus +3
Languages Aquan, Auran, Common
Proficiency Bonus +5 ACTIONS
Flowing Form. The essence can enter a hostile creature’s space Multiattack. The essence makes two Wind Talons attacks. They
and stop there, and they can move through a space as narrow as can replace one attack with a use of Bluster or Lightning Squall, if
1 inch wide. available.
Gasping Aura. While within 10 feet of the essence, creatures Wind Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one
who need to breathe can’t take reactions or speak. target. Hit: 10 (2d6 + 3) piercing damage.
Bluster. The essence unleashes a 30-foot cone of wind. Each
ACTIONS creature in that area must succeed on a DC 14 Strength saving
Multiattack. The essence makes two Breathless Rend attacks. throw or be moved up to 10 feet in any direction.
Breathless Rend. Melee Weapon Attack: +10 to hit, reach 5 ft., Lightning Squall (3/Day). The essence hurls a small lightning
one target. Hit: 14 (2d8 + 5) slashing damage plus 22 (4d10) storm at a creature they can see within 30 feet of them. The
psychic damage. target must make a DC 14 Constitution saving throw. On a failed
save, the target takes 28 (8d6) lightning damage and is dazed for
BONUS ACTIONS 1 minute (save ends at end of turn). On a successful save, they
take half as much damage and aren’t dazed.
Breathstealer’s Shimmer (1/Day). The essence becomes invisible
then takes the Hide action. This invisibility ends if the essence
makes an attack or uses Convocation of Breath.
BONUS ACTIONS
Convocation of Air (1/Day). The essence imbues the power of air
Convocation of Breath (2/Day). The essence imbues the power
in themself or another Elemental they can see within 30 feet of
of breath in themself or another Elemental they can see within
them, granting one of the following effects of that Elemental’s
30 feet of them, granting one of the following effects of that
choice:
Elemental’s choice:
Rising Whirlwind. Each creature of the Elemental’s choice within
Hide in Breath. The Elemental tries to hide inside the body of a
30 feet of them must make a DC 14 Strength saving throw
creature within 10 feet of them who isn’t a Construct or
against a violent whirlwind. On a failed save, the target rises
Undead. The target must succeed on a DC 18 Constitution
10 feet upward and is restrained for 1 minute (save ends at
saving throw or the Elemental retreats inside the target until
end of turn). A target restrained in this way rises an additional
the start of the Elemental’s next turn. While inside the target,
10 feet at the start of each of their turns. Another creature
the Elemental can’t take actions and has total cover against
who can reach the target can use an action to pull them free
attacks and other effects outside the target.
of the effect, ending the restrained condition for that
Toxic Breath. The Elemental exudes a noxious aura 10 feet in
creature. The whirlwind ends if the Elemental dies or chooses
every direction for 1 minute or until dispersed by a moderate
to end it (no action required).
or stronger wind. That area is lightly obscured, and each
Vortex Terrain. A vortex swirls around the Elemental. For 1
creature who needs to breathe who starts their turn in that
minute, the area within 20 feet of the Elemental is difficult
area must succeed on a DC 16 Constitution saving throw or
terrain for enemies.
become poisoned until the end of their next turn.

6 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
ESSENCE OF TIDES CR 5 SKIRMISHER (1,800 XP) FIRE SPARK CR 5 MINION (360 XP)
Medium Elemental (Water), Any Alignment Medium Elemental (Fire), Any Alignment
Armor Class 15 (natural armor) Armor Class 14 (natural armor)
Hit Points 84 (13d8 + 26) Hit Points 12
Speed 15 ft., swim 50 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 9 (−1) 16 (+3) 10 (+0) 9 (−1) 12 (+1) 11 (+0) 12 (+1) 10 (+0) 16 (+3)

Skills Acrobatics +7, Medicine +6 Skills Performance +6


Damage Resistances acid, fire, poison Damage Immunities fire
Condition Immunities grappled, poisoned, restrained Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 13 Languages Common, Ignan
Languages Aquan, Common Proficiency Bonus +3
Proficiency Bonus +3
Little Flames. The spark sheds bright light in a 15-foot radius and
Amphibious. The essence can breathe air and water. dim light for an additional 15 feet. If an enemy starts their turn
within 5 feet of three or more fire sparks, they take 6 fire
Waterglide. While within 5 feet of a liquid or solid surface, the
damage.
essence gains a flying speed equal to their swimming speed.
While flying, the essence doesn’t provoke opportunity attacks. Minion. If the spark takes damage from an attack or as the result
of a failed saving throw, their hit points are reduced to 0. If the
ACTIONS spark takes damage from another effect, they die if the damage
equals or exceeds their hit point maximum, otherwise they take
Multiattack. The essence makes two Water Wing attacks and no damage.
one Lightning Tail Whip attack.
Water Wing. Melee Weapon Attack: +7 to hit, reach 5 ft., one ACTIONS
target. Hit: 7 (1d6 + 4) bludgeoning damage. If both attacks hit
Ember Claw (Group Attack). Melee Spell Attack: +6 to hit, reach
the same creature, the target is vulnerable to lightning damage
5 ft., one target. Hit: 4 fire damage.
until the end of the essence’s turn.
Lightning Tail Whip. Melee Spell Attack: +6 to hit, reach 15 ft.,
one target. Hit: 7 (2d6) lightning damage, and the target is
pushed up to 10 feet away from the essence.

BONUS ACTIONS
Convocation of Water (1/Day). The essence imbues the power
of water in themself or another Elemental they can see within 30
feet, granting one of the following effects of the Elemental’s
choice:
Scalding Steam. The Elemental spouts blistering steam. Each
non-Elemental creature within 15 feet of them must make a
DC 15 Constitution saving throw. On a failed save, a target
takes 18 (4d8) fire damage and becomes blinded until the end
of their next turn. On a successful save, a target takes half as
much damage and is not blinded.
Waters of Vitality. The Elemental regains 25 hit points and can
end one of the following conditions affecting them: blinded,
charmed, dazed, deafened, paralyzed, poisoned, or stunned.

7 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
FORCE OF BLOOD CR 19 BRUTE (22,000 XP) FORCE OF EARTH CR 5 SOLDIER (1,800 XP)
Large Elemental (Earth, Fire, Water), Any Alignment Large Elemental (Earth), Any Alignment
Armor Class 21 (natural armor) Armor Class 18 (natural armor)
Hit Points 230 (20d10 + 120) Hit Points 95 (10d10 + 40)
Speed 50 ft. Speed 30 ft., burrow 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 22 (+6) 19 (+4) 18 (+4) 20 (+5) 19 (+4) 9 (−1) 18 (+4) 10 (+0) 14 (+2) 9 (−1)

Saving Throws Con +12, Wis +10, Cha +11 Skills Athletics +7, History +6
Skills History +10, Intimidation +11, Medicine +10, Persuasion Damage Immunities poison
+11 Condition Immunities petrified, poisoned
Damage Vulnerabilities poison Senses darkvision 60 ft., tremorsense 30 ft., passive Perception
Damage Resistances necrotic, fire 12
Condition Immunities charmed, exhaustion, frightened, stunned Languages Common, Terran
Senses darkvision 120 ft., passive Perception 14 Proficiency Bonus +3
Languages Common, Dwarvish, Elvish, Giant, Primordial
Earth Glide. The force of earth can burrow through mundane,
Proficiency Bonus +6
unworked earth and stone. While doing so, the force of earth
Visceral Sight. The force of blood can see any creature within doesn’t disturb the material they move through.
120 feet of them who isn’t a Construct or Undead, and they
know when such a creature speaks a lie. This sight ignores total ACTIONS
cover, magical darkness, invisibility, and other effects that would
obscure sight. Multiattack. The force of earth makes two Earthbind Strike
attacks.
ACTIONS Earthbind Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the
Multiattack. The force of blood makes three Scarlet Longspear
target’s speed becomes 0 until the start of the force of earth’s
attacks. They can replace one attack with a Rend from Within
next turn.
attack.
Shatter Rock. Ranged Weapon Attack: +7 to hit, range 60/120 ft.,
Scarlet Longspear. Melee or Ranged Weapon Attack: +13 to hit,
one target. Hit: 23 (3d12 + 4) bludgeoning damage, or 47 (6d12 +
reach 15 ft. or ranged 30/60 ft., one target. Hit: 18 (2d10 + 7)
8) bludgeoning damage if the target is an object or structure.
piercing damage. If the target is a creature, the force of blood
regains 5 hit points. Hit or Miss: If used to make a ranged attack,
the weapon reforms in the force of blood’s grasp immediately BONUS ACTIONS
after the attack. Convocation of Earth (1/Day). The force of earth imbues the
Rend from Within. Melee Spell Attack: +12 to hit, reach 5 ft., one power of earth in themself or another elemental they can see
creature. Hit: 13 (2d6 + 6) slashing damage plus 26 (4d12) within 30 feet of them, granting one of the following effects of
necrotic damage, and the target spends a Hit Die with no benefit that Elemental’s choice:
and can’t take reactions until the start of their next turn. Miss: 13 Earthen Aura. Stones rapidly whir around the Elemental in a 10-
(2d12) necrotic damage. foot-radius sphere for 1 minute or until they’re killed or
incapacitated. A creature who isn’t an Elemental takes 5
BONUS ACTIONS slashing damage for every 5 feet they move into or within that
area.
Convocation of Blood. The force of blood imbues the power of
Stone Armor. Stone grows over the Elemental in a protective
blood in themself or another Elemental they can see within 30
carapace, and they gain 20 temporary hit points. While the
feet of them, granting one of the following effects of that
Elemental has these temporary hit points, they are immune to
Elemental’s choice:
the dazed, paralyzed, petrified, and stunned conditions.
Boiling Blood. The Elemental boils the blood of a creature within
5 feet of them who isn’t a Construct or Undead. The target
must make a DC 19 Constitution saving throw. On a failed
save, the target must choose to either take 27 (5d10) fire
damage or make an attack with a weapon that has a damage
die of 1d4 or greater against a creature of the Elemental’s
choice. If the attack hits, it deals an extra 11 (2d10) fire
damage.
Essence Thief. The Elemental imposes their essence on two
creatures the Elemental can see within 30 feet of them. Each
target must make a DC 19 Constitution saving throw, taking 19
(3d12) necrotic damage on a failed save, or half as much
damage on a successful one. The Elemental can then teleport
to an unoccupied space they can see within 5 feet of one of
the targets.

8 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
FORCE OF IRON CR 10 BRUTE (5,900 XP)
Large Elemental (Earth, Fire), Any Alignment
Armor Class 19 (22 in Shield Form)
Hit Points 150 (12d10 + 84)
Speed 60 ft.
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 25 (+7) 11 (+0) 13 (+1) 12 (+1)

Saving Throws Str +9


Skills Athletics +9, Perception +5
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, frightened, petrified,
poisoned
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception
15
Languages Ignan, Terran, Common
Proficiency Bonus +4

ACTIONS
Multiattack. The force of iron uses Form Stance then makes
three Ferrous Greatblade or Iron Spike attacks.
Ferrous Greatblade. Melee Weapon Attack: +9 to hit, reach 5 ft.
(20 ft. in Polearm Form), one target. Hit: 19 (4d6 + 5) slashing
damage.
Iron Spike. Ranged Weapon Attack: +9 to hit, range 30/60 ft.,
one target. Hit: 14 (2d8 + 5) piercing damage.
Form Stance. The force of iron shapes their body to gain one of
the following benefits until the start of their next turn:
Polearm Form. The force of iron’s melee attacks have a reach of
20 feet instead of 5 feet.
Reckless Form. The force of iron has advantage on all melee
attack rolls, but attack rolls against the force of iron have
advantage.
Shield Form. The force of iron gains a +3 bonus to AC.
Fire Form (1/Day). The force of iron’s attacks deal an extra 13
(2d12) fire damage on a hit.

BONUS ACTIONS
Convocation of Iron (1/Day). The force of iron imbues the power
of iron in themself or another Elemental they can see within 30
feet of them, granting one of the following effects of that
Elemental’s choice:
Earth Reinforcements. Five earth sparks appear in unoccupied
spaces within 20 feet of the Elemental. The sparks understand
the Elemental, follow their verbal commands, and act
immediately after the Elemental in the initiative order.
Iron Skin. Metal covers the Elemental, granting them resistance
to bludgeoning, piercing, and slashing damage for 1 minute or
until their concentration is broken (as if concentrating on a
spell).

9 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
ORACLE OF STORMS CR 16 ARTILLERY (15,000 XP) UTILITY SPELLS
Huge Elemental (Air, Water), Any Alignment
In addition to any other spells in this stat block, the oracle can
Armor Class 17 (natural armor)
cast the following spells, using Wisdom as the spellcasting ability
Hit Points 189 (18d12 + 72)
(spell save DC 17):
Speed 40 ft., fly 40 ft. (hover)
3/day each: commune +, commune with nature +, legend lore +,
STR DEX CON INT WIS CHA
scrying +
17 (+3) 21 (+5) 18 (+4) 12 (+1) 18 (+4) 17 (+3)

Saving Throws Dex +10, Cha +8


Skills History +11, Nature +11, Perception +9, Performance +8
Damage Immunities lightning, poison, thunder
Condition Immunities grappled, paralyzed, petrified, poisoned,
prone, restrained
Senses blindsight 60 ft., passive Perception 19
Languages Auran, Common
Proficiency Bonus +5
Amphibious. The oracle can breathe air and water.
Turbulent Escalation. When the oracle starts their turn outdoors
while not incapacitated, they can stoke a thunderstorm (no
action required). For 1 minute or until the oracle uses Turbulent
Escalation again, the weather in a 1-mile radius centered on the
oracle changes as follows:
• If the sky is cloudless, it becomes cloudy.
• If the sky is clouded, it begins to rain or snow (oracle’s choice).
• If it’s raining or snowing, the weather becomes stormy.

ACTIONS
Multiattack. The oracle uses Tempest Bolt twice. They can
replace one use with a Cyclone Staff attack.
Cyclone Staff. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 23 (4d8 + 5) bludgeoning damage plus 22 (4d10)
thunder damage, and the oracle moves the target 10 feet in any
direction.
Tempest Bolt. A bolt of lightning streaks from the oracle to strike
one creature they can see within 90 feet of them, or within 300
feet of them if the target is outdoors and the weather is stormy.
The target must make a DC 18 Dexterity saving throw, taking 31
(7d8) lightning damage on a failed save, or half as much damage
on a successful one. If the target is outdoors and the weather is
stormy, they have disadvantage on the saving throw.

BONUS ACTIONS
Convocation of Storms (2/Day). The oracle imbues the power of
storm in themself or another Elemental they can see within 30
feet of them, granting one of the following effects of the
Elemental’s choice:
Lightning Within. The Elemental becomes charged with
lightning. The next time the Elemental hits a target with an
attack within the next minute, the attack deals an extra 33
(6d10) lightning damage.
Thunder Burst. A concussive shockwave erupts from the
Elemental toward four creatures they can see within 60 feet
of them. Each target must succeed on a DC 17 Constitution
saving throw or take 22 (4d10) thunder damage, be pushed up
to 10 feet away from the Elemental, and be deafened until the
end of the target’s next turn.

10 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
PRINCIPLE OF GROWTH CR 15 CONTROLLER (13,000 SUNLIGHT NEXUS CR 12 SUPPORT (8,400 XP)
XP) Large Elemental (Air, Fire), Any Alignment
Armor Class 18 (natural armor)
Huge Elemental (Earth, Water), Any Alignment
Armor Class 17 (natural armor) Hit Points 152 (16d10 + 64)
Speed 40 ft., fly 90 ft.
Hit Points 243 (18d12 + 126)
Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 19 (+4) 14 (+2) 16 (+3) 20 (+5)
21 (+5) 11 (+0) 25 (+7) 11 (+0) 16 (+3) 14 (+2) Saving Throws Wis +7, Cha +9
Saving Throws Str +10, Wis +8 Skills Insight +7, Perception +7, Intimidation +9, Religion +6
Damage Resistances fire, radiant
Skills Animal Handling +8, Nature +10, Survival +8
Condition Immunities charmed, frightened Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception
13 poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Common, Terran
Proficiency Bonus +5 Languages Common, Primordial
Proficiency Bonus +4
Amphibious. The principle can breathe air and water.
Corona. The nexus sheds bright sunlight in a 120-foot radius and
Plant Stride. The principle ignores difficult terrain created by dim light for another 120 feet.
vegetation.
Regeneration. The principle regains 20 hit points at the start of ACTIONS
their turn if they’re not incapacitated. If they take fire damage, Multiattack. The nexus makes three Solar Arc attacks. They can
they only regain 10 hit points at the start of their next turn. replace one attack with a use of Heavenly Collapse or
Rejuvenating Flare, if available.
ACTIONS Solar Arc. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or
Multiattack. The principle makes two Hampering Roots or Vernal range 30 ft., one target. Hit: 18 (2d12 + 5) radiant damage.
Lash attacks and can use Burst from the Earth, if available.
Heavenly Collapse (2/Day). The nexus shines harsh light on an
Hampering Roots. Melee Weapon Attack: +10 to hit, reach 10 ft., enemy they can see within 60 feet of them. Each ally of the
one target. Hit: 23 (4d8 + 5) bludgeoning damage, and the target nexus within 5 feet of the target regains 20 hit points, and the
is grappled (escape DC 15). While grappled in this way, the target target must succeed on a DC 17 Constitution saving throw or lose
is restrained. any damage resistances they have and be blinded for 1 minute
(save ends at end of turn).
Vernal Lash. Melee Weapon Attack: +10 to hit, reach 60 ft., one
target. Hit: 27 (4d10 + 5) slashing damage, and the principle Rejuvenating Flare (1/Day). One ally the nexus can see within 30
moves the target up to 15 feet horizontally. feet of them is bathed in rejuvenating light. The target regains 27
(5d10) hit points, and if the target is charmed, dazed, frightened,
Burst from the Earth (1/Day). The principle causes three Large
or poisoned, those conditions end for them.
trees with whipping branches to sprout from the ground in
unoccupied spaces the principle can see within 60 feet of them.
Each tree has AC 15, 40 hit points, and immunity to psychic BONUS ACTIONS
damage. Convocation of Sunlight (2/Day). The nexus imbues the power
An enemy who starts their turn within 15 feet of one of these of sunlight in themself or another Elemental they can see within
trees must make a DC 18 Dexterity saving throw, taking 14 (4d6) 30 feet of them, granting one of the following effects of the
slashing damage on a failed save, or half as much damage on a Elemental’s choice:
successful one.
Healing Radiance. The Elemental regains 30 hit points. Until the
end of the nexus’s next turn, the Elemental refracts
BONUS ACTIONS shimmering light, and creatures within 10 feet of them who
Convocation of Verdure (2/Day). The principle imbues the aren’t Elementals are blinded.
power of verdancy in themself or another Elemental they can Protective Light. Four brilliant motes orbit the Elemental for 1
see within 30 feet of them, granting one of the following effects minute. When the Elemental deals damage to a creature with
of the Elemental’s choice: an attack, the Elemental can extinguish one mote (no action
required) to deal an extra 14 (4d6) radiant damage to that
Roots of the Mind. For 1 minute, the Elemental can link with
creature.
each Large or larger plant object they can see within 90 feet of
them (no action required). For the duration, the Elemental can
perceive, make attacks, and use actions as if they were in the
space of a linked plant.
Thorn Eruption. Thorny vines burst from the Elemental. Each
enemy the Elemental can see within 30 feet of them must
make a DC 16 Dexterity saving throw. On a failed save, a
target takes 27 (6d8) piercing damage and becomes
restrained until the end of their next turn. On a successful
save, they take half as much damage and aren’t restrained.

11 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
WATER SPARK CR 20 MINION (2,500 XP)
Medium Elemental (Water), Any Alignment
Armor Class 19 (natural armor)
Hit Points 27
Speed 30 ft., swim 50 ft., fly 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 9 (−1) 16 (+3) 11 (+0)

Senses darkvision 60 ft., passive Perception 13


Languages Aquan, Common
Proficiency Bonus +6
Amphibious. The spark can breathe air and water.
Minion. If the spark takes damage from an attack or as the result
of a failed saving throw, their hit points are reduced to 0. If the
spark takes damage from another effect, they die if the damage
equals or exceeds their hit point maximum, otherwise they take
no damage.
Whirlpool Suction. If an enemy starts their turn within 5 feet of
three or more water sparks, the enemy must succeed on a
Strength saving throw or have their speed reduced to 0. The DC
for this saving throw equals 14 plus the number of water sparks
within 5 feet of the enemy.

ACTIONS
Whelming Wave (Group Attack). Melee or Ranged Spell Attack:
+11 to hit, reach 5 ft. or ranged 30 ft., one target. Hit: 10
bludgeoning damage, and if the attack was made by two or more
sparks, the target must succeed on a Dexterity saving throw or
be knocked prone and unable to stand up until the end of the
sparks’ next turn. The DC for this saving throw equals 14 plus the
number of sparks who joined the attack.

12 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
ATÆSHIA CR 23 LEADER (41,000 XP) VILLAIN ACTIONS
Medium Elemental (Air, Earth, Fire), Neutral
Atæshia has three villain actions. She can take each action once
Armor Class 20 (natural armor)
during an encounter after an enemy’s turn. She can take these
Hit Points 332 (35d8 + 175)
actions in any order but can only use one per round.
Speed 50 ft., fly 30 ft. (hover)
Action 1: Wave of Sorrow. Atæshia unleashes a pulse of
STR DEX CON INT WIS CHA
overwhelming sadness. Each enemy Atæshia can see within
19 (+4) 21 (+5) 21 (+5) 22 (+6) 23 (+6) 23 (+6)
120 feet of her must make a DC 21 Wisdom saving throw. On
Saving Throws Con +12, Wis +13 a failed save, a creature is dazed for 1 minute (save ends at
Skills Arcana +13, Deception +13, History +13, Nature +13, end of turn). On a successful save, a creature can’t take
Perception +13, Persuasion +13, Religion +13 reactions until the end of their next turn.
Damage Resistances cold, necrotic, poison, psychic, radiant Action 2: Kindled Sacrifice. Atæshia chooses a willing creature
Damage Immunities fire within 60 feet of her to die so their allies may live. The target
Condition Immunities charmed, frightened, poisoned dies, and up to two other dead creatures within 60 feet of the
Senses blindsight 120 ft., passive Perception 23 target return to life. These revived creatures regain the same
Languages all number of hit points the sacrificed creature had, up to the
Proficiency Bonus +7 revived creature’s hit point maximum.
Action 3: Life’s Finale. Atæshia releases a torrent of primordial
Offer to Remembrance (3/Day). When Atæshia fails a saving anguish to unmake the marrow of creation around her. Each
throw, a willing creature within 60 feet of her who can see her enemy within 60 feet of her must make a DC 21 Charisma
can give their life to protect her. This creature dies instantly, and saving throw. On a failed save, a target takes 55 (10d10)
Atæshia succeeds on the saving throw. necrotic damage and can’t regain hit points until the end of
Reborn From War. When Atæshia is reduced to 0 hit points, she Atæshia’s next turn. On a successful save, a target takes half
disintegrates into ash on a solemn wind. For the next 100 years, as much damage, but suffers no other effect. Succeed or fail, if
if a Celestial, Elemental, or Humanoid whose challenge rating or this damage reduces a target to 0 hit points, they immediately
level is 5 or higher dies within 60 feet of where Atæshia died, fail one death saving throw.
Atæshia returns to life where she died with 25 hit points.

ACTIONS
Multiattack. Atæshia makes three Pale Flame attacks. She can
replace one attack with a use of Moment of Loss, if available.
Pale Flame. Melee or Ranged Spell Attack: +13 to hit, reach 5 ft.
or range 120 ft., one target. Hit: 20 (4d6 + 6) radiant damage plus
14 (4d6) fire damage. If this attack reduces a creature to 0 hit
points, they die and all their remains burn to nothing.
Moment of Loss (Recharge 6). Atæshia transforms one creature
she can see within 60 feet of her into the form of a living ash
cloud. While transformed to ash, the target is immune to all
damage, can’t provide cover to other creatures, and can’t take
reactions. At the start of the target’s next turn, they reform and
must make a DC 21 Constitution saving throw. On a failed save,
the target is reduced to 1 hit point. On a successful save, the
target takes 44 (8d10) necrotic damage. This damage can’t
reduce the target’s hit points below 1.
From Death, Life (1/Day). Atæshia uses her Kindled Sacrifice
villain action, even if it is unavailable, to sacrifice herself.

BONUS ACTIONS
Flickering Flame. Atæshia forms into a cloud of ash, teleports to
an unoccupied space she can see within 60 feet of her, and
reforms into her true form. Each creature within 5 feet of the
space she left must succeed on a DC 21 Dexterity saving throw or
take 5 (1d10) fire damage.

REACTIONS
Convocation of Ash. When another Elemental Atæshia can see
within 60 feet of her is hit with an attack, the damage from the
attack is halved and the target can move up to half their speed
without provoking opportunity attacks.

13 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
Spirit Shell. The lich summons spirits to surround them
LICH until the end of initiative count 20 of the next round. For
the duration, a creature who hits the lich with a melee
In life, most liches began as mortal adventurers who rose
attack must succeed on a DC 20 Wisdom saving throw
to fame for their exceptional skills. Through a divine vision
or become dazed until the start of the creature’s next
or personal research, they gained knowledge of a magic
turn.
ritual to bestow everlasting life in undeath. Such ancient
Unnatural Born Leader. The lich magnifies the power of
rites are forbidden in many cultures, for they require a
their soulstone through the lair onto a creature they can
bloody, evil act: the sacrifice of someone dear to the
see within 90 feet of them. The target must succeed on a
would-be lich.
DC 20 Charisma saving throw or use their reaction, if
Many who embrace lichdom are spellcasters with the
available, to move up to their speed and make a weapon
power to perform rituals, but legends also speak of ancient
attack against a creature of the lich’s choice.
warriors who took on the lich mantle to live forever.
Forging Soulstones. The ritual to create a lich requires
a sphere constructed of something personal to the subject,
HIGH MAGE VAIRAE
such as steel from an heirloom suit of armor or a tangle of
Vairae came from a long line of elf mages in Gael Wode.
branches from the tree that shaded their wedding. To
They excelled at school and easily made friends—which
complete the rite, the subject must rip out their own heart
meant no one challenged them when they bullied the
and the heart of a living loved one, placing both inside the
weaker children.
sphere. The hearts conjoin and transmute into a ruby that
As an adult, Vairae joined the Gael garrison as a battle
welds to the sphere, creating the new lich’s soulstone.
mage to round out their skills. Again they performed
As long as their soulstone remains intact, a lich can
admirably and were showered with admirers and
never truly die. Most soulstones are small and easy to
promotions. But after discovering a cryptic tome on the
conceal, though a lich can construct the stone’s outer
corpse of an enemy wizard, Vairae set their sights even
sphere to be any size that suits their purpose.
higher—for the tome contained a ritual to keep their vigor
Terrifying Presence. A lich’s true appearance is ghastly. and power forever. After many late nights spent
The damage to their chest never heals, and over the deciphering the text, Vairae succumbed to the irresistible
centuries, their body slowly decays into a skeleton. Some
pull to complete this ritual … and sacrificed their best
liches hide their appearance with an illusion that makes
friend in the process.
them even more attractive and vivacious than they were in
Their heart now sealed in a sphere of everlasting ice,
life. Others embrace their terrifying look, proudly
Vairae returned to Gael Wode in disguise and ambitiously
displaying their dark triumph to every creature they
rose to the rank of High Mage. Today, the centuries-old
encounter.
Vairae is as spry and handsome as ever, with loyal
Immortality Is Not Enough. Though all liches desire
followers at their command. But the world outside the
eternal life, it fails to satisfy most. These powerful former
wode is large and doesn’t belong to Vairae—yet.
adventurers seek more of everything they’ve always
craved—more glory, more power, more wealth. Most set
CONTENT WARNING: BODY HORROR
about amassing all three, building armies of followers to
High Mage Vairae’s Machinations of Bone action is gruesome
seize whatever the lich desires from any who resist their
and visceral. Not everyone enjoys that kind of body horror. If
charm.
anyone at your table is uncomfortable with bone extraction, feel
Threats Demolished. Liches know the power of do-
free to describe this action as spectral blades pressing in around
gooding adventurers who could threaten their pursuits
Vairae’s foes.
and soulstone, and they seek to remain keenly aware of
such threats. Adventurers with a treasure trove of
powerful items or the potential strength to resist a lich are LICH STAT BLOCKS
hunted mercilessly.
The following section contains the lich stat blocks.

LICH LAIRS
Liches are strongest when surrounded by devoted
followers. Their lairs can be found inside strongholds,
castles, government halls, or any place of power.

LAIR ACTIONS
When fighting inside their lair, a lich can take lair actions.
On initiative count 20 (losing initiative ties), the lich can
take one lair action to cause one of the following effects;
the lich can’t use the same lair action two rounds in a row:

Soul Sip. The lich chooses two enemies they can see
within 90 feet of them. Each target must succeed on a
DC 20 Constitution saving throw or take 19 (3d12)
necrotic damage as the lair absorbs a sliver of their soul.

14 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
LICH CR 21 CONTROLLER (33,000 XP) minute (save ends at end of turn). A creature the target can hear
Medium Undead, Typically Neutral Evil and understand can use an action to make a DC 20 Charisma
Armor Class 20 (natural armor) (Persuasion) check, ending the effect on a success.
Hit Points 270 (36d8 + 108) Horrid Woe (2/Day). The lich sends negative energy coursing
Speed 30 ft., fly 50 ft. (hover) through a creature they can see within 90 feet of them. The
STR DEX CON INT WIS CHA target is seared with pain and must make a DC 20 Constitution
saving throw, taking 61 (7d8 + 30) necrotic damage on a failed
18 (+4) 14 (+2) 16 (+3) 18 (+4) 16 (+3) 20 (+5)
save, or half as much damage on a successful one. A target
Saving Throws Str +11, Con +10, Wis +10, Cha +12 reduced to 0 hit points by this damage becomes stable but can’t
Skills Arcana +11, Athletics +11, Deception +12, History +11, regain hit points, and their spirit turns into a wraith who appears
Perception +10, Stealth +9 in an unoccupied space within 5 feet of their body. This wraith
Damage Resistances necrotic; bludgeoning, piercing, and acts on the lich’s turn immediately after them, and they obey the
slashing from mundane attacks lich’s verbal commands to the best of their ability. If the wraith
Damage Immunities poison or lich are destroyed, the wraith disappears, the target’s spirit
Condition Immunities charmed, dazed, exhaustion, frightened, returns to their body, and the target can regain hit points.
paralyzed, poisoned, stunned
Life Absorption (1/Day; 9th-Level Spell; Concentration). The lich
Senses truesight 120 ft., passive Perception 20
unleashes a wave of life-sapping energy. Each enemy within 120
Languages Abyssal, Common, Draconic, Infernal
feet of them must make a DC 20 Constitution saving throw. On a
Proficiency Bonus +7
failed save, the target takes 16 (3d10) necrotic damage at the
Rejuvenation. If the lich is destroyed but their soulstone is intact, start of each of their turns for 1 minute, and the lich gains
their soul retreats into the stone. While the lich’s soul is in the temporary hit points equal to the total damage dealt.
stone, a creature who can see the stone at the start of their turn
must succeed on a DC 20 Charisma saving throw or become BONUS ACTIONS
charmed by the stone until the end of their next turn. While
charmed in this way, the creature must do everything in their Necrotic Form (3rd-Level Spell). The lich enters a shadow form
power to move toward and touch the stone, avoiding obvious and moves up to their speed. While in this form, the lich is
hazards. immune to bludgeoning, piercing, and slashing damage and the
If a creature touches the stone while the lich’s soul is inside, grappled and restrained conditions, and they can move through
the creature must make a DC 20 Constitution saving throw. On a a space as narrow as 1 inch wide without squeezing. The lich
failed save, the creature drops to 0 hit points and the lich reverts to their true form at the end of their turn.
reforms with all their hit points in an unoccupied space within 5
feet of the soulstone. On a successful save, the creature loses REACTIONS
half their hit points and the lich reforms with half their hit points
Immortal Insight. When another creature the lich can see makes
in an unoccupied space within 5 feet of the soulstone.
an attack roll, ability check, or saving throw, the lich can cause
The soulstone has AC 19, 50 hit points, and immunity to all
the roll to be made with advantage or disadvantage.
damage except force and thunder.
Supernatural Resistance. The lich has advantage on saving UTILITY SPELLS
throws against powers, spells, and other supernatural effects.
In addition to any other spells in this stat block, the lich can cast
Turn Immunity. The lich is immune to effects that turn Undead. the following spells, using Charisma as the spellcasting ability
(spell save DC 20):
ACTIONS At will: charm person A, detect magic A, detect thoughts A, disguise
Multiattack. The lich uses Glare of Undeath and makes four self A, identify +, locate object A, mage hand A
attacks using Biting Acid, Disruptive Thunder, Pain of Ages, or a
3/day each: arcane eye A, arcanist’s magic aura A, contact other
combination of them.
plane +, legend lore +, scrying +
Biting Acid (3rd-Level Spell). Ranged Spell Attack: +12 to hit,
1/day each: forbiddance +, geas +, hallow +, mirage arcane +,
range 120 ft., one target. Hit: 22 (5d8) acid damage, and the
symbol +
target can’t regain hit points until the start of the lich’s next turn.
Disruptive Thunder (3rd-Level Spell). Melee or Ranged Spell SOULSTONE REJUVENATION
Attack: +12 to hit, reach 5 ft. or range 60 ft., one target. Hit: 22 Most characters don’t go up against a lich unprepared. By the
(4d10) thunder damage. If the target is Huge or smaller, the lich time they face the villain in a final confrontation, characters (and
can move them up to 45 feet horizontally. their players) should understand how the lich’s soulstone and
Rejuvenation trait work. Since the soulstone can easily bring a
Pain of Ages (3rd-Level Spell). Melee or Ranged Spell Attack: +12 lich back to life once the lich’s soul is inside, the party’s best shot
to hit, reach 5 ft. or range 90 ft., one creature. Hit: 21 (6d6) at defeating them once and for all is to destroy the stone first,
psychic damage, and the first time the target hits a creature with then kick some lich butt.
an attack before the start of the lich’s next turn, that attack deals
half damage.
Glare of Undeath. The lich’s eyes flare with supernatural power
at one creature they can see within 60 feet of them. The target
must succeed on a DC 20 Wisdom saving throw or be compelled
to hug themself tightly as protection against an unbearably cruel
world. A creature hugging themself in this way is restrained for 1

15 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
HIGH MAGE VAIRAE CR 25 SOLO (75,000 XP) Magic Drain (4th-Level Spell). Melee or Ranged Spell Attack: +14
Medium Undead, Neutral Evil to hit, reach 5 ft. or range 60 ft., one creature. Hit: 26 (4d12)
Armor Class 21 (natural armor) necrotic damage. If the target is currently affected by any spells
Hit Points 315 (42d8 + 126) not cast by Vairae, the target must succeed on a DC 22 Wisdom
Speed 30 ft., fly 40 ft. (hover) saving throw or those effects end for the target.

STR DEX CON INT WIS CHA Glare of Undeath. Vairae’s eyes flare with supernatural power at
one creature they can see within 60 feet of them. The target
14 (+2) 19 (+4) 16 (+3) 23 (+6) 20 (+5) 20 (+5)
must succeed on a DC 22 Wisdom saving throw or be compelled
Saving Throws Con +11, Int +14, Wis +13, Cha +13 to hug themself tightly as protection against an unbearably cruel
Skills Arcana +14, Athletics +10, Deception +13, History +14, world. A creature hugging themself in this way is restrained for 1
Perception +13, Persuasion +13 minute (save ends at end of turn). A creature the target can hear
Damage Resistances fire, cold; bludgeoning, piercing, and and understand can use an action to make a DC 22 Charisma
slashing from mundane attacks (Persuasion) check, ending the effect on a success.
Damage Immunities necrotic, poison
Machinations of Bone (2/Day). Vairae attempts to magically
Condition Immunities charmed, dazed, exhaustion, frightened,
extract the bones or innards of their foes. Each enemy within 30
paralyzed, poisoned, stunned
feet of a point Vairae can see within 150 feet of them must make
Senses truesight 120 ft., passive Perception 23
a DC 22 Strength saving throw. On a failed save, a target takes 54
Languages Abyssal, Common, Draconic, Elvish, Infernal, Sylvan,
(12d8) piercing damage, falls prone, and can’t stand up until they
telepathy 120 ft.
receive supernatural healing. On a successful save, a target takes
Proficiency Bonus +8
half as much damage and suffers no other effect.
Draining Resistance (3/Day). If Vairae fails a saving throw, they
Necrosis Fog (1/Day; 9th-Level Spell; Concentration). Magical
can choose to succeed instead. When they do, Vairae has
darkness emanates from Vairae in a 30-foot radius for 10
disadvantage on spell attacks until the end of their next turn.
minutes. A creature with darkvision can’t see through that
Rejuvenation. If Vairae is destroyed but their soulstone is intact, darkness, and no light can illuminate it. When an enemy enters
their soul retreats into the stone. While Vairae's soul is in the that area for the first time on a turn or starts their turn there,
stone, a creature who can see the stone at the start of their turn they must make a DC 22 Constitution saving throw, taking 27
must succeed on a DC 22 Charisma saving throw or become (6d8) necrotic damage on a failed save, or half as much damage
charmed by the stone until the end of their next turn. While on a successful one.
charmed in this way, the creature must do everything in their
power to move toward and touch the stone, avoiding obvious BONUS ACTIONS
hazards.
If a creature touches the stone while Vairae’s soul is inside, Necrotic Form (3rd-Level Spell). Vairae enters a shadow form
the creature must make a DC 22 Constitution saving throw. On a and can move up to their speed. While in this form, Vairae is
failed save, the creature drops to 0 hit points and Vairae reforms immune to bludgeoning, piercing, and slashing damage and the
with all their hit points in an unoccupied space within 5 feet of grappled and restrained conditions, and they can move through
the soulstone. On a successful save, the creature loses half their a space as narrow as 1 inch without squeezing. Vairae reverts to
hit points and Vairae reforms with half their hit points in an their true form at the end of their turn.
unoccupied space within 5 feet of the soulstone.
The soulstone has AC 19, 100 hit points, and immunity to all REACTIONS
damage except force and thunder.
Baleful Teleport (6th-Level Spell). When a creature Vairae can
Supernatural Resistance. Vairae has advantage on saving throws see within 120 feet of them targets Vairae with an attack, Vairae
against powers, spells, and other supernatural effects. utters a word of arcane power. The creature must succeed on a
DC 22 Charisma saving throw or be teleported up to 60 feet to an
Turn Immunity. Vairae is immune to effects that turn Undead. unoccupied space Vairae can see, and if Vairae is no longer a
valid target for the triggering attack, the attacker must choose a
ACTIONS new target or the attack misses.
Multiattack. Vairae uses Glare of Undeath and makes four
attacks using Conflagration, Immortal Pain, Magic Drain, or a VILLAIN ACTIONS
combination of them. Vairae has three villain actions. They can take each action once
Conflagration (4th-Level Spell). Ranged Spell Attack: +14 to hit, during an encounter after an enemy’s turn. They can take these
range 150 ft., one target. Hit: 35 (10d6) fire damage, and if the actions in any order but can only use one per round.
target takes both an action and a bonus action on their next turn, Action 1: Cages of Wasting. A cage of black energy springs forth
they take an extra 17 (5d6) fire damage at the end of that turn. around each enemy within 60 feet of Vairae. Each target must
Immortal Pain (4th-Level Spell). Melee or Ranged Spell Attack: make a DC 22 Dexterity saving throw. On a failed save, a
+14 to hit, reach 5 ft. or range 90 ft., one creature. Hit: 28 (8d6) target takes 27 (5d10) necrotic damage and is restrained in
psychic damage, and the target is afflicted with pain. While the cage for 1 minute or until Vairae is destroyed (save ends
afflicted in this way, the creature’s attacks deal half damage. at end of turn). On a successful save, a target takes half as
After each attack the afflicted creature makes against an enemy, much damage and isn’t restrained. If a restrained creature
the afflicted creature can make a DC 22 Constitution saving teleports out of their cage, the effect ends for them.
throw, ending the effect on a success. A cure ailment power, Action 2: My Magic Alone. Vairae unleashes a wave of canceling
lesser restoration spell, or similar supernatural effect also ends magic. Each creature within 60 feet of Vairae must make a DC
the effect. 22 Wisdom saving throw. On a failed save, a target can’t

16 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
benefit from magic items or cast spells of 4th level or higher
until the end of Vairae’s next turn.
Action 3: Necrostorm. Vairae fires black bolts of magic from
their body. Each creature within 60 feet of them must make a
DC 22 Dexterity saving throw, taking 78 (12d12) necrotic
damage on a failed save, or half as much damage on a
successful one. The spirit of a Humanoid killed by this damage
rises at the start of Vairae’s next turn as a wraith who
permanently follows Vairae’s verbal commands to the best of
their ability.

UTILITY SPELLS
In addition to any other spells in this stat block, Vairae can cast
the following spells, using Intelligence as the spellcasting ability
(spell save DC 22):
At will: charm person A, detect magic A, detect thoughts A,
disguise self A, identify +, locate object A, mage hand A
3/day each: arcane eye A, arcanist’s magic aura A, contact other
plane +, legend lore +, scrying +
1/day each: forbiddance +, geas +, hallow +, mirage arcane +,
symbol +

17 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
Stoney Wail. The statues in the medusa’s lair scream in
MEDUSA pain. Each enemy within 60 feet of the medusa who can
hear must succeed on a DC 15 Wisdom saving throw or
Often hunted for bragging rights or false rumors, few
be frightened of the medusa until the end of initiative
creatures are as underestimated and misunderstood as
count 20 on the next round.
medusas. Many people fear medusas for their monstrous
appearance and ability to turn others to stone, but few
realize the truth. Each of these monstrosities was once a
LADY EMER
humanoid, cursed and transformed for defying a god—but
When Lady Emer was human, she excelled as a scout in the
while some medusas embrace wickedness, others simply
mercenary Order of the Ouroboros. As her fame grew, she
fight for their lives against ignorant hunters.
openly proclaimed that one day she would ascend to
Cursed for Defiance. When a powerful mortal defies a godhood. Emer hired bards to sing of her inevitable rise to
god for good or for ill, the deity may curse them to live as a the heavens, and their words reached the ears of the gods.
medusa. The offender’s skin and eyes become reptilian, Those lyrics damned Emer—but she saw her
and a nest of black venomous snakes replaces their hair.
transformation not as a curse, but as an advantage, and
When the medusa wishes, beams from their eyes can
her ambitions grew.
slowly petrify others to stone.
The leaders of the Order of the Ouroboros accepted
The gods who use this punishment spread terrifying
Emer’s new form as a unique opportunity. She secretly
myths about medusas, causing mortals to attack and shun
serves the order as an assassin, though most members
them. This often drives medusas into solitude—or to
don’t realize it. The order pays her and she gets the job
places haunted by creatures who don’t judge them based
done, no questions asked. In exchange for her service, the
on mere appearance and horror stories.
order also allows Emer access to their library. The medusa
Warriors for Good or Ill. Though they might be
takes promising tomes back to her lair, where she
secluded, medusas rarely stay idle. Many plot ways to
searches for secrets to help her achieve godhood.
break their curse, searching for lost healing rituals or
Although Emer lives in an abandoned keep in the high
secrets to use against the gods who cursed them. Others mountains, she maintains it with an eye for modern
embrace their new gifts, building stone gardens of victims fashion and elegant comfort. The garden courtyard of her
who foolishly hunted or harmed them.
keep boasts a unique collection of statues—targets who
Serpentine Reflexes. While the medusa’s stone gaze is
needed to disappear but might still be useful someday.
legendary, they also can move and strike as swiftly as a
The extroverted Lady Emer craves company, but
snake. This enhanced dexterity makes them incredible
members of her order rarely visit and never stay for long.
archers, and most prefer to fight at range.
The medusa is confident that if she were to amass enough
Lifting the Curse. The deity who inflicted a medusa’s
power to claim leadership, then she could come out of the
curse can rarely be convinced to lift the punishment,
shadows and use the order’s resources to achieve her
usually by undertaking an impossible task in the god’s
divine goals.
name or making a threat they can’t ignore. Some sages
claim ancient rituals can undo a god’s curse, but these lost
secrets are hidden by wrathful divine servants—and MEDUSA STAT BLOCKS
performing such a ritual would almost certainly entail
great sacrifice. The following section contains the medusa stat blocks.

MEDUSA LAIRS
Medusas find privacy and solace in the shadows, often
occupying abandoned ruins in lonely mountains or caves
with lofty ceilings. Statues of a medusa’s victims usually
litter the area.

LAIR ACTIONS
When fighting inside their lair, a medusa can take lair
actions. On initiative count 20 (losing initiative ties), the
medusa can take one lair action to cause one of the follow-
ing effects; the medusa can’t use the same lair action two
rounds in a row:

Venom Shower. Black venom rains down in a 10-foot-


radius, 40-foot-high cylinder centered on a point the
medusa can see within 90 feet of them. Each creature in
that area must succeed on a DC 15 Constitution saving
throw or be poisoned until the end of initiative count 20
on the next round.
Shadowstep. The medusa teleports up to 30 feet to an
unoccupied space they can see.

18 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
MEDUSA CR 6 CONTROLLER (2,300 XP)
Medium Monstrosity, Any Alignment
Armor Class 16 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 12 (+1) 13 (+1) 10 (+0)

Saving Throws Str +6, Dex +8, Con +7


Skills Perception +4, Stealth +8, Survival +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common
Proficiency Bonus +3

ACTIONS
Multiattack. The medusa uses Stone Gaze and makes two
attacks using Snake Bite, Heavy Crossbow, or both.
Snake Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) poison damage, and the target must
succeed on a DC 15 Constitution saving throw or become
poisoned until the end of the medusa’s next turn.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range
100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7
(2d6) poison damage.
Stone Gaze. The medusa fires energy beams from their eyes at
up to three creatures they can see within 60 feet of them. Each
target must succeed on a DC 15 Constitution saving throw or
begin turning to stone (save ends at end of turn). While turning
to stone, a creature’s speed is reduced by 10 feet and they have
disadvantage on Dexterity checks and saving throws.
If a creature who is turning to stone is targeted by this action
again and fails their save, their speed is reduced by another 10
feet and they are dazed until the effect ends.
If a creature who is turning to stone and dazed in this way is
targeted by this action again and fails their save, they are
petrified and can no longer make saving throws to end the
effects of Stone Gaze. The petrification lasts until the creature is
restored by a cure ailment power of 4th order or higher, a
greater restoration spell, or a similar supernatural effect.

BONUS ACTIONS
Nimble Escape. The medusa takes the Disengage or Hide action.

19 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
LADY EMER CR 11 SOLO (7,200 XP) BONUS ACTIONS
Medium Monstrosity, Lawful Evil
Mesmerizing Eyes. The glowing eyes of Emer’s snakes gaze at
Armor Class 17
one creature Emer can see within 60 feet of her. If the target can
Hit Points 190 (20d8 + 100)
see Emer, they must succeed on a DC 17 Wisdom saving throw or
Speed 40 ft.
be charmed until the start of the target’s next turn. A target
STR DEX CON INT WIS CHA charmed in this way must immediately use their reaction, if
18 (+4) 24 (+7) 20 (+5) 16 (+3) 17 (+3) 18 (+4) available, to move up to their speed in a direction of Emer’s
choice.
Saving Throws Str +8, Dex +11, Con +9, Wis +7
Skills Athletics +8, Deception +8, Perception +7, Persuasion +8,
Stealth +11, Survival +7
REACTIONS
Damage Immunities poison Blinding Mucus. When a creature Emer can see within 5 feet of
Condition Immunities poisoned her hits her with a melee attack, Emer spits venom at their eyes.
Senses darkvision 60 ft., passive Perception 17 The target must succeed on a DC 17 Dexterity saving throw or
Languages Common, Elvish take 7 (2d6) acid damage and be blinded until the start of their
Proficiency Bonus +4 next turn.
Stone Sacrifice (3/Day). When Emer fails a saving throw, she can
choose to succeed instead by ending the effects of her Stone VILLAIN ACTIONS
Gaze on a creature of her choice within 300 feet of her. Emer has three villain actions. She can take each action once
during an encounter after an enemy’s turn. She can take these
ACTIONS actions in any order but can only use one per round.
Multiattack. Emer uses Pinning Shot or makes three attacks Action 1: I See You! Emer uses Stone Gaze against each enemy
using Snake Bite, Longbow, or both. She also uses Stone Gaze or she can see within 60 feet of her.
Envenomed Stone, if available.
Action 2: Medusa’s Evolution. Emer grows wings from her back,
Snake Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one gaining a flying speed of 40 feet, then she moves up to her speed
creature. Hit: 17 (5d6) poison damage, and the target must without provoking opportunity attacks. After 1 minute, the wings
succeed on a DC 17 Constitution saving throw or become crumble to dust and her flying speed is lost.
poisoned until the end of Emer’s next turn. While poisoned in
Action 3: Stone Puppets. Emer mentally manipulates the stone
this way, the target can’t take reactions.
in each creature who is being turned to stone by her Stone Gaze.
Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., Emer and each of those creatures move up to their speed then
one target. Hit: 11 (1d8 + 7) piercing damage plus 14 (4d6) make a weapon attack against a creature of Emer’s choice (no
poison damage. action required).
Pinning Shot. Emer makes three Longbow attacks against a
creature touching the ground within 150 feet of her. If at least
two of those attacks hit, the target is restrained by arrows
pinning their limbs to the ground. A creature restrained in this
way or another creature who can reach them can use an action
to pull out the arrows and end the condition.
Stone Gaze. Emer fires beams of energy from her eyes at up to
three creatures she can see within 60 feet of her. Each target
must succeed on a DC 17 Constitution saving throw or begin
turning to stone (save ends at end of turn). While turning to
stone, a creature’s speed is reduced by 10 feet and they have
disadvantage on Dexterity checks and saving throws.
If a creature who is turning to stone is targeted by this action
again and fails their save, their speed is reduced by another 10
feet and they are dazed until the effect ends.
If a creature who is turning to stone and dazed in this way is
targeted by this action again and fails their save, they are
petrified and can no longer make saving throws to end the
effects of Stone Gaze. The petrification lasts until the creature is
restored by Emer’s Stone Sacrifice trait, a cure ailment power of
4th order or higher, a greater restoration spell, or a similar
supernatural effect.
Envenomed Stone (Recharge 5-6). Emer utters an ancient hex.
Each creature within 60 feet of her who is being turned to stone
by her Stone Gaze must make a DC 17 Constitution saving throw,
taking 44 (8d10) poison damage on a failed save, or half as much
damage on a successful one.

20 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
MUMMY CR 3 BRUTE (700 XP)
MUMMY Medium Undead, Typically Lawful Evil
Mummies are humanoids raised from the dead via a Armor Class 12 (natural armor)
complex series of magical rituals. The process tethers a Hit Points 60 (8d8 + 24)
creature’s soul to their earthly body, preventing them Speed 30 ft.
from crossing into true death. STR DEX CON INT WIS CHA
Complex Ritual. Preventing a soul from finding eternal 16 (+3) 8 (−1) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
peace requires extraordinary magical effort. As part of the
mummification process, a corpse is embalmed and Skills Arcana +2, History +2, Religion +2
wrapped in cloth imbued with necromantic power. While Damage Immunities necrotic, poison
different cultures practice various embalming methods, all Condition Immunities blinded, charmed, deafened, exhaustion,
result in a desiccated version of the body encased in a frightened, poisoned
protective, flexible casing. Senses blindsight 60 ft., passive Perception 12
Guardians, Prisoners, and Power. Mummification is Languages the languages they knew in life
reserved for situations of grave import. A great hero may Proficiency Bonus +2
voluntarily be mummified upon death to eternally guard Flammable. Whenever the mummy takes fire damage, they take
future generations or a holy relic. On the other hand, a an extra 5 (1d10) fire damage.
great villain may be mummified to prevent them from
escaping their crimes through death. Still others with Mummy Dust. Whenever the mummy takes piercing or slashing
means become mummies for one simple reason: to live damage, each creature within 5 feet of them takes 4 (1d8)
forever. poison damage.
Secrets of the Beyond. Existing in a realm between life
and death grants mummies insight into the universe’s ACTIONS
great mysteries—and imbues them with unique power
over living souls. When a mummy awakens to defend Multiattack. The mummy makes two Desiccating Slam attacks
themself or their charge, they can use these powers to and uses Guardian Curse.
hamper foes with potent debilitating curses. Desiccating Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage. Until the start
ASHYRA, KEEPER OF THE CRYPT of the mummy’s next turn, the target’s speed is reduced by 10
feet and the target can’t regain hit points.
Ashyra is the last survivor of an ancient people long Guardian Curse. The mummy calls down a scourge on one
passed from the world. Though traces of her civilization creature they can see within 60 feet of them. The target must
have disappeared from the surface, she still carries out her succeed on a DC 13 Wisdom saving throw or become cursed.
duty, guarding a subterranean necropolis where the While cursed in this way, whenever the target takes damage,
remains of one hundred sorcerer-sovereigns rest in they take an extra 3 (1d6) necrotic damage that can’t be reduced
eternal slumber. in any way. The curse lasts until removed by a cure ailment
In her human life, Ashyra led a mystery cult dedicated to power, remove curse spell, or a similar effect. A target who
unlocking the secrets of immortality. She uncovered the succeeds on their saving throw is immune to the Guardian Curse
ritual of mumification and performed it on herself just as of all mummies for the next 24 hours.
her people were overthrown. In undeath, Ashyra works
slowly and patiently, gathering the knowledge and
supplies needed to return the sorcerer-sovereigns from
the dead so her people may take back the world that was
once theirs.
City of the Dead. For now, Ashyra is cut off from the
world above by powerful seals placed on the expansive
necropolis she is bound to guard. She knows it is only a
matter of time before she exhausts the knowledge within
the magical tomes buried with her, so she eagerly waits for
an opportunity to escape. Though Ashyra will do
everything possible to protect her charges, she knows her
people’s glorious vision cannot come to pass unless she
gains access to the world above.

ASHYRA’S LAIR
Ashyra’s lair is an underground tower full of books, scrolls,
and arcane equipment. This tower guards the entrance to
the chamber of the slumbering sorcerer-sovereigns.

STAT BLOCKS
The following section contains the mummy stat blocks.

21 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
ASHYRA CR 15 SOLO (13,000 XP) VILLAIN ACTIONS
Medium Undead, Lawful Evil
Ashyra has three villain actions. She can take each action once
Armor Class 17 (natural armor)
during an encounter after an enemy’s turn. She can take these
Hit Points 225 (30d8 + 90)
actions in any order but can only use one per round.
Speed 30 ft.
Action 1: Sand of the Ancients. A storm of stinging dirt whirls
STR DEX CON INT WIS CHA
around Ashyra in a 15-foot-radius until the end of her next turn.
18 (+4) 10 (+0) 17 (+3) 15 (+2) 19 (+4) 16 (+3)
For the duration, that area is heavily obscured, and when a
Saving Throws Con +8, Int +7, Wis +9 creature starts their turn in or enters that area for the first time
Skills Arcana +7, History +7, Perception +9, Religion +7 on a turn, they must succeed on a DC 17 Constitution saving
Damage Resistances bludgeoning, piercing, and slashing from throw or take 22 (4d10) necrotic damage.
mundane attacks Action 2: Dust to Dust. Ashyra bursts into a cloud of dust and
Damage Immunities necrotic, poison makes one Desiccating Slam attack against each enemy within 60
Condition Immunities blinded, charmed, deafened, exhaustion, feet of her, then she reforms in an unoccupied space within 60
frightened, poisoned feet of her original location.
Senses blindsight 120 ft., passive Perception 19
Languages Common, telepathy 60 ft. Action 3: Last Rites. Ashyra commands the land to entomb her
Proficiency Bonus +5 foes. Each enemy within 30 feet of her must make a DC 17
Strength saving throw. On a failed save, a target takes 21 (6d6)
Atonement (3/Day). If Ashyra fails a saving throw, she can bludgeoning damage and is entombed in stone. On a successful
choose to succeed instead. When she does, she must either end save, a target takes half as much damage and is not entombed.
the effect of her Ancient Curse on one enemy within 120 feet of An entombed creature is restrained, has total cover against
her or be dazed until the end of her next turn. attacks and other effects outside the stone, and takes 7 (2d6)
Mummy Dust. Whenever Ashyra takes piercing or slashing necrotic damage at the end of each of their turns. The creature
damage, each creature within 5 feet of her takes 9 (2d8) poison can be freed if the stone is destroyed (AC 17; 30 hit points;
damage. immunity to poison and psychic damage).

ACTIONS LAIR ACTIONS


Multiattack. Ashyra makes two attacks using Desiccating Slam, On initiative count 20 (losing initiative ties), Ashyra can take one
Soul Fire, or both, and she uses Ancient Curse. of the following lair actions; she can’t take the same lair action
two rounds in a row.
Desiccating Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 10 (3d6) Visions of Evil. Ashyra inflicts horrifying visions on one creature
necrotic damage. If the target is a creature, their speed is she can see within 60 feet of her. The target must succeed on
reduced to 0 and they can’t regain hit points until the start of a DC 17 Wisdom saving throw or use their reaction to move as
Ashyra’s next turn. far as their speed allows from Ashyra.
Weakening Locusts. Phantom locusts swarm one creature
Soul Fire (3rd-Level Spell). Ranged Spell Attack: +9 to hit, range Ashyra can see within 60 feet of her. The target must succeed
60 ft., one target. Hit: 20 (3d10 + 4) radiant damage, and if the on a DC 17 Constitution saving throw or have disadvantage on
target is a creature, their hit point maximum decreases by a saving throws against Ashyra’s Ancient Curse until the end of
number equal to the damage taken. This reduction lasts until the initiative count 20 on the next round.
target finishes a long rest. The target dies if this effect reduces Wail of Sovereigns. An unearthly wail fills the lair. Each enemy
their hit point maximum to 0. within 120 feet of Ashyra who can hear must succeed on a DC
Ancient Curse. Ashyra inflicts weakness on one creature she can 17 Constitution saving throw or take 11 (2d10) psychic
see within 120 feet of her. The target must succeed on a DC 17 damage and fall prone.
Wisdom saving throw or become cursed. While the target is
cursed in this way, their attacks deal half damage. The curse lasts
until Ashyra chooses to end it or until removed by a cure ailment
power, remove curse spell, or similar effect.

BONUS ACTIONS
Misty Step (2nd-Level Spell). Ashyra teleports up to 30 feet to an
unoccupied space she can see.

REACTIONS
Weight of Ages. When a creature Ashyra can see within 60 feet
of her deals damage to her, Ashyra brings down the weight of
ages on them. The creature must succeed on a DC 17 Strength
saving throw or be restrained until the end of their next turn.

22 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
OGRE CR 2 BRUTE (450 XP)
OGRE Large Giant, Typically Chaotic Evil
Massive and bull-necked with bulging muscle and flesh, Armor Class 12 (natural armor)
most ogres indulge their every impulse because few can Hit Points 42 (5d10 + 15)
stop them. Though small for giants, ogres still outweigh Speed 30 ft.
and tower over humanoids. Most live in the wild where STR DEX CON INT WIS CHA
they can create their own rules and ways of life. 16 (+3) 8 (−1) 16 (+3) 7 (−2) 14 (+2) 7 (−2)
Extreme Emotions. Most ogres experience emotions at
their extremes. Rarely are they simply bemused or cross; Skills Athletics +5, Perception +4
you’re more likely to find an ogre leaping with ecstatic joy Senses darkvision 60 ft., passive Perception 14
over a trivial victory or screaming with murderous rage Languages Common, Giant
over everyday frustrations. These heightened feelings Proficiency Bonus +2
drive many ogres down selfish paths, and some take Defiant Anger. When the ogre has half their hit points or fewer,
whatever they want from anyone too weak to protest. they are resistant to mundane bludgeoning, piercing, and
Other ogres can be manipulated into working for evil slashing damage.
creatures who promise to meet their heart’s desire, be it
food, riches, or friendship.
Ogres who embrace good often dedicate themselves to ACTIONS
inspiring causes, letting their emotions fuel their passion Multiattack. The ogre makes one Spiked Club attack and one Fist
and dedication for protecting their chosen people or place. attack.
Savory Stories. Some ogres speak of a time when they
shared vast wealth and riches, great homes made of hewn Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one
stone, and sumptuous feasts. These stories end tragically, target. Hit: 8 (2d4 + 3) piercing damage.
each with a different villain—from deceptive mages to Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
talking cats—swindling the ogres of what is rightfully 5 (1d4 + 3) bludgeoning damage. If the target is Medium or
theirs. The truth of such legends remains unknown, but smaller, they are grappled (escape DC 13). Until this grapple
many cruel ogres use them as an excuse for their selfish ends, the ogre can’t use this fist to attack other targets. The ogre
indulgences. has two fists, one of which holds their club.
Aristocracy of Bullies. When wicked ogres gather more
food than they can stomach or riches than they can spend, People-Bowling. The ogre throws one Medium or smaller
they use the excess to tempt their kin into working for creature they are grappling up to 30 feet horizontally. Each
them. These petty rulers make other ogres grovel at their creature in the thrown creature’s path must succeed on a DC 13
feet for table scraps, then send them out into the world to Dexterity saving throw or take 3 (1d6) bludgeoning damage and
steal more. Many ogre communities form around these be knocked prone. After this throw, the thrown creature takes 7
arrogant aristocrats—but few such leaders die of old age, (2d6) bludgeoning damage and falls prone.
as the ambition and emotions of their subjects bring about
violent ends. BONUS ACTION
Bellow (1/Day). The ogre yells in the face of one creature within
STAT BLOCKS 10 feet of them. The target must succeed on a DC 13 Wisdom
saving throw or be frightened of the ogre until the end of the
This section contains the ogre stat blocks. ogre’s next turn. A creature who succeeds on their saving throw
is immune to all ogres’ Bellow for 24 hours.

REACTIONS
Violent Focus (1/Day). If the ogre takes damage while blinded,
charmed, frightened, or poisoned, they end these conditions on
themself.

23 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
OGRE GOON CR 2 MINION (90 XP)
Large Giant, Typically Chaotic Evil
Armor Class 11
Hit Points 9
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 8 (−1) 15 (+2) 7 (−2) 10 (+0) 7 (−2)

Senses darkvision 60 ft., passive Perception 10


Languages Common, Giant
Proficiency Bonus +2
Minion. If the goon takes damage from an attack or as the result
of a failed saving throw, their hit points are reduced to 0. If the
goon takes damage from another effect, they die if the damage
equals or exceeds their hit point maximum, otherwise they take
no damage.

ACTIONS
Fist (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 2 bludgeoning damage, and if this attack was
made by more than one goon, the target must succeed on a
Strength saving throw or be knocked prone and moved up to 10
feet horizontally. The DC for this saving throw equals 10 plus the
number of goons who joined the group attack.

24 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
STIRGE CR 1/8 CONTROLLER (25 XP)
STIRGE Tiny Monstrosity, Unaligned
A tiny winged rodent with a long proboscis, the stirge Armor Class 13
feasts not on blood, but on their prey’s very soul. While Hit Points 4 (1d4 + 2)
feeding, a stirge poisons its target, eventually lulling them Speed 10 ft., fly 30 ft.
into a dazed stupor until the rodent can devour their fill. STR DEX CON INT WIS CHA
Ill Omens. Experienced adventurers know that striges 4 (−3) 17 (+3) 14 (+2) 3 (−4) 10 (+0) 2 (−4)
are drawn to areas of foul magic like those found in the
lair of a vampire, lich, or evil mage. These fell beings Skills Stealth +5
encourage the striges to stay, feeding them prisoners or Senses darkvision 60 ft., passive Perception 10
incompetent underlings. Languages —
Stirge Brood. A single stirge is a minor annoyance—but Proficiency Bonus +2
it’s rare to find just one. Removing a single soul-sucking Tiny Target. If the stirge is reduced to 0 hit points by any damage
stirge from one’s body is unpleasant enough, but the true
other than psychic while attached to another creature, that
terror lies in wondering how many more remain in the
creature takes damage equal to half that dealt to the stirge.
shadows. Stirge nests typically contain several eager
young broodlings, and while they lack the potent poison of
their parents, broodlings attack in greater numbers. ACTIONS
Stirge Companions. Should an adventurer adopt a Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one
stirge and provide plenty of villains to feast upon, they’ll creature. Hit: 3 piercing damage, and the stirge can attach to the
likely find the little rodent makes quite a loyal companion. target and enter their space. While attached, the stirge moves
with the target and can’t make Proboscis attacks. A creature who
CONTENT WARNING: SOUL TRAUMA can reach the stirge can use an action to detach the stirge,
You or your players may find it upsetting to describe a stirge shunting them into the nearest unoccupied space of the stirge’s
sipping at their victim’s soul. If so, you can adjust the description choice. The stirge also detaches if they become grappled,
for everyone’s enjoyment, making the stirge a creature who incapacitated, prone, or restrained.
pumps venom into their victims instead.
Drain Essence. The stirge sips the life essence of a creature they
STAT BLOCKS are attached to who isn’t a Construct or Undead. The creature
loses 3 hit points and must succeed on a DC 12 Constitution
This section contains the stirge stat blocks. saving throw or be poisoned until the end of the stirge’s next
turn. If the creature is already poisoned, they also become dazed
until the end of the stirge’s next turn.

25 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
STIRGE BROODLING CR 1/8 MINION (5 XP) STIRGE COMPANION COMPANION
Tiny Monstrosity, Unaligned Tiny Monstrosity, Unaligned
Armor Class 11 Armor Class 13 plus PB (natural armor)
Hit Points 2 Hit Points 7 + 7 times caregiver’s level (number of d8 Hit Dice
Speed 10 ft., fly 30 ft. equal to their caregiver’s level)
Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA
2 (−4) 13 (+1) 8 (−1) 1 (−5) 9 (−1) 2 (−4) STR DEX CON INT WIS CHA
5 (−3) 16 (+3) 14 (+2) 5 (−3) 14 (+2) 10 (+0)
Senses darkvision 60 ft., passive Perception 9
Languages — Saving Throws Dex +3 plus PB, Con +2 plus PB
Proficiency Bonus +2 Skills Stealth +3 plus PB
Senses darkvision 60 ft., passive Perception 12
Minion. If the broodling takes damage from an attack or as the
Proficiency Bonus (PB) equals the caregiver’s bonus
result of a failed saving throw, their hit points are reduced to 0. If
the broodling takes damage from another effect, they die if the
ACTIONS
damage equals or exceeds their hit point maximum, otherwise
they take no damage. Signature Attack (Proboscis). Melee Weapon Attack: +3 plus PB
to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Tiny Target. If the broodling is reduced to 0 hit points by any
damage other than psychic while attached to another creature, 1st Level: Destabilizing Attack (2 Ferocity). The stirge makes a
that creature takes 1 damage of the same type. signature attack. On a hit, the target also has disadvantage on
the next attack they make before the end of their next turn.
ACTIONS 3rd Level: Quick Drink (5 Ferocity). The stirge makes a signature
attack. On a hit, the target takes an extra PBd4 piercing damage
Proboscis (Group Attack). Melee or Ranged Weapon Attack: +3 and is poisoned until the end of their next turn.
to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and each
broodling who joined the group attack can attach to the target 5th Level: Attach (8 Ferocity). The stirge makes a signature
and enter their space. While attached, a broodling moves with attack against a creature. On a hit, the target takes an extra PBd6
the target and can’t make Proboscis attacks. The target or a piercing damage and the stirge attaches to the target and enters
creature who can reach them can use an action or bonus action their space. While attached, the stirge moves with the target and
to detach all broodlings, shunting them into the nearest can’t attack any creature other than the target. If the stirge hits
unoccupied space of each broodling’s choice. The broodling also the target with an attack while attached, the target takes an
detaches if they become grappled, incapacitated, prone, or extra PBd6 piercing damage. The stirge can use an action or
restrained. bonus action to detach and move 5 feet into an unoccupied
space without provoking opportunity attacks. The stirge also
Drain Essence. The broodling sips the life essence of a creature detaches if they become grappled, incapacitated, prone, or
they’re attached to who isn’t a Construct or Undead. The restrained, or if they take more than PB × 5 damage in a turn.
creature loses 1 hit point.
BONUS ACTIONS
Essence Shared (2/Long Rest). If the stirge’s caregiver is within 5
feet of them and the stirge isn’t attached to another creature,
the stirge pumps life essence into the caregiver’s veins. The
caregiver regains 1d6 plus PB hit points.

MYSTIC CONNECTION: STIRGE


If you’re playing a beastheart and have a stirge companion, you
gain the following benefit at 9th level when you gain the
beastheart’s Mystic Connection feature:
Essence Drainer. When you hit a creature with an attack, you
can deal an extra 2d6 damage. You regain hit points equal to the
extra damage dealt. You can use this feature a number of times
equal to your proficiency bonus, regaining all uses when you
finish a long rest.

26 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
CAVE
the explorers’ priest presented a holy symbol and
attempted to turn the cryptics, he learned these fossilized
bones aren’t mindless undead—and seconds later, he
Some caves are simple holes in a mountainside, while
wound up crushed to death by a pillar of stone.
others are cavernous recesses cutting through the bowels
Primal Sentries. In truth, these living fossil
of the earth—but all are a source of fascination, fear, and
amalgamations are inhabited by elemental spirits. Fossil
adventure. As all savvy adventurers know, caves can
cryptics are found in places of otherworldly beauty with a
contain treasures untold or a death most unceremonious.
connection to an elemental plane of earth—often in caves
Beware the dark.
that have remained untouched for eons or whose tunnels
are laced with veins of priceless metal in exquisite fractal
CAVE TRAITS patterns. The elemental spirits from that plane inhabit the
fossils of creatures who once protected the site, carrying
You can create a cave version of an existing creature by on their legacy. Archaeologists, miners, and others who
taking their stat block and adding one or more of the disturb a cryptic’s domain are ground into dust and
following traits: subsumed into the cryptic’s own form.
Bones of the Earth. Though fossil cryptics vary wildly
Hear the Unseen. At the start of their turn, the cave in their chosen shape and form, all contain a central
creature can emit a subsonic trill (no action required). If cluster of fossils atop a churning column of rock and metal.
they aren’t deafened, they can see their surroundings, With malleable limbs extending from their earthy core,
including invisible and hidden creatures within 200 feet cryptics move with unsettling quickness.
of them who aren’t behind total cover, until the end of Ancient Intelligence. Fossil cryptics often warn
their turn. trespassers to leave their domains, speaking threats in
Rockbreaker. Chitinous claws or blades around the cave Primordial before attacking. They weaponize columns of
creature’s limbs give them a burrowing speed of 30 feet. stone at range and can manipulate the ground around
Tunnel-Adapted. The cave creature can move without them, pushing and pulling friend and foe alike into the best
squeezing through spaces large enough for a creature positions for a battle.
one size smaller than them.
CONTENT WARNING: SUFFOCATION
CAVE LAIR ACTIONS The koptourok steals the breath of their victims. If you or any of
your players find descriptions of suffocation upsetting, you may
You can create a more formidable version of an existing want to avoid using this creature or reflavor their abilities.
creature who lives in a cave by giving them the following
lair actions. On initiative count 20 (losing initiative ties), KOPTOUROK
the cave creature can take one of the following lair actions;
the cave creature can’t take the same lair action two Derived from an archaic duergar dialect, koptourok
rounds in a row: roughly translates to “dead tourist.” These lost dead were
raised in a world with a sky then spent their last moments
Rocky Bulwark. The cave creature magically attracts in a dark, breathless place. They rise as rasping paper-
nearby stones, forming a stone armor that grants a +PB skinned husks, like a cross between an unwrapped
bonus to AC but reduces their speed by 10. The creature mummy and accordion bellows that forever expand and
loses the armor at the end of initiative count 20 on the contract. They hunger only for what they’ve lost—breath.
next round. Abhorrent Vacuums. Those rare adventurers who have
Strategic Blockage. The cave creature causes loose rocks met a koptourok and lived to tell the tale can identify signs
to fall, creating a wall that is a 15-foot cube centered on of one nearby. The air becomes noticeably thinner in the
a point within 60 feet of them. Each creature in that area presence of this undead, and what little there is moves
must make a DC 12 plus PB Dexterity saving throw. On a toward the koptourok.
failed save, a creature takes PBd6 bludgeoning damage Ghoulish Symbiosis. Flesh-eating undead often hunt in
and is pushed into the nearest unoccupied space of the tandem with a koptourok, since the breath-stealer can
cave creature’s choice outside that area. On a successful take what is theirs and leave the body for scavengers. It’s
save, a creature takes no damage and is moved into the especially common to see ghouls alongside a koptourok.
nearest unoccupied space of their choice outside that
area. A creature within reach of the wall can use an
action to remove a section of wall as large as the space LAMASOMBRA
the creature occupies.
Tremor. The cave creature causes an earthquake centered The lamasombra—an eight-legged, gray-scaled reptile the
on a point they can see within 60 feet of them. Every size of an adult human—is almost certainly the work of a
other creature on the ground within 30 feet of that point flesh-bending mage or cult. Whoever their creator, this
must succeed on a DC 12 plus PB Strength saving throw lizard-arachnid hybrid specializes in hunting cave-
or fall prone. dwelling denizens.
Apex Cave Predator. The lamasombra’s unnatural
FOSSIL CRYPTIC scales bend darkness in a way that interferes with other
creatures’ darkvision. In dim light, this gives creatures
The cave-diving humans who first found fossil cryptics without darkvision an unusual advantage against the
initially thought the beings were fossilized, reanimated lamasombra, as those with darkvision can’t see the
skeletons of creatures predating recorded history. When predator except in bright light. The lamasombra’s
specialized bones and foot pads eliminate sound and

27 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
vibrations even at blinding speeds, rendering their prey’s FOSSIL CRYPTIC CR 7 SKIRMISHER (2,900 XP)
tremorsense useless. The creature’s diseased mouth Medium Elemental (Earth), Typically Neutral
infects prey with boiling wastes disease, which keeps a Armor Class 16 (natural armor)
victim feverish and bleeding long after an attack. After Hit Points 127 (15d8 + 60)
weakening their prey, the lamasombra follows the blood Speed 40 ft., burrow 20 ft.
trail, stalking from the shadows and waiting for the
diseased creature to die. STR DEX CON INT WIS CHA
Gleeful Hunter. If a lamasombra has any weakness, it’s 19 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 10 (+0)
that they enjoy playing with prey a little too much. Once
Saving Throws Str +7, Con +7
they pick a target, they are unrelenting in their pursuit, but
Damage Resistances bludgeoning, piercing, and slashing from
patient in picking their moment to strike. They often
mundane attacks
needle prey for days before finally delivering sweet
Damage Immunities poison
release from torment. Condition Immunities charmed, frightened, paralyzed, petrified,
poisoned, prone
YUMGRUB Senses blindsight 90 ft., passive Perception 11
Languages Primordial
The yumgrub looks like an oozing apple-sized dumpling Proficiency Bonus +3
with a hundred tiny legs. Like a dumpling, the insect
Churning Trunk. Prone creatures can’t make opportunity attacks
contains a delicious secret: their sweet flesh temporarily
against the cryptic, and the cryptic can move through spaces
enhances the speed and strength of whoever consumes it.
occupied by prone creatures. The first time on a turn the cryptic
However, eating the yumgrub has a cost. They unleash a
moves through a space occupied by a prone enemy, that enemy
deeply upsetting scream when consumed, and after their
takes 7 (1d6 + 4) bludgeoning damage.
magic wears off, it leaves the eater weary.
Subterranean Delicacy. The yumgrub is the larval stage
of the unremarkable tunnel moth. Subterranean and cave- ACTIONS
dwelling humanoids first discovered their magic Multiattack. The cryptic makes two Slam attacks and uses Stone
properties and began trading the larvae among Bone Storm.
communities of dwarves, elves, and goblins. Due to the
yumgrub’s remarkable benefits, underground conquerors Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
sometimes use them to fuel soldiers in battle. Hit: 11 (2d6 + 4) bludgeoning damage.
Stone Bone Storm. The cryptic breaks apart their body, driving a
STAT BLOCKS flurry of stones in a 5-foot-wide, 30-foot-long line originating
from their space. Each creature in that area must make a DC 15
This section contains the cave creature stat blocks. Strength saving throw, taking 18 (4d8) bludgeoning damage and
falling prone on a failed save, or taking half as much damage and
not falling prone on a successful one. The fossil cryptic then
reforms in an unoccupied space in the line’s area.
Shatterstone (Recharge 6). The cryptic burrows up to half their
speed. If the cryptic ends this movement within 5 feet of the
surface, they can breach the surface. Every other creature within
20 feet of the cryptic when they breach must make a DC 15
Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a
failed save, or half as much damage on a successful one.

BONUS ACTIONS
Stoneshift. The cryptic shifts the ground under the feet of one
creature or object touching the ground within 30 feet of them.
The target must succeed on a DC 15 Dexterity saving throw or be
moved up to 15 feet horizontally. Objects automatically fail this
saving throw.

28 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
KOPTOUROK CR 5 CONTROLLER (1,800 XP) LAMASOMBRA CR 13 AMBUSHER (10,000 XP)
Medium Undead, Typically Chaotic Evil Medium Monstrosity, Unaligned
Armor Class 13 Armor Class 16
Hit Points 90 (12d8 + 36) Hit Points 204 (24d8 + 96)
Speed 30 ft. (see Wings of Breath) Speed 60 ft., climb 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (−1) 18 (+4) 22 (+6) 19 (+4) 7 (−2) 14 (+2) 8 (−1)

Saving Throws Dex +6, Con +6 Saving Throws Dex +11, Con +9
Skills Perception +4 Skills Perception +7, Stealth +16, Survival +7
Damage Resistances necrotic, poison; bludgeoning, piercing, and Senses blindsight 120 ft., passive Perception 17
slashing from mundane attacks Languages —
Condition Immunities charmed, exhaustion, frightened, Proficiency Bonus +5
paralyzed, petrified, poisoned
Cave Apex. The lamasombra’s unnatural scales, padded feet, and
Senses blindsight 120 ft., passive Perception 14
bones allow them to avoid detection. They can’t be detected
Languages understands the languages they knew in life but can’t
with tremorsense. When the lamasombra is in darkness or dim
speak
light, they are invisible to creatures with darkvision, but they are
Proficiency Bonus +3
visible in dim light to creatures without darkvision.
Breathless Aura. Enemies within 30 feet of the koptourok can’t
Spider Climb. The lamasombra can climb difficult surfaces,
speak, and if they are a creature who needs to breathe, they also
including upside down on ceilings, without needing to make an
have disadvantage on Constitution saving throws.
ability check.
Unusual Nature. The koptourok doesn’t require air, food, drink,
or sleep. ACTIONS
Wings of Breath. The koptourok gains a flying speed equal to Multiattack. The lamasombra makes one Bite attack and one
their walking speed if they have at least one enemy within 30 Tongue attack.
feet of them. If the koptourok starts their turn in the air and
doesn’t have a flying speed, they fall. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 33 (6d8 + 6) piercing damage. If the target is a creature, they
must succeed on a DC 17 Constitution saving throw or contract
ACTIONS boiling wastes disease. Until the disease is cured, the target can’t
Multiattack. The koptourok makes two Choking Grasp attacks. regain hit points, and the lamasombra can sense the direction to
the creature’s location as long as they’re on the same plane of
Choking Grasp. Melee or Ranged Spell Attack: +6 to hit, reach
existence.
5 ft. or range 30 ft., one creature. Hit: 14 (4d6) bludgeoning
damage, and the target is pulled to an unoccupied space within 5 Tongue. Melee Weapon Attack: +11 to hit, reach 20 ft., one
feet of the koptourok and grappled (escape DC 14). While target. Hit: 27 (6d6 + 6) bludgeoning damage, or 37 (9d6 + 6)
grappled in this way, the target is restrained and the koptourok’s bludgeoning damage if the target is a creature who can’t see the
speed isn’t halved by the grapple. lamasombra. If the target is a Large or smaller creature, they are
pulled up to 15 feet in a straight line toward the lamasombra.
Last Gasp. The koptourok attempts to steal the breath from each
creature they are grappling. Each target must make a DC 14
Constitution saving throw, taking 14 (4d6) bludgeoning damage BONUS ACTIONS
on a failed save, or half as much damage on a successful one. Nightmarish Cunning. The lamasombra takes the Dash,
The koptourok gains temporary hit points equal to 5 times the Disengage, or Hide action.
number of creatures who failed their save.

REACTIONS
Thunderous Deflation. When the koptourok drops to 30 hit
points or fewer, they unleash a shrieking wail. Each creature
within 30 feet of the koptourok must make a DC 14 Constitution
saving throw. On a failed save, a creature takes 16 (3d10)
thunder damage and is deafened until the end of their next turn.
On a successful save, a creature takes half as much damage and
isn’t deafened. The koptourok then releases all creatures they
are grappling and flies up to their speed.

29 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
YUMGRUB CR 0 MINION (2 XP)
Tiny Beast, Unaligned
Armor Class 9
Hit Points 2
Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
6 (−2) 9 (−1) 5 (−3) 4 (−3) 7 (−2) 1 (−5)

Senses darkvision 30 ft., passive Perception 8


Languages —
Proficiency Bonus +2
Death Wail. When the yumgrub dies, they let out a distressing
screech. Each creature within 15 feet who can hear the yumgrub
takes 1 psychic damage. Yumgrubs and creatures who have
eaten a yumgrub within the last minute are immune to this
damage.
Minion. If the yumgrub takes damage from an attack or as the
result of a failed saving throw, their hit points are reduced to 0. If
the yumgrub takes damage from another effect, they die if the
damage equals or exceeds their hit point maximum, otherwise
they take no damage.
Spider Climb. Yumgrubs can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.
Yum. A Small or larger creature can use an action to consume a
living yumgrub within 5 feet of them. The yumgrub dies, and for
1 minute, the consuming creature’s speed is doubled and they
gain a +4 bonus to their Strength score and a +2 bonus to AC.
When the effect ends, the creature gains 2 levels of exhaustion.

ACTIONS
Bite (Group Attack). Melee Weapon Attack: −1 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.

30 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
RUINED KEEP
Happy to remain near-motionless for months on end as
they sustain themselves on stonework one miniscule
mouthful at a time, flintmoths rarely move unless
Whether a crumbling wizard’s tower or the lonely outpost
disturbed. When they do take flight, they must devour
of a long-since-forgotten kingdom, the ruined keep can be
stone far more quickly to maintain their energy.
found in any environment. These crumbling structures
Razor-Sharp Swarmers. The moth’s stony wings offer
might be decrepit, but they are rarely abandoned.
both defense and offense. A single flintmoth is little threat
to a humanoid, but hundreds or thousands fluttering past
RUINED KEEP TRAITS turn victims into mincemeat one tiny slice at a time.
Nature’s Newest. Flintmoths can eat natural rock, but
You can create a ruined keep version of an existing
they greatly prefer constructed stonework. If left
creature by taking their stat block and adding one or more
unchecked for many years, a flintmoth infestation can
of the following traits:
destroy entire structures. The adaptable creatures often
consume from the bottom up, slowly deteriorating stone
Ruin Climber. The ruined keep creature has a climbing
sewers, dungeons, or cellars until the whole structure is at
speed equal to their walking speed.
risk of collapse. Most active settlements control moth
Ruin Delver. When the ruined keep creature is behind an
populations with a watchful eye, so massive swarms are
object that grants them half-cover, they are considered
usually only found in abandoned ruins.
to have three-quarters cover instead.
Ruin Runner. The ruined keep creature ignores difficult
terrain. LACUNA
RUINED KEEP LAIR ACTIONS The lacuna feeds on the grief of abandoned places. First,
this evil fiend feasts on emotions of lonely residents or
You can create a more formidable version of an existing mourners who come to pay their respects. The death of
creature that lives in a ruined keep by giving them the these victims begins a grief cycle that supplies the lacuna
following lair actions. On initiative count 20 (losing indefinitely with even more prey.
initiative ties), the ruined keep creature can take one of Statue Stalkers. A lacuna takes the form of a statue
the following lair actions; the ruined keep creature can’t made of cracked and crumbled plaster, their face a mask
take the same lair action two rounds in a row: frozen in an expression of unbearable sorrow. Whenever
adventurers arrive in a lacuna’s feeding ground, the fiend
Crumbling Rubble. Pieces of the structure crumble into follows them for a time, soaking in any violence the
three 5-foot cubes within 30 feet of the ruined keep visitors commit against other hostile creatures. But should
creature. Creatures in those areas must succeed on a DC the delvers find joy, perhaps while uncovering treasure or
12 plus PB Dexterity saving throw or take PBd6 after surviving a difficult battle, the lacuna strikes, intent
bludgeoning damage. Those areas become difficult on inflicting and devouring misery.
terrain. Half in Our World. Lacunas exist half in the Mundane
Express Descent. The ruined keep creature collapses a 5- World and half in whatever lower plane they originated
foot-square section of floor within 30 feet of them, from. This dual existence allows the lacuna to teleport at
opening a hole to the floor below. A Medium or smaller will and avoid harm.
creature in that area must succeed on a DC 12 plus PB
Dexterity saving throw or fall through the floor.
Swaying Structure. Old timber and decrepit stone sways,
THORNBLOOD
shifts, and lurches. Every other creature within 60 feet A thornblood grows from curse-empowered seeds
of the ruined keep creature must succeed on a DC 12 embedded in a corpse. This enormous mass of living,
plus PB Strength saving throw or fall prone. Flying thorny vines is a manifestation of nature’s hate, an
creatures automatically succeed on this saving throw. antibody to the intrusion of civilization.
EXPRESS DESCENT GOES DEEP Nature’s Outrage. When a stone structure and its
Some players and GMs enjoy that the Express Descent lair action people intrude on nature’s domain, a dying druid, dryad,
can drop characters into a new level of the keep, while others or witch can utter a taboo curse, planting seeds in their
feel this makes tracking combat difficult and puts a lot of work own flesh. In death, a curse-bearer transforms themself
on the GM. If you’d like to simplify where a creature who falls into a thornblood rather than allow civilization a foothold
through the floor winds up, you can have them fall into a 10- in field or forest.
foot-deep pit. A fallen creature takes 3 (1d6) bludgeoning Overgrown, Overwhelmed. As the corpse blooms into
damage from the fall and lands prone, and they can climb out of supernatural plant life, the thornblood quickly engulfs the
the pit without making an ability check. area, untamable by flame or blade. The plants envelop all
life in their path until the building where the plant grows is
FLINTMOTH SWARM cleared, then they leave the encroaching corpses to rot
where they lay. Beside the bones of their victims lies the
When exploring a seemingly abandoned tower, if an curse-bearer themself, their bones entwined with green
adventurer hears an endless soft clatter like thousands of and ready to rise in revenge should soldiers or builders
loose pebbles falling downhill, the ruin may be home to a ever dare to return.
flintmoth swarm. These elemental insects eat stone ruins
over the course of centuries. Their wings are sharp and
hard as flint, and their lifecycles are measured in decades.

31 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
STAT BLOCKS FLINTMOTH SWARM CR 11 BRUTE (7,200 XP)
Huge Swarm of Tiny Elementals, Unaligned
This section contains the ruined keep stat blocks. Armor Class 17 (natural armor)
Hit Points 136 (16d12 + 32)
Speed 20 ft., climb 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 15 (+2) 1 (−5) 8 (−1) 1 (−5)

Saving Throws Dex +9


Skills Stealth +9
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities charmed, dazed, flanked, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained,
stunned
Senses blindsight 15 ft., darkvision 60 ft., passive Perception 9
Languages -
Proficiency Bonus +4
Obscuring Form. Other creatures in the swarm’s space are
blinded.
Shrink. When the swarm is reduced to half their hit points, their
size becomes Large.
Stone Camouflage. The swarm has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Swarm. The swarm can occupy another creature’s space and vice
versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can’t regain hit points or
gain temporary hit points.

ACTIONS
Multiattack. The swarm makes three Flutter Cutter attacks.
Flutter Cutter. Melee Weapon Attack: +9 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 26 (6d6 + 5) slashing damage, or
33 (8d6 + 5) slashing damage if the target is a Construct made of
stone or is holding or wearing an object that emits bright light.

BONUS ACTIONS
Devour Stone. The swarm feeds on a mundane object or
structure within 5 feet of them that is made mostly of stone. If
the swarm targets a Medium or smaller object, it is entirely
devoured. If the swarm targets a structure or a Large or larger
object, the swarm devours a 5-foot-cube portion of it.

32 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
LACUNA CR 15 SKIRMISHER (13,000 XP) THORNBLOOD CR 20 CONTROLLER (25,000 XP)
Medium Fiend, Typically Chaotic Evil Gargantuan Plant, Typically Neutral
Armor Class 15 (natural armor) Armor Class 16 (natural armor)
Hit Points 195 (26d8 + 78) Hit Points 324 (24d20 + 72)
Speed 0 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (−3) 10 (+0) 17 (+3) 18 (+4) 16 (+3) 24 (+7) 22 (+6) 23 (+6) 17 (+3) 11 (+0) 16 (+3) 8 (−1)

Saving Throws Dex +5, Wis +8, Cha +12 Saving Throws Con +9, Wis +9
Skills Arcana +9, Deception +12, Insight +8, Persuasion +12 Damage Resistances cold, lightning; bludgeoning, piercing, and
Condition Immunities charmed, dazed, exhaustion, frightened, slashing from mundane attacks
grappled, paralyzed, petrified, poisoned, prone, restrained, Damage Immunities poison, psychic
stunned Condition Immunities charmed, dazed, flanked, frightened,
Senses truesight 60 ft., passive Perception 13 grappled, poisoned, prone, stunned
Languages Abyssal, Common, Infernal Senses blindsight 120 ft., passive Perception 13
Proficiency Bonus +5 Languages Sylvan
Proficiency Bonus +6
Avoidance. If the lacuna is subjected to an effect that allows
them to make a saving throw to take only half damage, they Corpse Retreat (1/Day). The thornblood is a mass of thick,
instead take no damage if they succeed on the saving throw, and thorny vines that grow from a Medium humanoid corpse. When
only half damage if they fail. the thornblood is reduced to 0 hit points, they are reduced to 1
hit point instead and retreat into the corpse that grew them. The
False Appearance. While the lacuna remains motionless, they
thornblood becomes immune to all damage until the end of their
are indistinguishable from a normal statue.
next turn. Additionally, until the thornblood finishes a long rest,
Fiend Between. The lacuna doesn’t have a walking speed and their size becomes Medium, their walking and climbing speeds
can’t benefit from any bonus to their speed. become 60 feet, and they can’t make Throttle attacks or benefit
from the Overgrowth trait.
Supernatural Resistance. The lacuna has advantage on saving
throws against powers, spells, and other supernatural effects. Overgrowth. The thornblood can move their vines through a
space as narrow as 1 inch wide without squeezing. The
thornblood can occupy another creature’s space and vice versa.
ACTIONS
Multiattack. The lacuna makes three Grief-Eater attacks and Supernatural Resistance. The thornblood has advantage on
uses Infuse Sadness, if available. saving throws against powers, spells, and other supernatural
effects.
Grief-Eater. Melee or Ranged Spell Attack: +12 to hit, reach 5 ft.
or range 20 ft., one creature. Hit: 29 (4d10 + 7) psychic damage, ACTIONS
and the target’s speed is reduced by 10 feet until the end of their
next turn. Multiattack. The thornblood makes four attacks using Vinerip,
Throttle, or both.
Infuse Sadness (1/Day). Each enemy the lacuna can see within
30 feet of them must succeed on a DC 20 Wisdom saving throw Vinerip. Melee Weapon Attack: +12 to hit, reach 30 ft., one
or become overwhelmed with grief for 1 minute (save ends at target. Hit: 20 (4d6 + 6) bludgeoning damage plus 11 (2d10)
end of turn). While a creature is overwhelmed, attacks against piercing damage, and the target is pulled up to 30 feet toward
them are made with advantage. the thornblood.
Throttle. Melee Weapon Attack: +12 to hit, reach 0 ft., one
BONUS ACTIONS target. Hit: 20 (4d6 + 4) piercing damage, and the target is
Slip Between. The lacuna silently teleports up to 60 feet to an entangled in thorny vines. While entangled, the target is
unoccupied space they can see. restrained and moves with the thornblood, can’t see outside
their space, and takes 20 (4d6 + 4) piercing damage at the start
of each of their turns. The target or another creature within 5
REACTIONS feet of them can use their action to take 20 (4d6 + 4) slashing
Slip Away. When a creature within 60 feet of the lacuna targets damage and make a DC 20 Strength check, freeing the target on
them with an attack, the lacuna silently teleports up to 60 feet to a success.
an unoccupied space they can see. If the lacuna is no longer an From Life, Lightning (2/Day). The thornblood must have at least
valid target for the triggering attack, the attacker must choose a one creature entangled to use this action. Each creature
new target or the attack misses. entangled by the thornblood must make a DC 20 Constitution
saving throw, taking 55 (10d10) necrotic damage on a failed
save, or half as much damage on a successful one. Then the
thornblood shoots a bolt of lightning at each enemy within 60
feet of them who isn’t entangled by them. Each target must
make a DC 20 Dexterity saving throw, taking 55 (10d10) lightning
damage on a failed save, or half as much damage on a successful
one.

33 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
BONUS ACTIONS
You’re Mine. The thornblood moves an entangled creature to a
space occupied by the thornblood that isn’t also occupied by
another creature or object.

REACTIONS
Hostile Roots. When an enemy ends their turn in the
thornblood’s space, the thornblood attempts to pull them down.
The target must make a DC 17 Dexterity saving throw or fall
prone.

34 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
NEW RULES SAVE ENDS EFFECTS
Looking through the stat blocks in this packet, you Some creatures have a trait or action that, on a failed
probably noticed some unfamiliar terms. These describe saving throw, imposes a debilitating effect for an extended
new rules designed to make combat encounters easier to duration. But sometimes a lucky foe can retry their saving
run, more fun, and more memorable. While there are only throw and potentially end the effect early—in such
a few examples in this document, the final version of Flee, situations, the stat block specifies “save ends at start of
Mortals! will feature lots of action-oriented creatures, turn” or “save ends at end of turn.”
companions, retainers, and minions. When you see this phrase, it means any creature
affected by a save ends effect like this can repeat the
saving throw on each of their turns, ending the effect on
CONDITIONS themself early on a success. They can only make that
saving throw either at the start or end of their turn, as
Some of the creatures in this book inflict—or are immune
specified in the stat block.
to—the following new conditions.
Here is an example of an attack with a save ends effect
from the goblin cursespitter stat block:
DAZED
A dazed creature can only do one of the following things Toxic Touch. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft.
on their turn: move, use an action, or use a bonus action. If or range 30 ft., one target. Hit: 7 (2d6) poison damage, and the
a creature becomes dazed during their turn, their turn target must succeed on a DC 12 Constitution saving throw or be
ends. poisoned for 1 minute (save ends at end of turn).

BEHIND THE DESIGN: SAVE ENDS EFFECTS


FLANKED Save ends effects are one way of saving space in stat blocks and
If your game uses the optional flanking rules in the core making them less complex for GMs to run at the table. Much like
rules, a creature who is immune to the flanked condition how stat blocks just reference the poisoned condition instead of
can’t be flanked regardless of the position of their spelling its rules out each time, we didn’t want to fill up the
enemies. pages by repeating long sentences similar to this one: “A target
poisoned this way can repeat the saving throw at the end of each
of their turns, ending the effect on themself on a success.”
ENVIRONMENTAL FEATURES
Most of the environments in this book provide traits and
SPELLS
lair actions you can give to creatures who live there. These Some creatures have magical actions, bonus actions, and
traits and lair actions are designed to work with creatures reactions. When these features should be considered
of any CR, and as a result, they often don’t use a static spells (for the purpose of counterspell, dispel magic, and
number for things like damage dice and save DCs. Instead, similar effects), the spell level is noted in parentheses. If
this book may call for you to use the creature’s proficiency the spell requires concentration, this is also noted in
bonus (abbreviated as PB). parentheses. Unless otherwise noted, these spells have
For example, when a creature’s lair action or trait deals somatic and verbal components.
damage, it might use a number of dice equal to the
creature’s proficiency bonus. If a trait “deals PBd10 force
damage” and the creature you give the trait to has a +3
CASTING MULTIPLE SPELLS
proficiency bonus, that’s 3d10 force damage. Unlike player characters, if a creature’s stat block allows
Similarly, when a creature’s lair action or trait requires them to cast a spell as a bonus action, they can still cast
a saving throw, the DC might require adding the creature’s another spell of 1st level or higher as an action. For
proficiency bonus. If a trait calls for a “DC 10 plus PB example, a creature who casts the misty step spell as a
Dexterity saving throw” and the creature you give the trait bonus action can also make a 2nd-level spell attack as an
to has a +3 proficiency bonus, that’s a DC 13 Dexterity action. Similarly, many Multiattack actions let a creature
saving throw. make multiple spell attacks on a turn, even though each
attack is a spell of its own.
MUNDANE UTILITY SPELLS
This book uses the term mundane to refer to attacks, In addition to combat-focused spells, some creatures can
items, and effects that are not magical, psionic, or cast spells that are primarily used outside of combat. To
otherwise supernatural. streamline the stat blocks, these spells aren’t included in
the creature’s combat-oriented “Actions” section. Instead,
PRONOUNS they appear in a separate “Utility Spells” section at the end
of the stat block. After each spell name, the casting time is
The core rules often use the singular pronoun “it” to refer indicated in superscript, as shown in the Casting Times
to a single creature. This book instead uses “they” to table.
clearly delineate between creatures and objects. Objects
still use “it” as a singular pronoun.

35 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
CASTING TIMES The first villain action is an opener, which shows the
Superscript Casting Time characters they’re not battling a typical creature. Openers
A 1 action generally deal some damage, summon a lackey or three,
B 1 bonus action buff the boss, debuff the characters, or move the creature
R 1 reaction into an advantageous position. They’re just a taste of
+ Longer than 1 action (see spell description) what’s to come.
The second villain action provides crowd control. It
For example, a spellcaster’s utility spells might appear typically fires after the heroes have had a chance to
as follows (indicating these casting times are 1 bonus respond once or twice, get into position, and surround the
action, 1 action, and longer than 1 action, respectively): villain. This second action helps the villain regain the
upper hand. Like an opener, this action comes in many
1/day each: expeditious retreat B, mage armor A, phantom steed + flavors, but it’s even more powerful than an opener.
The third and final villain action is an ultimate move or
SECTION STRUCTURE “ult”—a showstopper the villain can use to deal a
devastating blow to the characters before the end of the
In this book, creature sections begin with broad battle.
descriptions for all the creatures in that section. While not While every creature has a recommended order of
all the information is common in-character knowledge, actions, you can take villain actions in any order if it makes
you can share these early pages with your players if you your fight more dramatic. You could push back a villain
don’t mind them having a little meta-knowledge. action if a creature is stunned or might stay alive for more
The creature stat blocks aren’t presented until the end than three rounds, or you could perform the
of each section, allowing you to share flavorful information recommended third action in round two after several
with your players while keeping stat block spoilers to surprise critical hits!
yourself. In addition, keeping stat blocks together means
flipping fewer pages when you run a band of similar
creatures.
UNIQUE CREATURES
The action-oriented creatures in this book are unique.
ACTION-ORIENTED They typically have a specific name and backstory, though
you can ignore these if you wish to use the creature’s stat

CREATURES block in another way in your campaign. For instance,


Queen Bargnot’s stat block could be used for any action-
oriented goblin in your game.
The solo and leader creatures presented in this book are
designed to be bosses: enemies who can take on an entire
party by themselves or with a handful of underlings.
Rather than simply increasing CR (an approach that often
COMPANION CREATURES
leads to underwhelming encounters), this book introduces Companions are wild allies who adventure with
action-oriented creatures. characters. Each companion has unique traits and actions
A powerful villain needs plenty of opportunities to act that make them a great ally. But beware! These creatures
and move when it’s not their turn. Thus, each action- can be difficult to control in the heat of battle and just
oriented creature has at least one special bonus action and might bite the hand that feeds. Don’t fret too much,
reaction, as well as a special section with villain actions though! A companion gelatinous cube or owlbear is worth
that let them dominate the battlefield. the risk of an occasional wild rampage.
These actions make the boss creatures dynamic and
formidable. Whether fought as an exciting solo challenge
or alongside a few easy-to-run underlings, action-oriented
CAREGIVER
creatures challenge the characters with dramatic and Every companion has a player character caregiver who
powerful actions in combat. commands the creature. The caregiver’s player controls
the companion most of the time during the game, though
VILLAIN ACTIONS the GM can step in to take control if the companion and
caregiver are separated, or if the caregiver mistreats the
Every action-oriented creature has three villain actions companion in some way.
they can use after an enemy creature’s turn. Villain actions In combat, a companion shares a turn with their
are similar to legendary actions with the following caregiver and acts during the caregiver’s turn. A
exceptions: companion can move and use their own reaction and
bonus action independently. But they can take only the
• A creature can only use one villain action per round (as Dash, Disengage, or Dodge actions unless their caregiver
such, villain actions tend to be more powerful than uses a bonus action to command the companion to take a
legendary actions). different action, including any of the actions noted in the
• Each villain action can only be used once during a companion’s stat block. A companion must be able to see
combat encounter. or hear their caregiver to receive a command. A
• Each set of villain actions has a recommended round companion can also take other actions if their caregiver is
order. These abilities give the battle a logical flow and a incapacitated or if the companion enters a rampage (as
cinematic arc. discussed below).

36 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
ONE COMPANION PER GROUP constitutes a hostile creature for the purpose of increasing a
Companions are a lot of fun, but having more than one companion’s ferocity. Likewise, in the same way a swarm of
companion to manage can slow things down at the table. A creatures is counted as a single creature for the purpose of
companion is another member of the party, with statistics and increasing ferocity, the GM is free to determine that two or three
actions to track, and additional companions can easily make weak creatures might count as only one creature for that
combat slow to a crawl. If every player wants to get in on the purpose.
companion action, it’s simpler for the characters to take turns as
a creature’s caregiver, rather than running around adventuring RAMPAGE
with a menagerie. After rolling to increase ferocity at the start of their turn, if
For characters wishing to share a companion, the companion a companion has 10 ferocity or more and isn’t
accepts a new caregiver at the end of a short or long rest. incapacitated, they run the risk of entering a rampage.
Because a companion’s proficiency bonus and hit points depend The companion’s caregiver can make a Wisdom (Animal
on their caregiver’s level, those statistics might fluctuate if the Handling) check (no action required) to try to stop the
characters in a party are different levels, reflecting that a more companion from entering a rampage. To make the check,
experienced caregiver is more adept at directing a companion. the caregiver must not be incapacitated, and the
companion must be able to see or hear the caregiver. The
CHARMED CAREGIVER DC for the check equals 5 + the companion’s ferocity. On a
A caregiver who is charmed can still command their success, the companion acts normally on their turn. On a
companion, but they can’t command the companion to failure, or if the caregiver doesn’t make the check, the
attack a creature who charmed them. companion enters a rampage.
When a companion enters a rampage, they immediately
INCAPACITATED OR ABSENT CAREGIVER move up to their speed toward the nearest creature they
can sense and attack that creature with their signature
If a companion’s caregiver is incapacitated or dies, the GM attack (see below), dealing extra damage equal to half
determines who controls the companion—typically, the their ferocity if the attack hits. If at least one ally and one
caregiver’s player can maintain control of their companion enemy are nearest and equidistant to the companion, the
as they take a heroic stand against the enemy. caregiver’s player rolls any die. On an odd number, the
However, in cases where a caregiver and their companion attacks an ally. On an even number, the
companion are physically separated, such as when a companion attacks an enemy. The caregiver’s player
companion is captured, the GM might wish to take control determines which specific equidistant ally or enemy the
of the companion to keep the player in suspense about the companion engages (and can choose their own character if
creature’s fate. they wish).
A companion who can’t reach a creature to attack while
NEW CAREGIVER in a rampage uses the Dash action to move as far as they
At the GM’s discretion, a companion can abandon a can toward the nearest creature they can sense. If a
caregiver character and choose a different willing creature companion can’t sense any potential targets, they move as
as a caregiver. far as they can in a random direction determined by the
GM, avoiding danger.
When a companion who has entered a rampage resolves
FEROCITY their action or ends their turn, their ferocity drops to 0
and they’re no longer in a rampage.
Companions are dangerous creatures. Though often more
docile than their wild counterparts, they aren’t fully
domesticated. Each companion’s ferocity is a measure of REDUCING FEROCITY
their tenacity and fury, and of how those things build in To prevent a companion from entering a dangerous
battle. As a companion’s ferocity increases, they gain rampage, a caregiver has several options at their disposal
access to powerful new actions, but they also become for reducing the creature’s ferocity.
more difficult for a caregiver to control. Ferocity Actions. Each companion has three actions in
If a companion isn’t incapacitated at the start of their their stat block that cost ferocity to use. To use one of
and their caregiver’s turn, their ferocity increases by 1d4 + these ferocity actions, a companion must have a caregiver
the number of hostile creatures within 5 feet of the with a character level equal to or greater than the ferocity
companion that they can see or hear. For the purpose of action’s level, and they must spend the necessary amount
increasing ferocity, a group of creatures who share a single of ferocity before they use the action. If the companion
stat block (such as a swarm of rats) count as one creature. doesn’t have enough ferocity to spend, they can’t use the
Ferocity increases round after round during combat, and action.
there is no maximum to the level of ferocity a companion Ferocity actions always use the companion’s action,
can gain. meaning they can’t be used as part of an opportunity
attack. Ferocity actions can’t be used while a companion is
BAG OF RATS in a rampage.
We can already tell that some crafty players are scheming to End of Combat. When a combat encounter involving a
stuff a bag full of slightly groggy rats, then open that bag up in companion ends and the companion isn’t dying, the
front of your companion to build up their ferocity during a fight. companion regains hit points equal to their ferocity, and
However, a too-easy target doesn’t rile up a companion the way their ferocity drops to 0. The GM determines when a
being threatened by an enemy combatant in a battle for survival combat encounter ends, typically at the point when
does. As such, the GM makes the final determination as to what creatures stop acting in initiative order.

37 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
When a caregiver rides a companion into combat, not
DYING COMPANIONS much actually changes. The caregiver and companion still
When a companion is reduced to 0 hit points, they’re dying each act on the same turn, and the caregiver must use
and make death saving throws just as characters do. their bonus action to direct the companion to take any
Characters thus always have a chance to save their furry action other than the Dash, Disengage, or Dodge actions.
Under some circumstances, a companion might allow
(or scaly, or slimy, or exoskeletony) friends’ lives! If
themself to be ridden by a creature other than their
combat ends while a companion is dying, their ferocity
caregiver, though that other creature can’t give the
drops to 0 but they don’t regain hit points (see “End of
companion commands.
Combat” above).
If a companion bearing a rider rampages, that rider
counts as being within 5 feet of the companion when
STATISTICS determining which creature the companion attacks. If a
companion attacks their rider, they have disadvantage on
In addition to their ferocity actions, a companion’s the attack roll.
statistics vary from the statistics of their wild
counterparts. This makes a companion easier to run and
keeps their power in line with other companions, even as COMPANION ENCOUNTER BALANCE
it helps ensure companions never outshine the characters.
Unless a caregiver has the beastheart class, the GM should
As somewhat more social versions of wild creatures,
consider a companion as akin to a powerful combat-
companions are often cleverer and more versatile than
focused magic item when building encounters. A
their untamed counterparts.
companion gives a party a significant power boost, not just
by dishing out more damage and providing more hit
HIT DICE points for enemies to target, but also by creating
Most creatures without character classes have their Hit complications that can make a fight more challenging for
Die type determined by their size (d4 for Tiny creatures, the party’s foes. GMs can adjust encounter difficulty by one
d6 for Small creatures, and so forth). Companions are step (from easy to medium, hard to deadly, and so forth)
special and use a d8 for Hit Dice regardless of size. to properly challenge a group of characters with a
companion, particularly if the characters’ average level is
LANGUAGE 7th or lower.
A companion shares a unique bond with their caregiver
and can understand basic commands in one language NPCS WITH COMPANIONS
chosen by the caregiver. The companion can’t read, speak,
or write any language, even if similar creatures normally Companion creatures are designed to accompany player
can. characters on adventures. If an NPC has a pet or creature
servant, it’s recommended you use the creature’s normal
stat block. For instance, if an NPC ranger has an owlbear
PROFICIENCY BONUS they work with, that creature would use the normal
Because a companion’s effectiveness and survivability owlbear stat block and be played by the GM as normal.
depend on the training and expertise of their caregiver, a But if the characters are charged with rescuing a fallen
companion’s proficiency bonus is equal to their caregiver’s druid NPC’s owlbear pet from the clutches of a villain, the
proficiency bonus. Additionally, some of a companion’s GM can choose to instead make that an owlbear
statistics refer to their proficiency bonus, abbreviated as companion, allowing the creature to join their rescuers
PB. Other statistics use a number of dice equal to a on their adventures.
companion’s proficiency bonus and are expressed with PB
in place of the number of dice. For example, if a companion COMPANION BARDING
has a +2 proficiency bonus, PBd6 means 2d6. At the GM’s discretion, characters can purchase barding for a
companion, as discussed in the core rules, with the following
SIGNATURE ATTACK adjustments:
Each companion has an action designated as their • Barding for Small companions weighs half as much as the
signature attack. A signature attack is always a melee equivalent armor for Humanoids. Barding for Medium
attack, and typically the creature’s best natural attack. A companions weighs the same as Humanoid armor, while
companion uses their signature attack when they enter a barding for Large companions weighs four times as much.
rampage. • Companions are proficient in any barding they wear.
Each companion also has special actions that they can • When a companion wears barding, they don’t add their
use only by spending ferocity during their turn, with some caregiver’s proficiency bonus to their AC.
of those actions making use of the companion’s signature • Companions who are shapechangers (such as the mimic
attack. See “Reducing Ferocity” above for more companion) can’t use that ability while wearing barding.
information on ferocity actions. • Companions who have corrosive bodies or are amorphous
(such as the gelatinous cube companion) can’t wear
COMPANION MOUNTS nonmagical barding.

Many companions are large enough to ride, especially by


caregivers who are Small, when outfitted with an exotic
saddle similar to those worn by aquatic or flying mounts.

38 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
RETAINERS
Retainers have exceptionally high hit points—
sometimes even higher than their mentor. This allows the
party to enjoy the presence of a beloved retainer without
A retainer is a Humanoid who adventures alongside the
worrying about losing them to an unlucky roll of the dice
player characters. Each retainer is a less experienced
or decision by a single player. The GM often awards
adventurer who a player character can take under their
characters with retainers in lieu of other treasure. Such
wing. Retainers are never meant to achieve the same
rewards shouldn’t be lost easily.
power level as the player characters.
Rules for retainers first appeared in Strongholds &
Followers. This book contains updated rules for these PROFICIENCY BONUS
followers. Because a retainer’s effectiveness and survivability
depend on the training and expertise of their mentor, a
MENTOR retainer’s proficiency bonus is equal to their mentor’s
proficiency bonus. Additionally, some of a retainer’s
Every retainer has a player character mentor. A retainer’s statistics refer to their proficiency bonus, abbreviated as
mentor gives them orders, and the mentor’s player also PB. Other statistics use a number of dice equal to a
controls the retainer. A retainer acts on the same initiative retainer’s proficiency bonus and are expressed with PB in
count as their mentor in combat, acting immediately place of the number of dice. For example, if a retainer has a
before or after the mentor (player’s choice). As a mentor +3 proficiency bonus, PBd10 means 3d10.
gains experience and levels up, so does their retainer (see A retainer adds their proficiency bonus to any ability
“Statistics” below). check or saving throw that they make.

FEATURES
STATISTICS
Each retainer has a signature attack they can make using
Retainers are designed to be easy to run so their player the Attack action each round. Retainers can use their
(who is already managing a complex character) doesn’t signature attack to make opportunity attacks, even if their
get overwhelmed with even more details. Each retainer signature attack isn’t a melee weapon attack.
has a simple stat block—though these are similar to other A retainer gains new features at 3rd, 7th, and 10th level.
creature stat blocks, retainers follow a few different rules. Some features can only be used a certain number of times
per day (as noted in the retainer’s stat block).
LEVEL Additionally, if a retainer’s signature attack is a weapon
attack, they typically gain an extra attack at 7th level (as
A retainer’s level equals their mentor’s level. As a retainer noted in their stat block), allowing them to make two
levels up, their hit points increase (see “Hit Points and Hit signature attacks per round instead of one.
Dice”) and they gain combat features (see “Features”).
Additionally, a few of their statistics increase when their
mentor’s proficiency bonus does, including attack
GEAR
bonuses, skills, and save DC (see “Proficiency Bonus”). When a retainer joins the party, they typically carry
Their other statistics typically remain the same regardless clothes appropriate to their position, a suit of armor, a
of their level. weapon, and an explorer’s pack. If the retainer casts spells,
they also carry a spellcasting implement. Any additional
ARMOR CLASS equipment must be provided to them by their mentor.
Magic Items. Retainers can use magic items like anyone
Unlike player characters, a retainer’s armor class isn’t else. A +1 weapon increases their attack and damage rolls
determined by a particular set of armor they don (like by 1, and +1 armor of the appropriate type (light, medium,
studded leather). Instead, each retainer’s armor class is or heavy) increases their AC by 1.
simplified to one of three armor types: One happy side effect of having retainers is that as a
player character levels up and acquires better equipment,
• Retainers with light armor have AC 13. they can pass their obsolete items on to the retainer.
• Retainers with medium armor have AC 15.
• Retainers with heavy armor have AC 18.
DYING RETAINERS
HIT POINTS AND HIT DICE When a retainer is reduced to 0 hit points, they follow the
Retainers gain one Hit Die per level. Their hit point same rules as player characters. If not killed instantly by
maximum is based on the size of their Hit Die, as shown on massive damage, they fall unconscious, make death saving
the Retainer Hit Points table. throws, and can be stabilized or healed.

RETAINER HIT POINTS OPTIONAL RULE: SHARED ATTACKS


Hit Die Size Hit Point Maximum
d6 6 times their level If a player wants to speed up their retainer’s turn, they can
d8 7 times their level make shared attacks at the GM’s discretion.
d10 8 times their level When the mentor hits a creature with an attack, if their
d12 9 times their level retainer can see or hear them, the retainer is inspired by
their mentor’s success. On the inspired retainer’s next
turn, for each successful attack their mentor just made, the

39 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
retainer can automatically hit a creature of their choice
within range with their signature attack, up to the number
MINION TRAIT
of attacks the retainer can make. Every minion has the Minion trait, which affects the
If the mentor hit with fewer attacks than the number of creature in the following ways:
attacks the retainer can make, the retainer can make
additional attack rolls for those attacks to see if they hit. • If the minion takes any damage from an attack or as the
result of a failed saving throw, their hit points are
RETAINER ENCOUNTER BALANCE reduced to 0.
• If the minion takes damage from another effect, they die
When building encounters, the GM should consider a if the damage equals or exceeds their hit point
retainer as akin to a powerful combat-focused magic item. maximum, otherwise they take no damage.
A retainer gives a party a significant power boost; they not
only dish out more damage and provide more hit points BEHIND THE DESIGN: MINION TRAIT
for enemies to target, but they also create complications to You might ask, why not just give minions 1 hit point and take no
challenge the party’s foes. GMs can increase encounter damage when they save for half, like in fourth edition? First,
difficulty by one step (from easy to medium, hard to spells that use a creature’s hit points to determine
deadly, and so forth) to properly challenge a group of effectiveness—like color spray and sleep—would devastate all
characters with a retainer. minions, even those meant to challenge high-level characters.
These spells are still effective against minions, just not

MINIONS devastating!
Second, spells and effects that deal damage without any
attack roll or save—like magic missile and spike growth—would
Minions are weak foes that allow GMs to create dramatic
lay waste minions with 1 hit point. This fits the fiction for minions
combat encounters with hordes of enemies without
with low challenge ratings, like goblins and zombies. But the
overwhelming the characters. In fact, an encounter with
balance of combat and fiction breaks down to near-silliness at
minions makes characters feel heroic, since they can take
higher levels when the same spells easily take down powerful
on a myriad of foes and live to tell the tale. devil minions.
However, minions still make threatening foes. Killing a Finally, high-level spells with a save for half damage—like
minion still requires penetrating their defenses, and fireball or meteor swarm—would feel wasted against minions
characters can’t just shrug off damage from minion with 1 hit point. Why use a higher-level spell when a lower-level
attacks. one will do? Similarly, the fourth edition design could lead to a
So how do minions make running a horde of enemies kobold minion illogically surviving a fireball spell while a
quick and easy for the GM? “stronger” standard kobold next to them dies, despite both
creatures succeeding on their saving throw. By contrast, under
• Minions are simple to run. Their stat blocks are small this book’s minion rules, spellcasters still have a good reason to
and uncomplicated. use high-level spells against minions.
• Minions act quickly. They don’t multiattack, roll for
damage, or take bonus actions or reactions, so their
turns aren’t long.
OVERKILL ATTACKS
• Minions die fast. A character can kill several minions Powerful weapon attacks can kill more than one minion in
with a single weapon attack! a single maneuver called an overkill attack.
• Minions have strength in numbers. Their attacks can be As already discussed, a weapon attack requires only 1
grouped together to make them deadlier and faster to point of damage to reduce a minion to 0 hit points,
use at the table. regardless of their hit point maximum. However, when a
weapon attack’s damage does exceed the target minion’s
NO HIT DICE hit point maximum, the attack becomes an overkill attack
and the damage dealt beyond the minion’s hit point
Minions have hit points but no Hit Dice, simplifying their maximum becomes overkill damage.
design. Minions can’t spend Hit Dice to heal during a short Overkill damage can be applied to a second minion who
rest because they have none. has the same stat block as the target and is in overkill
range (see below). Damage against the second minion is
counted as if you made a weapon attack against them;
NO DAMAGE ROLLS since it only takes 1 point of weapon damage to reduce a
minion to 0 hit points, any amount of overkill damage
Minions don’t roll for damage because their attacks deal a immediately knocks them out. But wait, it gets better—if
static amount of damage. They also can’t score critical hits. the initial attack’s overkill damage exceeds the second
minion’s hit point maximum, the leftover overkill damage
SHARED TURNS can roll over to a third minion, and so on! In other words,
for each time the overkill damage exceeds the new target’s
Typically, all minions of the same stat block act on the hit point maximum, the attacker can choose an additional
same turn. Since they share a turn, the minions can each minion to reduce to 0 hit points.
move into position then each use an action if they wish, For example, when a weapon attack deals 18 damage to
instead of each moving and taking an action individually. a minion with a hit point maximum of 5, the overkill
damage is 13. If there are three additional minions of the
same stat block in overkill range, they can all three be

40 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
immediately reduced to 0 hit points, since the overkill • If the group attack hits, multiply the damage by the
damage exceeded the target’s hit point maximum more number of minions who joined that group attack. (For
than twice over. example, if four goblin minions hit with a group attack
Overkill attacks can’t be made as part of an opportunity that deals 1 damage, their group attack deals 4 damage.)
attack.
The GM decides how many minions join a group attack.
OVERKILL RANGE For instance, if five minions surround a target, the GM may
decide to have all five attack at once to speed up combat,
Minions must be within a certain range to qualify for an or may break up the attacks among smaller groups in
overkill attack, determined by whether the attack is a order to increase the odds that some minions hit while
melee or ranged attack. others miss. A single minion can even use their group
Melee Overkill Attacks. When a creature hits a minion attack action on their own—they make the attack as a
with a melee weapon attack, other minions within reach of normal creature would, and simply don’t benefit from the
the attack are in overkill range and can be chosen as group bonuses described above.
additional targets for an overkill attack. The overkill attack
can’t target minions outside the weapon attack’s reach.
ADVANTAGE AND DISADVANTAGE
Lady Ulnock the paladin battles a horde of goblin minions A group attack is only made with advantage or
(each with 6 hit points). She hits a goblin minion with her disadvantage if all the minions joining the group attack
longsword and uses Divine Smite, dealing 8 slashing damage have advantage or disadvantage on the attack roll.
and 11 radiant damage to the target for a total of 19 Otherwise, the attack is made without advantage or
damage. Since Lady Ulnock dealt 13 points of overkill disadvantage.
damage—more than the hit point maximum of two
additional minions—she can choose up to three additional COVER AND CONCEALMENT
goblin minions within 5 feet of her (the reach of her
longsword attack) and reduce them to 0 hit points. If there If a target has cover or concealment from some but not all
are no other goblin minions within 5 feet of Lady Ulnock, she minions, the GM should divide the minions into multiple
can’t damage additional minions with this attack. groups based on the type of cover or concealment they
have, then make a separate attack for each group.
Ranged Overkill Attacks. When a creature hits a
minion with a ranged weapon attack, other minions in a TARGET RESPONSE EFFECTS
line originating from the creature in the direction of the If a group attack triggers a reaction or similar effect that
target, to a distance equal to the weapon’s short range, are would normally affect a single attacker, such as the fire
in overkill range and can be chosen as additional targets shield or hellish rebuke spell, the target of the group attack
for an overkill attack. The overkill attack can’t target picks one minion who joined the attack to be affected by
minions outside the line or beyond the weapon’s short the effect.
range.

Perigold Quickfingers the rogue is hidden and takes aim at a


GROUP OPPORTUNITY ATTACKS
group of zombie minions (each with 6 hit points) with his If a creature provokes an opportunity attack from more
light crossbow (which has a short range of 80 feet). He hits a than one minion of the same stat block at a time and those
zombie minion with his crossbow, dealing extra damage minions have a melee group attack action, the minions can
thanks to his Sneak Attack, for a total of 14 damage. Since each use their reaction to join a group attack as an
Perigold dealt 8 points of overkill damage—more than the opportunity attack.
hit point maximum of one additional minion—he can choose
up to two additional zombie minions in an 80-foot-long line
extending from Perigold in the direction of the target,
OPTIONAL RULE: GROUP SAVING
reducing them to 0 hit points. If there are no other zombie THROWS
minions in the line, then Perigold can’t damage other
minions with this attack. Though minions often make saving throws individually,
there are times when rolling individual saving throws for
each minion could slow down the action, like when a cleric
GROUP ATTACKS surrounded by eighteen specter minions uses Turn
Undead.
Each minion has at least one group attack action that
When many minions with the same stat block need to
speeds up play. In a group attack, two to five minions of
make a saving throw against the same effect at the same
the same stat block who share a turn can all use their
time, you can make one saving throw for a group of up to
action to join the attack, provided the target is within the
five minions at a time. All minions in a group use the result
original attack’s reach or range for each minion.
of the saving throw.
For instance, if thirty-four goblin minions need to make
• Make a single attack roll for the group attack. It counts
a saving throw against a hypnotic pattern spell, the
as one attack.
minions would make a total of seven saving throws
• A group attack roll gains a +1 bonus to the attack roll for
against the spell: six for thirty minions divided into six
each minion who joins the attack. (For example, if four
groups of five, and one more save for the remaining group
goblin minions make a group attack together, the attack
of four minions.
roll gains a +4 bonus.)

41 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
OPTIONAL RULE: TOUGH MINIONS TELL YOUR PLAYERS
While it’s tempting to pit your unsuspecting players
Minions of a higher challenge rating, such as abyssal against a horde of fire giants just to watch their eyes pop
ghouls or fire giants, make powerful foes. Consequently, it out of their faces in surprise, minion encounters are more
could break the game’s verisimilitude for an NPC fun overall if you share the rules for minions with your
commoner to kill such a minion with a single attack. To players before they get into an encounter. They’ll
keep minions believable, you can use the following rule. understand how overkill and group attacks work, spend
When a minion’s challenge rating is at least 6 higher their resources more efficiently, and be able to help you
than an NPC’s challenge rating, that NPC’s actions and track the fight more easily, which is worth a lot more than
traits affect a minion as if they didn’t have the Minion trait, the shock value of a sea of foes the players don’t know are
reducing the minion’s hit points like a normal creature minions.
instead of automatically dropping them to 0. If you want the best of both worlds, end a session with
This rule shouldn’t be applied to player characters— the characters confronting a horde of creatures before
they’re heroes who can always kill a minion in one hit. rolling initiative. At the start of the next session, reveal
those creatures are minions and share the rules.
SPECIAL TRAITS
Many minions have traits that give them strength in
numbers but become less powerful as their allies are
defeated. For example, an enemy who starts their turn
within 5 feet of three or more goblin minions must
succeed on a saving throw or take damage from Tiny
Stabs.

CHALLENGE RATINGS
Minions have a challenge rating just like any other
creature. However, their experience point value depends
on their challenge rating, as shown on the Minion
Encounter Building table. Aside from their damage output,
the Minion trait, and their experience point value, a
minion’s statistics are on par with a standard creature of
the same challenge rating.
When the rules reference a challenge rating, such as the
polymorph spell or the cleric’s Destroy Undead feature, use
the minion’s listed challenge rating as normal. For
instance, a 5th-level cleric can affect Undead creatures
with a challenge rating of ½ or lower with their Destroy
Undead feature—so this feature can affect zombie minions
(CR ¼) but not specter minions (CR 1).

BUILDING MINION ENCOUNTERS


Minions present opportunities for memorable, cinematic
encounters. Keep the following tips in mind to achieve
maximum fun while planning and running combat
encounters with minions.

ENCOUNTER DIFFICULTY
When building encounters against a single foe, the core
rules advise matching the characters with a creature
whose CR is close to the average party level. What
happens when you add minions to the mix?
You can use the Minion Encounter Building table to
determine how many minions are equivalent to one
standard creature of that CR for encounter building.
Unlike standard creatures, it’s difficult for a group of
minions to challenge characters if the minion’s challenge
rating is at least 2 lower than the average party level. In
general, avoid using such minions unless you want to build
a trivial combat encounter. You can increase a minion’s
challenge rating using the rules in “Modifying and
Making Minions.”

42 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
MINION ENCOUNTER BUILDING commanding fire giant minions present more interesting
CR XP Minions per Standard encounters than copies of the same enemy, challenging the
0 0 or 2 5 characters to use diverse tactics.
1/8 5 5
1/4 10 5 CUT THE CHOKE POINTS
1/2 20 5 Since minions are most effective in numbers, avoid
1 40 5 encounters in cramped dungeon tunnels and similar choke
2 90 5 points. Combat becomes dull in tight quarters if only a
3 140 5 couple minions can attack at a time.
4 220 5
5 225 8 MINION BANDS
6 285 8 A combat encounter with more than five minions per character
7 360 8 can become deadly if all minions act on the same turn. The
8 485 8 characters cut down minion hordes on their turns but then suffer
9 500 10 massive damage as a sea of minions pour down on them. While
10 590 10 many groups like this challenge, you have the option to divide
11 720 10 the minions into different bands that act on different initiative
12 840 10 counts. If you do this, minions can only join group attacks with
13 1,000 10 minions in the same band. At the start of a new round, two or
14 1,150 10 more bands of minions can reorganize into one band, acting on
15 1,300 10 the lowest initiative count of the bands that combined.
16 1,500 10 If you divide minions into bands, be sure to distinguish which
minions belong together. For gridded combat, you could use a
17 1,800 10
colored marker for each miniature, or in a theater of the mind
18 2,000 10
encounter, try group descriptors like “zombie dwarves” and
19 2,200 10
“zombie elves.”
20 2,500 10
21 3,300 10
22 4,100 10
MODIFYING AND MAKING MINIONS
23 5,000 10 You can increase a minion’s challenge rating or create new
24 6,200 10 minions using the Minion Statistics by Challenge Rating
25 7,500 10 table. To change an existing minion’s challenge rating,
26 9,000 10 adjust their proficiency bonus, hit points, and damage
27 10,500 10 dealt by their attacks. If a minion’s proficiency bonus
28 12,000 10 changes, their AC, ability modifiers, attack bonuses, and
29 13,500 10 the DC for ability checks and saving throws made to resist
30 15,500 10 the minion’s traits and actions have the same adjustments
(for example, if the minion’s proficiency bonus increases
NOT TOO MANY by 1, so do their AC, ability modifiers, attack bonuses, and
DCs.)
When you’re planning your encounters, think of five If you’re using the table to create a new minion, you can
minions as one creature. While it might be exciting to lift statistics directly from the table. If the minion doesn’t
throw a hundred minions at the characters, that’s like wear armor and their AC is less than 10 plus their
them facing twenty standard creatures. It can be done and proficiency modifier, consider giving the creature natural
might even be fun, but it’s not the typical minion armor that grants a bonus to AC equal to their proficiency
experience and results in a much longer battle than bonus.
normal. Keep the following tips in mind when adding The table is merely a guide—feel free to tweak the math
minions to an encounter: to get the specific minion you desire.
• When the characters are 10th level or lower, most
encounters work well with ten to twenty minions in
addition to other creatures.
• When the characters are 11th level or higher, they’re
more efficient at killing minions, and many of the poor
critters will die before they even act. Most high-level
encounters work well with twenty to thirty minions.
• If you find mid-battle that minions are dying too quickly
to present a challenge, you can have reinforcements join
the fray.

ADD STANDARD CREATURES


Minion encounters become more dynamic if you add some
standard creatures allied with the minions. A hag coven
surrounded by ogre minions or a red dragon tyrant

43 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
MINION STATISTICS BY CHALLENGE RATING power, magic weapon, or psionic weapon, the damage is
CR Prof. Hit Damage supernatural and thus the creature isn’t resistant to it.
Bonus Points
0 +2 ≤4 1 POWER ORDERS
1/8 +2 5 1
1/4 +2 6 1 Every power has an order that is an expression of its level
1/2 +2 7 1 of strength. Powers of the 1st order are the weakest
1 +2 8 1 (equivalent to cantrips in strength), and 6th-order powers
2 +2 9 2 are the strongest.
3 +2 10 3 If a stat block feature should be considered a power, its
4 +2 11 4 order is noted in parentheses.
5 +3 12 4
6 +3 13 4 NO COMPONENTS
7 +3 14 4
8 +3 15 5 Powers don’t have material, somatic, or verbal
9 +4 16 5 components.
10 +4 17 5
11 +4 18 6
12 +4 19 6
CONCENTRATION
13 +5 20 7 Like spells, many powers require you to concentrate to
14 +5 21 7 maintain their effects. However, unlike spells, a creature
15 +5 22 8 can simultaneously concentrate on more than one power,
16 +5 23 8 up to a number equal to their proficiency bonus. If a
17 +6 24 9 creature fails a Constitution saving throw to maintain
18 +6 25 9 concentration, all the powers they are concentrating on
19 +6 26 10 end.
20 +6 27 10 A creature can’t have multiple manifestations of the
21 +7 28 11 same power active at once. Additionally, a creature can’t
22 +7 29 11 concentrate on a power if they’re concentrating on a spell
23 +7 30 12 or other effect.
24 +7 31 12 If a stat block power requires concentration, this is
25 +8 32 13 noted in parentheses.
26 +8 33 13
27
28
+8
+8
34
35
14
14
BONUS ACTION POWERS
29 +9 36 15 If a creature’s stat block lists a power under the “Bonus
30 +9 37 15 Actions” section, they can use a bonus action on their turn
to manifest it. However, creatures can’t manifest another
power on the same turn they manifest a bonus action

PSIONIC POWERS power, except for a 1st-order power with a manifestation


that is an action (not a bonus action or reaction).
Some creatures have psionic powers, creating effects with
sheer force of will instead of with magic. When a creature NEW POWERS
manifests a power, they create an effect following similar
rules to casting spells, with the following exceptions. A character playing a talent—the class found in the
upcoming MCDM supplement The Talent and Psionics—
NOT MAGIC can use the rules in that book to learn the following new
powers from the creatures in Flee, Mortals! Powers that
Powers don’t create magical effects, so they’re unaffected aren’t found in The Talent and Psionics are listed in this
by features and spells like antimagic field, counterspell, section of the book and indicated in a creature’s stat block
and dispel magic. The damage from a power attack isn’t with an asterisk (*).
magical. If a rule affects only spells or magical effects, it Note that some stat block powers work differently than
doesn’t affect powers. the version for player characters presented below, usually
because a creature’s innate psionic ability enhances their
power.
SUPERNATURAL
The term supernatural describes an effect or item that is INVIGORATED MARCH
either magical or psionic. For instance, a creature’s stat
block might say they’re resistant to “bludgeoning, piercing, 3rd-Order Metamorphosis Power
and slashing damage from attacks that aren’t Manifestation Time: 1 bonus action
supernatural.” This means that when you deal them Range: 30 feet
bludgeoning, piercing, or slashing damage using a spell, Duration: Instantaneous
Creatures: Time raider vertex

44 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
PISCINE TRANSFORMATION
You emit a burst of mentally invigorating energy into the
mind of a creature you can see within range. That creature 3rd-Order Metamorphosis Power
can use their reaction, if available, to move up to their Manifestation Time: 1 action
speed without provoking opportunity attacks. Range: 30 feet
Increased Order. When you manifest this power, you Duration: Concentration, up to 10 minutes
can increase its order by 1. You can target an additional Creatures: Ithu’rath, Olothec
creature with it for each increase of 1.
You target a Humanoid you can see within range with a
LIQUEFY pulse of transformational energy. The target must succeed
3rd-Order Metamorphosis Power on a Wisdom saving throw or undergo one of the following
transformations of your choice for the duration. A target
Manifestation Time: 1 reaction, which you take when hit can choose to fail this saving throw.
with an attack by a creature within range
Range: 5 feet Head. The target’s head transforms into the head of a fish,
Duration: 1 round proportionately sized for their body. They can’t speak.
Creatures: Ithu’rath Legs. The target’s legs become fins. Their walking speed is
reduced to 10 feet (unless their walking speed is
You psionically barrage your attacker with transformative slower), and they gain a swimming speed of 30 feet.
energy. The attacker must succeed on a Constitution Torso. The target’s torso becomes the body of a fish with
saving throw or be pushed 5 feet away from you and gills. They can only breathe water and can hold their
restrained until the end of their next turn, as their lower breath for 1 hour. If the target isn’t underwater when
body temporarily melts into an immovable goo. this transformation takes effect, they begin suffocating.
Increased Order. When you manifest this power, you
MEMORY THIEF can increase its order by 2 to target any creature, instead
4th-Order Metamorphosis Power of just a Humanoid, if they have the necessary body part
you wish to transform.
Manifestation Time: 1 action Additionally, you can increase this power’s order by 2 to
Range: 30 feet increase its duration to 1 hour.
Duration: Concentration, up to 1 minute
Creatures: Voiceless talker, voiceless talker artillerist
SICKENING SYMPATHY
You plunder the mind of a creature you can see within 30 2nd-Order Telepathy Power
feet of you. The target must make an Intelligence saving
Manifestation Time: 1 reaction, which you take when
throw. On a failed save, a target takes 4d10 psychic
another creature within range that you can see is hit with
damage, their proficiency bonus is lowered by 1, and you
an attack
gain a +1 bonus to attack rolls and your power save DC for
Range: 30 feet
the duration.
Duration: 1 round
Increased Order. When you manifest this power, you
Creatures: Time raider arminger
can increase its order by 1 or more. The damage increases
by 2d10 for each increase of 1.
The creature that made the triggering attack must succeed
on a Constitution saving throw or be poisoned until the
PHASE end of their next turn as they feel the nauseous pain of
4th-Order Metamorphosis Power their target.
Manifestation Time: 1 action
Range: Self VANISH FOR ONE
Duration: Concentration, up to 1 minute 2nd-Order Resopathy Power
Creatures: Time raider nemesis
Manifestation Time: 1 action
Range: 60 feet
You imbue your flesh with psychic energy, allowing it to
pass through solid objects. For the duration, you can move Duration: Concentration, up to 1 minute
Creatures: Voiceless talker artillerist
through creatures and objects as if they were difficult
terrain. You take 1d10 force damage if you end your turn
You obscure yourself in the sight of a creature you can see
inside an object. If this power ends while you are inside an
within range. The target must succeed on a Wisdom saving
object, you are shunted out of it into the closest
throw or you become invisible to them for the duration
unoccupied space of your choice.
(save ends at end of turn). This effect ends early if you
Increased Order. When you manifest this power, you
attack the creature, deal damage to them, or create an
can increase its order by 1 or more to target yourself and
effect that forces them to make a saving throw.
another creature within 5 feet of you with the power for
Increased Order. When you manifest this power, you
each increase of 1.
can increase its order by 1 to manifest it as a bonus action.

45 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
Vansprang, Moises Raul Montero, Nick Pierson, Reuben Hung,

CREDITS Roman Penna, Shane Parker, The GM Tim


Alpha Playtesters: @andrewdagiant, @ElfSy 0XiDi, 5quids, Aaron
Gotzon, Aaron Pangilinan, abculatter_2, Adam McDivitt, Adam
Design Director: Matthew Colville Scholze, Adrian “EvenTallerTree” Orlando, Ahmed Nabil Zouikri,
Lead Designer: James Introcaso Aidan Griffith, Aidan Sherrington, Alex “Kevin” Lover, Alex
Designers: Teos Abadia, Willy Abeel, Leon Barillaro, Bianca Bickford, Chapman, Allister Scott, Alpacnologia, Anastasia Alnykin, Andrew
Carlos Cisco, Alex Clippinger, Celeste Conowitch, Makenzie De Cousineau, Andrew Kane, Andrew Ng, Andy Heinrich, Anthony
Armas, Marcello De Velazquez, Jamie Flecknoe, Scott Fitzgerald Hotchkiss, Arne Hüggenberg, Austin Bush, Ava Enoch, Ayden Birch,
Gray, V.J. Harris, Spencer Hibnick, Gabe Hicks, Chris Hopper, Paul Bella, Ben “Gundamfang,” Ben Doherty, Bonnie MacDonald,
Hughes, Nathaniel Kreiman, Kat Kruger, Amber Litke, Sadie Lowry, Brandon Alan McClenahan, Brandon Wanner, Brett DeCosimo,
Cassandra MacDonald, Sarah Madsen, Sam Mannell, Jessica Brett Hollindale, Brian Diehl, Bridge Squitire, Bryce Beggs,
Marcrum, Joshua Mendenhall, Michael E. Shea, Austin Taylor, ButterScotchParadox, Callie Vatn, Cameron Hunt, CarlsXeEinar,
Eugenio Vargas Celeborn Stringham, Chloe, Chris Hopper, Chris ten Den, Christian
Editor: Laura Hirsbrunner Smith, Christopher Berry, Christopher Teale, Cinna Veret,
Sensitivity Consultant: Gabe Hicks, Maple Intersectionality CO_Nielsen, Cole Carey, Cole Guest, Cole Sharp, Connor Chambers,
Consulting Cory Muraglio, Craig Getting, Curt Clark, Curt Thornton, Dan
Production: Lars Bakke Keyser, Dana Monahan, Daniel Franco, Daniel Friedman, Daniel
Playtest Director: Lars Bakke Hendricks, Daniel Hurst, Daniel Lake, Daniel Lane, Daniel Molteno,
David Black, David Fleming, Delfi Collard, Dennis Ware, Derek

MCDM CONTRACTORS Fisher, Derek Lancaster, Drew Flowers, Drew VandeLune, Duskers,
Dustin Hammersmith, Eli Baur, Eli Harter, Emma Corbett,
EndlesNights, Eran Arbel, Eric Sawchak, Eric Stefen, Eric Stephen,
Community Coordinator: John Champion Erik Weingold, Eris, Ethan Catt, Evan Ellis, Evelyn Keeley, Fábio
Customer Support: Bobby McBride Mesquita, Fernando Cabana Porto, Fernando Corrêa, Flip Frields,
QA Senior Tester: Spencer Hibnick ForgottenLands, Franklin H, FULLMETAL337, Gabriel Hunt, Gabriel
Testers: Nathan Clark, Cassandra “Dig” Crary, Alecson de Lima Junior, Sortica Reichmann, Georgy Fadeyev, Gina Delvin, Glynnis
James Dewar, Anna Guimarães, Alex Hencinski Hollindale, GotRickRolled, Grumpy, Guilherme da Silva Moser,
Hamilton Gensheimer, Hannah H, Hans “Horroar” Van den Eynde,
MCDM PRODUCTIONS Harrison Howe, Harry Morris, Hazel Margaris, hdpinck, Howsen,
Hughes Sebastien, Hunter Jones, Hunter Loose, Isaiah Smith, J.
Lars Bakke: Development & Production Skillin, Jackson Reichert, Jacob Richardson, Jai Gautam, James Bull,
Jerod Bennett: Technology James Cook, Jared “Jay” Busse, Jason Bond, Jay Tallsquall, JayPea,
Grace Cheung: Art Jaysen Navarro, Jeanne Parker, Jeff Powell, Jeffrey Anderson, Jesse
Matt Colville: Writing & Design Helser, Joe Howell Wood, John Baccaro, John-Michael Gonzales,
Nick De Spain: Art & Art Outsource Management Joseph Finney, Josh Bird, Josh Goodwin, Joshua Marmolejos, Joshua
Jason Hasenauer: Art & Art Direction Nakhoul, Joshua Rodriguez, Joshua Sakata, Kai Bumpus, Katerina
James Introcaso: Lead Game Designer Brown, Kayla Gleeson, Kelly Kirkpatrick-Peet, Kevin Conway, Kit
Hannah Rose: Managing Editor Valentine, Kristoffer Mejborn Eliasson, Kyle Gorman, Kyle
McCordic, Kyle Rath, Lance Hobbie, Leonardo Vechi, Lexie Bryan,
Liam Kearney, Liam Lefferts, LlamaThor, Lorne Miske, Louis
PRODUCT IDENTITY Greenwood, Lucas Chiesa, Luiz Felipe Kormann, Lukas, Luke M.,
Luke Zich, Lynn, Lys Agnello, Maciej Sternik, Maegan Chiofalo,
The following items are hereby identified as Product Identity, as Maitreyi Viswanathan, Manuel “Ronin” Ruste, Marcel Theilig,
defined in the Open Game License version 1.0a, Section 1(e), and are Margaret Mae, Mark Bruno, Marsha Auguste, Matt Harrison, Matt
not Open Content: All content which is not included in the Systems Rogers, Matthew Donndelinger, Matthew Rhine, Mauricio Pinzon,
Reference Document version 5.1 or has otherwise been specifically Max Farris, Max “Howard Moon” Turner, Max Moore, Maxwell
designated as Open Game Content, including Abyssal Wasteland, An Allen, Maxwell Parmentier, Meg Hanna, Michael Liliedahl, Michael
Adventurer’s Guide to Aberrations, angulotl, arcane amalgam, Paz, Michael Seeley, Mike Cassizzi, Mike McHargue, Mikephones,
As’sylrak, Battle of Redfields, Beast Lords of Kham, Bloodlord Fanoxa, Mitchell Gravenall, Mintedcopper, Misahale, Morgan “Adys”
Bloodlord Varrox, Captain Longrock, clawfish, Codex Mortis, Count Fenwick, Nadine McAuliffe, Naif Milaat, Nasse Williams, Natalie
Rhodar von Glauer, dancing lady, Dohma Raskovar, Emperor Gaius Boles, Nate Goodwin, Nathan Lee, Nathaniel James, Nevin Hal,
VIII, empyrean stag, Forcan, glowing poison, grack’tanar, grilp, Nicholas Renzetti, Nick Borowski, Nick Corbett, Nick Rice, Nick
Hanging Tree, House von Glauer, hulking brain, Ivory Irons, Ivory Rowland, Nickolas Adkins, Noah Grand, Noel Shabazian, Ola "E1f"
Throne, kanin, Kiona Duemois, kuran’zoi, Lady Dazran, Lady Ulnock, Nilsen, Olivia Reidl, Onslaught Six, Oriana, Parker Goldsack, Parker
lightbender, Lord Syuul, Lydia Lockwood, kingfissure worm, Parker, Perekai, Patrick Fowlow, Paul "Leviathan" Gorsky, Pete
Marrowgnaw, Mimsen Ickus, mindkiller, Mehmet Murat Ildan, mohler, Gosden, Peter "Jaybird" Melendez, Peter Williamson, Phillip Ada,
monocle of secrets, Morky, Mundane World, Norrica, oruk, overmind, Protagonist, Prymalfire, RadiatingShark, Rain, Rain Hiraeth,
Perigold Quickfingers, Primordius, Queen Bargnot, Racaar, Restless Raphael N, Reality, Raymond Linton, Rebecca McCordic, Rebekah
Order, rogabrin, scyza, Shtriga Nonna, Skelver, Starcaller, stoneback Proctor, RecklessRobbie, Rhinorulz, Richard W. Sullivan, River
isopod, synlirii, Thesia “The Bull” Danaria, timescape, Toblobb, Lynds, Rob Matthews, Robert G, Robert Hendricks, Robert Sachse,
Tovokor, tusker demon, Ulgna, valochera, Vaurath, Vaurathi, Velathri, Roosevelt Cooper, Ryan Beattie, Ryan Guth, Ryan Madden, Ryan
voiceless talkers, World Below, Xorannox, and all Trademarks, Zschau, Sage, Sage1589, Sam, Sam Mannell, Sami Khan, Samuel
registered trademarks, proper names (including the names of Walker, Sarah Harakas, Scott Konig, SCSI_1, Sean W. O’Neill, Shawn
characters, place names, monsters, organizations, new spells, new McIntosh, Shockwave109, Shovel_Cat, Skye McLaren Walton,
abilities, etc.), dialogue, plots, story elements, locations, characters, southern_woodsman, Stevan Bressan, Stewart Green, Tara Finney,
artwork, graphics, sidebars, and trade dress. Teb, Thea "The Icelander", Thomas “ThomBone” Hill, Thomas Good,
Thomas Rolston, Tim Polka, Tim Skiba, Tom Comte, Tom Pelkey,

PLAYTESTERS Tom Stellar, Treb, Trey McLemore, Troy Gabriel, Vegas Lancaster,
Vince Porter, Vincent Cramer, Vinicius “Teco” Bellé, Walter
Ferrufino, Wes Hunt, Will Fiore, William F, William Pfeiffer, Zachary
Playtest Coordinators: Aaron Flavius West, Adam McLaughlin, AJ Paquette, Zachary Scott, Zachary Smith, Zander Gordon, Zehl Day,
Metzger, Alex Adkisson, Bennoni Thomas, Casey Bell, Casey Zero
Williams, Chris Catterson, Claire Buzzelli, Clayton Salamon, David
Lake, David Lucas, davidqshull, Durante Bozzini, EagleRuler, Essjae,
Ethan Dunning, Félix Gauthier-Mamaril, Garrett S, Harley Kewish,
Iris Gorton, Jack Vidulich, Janek Dalkowski, Jarrad Tait, Jeanne
Parker, Joel Russ, John Bryant, Madeleine Bray, Matthew “OneEyed”

46 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved
OPEN GAME LICENSE VERSION 1.0A 9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version
The following text is the property of Wizards of the Coast, Inc. and is of this License to copy, modify and distribute any Open Game Content
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights originally distributed under any version of this License.
Reserved. 10. Copy of this License: You MUST include a copy of this License with
1. Definitions: (a)”Contributors” means the copyright and/or every copy of the Open Game Content You Distribute.
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upgrade, improvement, compilation, abridgment or other form in of the terms of this License with respect to some or all of the Open
which an existing work may be recast, transformed or adapted; (c) Game Content due to statute, judicial order, or governmental
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, regulation then You may not Use any Open Game Material so affected.
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47 Flee, Mortals! The MCDM Monster Book Packet 6 version 1.0 ©2023 MCDM Productions, LLC. All rights reserved

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