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CreaturesAndCurios Digital Bookmarked V1.01 COMPRESSED

The document is a credits and foreword section for 'Big Bads: Creatures & Curios', a role-playing game supplement featuring new monsters and magic items for 5e games. It acknowledges contributors, including writers, artists, and editors, and expresses gratitude to Kickstarter backers. The book includes detailed descriptions and illustrations of 100 new creatures and 100 magic items, along with appendices for easy reference.

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0% found this document useful (0 votes)
197 views259 pages

CreaturesAndCurios Digital Bookmarked V1.01 COMPRESSED

The document is a credits and foreword section for 'Big Bads: Creatures & Curios', a role-playing game supplement featuring new monsters and magic items for 5e games. It acknowledges contributors, including writers, artists, and editors, and expresses gratitude to Kickstarter backers. The book includes detailed descriptions and illustrations of 100 new creatures and 100 magic items, along with appendices for easy reference.

Uploaded by

vwind1221
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
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CREDITS

Concepts: Rajaa Al-Subairi, Emily Beckett, Cover Artist: Josiah Cameron


Ty Christensen, Holly Conrad, Ricardo Evangelho,
Graeme Fotheringham, Liam Gregg, Rosemarie Special Edition Cover Artist: Fez Inkwright
Halim, Verity Lane, Christopher Pinch, Jordan Richer,
Meredith Smallwood, Theo Surette, Sebastian Yūe Artists: Steve Argyle, Mike Bakker, George Bennett,
Andrea Bruce, Josiah “Jo” Cameron, Sidharth
Writing & Game Design: Ty Christensen, Holly Chaturvedi, Hannah Comstock, Jessica Desjardin,
Conrad, Verity Lane, Christopher Pinch, Jordan Anna (Newt) Doušová, Jason Engle, Felipe Escobar,
Richer, Theo Surette, Sebastian Yūe Jonathan Juanieve Fernandes, Ilse Gort, Matt Harris,
Ralph Horsley, Avery Howett, Fez Inkwright, Kurt
Editors: Misty Bourne, Andrea Bruce, Verity Lane, Jakobi, Victoria Jeffery, Sara Katch, Shel Khan, Will
Christopher Pinch, TR Rowe, Zoë Weiss, Kirkby, Felix Klaer, Jack Kozita, Ashly Lovett, Barbara
Sebastian Yūe Lucas, Holly Lucero, Chuck Lukas, Andrew Mar,
Gina Matarazzo, Julia Metzger, Jeff Miracola, Derek
Art Directors: Rajaa Al-Subairi, Ricardo Evangelho, Murphy, Mythir, Alexander Ngo, Dimitrios Pantazis,
Jordan Richer, Brian Scott Walters Eleonor Piteria, Livia Prima, Jason Rainville, Jordan
Richer, Izaak Rodriguez, Samantha Rustle, Daria
Graphic Designers: Rajaa Al-Subairi, Shestakova, Joe Slucher, April Solomon, Alyse
Ricardo Evangelho, Madison Pflance, Stewart, Mariya Sviridova, Patricia Kelen Takahashi,
Meredith Smallwood Jarel Threat, Randy Vargas, Tyler Walpole, Brian Scott
Walters, Anthony Scott Waters, Mark Zug
Producer: Ricardo Evangelho
Co-op Student Artists: Rhoan Collins, Shauna-Lee
Foster, Theo Surette

AN EXTRA-SPECIAL THANKS TO OUR AMAZING 4,203


KICKSTARTER BACKERS WHO HELPED BRING THIS PROJECT TO LIFE!

ISBN: 978-1-7389146-3-0
First Edition. Printed July 2023.
1 2 3 4 5 6 7 8 9 10

TM

Big Bads: Creatures & Curios is Copyright © 2023 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3,
Canada. All rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada,
US and other countries. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express permission of Hit Point Press Inc. Reference to other copyrighted material in no way constitues a
challenge to the respective copyright holders of that material. Hit Point Press, Big Bads: Creatures & Curios and its associ-
ated logos are trademarks of Hit Point Press Inc. First Printing. Printed in China.

Disclaimer: This is a work of fiction. Names, characters, businesses, places, events, locales, and incidents are either the
products of the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead,
or actual events is purely coincidental.
Foreword 4
CONTENTS
Panthrix  138 Fleet Blade 222
How to Use This Book 5 Peacat  140 Folding Star 222
Creatures 7 Psythian Elder  142 Foundation Gem 223
Abezrogest  8 Psythian Swarmling 143 Ghostly Scarf  223
Amanos 10 Quellsapper  146 Gloves of Draining 223
Armogg 12 Resonant  148 Gravity Boots 224
Baleful Rabbit  14 Rolling Moss  150 Guardian’s Glaive 224
Battleshee  16 Scrummy Scubber  152 Hag Stone 224
Behind Flayer  18 Serpente d’Axium  154 Hand of Failure 225
Bellobus  20 Shadow of Doubt  156 Handy Staff 226
Blue-Green Swarmers 22 Shleep  158 Hawkwing Bow 226
Brinebound 24 Slimespawn  160 Hearth Hammer 226
Bronze Sparrow  26 Smogger  162 Heatstone 227
Burnished Slime  28 Spirit of the Hedges  164 Impossible Ladder 227
Caprask  30 Sporestringer  166 Instrument of Enthrallment 227
Celestacean  32 Sporogath  168 Invisible Paint 228
Celestacean Calf  33 Sublimawl  170 Irenic Incense 228
Cerapter  36 Tempramanus 172 Kind Fortunes 229
Chelaatel Swarm  38 Thesis of Doom  174 Lier Lyre 230
Chelaatel Hulk  39 Thrixcaer  176 Living Wand 230
Choqual  42 Thunderhead Jelly 178 Loon Stone 230
Clipper Beetle  44 Toadturtle 180 Lyre Bow 231
Corisythid 46 Trinavain 182 Mageknight Shield 231
Cornling 48 Trinicorn 184 Mask of the Hare 231
Cornling-Infested Horse 48 Vangourd 186 Mirror of Alternate Self  231
Corpse Hunter  50 Vibrant Swarm 188 Necklace of Tiny Treats 232
Crabhammer  52 Viverophid 190 Nothing 232
Crystalium Eagle  54 Vivink 192 Obscuring Ink 232
Cupiflora  56 Wanderbane 194 Ool Oil 233
Deepwoods Fox  58 Well Dweller 196 Owl Eyes 233
Devourer  60 Withholder 198 Peerless Etiquette Fork 234
Dismantler Swarm 62 Wollifom 200 Penumbral Parasol 234
Dolgore 64 Woodgeist 202 Pocket Pipe Organ 234
Draconologist 66 Zutacovda 204 Polyglot Bonnet 236
Dragon Mount 67 Curios 207 Potion of Elongation 236
Driverless Carriage 70 Adventurers’ Amazing Rope 208 Potion of Tirelessness 236
Eckepula  72 Amulet of Deliverance  208 Quiver of Renewal 237
Emberspore  74 Amulet of Storm Weathering 208 Rain-bow 237
False Deviltail  76 Antimagic Pebble  208 Ratcaller 237
Felted Friend  78 Armor of Spores  209 Raven’s Wing Talisman 238
Flamtarn  80 Banishing Stone 209 Resolute Barding 238
Flintbeast  82 Bergmonch 209 Reviving Salts 238
Flutter Sprite  84 Bindingbolt Net  210 Ricochet Shield 239
Forget-Me-Gnat  86 Blade of Silence 210 Ring of Bee Secrets 239
Fraggore  88 Bleeding Heart 211 Ring of Restful Reading 239
Gallogriff  90 Blindfold of Justice 211 Rings of Revenge 240
Gecho  92 Boots of Boosting 211 Sandstorm Scythe 240
Giant Hare  94 Bottled Blade 212 Seer’s Notebook 240
Giant Hen  96 Box of Safekeeping 212 Sharpened Wit 241
Globbus  98 Brooch of Breaching  212 Shleep Wool Scarf  241
Goblin Parade 100 Brooch of Riding  213 Sky Sentry’s Armor 242
Hand of Ormonas  102 Cap of the Commoner  214 Slicestich Shears 242
Haquatalos  104 Cape of Cat Charming 214 Smoke Rope Pipe 242
Hauntlight Ray  106 Cheerlight Wand  214 Sphinx of Black Quartz 243
Herald  108 Circlet of the Sun 215 Spirit Trap 243
Hex Snail  110 Circlet of Vigilance  215 Stickslime Shoes 243
Hungered  112 Cloak of Metamorphosis 216 Strikestep Daggers 244
Icefall Grub  114 Cloak of Nettles  217 Sword of Sentience 244
Indicarum  116 Coat of Idle Hands  217 Taunting Shield 245
Kelpmouth  118 Communicuff  218 Tree Flight Shoes 245
Lanternal  120 Corme’s Clearsight Mirror  218 Trickster’s Turncoat 245
Long-Headed Craw  122 Creeping Foilbloom  218 Twicestrike Weapon 246
Ludifex  124 Cube of Condition  219 Unreadable Spellbook 246
Marshlighter  126 Distilled Nightmares 219 Walking Tent 246
Metastungus  128 Dragon Heart Pendant 220 Wand of Simple Comfort 247
Midnight Striker  130 Draught of Deathcure 220 Whistlebow 247
Nocipetra  132 Everdrop Bottle 221 App. A: Creatures by Type and CR 248
Ool  134 Everflowing Drinking Horn 221 App. B: Curios by Type and Rarity 252
Oposse  136 Fang of Woe 222 App. C: Curio Random Roll Tables 255
FOREWORD
When I make a magic item, I imagine the worlds and characters they come from. Are they hoarded
by those dragons, brandished by a new evil, or wielded by great heroes? Where would you find these
treasures, and why? A character can be driven or defined by such an item as quickly as they can be
burdened by their curses. Good items can tell any number of great stories—which, to me, is the
greatest magic of all.
And like the flaming swords of yore, even the most fantastic monsters can seem commonplace
to the experienced player. After fielding generations of players, the most memorable stories are
often the least expected. Take heart and invite the unknown into your worlds! Reinvigorate your
players with suspense and curiosity at every turn. “What kind of creature is that?” they’ll ask, or my
personal favorite, “...does it look dangerous?” The mysterious is oft synonymous with the novel.
Everybody wins when storytellers imagine without boundaries, and there’s no question to be had
about how monsters and treasure can play a pivotal role in their adventures. For that reason, it’s
safe to assume that a compendium like this will no doubt play an important role in the stories of
many, like you. And for all that influence, it’s of equal importance to make sure that its contents are
thoughtfully—and lovingly—crafted.
This is one such book.
The dedicated people that have assembled this compendium are careful, clever, and exceptionally
creative. They know that when we put our faith in the work of someone else, we allow them to help
shape our stories—a responsibility they take in earnest. Rest easy, storyteller: you are in good hands.
Now, turn the page and go forth! Tell your next story, and look to the creatures and curios within
to make it great!
Griffin Macaulay,
The Griffon’s Saddlebag
@Griffons_Saddle

Alyse Stewart

4 FOREWORD
Dimitrios Pantazis

HOW TO USE THIS BOOK


This book is divided into two main sections.
First, Creatures contains 100 new monsters to add to your 5e games. The creatures’
descriptions give you an idea of their appearance, behavior, and motivation to spark ideas of how
you might use them in your game. The creatures are beautifully illustrated by some of the top artists
working in fantasy art.
The second half of the book is made up of the Curios, 100 new magic items. You can give these
magic items to your player characters or nonplayer characters in your game world. Some of them
suggest epic quests to uncover or destroy them. Others are simple items that your players can use
in innovative ways. Each curio is accompanied by a gorgeous illustration and the information you
need to deploy it in your game.
At the end of the book, you’ll find the Appendices. The first two list the creatures by their
Challenge Rating and type and curios by their rarity and type. Finally, there is an appendix of
random roll tables to help you quickly pick the perfect curio in various game situations.
Creatures & Curios is designed to be used with the 5e Core Rules. Any creature marked in
bold blue can be found in this book. Creatures marked in bold purple can be found in the 5e
Core Rules. Spells and magic items appear in italics. Any magic item marked with an asterisk * can
be found in this book, and those without an asterisk can be found in the 5e Core Rules.

HOW TO USE THIS BOOK 5


6
Josiah “Jo” Cameron

CREATURES
Creatures

CREATURES 7
ABEZROGEST
Large aberration, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 136 (16d10 + 48)
Speed: 50 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 18 (+4) 12 (+1) 16 (+3) 8 (–1)

Saving Throws Con +8, Cha +3 Senses darkvision 60 ft., passive Perception 13
Damage Resistances acid, radiant Languages Deep Speech
Damage Immunities poison Challenge 9 (5,000 XP)
Condition Immunities charmed, poisoned

Amphibious. The abezrogest can breathe air and water.


Regeneration. The abezrogest regains 5 hit points at the start of its turn if it has at least 1 hit point.
If the abezrogest takes acid or fire damage, this trait doesn’t function at the start of the abezrogest’s
next turn.
Miasma. A creature that starts its turn within 5 feet of the abezrogest must succeed on a DC 14
Constitution saving throw or take 5 (1d10) necrotic damage.

Actions
Multiattack. The abezrogest makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage, plus 9
(2d8) acid damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus
14 (4d6) poison damage.
Infectious Breath (Recharge 6). The abezrogest exhales contagions in a 30-foot cone. Each creature
in the cone must make a DC 16 Constitution saving throw, taking 54 (12d8) necrotic damage on
a failed save, or half as much damage on a successful one. A creature that fails its saving throw is
infected by a disease. An infected creature’s hit point maximum is reduced by 11 (2d10) hit points, and
it has disadvantage on attack rolls and ability checks as long it remains infected. This disease is also
highly contagious; a creature that starts its turn within 5 feet of an infected creature must succeed
on a DC 14 Constitution saving throw or become infected as well. An infected creature can be cured
by a greater restoration spell or similar magic. A creature that succeeds on its saving throw or is
cured becomes immune to the disease for the next 24 hours.

Abezrogests are unearthly horrors with slick, bone-white skin, gaunt limbs, and long, spined bodies.
They slip into the Material Plane from their home dimension through weaknesses caused by great
arcane events or overuse of planar travel spells.
Uncanny Pox. Abezrogests produce unearthly toxins, which spread disease among living creatures.
The toxins in their bodies are unlike anything else on the Material Plane. Their bodies remain toxic even
after death; only burning the corpse can prevent deadly corruption from seeping into the ground as the
creature rots. While these toxins harm others, they grant the abezrogest rapid healing abilities.
Sepulchral Lairs. Abezrogests prefer to hunt in shadows and murky swamps. They aim to kill
swiftly and bring prey back to their lairs, where they can feed in peace. Abezrogests nests are marked
by mounds of clean white bones arranged in peculiar geometric shapes.
Alien Intelligence. Abezrogests possess a keen intellect. However, attempts to communicate
with them usually end in researchers being devoured. Scholars have theorized that abezrogests may
be able to communicate with each other even across the expanse between dimensions, calling their
companions to join them when they find a passage into the Material Plane. There is evidence of
abezrogests hunting and lairing together.
8 CREATURES
Felipe Escobar

9
CREATURES
9
AMANOS
Small monstrosity, chaotic evil
Armor Class: 13
Hit Points: 49 (9d6 + 18)
Speed: 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 6 (–2) 11 (+0) 6 (–2)

Skills Sleight of Hand +5, Stealth +5 Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 10
Damage Resistances force
Languages —
Condition Immunities blinded, charmed,
frightened, prone Challenge 3 (700 XP)

Amanos’ Curse. The hands of any humanoid killed by the amanos detach from the corpse at the
moment of death, and each becomes a new amanos.
Hungering Void. The Tiny opening on an amanos’ palm leads to an endless dark void. Non-magical
objects that fully enter this void are destroyed.
Magic Resistance. The amanos has advantage on saving throws against spells and other magical effects.
Nimble Escape. The amanos can take the Disengage or Hide action as a bonus action on each of its turns.

Actions
Multiattack. The amanos makes two attacks.
Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Open the Void. The amanos opens up the mouth in its palm to reveal an empty void. Each Medium
or smaller creature within a 30-foot cube originating from the amanos must succeed on a DC 13
Strength saving throw or be pulled up to 20 feet directly towards the amanos. If a creature is pulled
within the amanos’ reach, the amanos can immediately use its reaction to make a slash attack.

The first amanos was created by an ambitious young mage who wished to craft a more powerful
version of the spell mage hand. The spell backfired, and the mage’s own hand disconnected itself
from their body, transforming into a monstrosity sculpted from the mage’s avarice. The first amanos
scuttled away into the darkness on its many finger-legs before the mage could stop it.
Hungry Hands. Amanos are driven by greed but are cunning and quiet. They constantly consume
mundane items, shredding them and feeding them into their void, but their favorite prey is people.
Amanos typically rely on stealth to stalk their victims, striking when they are alone or using the pull
of the void inside to suck potential prey toward them. If an amanos finds itself overmatched, it will
retreat, climbing up and away out of reach. Amanos are most frequently found in urban environments
where they can easily find food for their insatiable hunger or in sites of great arcane power as they are
drawn towards magical energies.
Empty Palms. Amanos have a mouth in the center of their palm that opens to an endless hungry
void. They use their fang-like nails to tear their victims into shreds before feeding the scraps into the
void piece by piece. The only parts of their victims that amanos do not consume are their hands.
Instead, they spread their curse to create more of themselves so that for each person an amanos kills,
two new amanos emerge.

10 CREATURES
Anthony Scott Waters

11
CREATURES
11
ARMOGG
Large dragon, unaligned
Armor Class: 16 (natural armor), 12 while prone
Hit Points: 68 (8d10 + 24)
Speed: 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 8 (–1) 16 (+3) 4 (–3) 11 (+0) 9 (–1)

Skills Intimidation +3, Perception +2 Languages understands Draconic but can’t speak
Damage Resistances lightning, piercing; slashing Challenge 3 (700 XP)
Senses tremorsense 30 ft., passive Perception 12

Sand Camouflage. The armogg has advantage on Dexterity checks made to hide in sandy terrain.
Soft Underbelly. The armogg loses its resistance to piercing and slashing damage and can’t benefit
from its natural armor when it is prone.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the
target is grappled and restrained (escape DC 13). While the armogg has a creature grappled, it can’t
bite a different target.
Shock (Recharges 5–6). The armogg unleashes lightning in a 10-foot-radius sphere centered on itself.
Each creature in that area must make a DC 13 Constitution saving throw, taking 5 (2d4) lightning
damage on a failed save or half as much damage on a successful one. A creature that fails its saving
throw is stunned until the end of the armogg’s next turn.

Seasoned desert travelers know to be wary of a solitary patch of rocks jutting from the sand if they
spot no other rocks around. This camouflage is typical of the armogg, a deadly ambush predator. This
cousin to blue dragons has no wings but is an adept burrower, capable of swimming through sand like
a fish through water.
Lying in Wait. The armogg’s armored back resembles jagged rocks. Underneath, its sandy yellow
skin is tough and leathery but lacks the protection of hard scales. When hunting, it keeps itself partially
submerged in the sand to conceal its underbelly. Armoggs generate lightning within their bodies,
releasing electric jolts to stun prey before they strike with their powerful jaws. Often, their victims
disappear beneath the sand before they can cry out a warning.
Desert Tyrants. Armoggs are fiercely territorial and will even kill other armoggs in skirmishes over
the best hunting grounds.

12 CREATURES 12
Samantha Rustle

13
CREATURES
13
BALEFUL RABBIT
Tiny fiend (demon), chaotic evil
Armor Class: 13
Hit Points: 27 (6d4 + 12)
Speed: 40 ft.

STR DEX CON INT WIS CHA


5 (–3) 16 (+3) 14 (+2) 15 (+2) 11 (+0) 18 (+4)

Skills Deception +6, Perception +2, Stealth +5 Senses darkvision 60 ft., passive Perception 12
Damage Resistances cold, fire, lightning; Languages Abyssal, telepathy 60 ft.
bludgeoning, piercing, and slashing from
Challenge 1/2 (100 XP)
nonmagical attacks

Bad Luck. Creatures within 60 feet of the rabbit can’t benefit from any luck-based feats or abilities,
such as a halfling’s lucky trait, and have disadvantage on all ability checks.
Innate Spellcasting. The rabbit’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). It can innately cast the following spells, requiring no components:
At will: jump, misty step
3/day: bestow curse
1/day: vampiric touch

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

Baleful rabbits emerge into the Material Plane in swamps and dark forests before seeking out innocent
people to torment. Though they appear to be small beasts, they are actually minor demons that have
escaped the Lower Planes.
Exploiting Empathy. When a demon materializes as a tiny rabbit, it is relatively helpless
compared to its original demonic form. They search out empathetic people who will care for them.
Baleful rabbits particularly like to drain the life of children and people with sweet dispositions.
Draining Life and Luck. A baleful rabbit causes bad luck to ruin the lives of nearby creatures. The
demon feeds on their misfortune. The only way to rid yourself of a baleful rabbit is to kill it, though few
targeted by a baleful rabbit realize that it is the true cause of their misery as the demons are adept at
appearing innocent. A rabbit will stay with a suitable victim until their bad luck becomes so bad that
they meet with a tragic accident or completely fall into despair. Once a baleful rabbit has brought as
much ill fortune to a target as possible, it hops away to find a new one.

14 CREATURES 14
Jessica Desjardins

15
CREATURES
15
BATTLESHEE
Medium undead, lawful evil
Armor Class: 18 (natural armor)
Hit Points: 49 (11d8)
Speed: 40 ft.

STR DEX CON INT WIS CHA


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

Damage Resistances acid, fire, lightning, thunder; Senses darkvision 60 ft., passive Perception 12
bludgeoning, piercing, and slashing from
Languages understands any languages it knew in
nonmagical attacks
life but can’t speak
Damage Immunities cold, necrotic, poison
Challenge 4 (1,100 XP)
Condition Immunities exhaustion, poisoned

Battleground Bound. The battleshee can’t willingly move more than one mile from the site of
its original death. Within this area, the battleshee can move through solid objects as if they were
difficult terrain. While moving through the ground, the battleshee has total cover.
Detect Enemies. The battleshee can magically sense the presence of creatures within 1 mile of the site of
its death that aren’t undead or constructs. It knows their general direction but not their exact locations.

Actions
Corrupting Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing
damage, and the target must make a DC 14 Constitution saving throw, taking an additional 7 (2d6)
necrotic damage on a failed save.
Eternal Battle Cry (1/Day). The battleshee raises its sword and lets out a deafening scream that
echoes across the battlefield. Each creature within 100 feet of the battleshee that can hear it must
succeed on a DC 14 Constitution saving throw or take 10 (3d6) psychic damage and become stunned
until the end of the target’s next turn. The battleshee can cause its battle cry to continue echoing for
up to 1 minute by maintaining concentration on it as if it were a spell. If it does so, each creature that
can hear the battleshee must repeat this saving throw at the start of each of its turns, taking 3 (1d6)
psychic damage on a failure.
Revealing Pain. The battleshee pulls the visor of its helmet up to reveal its face beneath. Each creature
within 60 feet of the battleshee who can see it must succeed on a DC 12 Wisdom saving throw or
become paralyzed for 1 minute. A paralyzed target can repeat its saving throw at the end of each of its
turns. If a creature’s saving throw is successful, or the effect ends for it, the creature becomes immune
to the battleshee’s Revealing Pain for the next 24 hours.

At the sites of great battles, battleshees march in an unending war against the living. If you can hear
the clanking armor of the battleshee, it is likely already too late, as soon you will hear their deadly
scream of pain.
Corrupted Fight. The battleshees are the undead remnants of commanders betrayed by their
own forces. They’re cursed to roam the same battlefield where they died, fighting a battle long since
over. Though they can no longer speak, they can still scream commands that force other creatures to
relive the pain of their last battle.
Supernatural Armor. A battleshee has a metallic skin, as if the armor it wore in life weighs it down
in death. It looks like full plate armor in the day, but a battleshee’s armor appears ethereal under the
moonlight, revealing the undead horror within. They are bound to the earth by the weight of their armor
and their pain. Under their helms, a battleshee’s eyes are black and constantly run with tears, and their
mouths are grim maws filled with sharp teeth, while the rest of their bodies are ghostly and translucent.
Pain Hoarders. Battleshees collect objects associated with pain. These grisly trophies adorn their armor.
These creatures that know no other joy particularly covet weapons and teeth ripped from their victims.

16 CREATURES 16
Jarel Threat

17 CREATURES 17
BEHIND FLAYER
Medium aberration, chaotic evil
Armor Class: 15 (breastplate)
Hit Points: 110 (13d8 + 52)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 17 (+3) 17 (+3) 12 (+1)

Saving Throws Con +7, Int +6, Wis +6 Senses darkvision 120 ft., passive Perception 16
Damage Immunities poison Languages Deep Speech, Undercommon,
telepathy 120 ft.
Condition Immunities poisoned
Challenge 7 (2,900 XP)

Stench. Any creature that starts its turn within 5 feet of the behind flayer must succeed on a DC 15
Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn.
Innate Spellcasting. The behind flayer’s innate spellcasting ability is Intelligence (spell save DC 15).
The behind flayer can innately cast the following spells, requiring no components:
At will: fog cloud, gust of wind, levitate
1/day each: dominate monster, gaseous form, plane shift (self only), stinking cloud

Actions
Multiattack. The behind flayer makes two headbutt attacks.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning
damage plus 9 (2d8) poison damage, and the target must succeed on a DC 15 Constitution saving
throw or be stunned until the start of its next turn.
Behind Blast (Recharge 5–6). The behind flayer forcefully emits a cloud of stench in a 90-foot cone.
Each creature in that area must succeed on a DC 15 Constitution saving throw or take 22 (4d8 + 4)
poison damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

Coming from a plane of disgusting stench, behind flayers descend on unsuspecting places to spread
their foul smells far and wide. The top of the behind flayer’s head constantly bleches fetid gas. Its face
has a posterior-esque appearance, with two merciless eyes resting above bulbous cheeks. Speculations
about the appearance of a behind flayer’s actual rear have been made, but none have succeeded in
confirming the truth as they are typically seen wearing long, constantly billowing robes.
Strange Anatomy. Behind flayers have evolved to perfectly dispense the terrible scents from their
home plane. Their communication is accented by vibrating noises and obnoxious expulsions of air.
They have a puerile sense of humor and delight in the discomfort they cause others.
Stinky Harbingers. The behind flayers believe that if they can pump enough of their plane’s foul
air into other planes, the smelly entity known only as the great olid one that they worship will be able
to break through and take over.

18 CREATURES 18
Andrea Bruce

19 CREATURES 19
BELLOBUS
Medium celestial (shapechanger), neutral good
Armor Class: 15 (natural armor)
Hit Points: 66 (12d8 + 12)
Speed: 30 ft., fly 40 ft..

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 18 (+4)

Skills Insight +3, Medicine +3, Perception +3, Per- Senses darkvision 60 ft., passive Perception 13
suasion +6, Stealth +5
Languages Celestial, Common, telepathy 60 ft.
Damage Resistances necrotic, poison, radiant;
Challenge 4 (1,100 XP)
bludgeoning, piercing, and slashing from
nonmagical attacks

Angelic Weapons. The bellobus’s weapon attacks are magical. When the bellobus hits with any
weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
Shapechanger. The bellobus can use its action to polymorph into a Small or Medium humanoid,
or back into its true form. Without wings, the bellobus loses its flying speed. Other than its size
and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
Support. As a bonus action, the bellobus can encourage one creature that it can see within 60 feet of
it. The creature has advantage on the next attack roll or ability check that it makes before the end of
the bellobus’s next turn.

Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage
plus 13 (3d8) radiant damage
Flash of Light (Recharges 5–6). The bellobus fills a 15-foot-radius sphere centered on itself with
radiant light. Each creature in the sphere must make a DC 14 Constitution saving throw, taking 14 (4d6)
radiant damage on a failed save, or half as much damage on a successful one.
Etherealness. The bellobus magically enters the Ethereal Plane from the Material Plane, or vice versa.

Reactions
Defend. When a creature the bellobus can see targets an ally of the bellobus, the bellobus moves up
to its speed to the ally’s space, and the ally is moved into an unoccupied space. Any damage from
the attack dealt to the ally is halved, and the bellobus takes the other half of the damage. Once the
bellobus has used this ability, it can’t use it again until it has moved 0 feet on one of its turns.

These friendly, soft-winged beings are the angelic cousins of incubi and succubi. A bellobus can take
a form of its choice to interact with mortals. Their true form is a winged humanoid shrouded in an
otherworldly shimmer. Bellobi inspire people, encouraging them toward kindness. Legends say they
can even help undo the corruption caused by their fiendish counterparts.
Agents of Redemption. Bellobi are drawn to creatures who hope to atone for the harm they have
caused. This hope can be buried deep, but the bellobus can sense it nonetheless. A bellobus influences
the creature’s daydreams and passive thoughts, encouraging the creature’s desire to do good. Bellobi
may interact with their charge in disguise, becoming friends while not revealing their true nature.
A bellobus might reveal itself to the creature if the bellobus thinks that the creature would benefit
from knowing about its presence. However, some creatures become hostile when they learn that the
bellobus has influenced their thoughts and actions.

20 CREATURES 20
Josiah “Jo” Cameron

21
CREATURES
21
BLUE-GREEN SWARMERS
Medium swarm of Tiny beasts, unaligned
Armor Class: 12
Hit Points: 27 (5d8 + 5)
Speed: 10 ft., fly 45 ft.

STR DEX CON INT WIS CHA


2 (–4) 16 (+2) 12 (+1) 7 (–2) 2 (–4) 10 (+0)

Damage Resistances piercing, slashing Senses passive Perception 6


Condition Immunities charmed, frightened, Languages —
grappled, paralyzed, petrified, prone, restrained,
Challenge 1 (200 XP)
stunned

Floral Distraction. The swarm is surrounded by flower petals caught up in the gusts of the swarmers’
many tiny wings, making it difficult to target the swarm up close. Attacks made within 5 feet of the
swarm have disadvantage.
Loud Hum. The swarm constantly emits a loud humming that can be heard for 100 feet in all directions.
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 bird. The swarm can’t regain hit points or gain
temporary hit points.

Actions
Peck. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing
damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Blue-green swarmers are tiny birds that fly with buzzing wings in large swarms, stripping plants of
their flowers in seconds. When agitated, they’re known to attack as a flock, strafing any creature they
feel threatened by with their sharp beaks and tiny claws.
Flower Fall. As a swarm of blue-green swarmers approaches, the sky fills with a rain of flower
petals swept up by their wings. It’s beautiful to see, but those who know the habits of these tiny, fierce
creatures know to hide away from the oncoming swarm or risk being pecked to death.

22 CREATURES 22
Samantha Rustle

23
CREATURES
23
BRINEBOUND
Medium or Small aberration, any neutral alignment
Armor Class: 15 (natural armor)
Hit Points: 105 (14d8 +42)
Speed: 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Dex +5, Wis +4 Languages Aquan, Common


Skills Athletics +7, History +5, Perception +7 Challenge 5 (1,800 XP)
Senses passive Perception 17

Amphibious. The brinebound can breathe air and water.


Haul The Hunt. The brinebound can move up to its speed while dragging another Large or smaller
creature it has restrained.
Wrestle the Sea. The brinebound has advantage on Strength (Athletics) checks made to grapple
creatures. Additionally, the brinebound can attempt to grapple creatures up to two sizes larger than
it.

Actions
Multiattack. The brinebound makes three attacks: one with its bite and two with its claws or barbed
spear.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Barbed Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11
(2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target
is restrained. A creature can use its action to make a DC 15 Strength check to free itself or another
creature in a net, ending the effect on a success. Dealing 10 slashing damage to the net (AC 13) frees
the target without harming it and destroys the net.

When a fisher or whaler becomes obsessed with hunting a specific sea creature, they may draw the
attention of eldritch forces of the depths and be transformed into one of the brinebound.
Driven By The Depths. Brinebound have been corrupted by ancient, unknowable forces that
reside deep within the ocean. These strange beings feed off the obsessive feelings that the brinebound
have for their quarries and want to fuel that fixation.
Strange Blessings. To empower their hunting prowess, brinebound have been granted incredible
strength and the ability to go one-on-one with creatures much larger than they are. Eventually, they
are completely transformed into amphibious, scaled creatures, and their original humanoid form is no
longer recognizable. As this transformation occurs, a brinebound’s memories of its former life fade into
hazy recollections. Even if they succeed in killing the prey they are obsessed with, they won’t return to
land but continue hunting on the ocean.
At Any Cost. A brinebound’s obsession with hunting sea creatures extends to defending their
hunting grounds, and they won’t hesitate to kill or capture those who get in their way. However,
brinebound are not mindless monsters. They are capable of forming alliances to hunt prey they can’t
take on alone.

24 CREATURES
Jason Rainville

CREATURES
25
BRONZE SPARROW
Tiny construct (shapechanger),
Armor Class: 17 (natural armor) in bird form,
22 (natural armor) in birdcage form
Hit Points: 22 (4d8 + 4)
lawful neutral Speed: 20 ft., fly 60 ft. (0 ft. in birdcage form)

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 12 (+1) 9 (–1) 10 (+0) 8 (–1)

Skills Perception +2, Stealth +6 Senses darkvision 60 ft., passive Perception 12


Damage Immunities poison Languages the languages of its creator plus any
three languages
Condition Immunities poisoned
Challenge 1 (200 XP)

Shapechanger. The sparrow can use its action to transform into a bronze birdcage or back into its
bird form and vice versa. In its birdcage form, the sparrow is a Tiny object with 22 AC and resistance
to all damage. All of its other statistics remain the same. Anything the sparrow is carrying in its bird
form that can fit inside a Tiny object rests inside the birdcage when it transforms, while any larger
object is dropped, landing within 5 feet of the birdcage.

Actions
Dart (Bird Form Only). Ranged Weapon Attack: +6 to hit, range 20/90 ft., one target. Hit: 7 (1d6 + 4)
piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become
poisoned for one hour. While poisoned in this way, a creature takes 4 (1d8) poison damage at the start
of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns,
ending the condition for itself on a success.
Repair (Birdcage Form Only). The sparrow regains 3 (1d4 + 1) hit points.

Bronze sparrows are mechanical messengers used to send short messages and carry small items.
They are highly valued, especially in dangerous circumstances, due to their reliability and ability to
defend themselves with poisoned darts.
Coveted Messengers. Bronze sparrows can memorize a spoken message of up to 1 minute and
carry tiny objects, such as small scrolls or trinkets. Due to their high price and complex magic,
only a few can afford them.
Tenacious Birds. To find the person they are being sent to, a bronze sparrow must be given
something belonging to them. Once they touch the object with their beak, the sparrow magically
learns the recipient's current location. Once they have completed their delivery, the sparrow returns to
the person who sent it, along with any reply message. A bronze sparrow cannot be forced to deliver a
verbal message to anyone but its intended target, and it will only give up an object it carries upon its
death should anyone but the target try to retrieve it.
Safe and Sound. These resolute constructs can fly for up to 20 hours a day, but they must also
recharge. Bronze sparrows can transform into their own cage to rest, protecting any item they are
carrying from harm inside their study frames.

26 CREATURES 26
Victoria Jeffrey

27
CREATURES
27
BURNISHED SLIME
Medium ooze, unaligned
Armor Class: 8
Hit Points: 37 (5d8 + 15)
Speed: 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (–2) 16 (+3) 1 (–5) 6 (–2) 7 (–2)

Damage Resistances bludgeoning, cold; piercing, Senses blindsight 60 ft. (blind beyond this radius),
slashing passive Perception 8
Damage Immunities acid, fire Languages —
Condition Immunities blinded, charmed, deaf- Challenge 1 (200 XP)
ened, exhaustion, frightened, prone

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the slime remains motionless, it is indistinguishable from a pool of melted
gold or a layer of gold plating.
Strip Metal. Any nonmagical weapon plated with a precious metal, such as a silvered weapon, that hits
the slime is corroded. After dealing damage to the slime, the weapon loses its precious metal coating
and takes a permanent −1 penalty to attack and damage rolls. The slime can eat through nonmagical
precious metals and objects made entirely from them, such as coins and statues. An object consumed
by the slime loses half of its value after 1 round and is completely destroyed after 2 rounds.

Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage
plus 10 (3d6) acid damage, and if the target is wearing nonmagical armor made with precious metals,
the armor is stripped of its precious metals and takes a permanent −1 penalty to the AC it offers.

A curious ooze, the burnished slime dissolves precious metals like gold, silver, electrum, and platinum,
leaving other less valuable metals untouched. It mimics the color and luster of gold to attract treasure
hunters and adventurers. Usually, a burnished slime’s victims find out too late that it feeds on flesh and
bones, dissolving their bodies until only iron, steel, leather, and wood remain on the cold stone floor.
Fool’s Gold. Burnished slimes stretch their resilient bodies to form a film-like coating on an object
like a statue, making them difficult to distinguish from a gold-plated object at a distance. When a
creature comes close enough, the slime slithers forward and strikes.
All That Glitters. Depending on their diets, burnished slimes can resemble pools of liquid gold,
silver, or platinum.

28 CREATURES 28
Julia Metzger

29 CREATURES 29
CAPRASK
Medium monstrosity, unaligned
Armor Class: 16
Hit Points: 88 (16d8 + 16)
Speed: 45 ft.

STR DEX CON INT WIS CHA


18 (+4) 22 (+6) 12 (+1) 4 (–3) 14 (+2) 8 (–1)

Saving Throws Dex +8 Senses darvision 60 ft., passive Perception 14


Skills Athletics +6, Perception +4 Languages —
Condition Immunities prone Challenge 4 (1,100 XP)

Charge. If the caprask moves at least 20 feet straight toward a target and then hits it with a ram
attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Moving Target. If the caprask jumps at least 15 feet as part of its movement and makes at least one
stab attack, it can jump away without provoking opportunity attacks.
Perfect Landing. If a caprask falls at least 10 feet and succeeds on a DC 12 Dexterity saving throw, it
lands on its feet, taking no damage from the fall. On a failure, it takes half the damage that the fall
would normally generate.
Precise Footing. The caprask ignores nonmagical difficult terrain.
Standing Leap. The caprask’s long jump is up to 30 feet, and its high jump is up to 25 feet, with or
without a running start.

Actions
Multiattack. The caprask makes two stiletto hooves attacks.
Stiletto Hooves. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage.

The belligerent goat-like caprasks live on rocky mountainsides. They traverse cliffs that seem
impossibly steep on their incredibly sharp legs, which narrow to knife-like points. They can balance on
the smallest of ledges and survive falls from great heights.
Aggressive. Caprasks typically travel in small herds. They are highly territorial and will attack any
creature that enters their area. While their diet mainly consists of lichens, they will happily feast on
flesh, whether scavenged from the body of an unlucky traveler or a person they have hunted down.
Unpopular Mounts. Caprasks are rumored to have been created by a very belligerent wizard but
now roam free. Their deadly legs and tendency toward meat-eating have made the caprask unpopular
as a domesticated animal. However, the brave few who have tamed them have found there is no
mount more sure-footed over steep terrain than a caprask.

30 CREATURES 30
Shel Kahn

31 CREATURES 31
CELESTACEAN
Gargantuan monstrosity, unaligned
Armor Class: 14 (natural armor)
Hit Points: 297 (17d20 + 119)
Speed: 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


27 (+8) 10 (+0) 25 (+7) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Str +12, Cha +7 Condition Immunities blinded


Skills Insight +6, Perception +6 Senses truesight 100 ft., passive Perception 16
Damage Resistances psychic Languages Celestacean
Damage Immunities fire, force Challenge 12 (8,400 XP)

Hold breath. A celestacean can hold its breath for up to 100 years.
Gravitational Escape. Once a day, as long as it is not touching the ground, a celestacean can teleport
itself up to 70 miles directly upwards to escape a planet’s gravity. Two celestaceans teleporting
alongside each other can bring one creature of up to Huge size with them.
Song of Pain. When in distress, a celestacean’s telepathic song becomes painful to other creatures
around it. Creatures who start their turn within 100 feet of a distressed celesacean must make a DC
15 Wisdom saving throw or take 16 (3d10) psychic damage. Creatures with telepathy make this saving
throw at disadvantage.
Void Song. Celestaceans can communicate with other celestaceans up to 300,000 miles away
using a powerful telepathic song. Telepathic creatures hear this song if they are within 10 miles of a
celestacean, and creatures without telepathy can hear it if they are within 100 feet.

Actions
Multiattack. The Celestacean makes three attacks: one tail attack and two thrash attacks.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage,
and the target must make a DC 20 Strength saving throw or be knocked prone and pushed back 20
feet directly away from the celestacean.
Thrash. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage
plus an extra 21 (2d12 + 8) bludgeoning damage if the target is an object.
Teleport Slam (3/Day). The celestacean teleports up to 300 feet to a space it can see immediately
adjacent to a creature or object. Creatures within 5 feet of the space the celestacean appears in must
make a DC 20 Dexterity saving throw, taking 27 (3d12 +8) bludgeoning damage on a failed save and
half as much on a success. Objects within 5 feet automatically take 47 (6d12 + 8) bludgeoning damage.
The celestacean takes damage equal to half the damage it causes to objects.

The gargantuan whale-like celestaceans swim through the vast emptiness of space, feeding on
particles from solar ejections and the ambient magic of the universe. The young have dark skin
speckled with starlike patterns. As they age, celestaceans grow pale until they shine like moons.
Celestaceans can live in the vacuum of space and endure the heat of entering an atmosphere.
Rare Visitors. A celestacean can hold its breath for centuries, but eventually, it will have to breach the
atmosphere of a planet for air. If a celestacean misaligns its entry, it can become beached on the surface
of a world, causing massive destruction as it crashes down. For most celestaceans, planetary beaching is a
death sentence. If a community can survive the impact of a celestacean, the body can be a great bounty.
They produce potent magical ambergris that is sought after by alchemists. Their bones are made of rare,
flexible metal, and their bodies carry deposits of rare minerals. Some hunters may try to bring down a
celestacean when it appears in the sky. Celestaceans have a limited teleportation ability while flying in the
atmosphere, which they usually use to escape a planet’s gravity and return to space, but they can also use
it to smash into anything that dares hunt them in the skies.

32 CREATURES
CELESTACEAN CALF
Huge monstrosity, unaligned
Armor Class: 12 (natural armor)
Hit Points: 95 (10d12 + 30)
Speed: 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


21 (+5) 14 (+2) 18 (+4) 8 (–1) 10 (+0) 14 (+2)

Saving Throws Str +7, Cha +4 Condition Immunities blinded


Skills Insight +2 Senses truesight 60 ft., passive Perception 10
Damage Resistances psychic Languages Celestacean
Damage Immunities fire, force Challenge 4 (1,100 XP)

Hold Breath. A celestacean calf can hold its breath for up to 3 years.
Stellar Camouflage. A celestacean calf’s dark skin, speckled with points of light, gives it advantage
on Dexterity (Stealth) checks to hide in the vacuum of space or against a clear night sky.
Void Song. Celestaceans can communicate with other celestaceans up to 300,000 miles away
using a powerful telepathic song. Telepathic creatures hear this song if they are within 10 miles of a
celestacean, and creatures without telepathy can hear it if they are within 100 feet.

Actions
Thrash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage
plus an extra 11 (1d12 + 5) bludgeoning damage if the target is an object.
Distress Call (Recharge 4–6). The celestacean calf sends out a powerful psychic burst. Each creature
within 100 feet of it must make a DC 12 Wisdom saving throw, taking 16 (3d10) psychic damage on a
failure or half as much damage on a success.

Singers in Space. Celestaceans communicate with each other using powerful telepathic songs.
Being close to a celestacean can be mentally overwhelming, especially for creatures sensitive to psionics
as the whale’s call fills their minds. Celestaceans are creatures of great social and emotional intelligence
and are sensitive not only to the moods of their own kind but also to the emotions of many other creatures.
Different pods of celestaceans sing different melodies, though they also sing to other families with
warnings and news and simply for the joy of singing.
Caring Families. Celestaceans form deep and lasting family bonds, and their young calves are
defended by the entire family with terrible ferocity. They almost always travel in a family pod. Young
celestaceans are more vulnerable than adults because they are smaller and must visit planets to breathe
more frequently until they are 500 years old. They are also more likely to become beached and must rely
on their family to help teleport them back into space until they develop their teleportation powers. While in
the atmosphere, young celestaceans are playful and curious and are carefully watched by their family.
CREATURES 33
34
Eleonor Piteira

CREATURES
CREATURES 35
CERAPTER
Large celestial, lawful or chaotic good
Armor Class: 13
Hit Points: 68 (8d10 + 24)
Speed: 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 (+3) 11 (+0) 15 (+2) 14 (+2)

Saving Throws Dex +5, Wis +4, Cha +4 Senses darkvision 60 ft., passive Perception 16
Skills Perception +6 Languages Celestial, Common, Elvish, Sylvan,
telepathy 60 ft.
Condition Immunities charmed
Challenge 3 (700 XP)

Flying Charge. If the cerapter flies at least 20 feet straight toward a target and then hits it with a horn
attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or be thrown backward 10 feet and knocked
prone.
Innate Spellcasting. The cerapter’s innate spellcasting ability is Charisma (spell save DC 12). The
cerapter can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft
1/day each: aid, gust of wind

Actions
Multiattack. The cerapter makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Cerapters are a rare cross between unicorns and pegasi. With powerful wings and formidable horns,
they combine many of the best features of their ancestors.
Horses of a Feather. Cerapters prefer to flock together in herds of their own kind, though they
are also sometimes found living among pegasi. They are highly protective of their young. A herd of
cerapters gliding through the sky is a magnificent sight, one that few are blessed to witness.
Independent Mounts. A cerapter can be a powerful and nimble mount. However, they are more
temperamental and harder to bond with than pegasi. An individual cerapter will only accept a rider
who shares its deepest values, but once a cerapter has accepted a rider there are few more protective
or loyal mounts.

36 CREATURES 36
Ilse Gort

37 CREATURES 37
CHELAATEL SWARM
Huge swarm of Tiny monstrosities, lawful evil
Armor Class: 17 (natural armor)
Hit Points: 42 (4d12 + 16)
Speed: 35 ft. climb 30 ft.

STR DEX CON INT WIS CHA


8 (–1) 16 (+3) 18 (+4) 6 (–2) 12 (+1) 3 (–4)

Damage Resistances poison; bludgeoning and Senses darkvision 60 ft., passive Perception 11
slashing from nonmagical attacks
Languages —
Condition Immunities charmed, exhaustion,
Challenge 3 (700 XP)
frightened, grappled, paralyzed, petrified, poi-
soned, prone, restrained, stunned

Overrun. The swarm’s space is difficult terrain for all creatures other than chelaatel. At the end of the
swarm’s turn, each creature sharing a space with it must succeed on a DC 13 Dexterity saving throw
or take 2 (1d4) piercing damage.
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 creature. The swarm can’t regain hit points or gain
temporary hit points.

Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 13 (4d4 + 3)
piercing damage, or 8 (2d4 + 3) piercing damage if the swarm has half of its hit points or fewer. On
a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A
poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself
on a success.

From a distance, a swarm of chelaatel looks like a dark, metallic ocean. As they draw nearer, the
individual monstrosities come into focus, surging over one another in a wave that obliterates
everything it washes over. With their steely carapaces, sharp, scuttling legs, and poisonous bites, by the
time someone realizes a swarm of chelaatel is upon them, it is likely too late.
Wave of Destruction. A swarm of chelaatel must constantly move to sustain itself. As the swarm
advances, the chelaatel in the rear devour the organic material pulverized by those at the front. The
positions of individual chelaatel are constantly switching so that each can feed. Any chelaatel that falls
is consumed by its companions.
Giants in the Swarm. Some rare survivors of a chelaatel scourge tell tales of a larger chelaatel
rising up among the wave of tiny horrors. Though no one has ever been able to get close enough to
study one, it is theorized that these larger creatures give birth to the smaller chelaatel. They may even
control the movement of the swarm. Others think that these creatures are simply chelaatel that have
survived long enough to molt multiple times and grow to this huge size.

38 CREATURES 38
CHELAATEL HULK
Large monstrosity, lawful evil
Armor Class: 18 (natural armor)
Hit Points: 95 (10d10 + 40)
Speed: 35 ft. climb 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 18 (+4) 8 (–1) 16 (+3) 8 (–1)

Saving Throws Str +7, Dex +5 ,Con +7 Condition Immunities frightened, poisoned
Damage Resistances poison Senses darkvision 60 ft., passive Perception 13
Damage Immunities bludgeoning and slashing Languages —
from nonmagical attacks
Challenge 8 (3,900 XP)

Swarm Brawler. Once per turn, if the target of the hulk’s melee attack is within 5 feet of at least one
chelaatel swarm that isn’t incapacitated, the hulk’s attack deals an extra 13 (2d12) piercing damage,
and the target must succeed on a DC 16 Dexterity saving throw or be knocked prone.
Swarm Surfer. Melee attack rolls against the hulk have disadvantage if at least one chelaatel swarm
is within 5 feet of it and isn’t incapacitated.

Actions
Multiattack. The hulk makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage plus 7
(2d6) poison damage.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (1d8 + 4) slashing damage.

CREATURES 39
40
Randy Vargas

CREATURES
CREATURES 41
CHOQUAL
Large monstrosity, neutral evil
Armor Class: 15 (natural armor)
Hit Points: 60 (8d10 + 16)
Speed: 35 ft., climb 35 ft., fly 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 15 (+2) 6 (–3) 14 (+2) 7 (–2)

Saving Throws Str +6, Con +4 Languages understands Abyssal, Common, and
Skills Perception +4 Infernal but can’t speak

Senses darkvision 60 ft., passive Perception 14 Challenge 3 (700 XP)

Keen Sight and Smell. The choqual has advantage on Wisdom (Perception) checks that rely on sight
or smell.
Air Sac. As a bonus action, the choqual has an air sac that it can inflate into a bulging balloon to
bolster its defense. The choqual can inhale air as a bonus action on its turn to gain 5 (1d10) temporary
hit points.

Actions
Multiattack. The choqual makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Shriek (Recharge 5–6). The choqual unleashes a horrific screech that blasts forward in a 30 foot cone.
Each creature and unattended object in the area must make a DC 14 Constitution saving throw, taking
16 (3d10) thunder damage on a failure or half as much damage on a success. If the choqual has any
temporary hit points from its Air Sac ability when it unleashes its shriek, they are lost, and the Shriek
deals bonus thunder damage equal to the temporary hit points lost.

Choquals were birthed in the pits of the Lower Planes, bred by devils as mounts they could ride into
battle. These monstrous birds have long beaks with sharp teeth that can bite through armor.
Hunters In Darkness. Choquals tend to shy away from light and prefer to hunt in the darkness.
Though choquals will eat carrion, they prefer live prey, especially intelligent creatures that they take a
sadistic glee in tearing limb from limb.
Screeching Terrors. A choqual’s shriek can be heard from miles away and is powerful enough to
crack rocks and bones alike. This horrific shriek can be amplified by the bulbous air sac beneath the
creature’s grotesque wattle. Though hidden while deflated, the creature can inflate this fleshy sac to a
size almost as large as its own body, providing a solid bulwark against attacks.

42 CREATURES 42
Mia Thomas

43 CREATURES 43
CLIPPER BEETLE
Medium beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 27 (5d8 + 5)
Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 12 (+1) 1 (–5) 7 (–2) 3 (–4)

Skills Perception +0 Senses passive Perception 10


Damage Resistances bludgeoning and slashing Languages —
from nonmagical attacks
Challenge 1 (200 XP)

Siege Monster. The clipper beetle deals double damage to objects and structures.

Actions
Sawing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Clipper beetles live in forests where they make homes out of trees they fell with their sawlike pincers.
Travelers in these forests must watch out for colonies of these beetles, not only because of their
aggressive nature but because of the falling trees in the area.
Natural Loggers. While they cannot be truly domesticated, giant clipper beetles can be used to
clear wooded areas quickly. Clipper beetle larvae can be released into a forest. Within a few months,
they will have pupated into beetles and cut down miles of woodland. Removing or exterminating the
fully grown beetles is often a task left to adventurers.

44 CREATURES 44
Samantha Rustle

45
CREATURES
45
CORISYTHID
Large monstrosity, unaligned
Armor Class: 19 (natural armor)
Hit Points: 97 (13d10 + 26)
Speed: 30 ft., climb 35 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 15 (+2) 6 (–2) 14 (+2) 5 (–3)

Skills Perception +8, Stealth +9 Languages —


Condition Immunities deafened, petrified Challenge 6 (2,300 XP)
Senses blindsight 10 ft., passive Perception 18

Perfect Camouflage. The corisythid can alter the color of its body to match its surroundings. While
the corisythid remains motionless, it is indistinguishable from the surface it is disguised as.
Spider Climb. The corisythid can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Still Stealth. The corisythid can take the Hide action as a bonus action. Once it has used this ability, it
can’t use it again until it moves 0 feet on one of its turns.
Unnerving Ambush. If the corisythid has advantage on its attack roll against a creature, the target
must succeed on a DC 14 Wisdom saving throw or become frightened of the corisythid for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to
this corisythid’s Unnerving Ambush for 24 hours.

Actions
Multiattack. The corisythid makes two attacks with its claws or its mandibles.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
The target is grappled (escape DC 16) if it is a Large or smaller creature and the corisythid doesn’t
have a creature grappled.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target the corisythid has grappled.
Hit: 12 (2d6 + 5) slashing damage.

The enormous insectoid corisythid resembles its smaller cousins, praying mantises, with large serrated
claws to snatch prey. In their natural state, they are vivid green. However, a living corisythid is rarely
seen in its true colors as it can blend seamlessly with its environments.
Arcane Ambushers. The corisythid uses its ability to perfectly camouflage to ambush its
unsuspecting prey. The sudden appearance of jagged claws and gaping jaws seemingly out of
nowhere can strike fear into the hearts of even the strongest adventurer.
Uncanny Eyes. The multi-faceted eyes of the corisythid betray its mysterious origins. Rather than
the multi-lensed eyes of natural insects, the corisythid’s eyes are made up of dozens of humanoid eyes.
Unleashed Creation. The first corisythids were a final thesis project devised by an ambitious
wizard. Unfortunately, before they could present their new creations, the wizard was killed by their
creations as the corisythids escaped. Now, monstrous mantises thrive wherever there is sufficient large
prey to state their huge appetites.

46 CREATURES 46
Kurt Jakobi

47 CREATURES 47
CORNLING
Tiny aberration, neutral evil
Armor Class: 16 (natural armor)
Hit Points: 22 (4d4 + 12)
Speed: 15 ft., burrow 10 ft.

STR DEX CON INT WIS CHA


15 (+2) 8 (–1) 17 (+3) 7 (–2) 11 (+0) 12 (+1)

Saving Throws Str +4, Con +5 Languages —


Senses passive Perception 10 Challenge 1/2 (100 XP)

Parasitic. While attached to another creature the cornling takes over the creature’s body.
The cornling uses the creature’s Strength, Dexterity, and Constitution scores, senses, and any
proficiencies, special traits, or actions the creature has, but not its knowledge, languages, or class
features. The cornling retains its alignment, Intelligence, Wisdom, and Charisma scores. If the host
drops to 0 hit points, the cornling detaches. To remove the cornling, another creature can use its
action to make a DC 15 Strength (Athletics) check, detaching the cornling on a success. When a
cornling is removed in this way, the host and the cornling both take 3 (1d6) psychic damage.
Damage Transfer. While attached to a creature, the cornling takes none of the damage dealt to it,
and that creature takes all the damage.
Multiattacker. While attached to a host, the cornling can use its host’s Strength to make a horn attack in
addition to any other attacks the host can make when the cornling forces the host to use the attack action.

Actions
Attach. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and
the target must make a DC 13 Intelligence saving throw. On a failed save, the target is incapacitated
and loses control of its body, becoming a host to the cornling.
Horn (While Attached to a Host Only). Melee Weapon Attack: +2 plus host’s Strength bonus to hit, reach
5 ft., one target. Hit: 4 (1d8 + host’s Strength bonus) piercing damage.
Withdraw (While Unattached Only). The cornling withdraws into its shell. Until it emerges, it gains a
+3 bonus to AC and has advantage on Strength and Constitution saving throws. While withdrawn, the
cornling is prone, its speed is 0, and the only action it can take is to emerge from its shell.

CORNLING-INFESTED HORSE
Large aberration, neutral evil
Armor Class: 10
Hit Points: 13 (2d10 + 2)
Speed: 60 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 12 (+1) 7 (–2) 11 (+0) 12 (+1)

Senses passive Perception 10 Challenge 1 (200 XP)


Languages —

Infested. The cornling-infested horse is host to and controlled by the cornling attached to its head. If
the cornling detaches, the horse uses the statistics of a riding horse.

Actions
Multiattack. The cornling-infested horse makes two attacks: one with its horn and one with its hooves.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

48 CREATURES
Felix Klaer

Cornlings look like pearlescent spiral horns, much like a unicorn’s horn. However, inside the horn lives
a slimy, parasitic creature. Cornlings attach themselves to the heads of other creatures with their
lamprey-like mouths, burrowing their tentacles into their brains and taking control of their bodies.
Horses are cornlings’ preferred prey, but they can attach to any warm-blooded animal.
Silvery Tears. Cornlings feed off the mental energies of their hosts to produce new cornlings,
which emerge in the tears of the host. These tears coalesce into tiny cornling horns, which will scuttle
away in search of hosts of their own.
Unicorns, Bicorns, and Beyond. Most cornlings won’t attempt to attach to a host already infested
by a cornling, but occasionally two or more cornlings attach to the same host simultaneously. The
largest number of cornlings yet recorded on a single host was four on a very unfortunate donkey.
CREATURES 49
CORPSE HUNTER
Tiny undead, chaotic evil
Armor Class: 12
Hit Points: 22 (9d4)
Speed: 40 ft., climb 25 ft.

STR DEX CON INT WIS CHA


3 (–4) 15 (+2) 10 (+0) 10 (+0) 14 (+2) 10 (+0)

Damage Immunities necrotic, poison Senses darkvision 120 ft., passive Perception 12
Condition Immunities charmed, exhaustion, Languages —
poisoned
Challenge 1 (200 XP)

Salt Antipathy. The corpse hunter has a strong aversion to salt. It will not willingly cross a line of salt
on the ground.
Shared Suffering. If the corpse hunter has any undead under its control, it takes only half the
damage dealt to it (rounded down), and an undead creature of the corpse hunter’s choice that is
under its control and is within 60 feet takes the other half.
Shroud of Darkness. The corpse hunter is invisible in total darkness and has advantage on Dexterity
(Stealth) checks made in dim light.
Undead Control. The corpse hunter can control up to 10 undead creatures of CR 3 or lower at a time.
The corpse hunter can telepathically issue commands to any undead it currently controls, and they
follow these commands to the best of their ability, acting on their own turn on initiative.
Undead Reinforcement. Undead within 100 feet of a corpse hunter have advantage on saving throws
to resist being turned.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the
target is undead and has a challenge rating of 3 or lower, it must succeed on a DC 12 Charisma saving
throw or fall under the corpse hunter’s control. It rolls its own initiative and acts on its own turn. If a
living target is killed by this attack or the target is a corpse that has been dead for less than 10 days, it
immediately rises as a zombie under the corpse hunter’s control.

A corpse hunter is a malevolent spirit that resembles a cat. It will appear in graveyards or at the
window of a house where someone within has died. A corpse hunter searches out fresh corpses to
bring them under its control, resurrecting them as undead horrors.
Not What it Seems. While a corpse hunter looks like a cat at first glance, its undead nature is
easily noticeable on close inspection. However, spotting one can be difficult as corpse hunters are
invisible in darkness.
Corpse Collectors. Corpse hunters are not strong on their own, but their ability to share any
damage they take with the undead they control makes them more dangerous the larger their
collection of zombies grows. The corpse hunter has no interest in skeletons or bodies that have been
dead for more than 10 days. Once any undead it controls disintegrates into a skeleton, a corpse hunter
will relinquish control over it, leaving it as a shambling, undirected monster.
Dark Dealings. Some theorize that necromancers create corpse hunters as familiars and send
them out to collect fresh materials for dark rituals. Others believe that corpse hunters are spirits that
emerge from planes of darkness and death, drawn by the sound of mourning cries. In some regions
plagued by these horrors, it is considered bad luck to weep at a funeral in case the tears draw the
attention of a corpse hunter.

50 CREATURES 50
Samantha Rustle

51
CREATURES
51
CRABHAMMER
Large monstrosity, unaligned
Armor Class: 13
Hit Points: 114 (12d10 + 48)
Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 3 (–4) 13 (+1) 6 (–2)

Skills Stealth +5 Languages —


Senses blindsight 30 ft., Passive Perception 11 Challenge 3 (700 XP)

Amphibious. The crabhammer can breathe air and water.


Sand Camouflage. The crabhammer has advantage on Dexterity (Stealth) checks made to hide in
sandy terrain.

Actions
Multiattack. The crabhammer makes two attacks with its hammer or its pincer.
Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and
the target is grappled (escape DC 14) if it is a Large or smaller creature and the crabhammer doesn’t
have two other creatures grappled.
Hammer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
If the crabhammer is grappling a creature with the claw it uses to make this attack, the grappled
creature also takes 5 (1d10) bludgeoning damage.

Crabhammers are enormous crabs with pincers shaped like hammers. They can open up their claws to
grasp targets tightly or use the blunt ends to strike out at threats.
Submerged in Sand. As the tide goes out, wise fishers know to avoid the patches of sand with
bubbles rising around them. When the monstrous hammer-pincers of the crabhammer emerge from
below, it’s too late to run.
Territorial Mates. Like their giant crab cousins, crabhammers are omnivorous, typically walk
sideways, and keep to themselves unless aggravated. Unfortunately, they are easily aggravated. They
are most territorial during mating season when the males protect their mates.
Arcane Creations. Like many monstrous creatures roaming the natural world, the crabhammers’
origins lie in the experimentation of a reckless mage. Given crustaceans’ tenacity, it is unsurprising that
the crabhammers have spread so rapidly across oceans and coastlines.

52 CREATURES 52
Avery Howett

53 CREATURES 53
CRYSTALIUM EAGLE
Large elemental, unaligned
Armor Class: 14 (natural armor)
Hit Points: 84 (11d10 + 11)
Speed: 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 13 (+1) 7 (–2) 18 (+4) 12 (+1)

Saving Throws Str +5, Con +3 Senses passive Perception 18


Skills Perception +8 Languages Auran, Giant Eagle, Terran
Damage Immunities poison, radiant Challenge 3 (700 XP)
Condition Immunities petrified, poisoned

Dazzling Radiance. When the eagle is subjected to radiant damage, it takes no damage, and each
creature within 60 feet of the eagle that can see it must succeed on a DC 13 Dexterity saving throw or
become blinded until the end of the eagle’s next turn.
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Light as Air. The eagle does not suffer any penalty to its flying movement speed while grappling a
Large or smaller creature or object.
Spectrum of Flight. While in bright light, the eagle’s body scatters a prism of colors around it, causing
ranged attacks made against the eagle to be made with disadvantage.
Innate Spellcasting. The eagle’s innate spellcasting ability is Wisdom. It can innately cast the
following spell, requiring no components:
At will: color spray

Actions
Multiattack. The eagle makes three attacks: two with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage. If the
target is Medium or smaller, it is grappled on a hit (escape DC 13).

The sight of a rainbow on a clear day is a sign that a crystalium eagle is nearby. These elusive elemental
creatures resemble massive eagles made from crystal. Their bodies split light, dazzling those who look
at them. Despite their weight, they are capable of flight through their connection to the Elemental
Plane of Air. Native to areas between the Planes of Air and Earth, on the Material Plane, crystalium
eagles nest in high peaks, where earth and rarefied air meet.
Rock Hunters. Despite their predatory appearance, crystalium eagles eat rocks, not flesh. Despite
their mineral diet, these same natural weapons can also be turned to self-defense.
Valuable Eyes. The keen eyes of crystalium eagles are made from pure diamond. Each eye is
worth over 1,000 gp to the right buyer. Therefore, they’ve been hunted almost to extinction. Due to
this poaching, crystalium eagles have become wary of humanoids, preferring to blind any pursuers
first before fleeing. However, when crystalium eagles are nesting, they become highly aggressive in
defense of their vulnerable eggs and chicks.

54 CREATURES 54
April Solomon

55 CREATURES 55
CUPIFLORA
Medium plant, unaligned
Armor Class: 10 (natural armor)
Hit Points: 60 (8d8 + 24)
Speed: 0 ft.

STR DEX CON INT WIS CHA


14 (+2) 3 (–4) 16 (+3) 5 (–3) 14 (+2) 15 (+3)

Damage Resistances fire; bludgeoning, piercing, Languages —


and slashing from nonmagical attacks
Challenge 2 (450 XP)
Senses tremorsense 120 ft. (blind beyond this
radius), passive Perception 12

Desire Roots. The cupiflora learns the greatest desire of all creatures within 120 feet of it that it can
detect with its tremorsense.
False Appearance. When viewed from more than 30 feet away, the cupiflora is indistinguishable
from a normal pink lotus flower.

Actions
Captivate. The cupiflora targets one creature within 15 feet of it that can see it with enticing visions of
the target’s greatest desire. The target must make a DC 13 Wisdom saving throw. On a failed save, the
target takes 10 (3d6) psychic damage and is charmed by the cupiflora. While it is charmed in this way,
the target is incapacitated, its speed is 0, and it takes 1d6 psychic damage at the start of each of its
turns. A charmed creature can repeat its saving throw at the end of each of its turns, ending the effect
on itself on a success.
Roots. The cupiflora’s roots erupt in a 20-foot-square centered on a point within 60 feet of it. All
creatures in the area must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning
damage and become grappled and restrained (escape DC 12). On a successful save, a creature takes
half as much damage and isn’t grappled or restrained.

Nicknamed the “desire blossom,” the cupiflora is a flower known for its mirror-like petals that
reflect the viewer’s greatest desires. The cupiflora baits creatures into approaching it with visions of
themselves achieving their dreams. When a victim is close enough, the cupiflora releases a spore that
freezes the entranced creature in place so that the flower can consume it.
Heart’s Desire. The cupiflora’s roots extend far below the surface and sprawl around it, allowing
it to sense the desires of nearby creatures. While it does not understand the creature’s desire, it can
create powerful, moving visuals that show the desire manifesting. It can show different desires in
different petals, trapping multiple creatures simultaneously.
Frozen Dinner. The cupiflora’s feeding habits are unconventional. It eats by absorbing the life
force from a paralyzed victim in a process akin to photosynthesis. This is a slow, painful process that
causes necrosis of the flesh while the victim is trapped. A cupiflora can keep its victims frozen for up to
24 hours, consuming them at its leisure.
Prized Plants. Cupiflora grow in the wild in swamps. They are also found in the collections of
eccentric plant connoisseurs. Some people enjoy gazing at a cupiflora to experience its magical effects
and employ others to pull them away from the plant before it can harm them. This can become a
dangerous obsession.

56 CREATURES 56
Josiah “Jo” Cameron

57
CREATURES
57
DEEPWOODS FOX
Large plant, neutral good
Armor Class: 12
Hit Points: 75 (10d10 + 20)
Speed: 50 ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 14 (+2) 7 (–2) 15 (+2) 8 (–1)

Saving Throws Wis +4 Languages understands Common, Elvish,


Gnomish, and Sylvan but can’t speak
Skills Perception +6
Challenge 1 (200 XP)
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 16

Bonded Mount. The fox is magically bound to a single humanoid companion. The fox can choose to
end this bond at any time and will do so if it takes any damage caused by its companion. The fox and
its companion magically know each other’s location at all times.
Vine Walk. The fox can move through natural difficult terrain and difficult terrain made of magical
plants as if it were normal terrain.
Innate Spellcasting. The fox’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately
cast the following spells, requiring no material components:
At will: druidcraft, purify food and drink
1/day each: entangle, locate animals or plants, longstrider (self only)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Vine Strike. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

The deepwoods fox is a nature spirit that can be summoned as a companion and mount to those
dedicated to protecting wild places. The druid circles that hold the knowledge of the ritual consider
the deepwoods fox a sacred creature.
From The Earth. Though it appears in the form of a huge beast, the fox has no flesh or bones.
Inside the tangle of vines that make up its body is a heart sculpted from leaves and soft earth.
When its body dies, a deepwoods fox falls apart, and its spirit returns to the earth.
Swift Companions. Each fox is bonded to a companion through a ritual overseen by an
experienced druid. Only those deemed worthy of a fox by an archdruid can have one summoned for
them. Deepwoods foxes are most frequently summoned to assist those who need to travel quickly
through dense and difficult forests. A deepwoods fox will leave its bonded companion if they do
anything the fox considers evil or if its rider harms it.

58 CREATURES 58
Samantha Rustle

59
CREATURES
59
DEVOURER
Tiny plant, neutral evil
Armor Class: 15 (natural armor)
Hit Points: 110 (20d4 + 60)
Speed: 40 ft., climb 40 ft., fly 10 ft.

STR DEX CON INT WIS CHA


8 (–1) 17 (+3) 14 (+2) 7 (+2) 16 (+3) 19 (+4)

Skills Deception +7, Stealth +6 Condition Immunities blinded, deafened, poisoned


Damage Resistances bludgeoning, piercing, and Senses blindsight 120 ft. (blind beyond this radius),
slashing from nonmagical attacks passive Perception 13
Damage Immunities acid, poison Languages understands Common, Elvish, and
Sylvan but can’t speak
Damage Vulnerabilities fire
Challenge 7 (2,900 XP)

Deceptive Spores. Creatures within 60 feet of the devourer make Wisdom (Insight) and Intelligence
(Investigation) checks with disadvantage.
Magic Resistance. The devourer has advantage on saving throws against spells and other magical effects.

Actions
Multiattack. The devourer uses its Charming Spores and makes three lashing vine attacks.
Lashing Vine. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (5d4 + 3) piercing damage.
Acid Spray (Recharge 5–6). The devourer sprays volatile acid in a 30-foot cone. Creatures in the area
must make a DC 15 Dexterity saving throw. On a failed save, a target takes 27 (5d10) acid damage and
becomes blinded until the end of its next turn. On a success, a target takes half as much damage and
is not blinded.
Charming Spores (2/Day). The devourer releases a cloud of spores in a 30-foot-radius sphere centered
on itself that lasts for 1 minute. Each creature that enters the sphere or starts its turn there must make
a DC 15 Constitution Saving throw. On a failure, a target is charmed by the devourer for 1 minute and
views the devourer as a harmless and helpless creature. A charmed target can repeat its saving throw
each time the devourer takes fire damage, ending the effect on a success. If a target’s saving throw
is successful or the effect ends for it, the target is immune to this devourer’s Charming Spores for the
next 24 hours.

This creature might look cute, but the devourer is a cunning and deadly adversary capable of
consuming entire settlements within a few days. Although it appears feline, the petals on a devourer’s
back and its long thorn-covered tail indicate its true nature as a carnivorous plant.
Hardly Harmless. Devourers appear to have large, round eyes, but a devourer does not use them
to see. Instead, they are an adaptation to attract the affection of humanoids. A devourer relies on its
cuteness to hunt. It releases spores that confuse creatures and put them into a hazy trance. Once its
victims are lulled into the false belief that the devourer is just an adorable creature, it uses its acid to
dissolve their flesh into a pulp that it can consume.
Burning Hatred. If a devourer is exposed to fire, it will let out a bubbling screech of pure fury.
It fears and hates flames.

60 CREATURES 60
Patricia Kelen Takahashi

61
CREATURES
61
DISMANTLER SWARM
Large swarm of Tiny constructs, unaligned
Armor Class: 15 (natural armor)
Hit Points: 53 (8d10 + 8)
Speed: 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


3 (–4) 15 (+2) 12 (+1) 1 (–5) 7 (–2) 1 (–5)

Damage Immunities poison, psychic; bludgeon- Senses blindsight 20 ft., passive Perception 8
ing, piercing, slashing from nonmagical attacks
Languages —
Condition Immunities charmed, frightened,
Challenge 4 (1,100 XP)
grappled, paralyzed, petrified, prone, restrained,
stunned

Siege Monster. The swarm deals double damage to objects and structures.
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 construct. The swarm can’t regain hit points or gain
temporary hit points.

Actions
Multiattack. The dismantler swarm makes three chew attacks.
Chew. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing
damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Detonator Orbs (Recharge 5–6). All creatures and objects sharing a space with the dismantler swarm
must make a DC 13 Constitution saving throw. On a failed save, a target takes 16 (3d10) fire damage
and is pushed back 10 feet away from the swarm in a random direction, landing prone. On a success, a
target takes half as much fire damage and is not pushed.

Created by the arcane engineers of Mount Sunderheim, dismantler swarms were designed to quickly
break down buildings and constructs into their raw materials so that they might be reused and rebuilt
anew. When a dismantler’s strong metal jaws cannot break down its target, it can deploy explosive
charges. These tiny metal beetles worked in coordinated teams, sharing a single set of orders.
Collapse of the Hive Core. Dismantler swarms are meant to be controlled by an enchanted
amethyst called a hive core. The hive core allows orders to be issued to the dismantlers. During a
dispute between fractious guilds, a band of anarchic enchanters coordinated an attack on the Mount
Sunderheim hive core. Without the core controlling them, hundreds of dismantler swarms went rogue,
indiscriminately dismantling buildings and people. Following this incident, dozens of rogue dismantler
swarms escaped into the world outside Mount Sunderheim.
Rogue Recyclers. The escaped swarms have become dangerous and unpredictable pests.
Wherever they go, swarms leave behind neatly stacked piles of people and things dismantled into
their component parts. Some swarms have been recaptured and integrated into a new hive core, but
many remain in the wild.

62 CREATURES 62
Alexander Ngo

63 CREATURES 63
DOLGORE
Medium undead, neutral evil
Armor Class: 14
Hit Points: 65 (10d8 + 20)
Speed: 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


6 (–2) 18 (+4) 14 (+2) 8 (–1) 15 (+2) 17 (+3)

Skills Stealth +7 Condition Immunities charmed, exhaustion,


frightened, grappled, paralyzed, petrified, prone,
Damage Resistances acid, cold, fire, lightning,
restrained
thunder; bludgeoning, piercing, and slashing from
nonmagical attacks Senses darkvision 60 ft., passive Perception 12
Damage Immunities necrotic, poison Languages —
Challenge 5 (1,800 XP)

Abjurable. A dolgore can’t use its Psychic Siphon on a creature that is protected by protection from
evil and good or similar magic.
Incorporeal. The dolgore can move through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility. The dolgore can become invisible as a bonus action. This invisibility lasts until the dolgore
takes damage.

Actions
Chilling Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) psychic damage,
and the target must succeed on a DC 15 Charisma saving throw or become frightened of the dolgore.
While frightened in this way, a creature’s speed is 0. A frightened target can repeat its saving throw at
the end of each of its turns, ending the effect on a success.
Psychic Siphon (1/Day). While invisible, a dolgore attaches itself to a humanoid and fills its target’s
mind with negative thoughts. A creature can detect the dolgore with a successful DC 18 Wisdom
(Perception) or Wisdom (Insight) check. The dolgore can’t attack while it remains attached but regains
17 (3d8 + 4) hit points every hour it remains attached. While the dolgore is attached to it, the target
gains no benefit from long rests, and its hit point maximum is reduced by 5 (1d10) every hour. This
reduction to the target’s hit point maximum lasts until the creature is affected by a spell such as
greater restoration. If this effect reduces a target’s hit point maximum to 0, the target dies, and its soul
immediately rises as a dolgore.

Dolgores are undead spirits that feed off of the terror and suffering they cause in others. They actively
hunt mortals, gripping their heads with incorporeal claws and filling the minds of their victims with
dreadful thoughts.
Despair Made Visible. Dolgores remain invisible while they hunt. Their true form resembles a
shadowy humanoid with a body made of dark smoke that is constantly streaming away as if in a high
wind. They are completely silent, but their mouths are contorted in voiceless screams.
Shadowy Origins. Dolgores are known to create more of their kind from the creatures they kill.
However, the origin of the first dolgore is hotly debated. Some believe it formed from the spirit of
someone so cruel that they wanted to continue spreading pain even after death. Others believe the
first dolgore was a bellobus that was corrupted by spite.

64 CREATURES 64
Felipe Escobar

65
CREATURES
65
DRACONOLOGIST Armor Class: 12 (15 with mage armor)

Medium or Small humanoid (any race), any alignment


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

STR DEX CON INT WIS CHA


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

Skills Arcana +7, Nature +7, Perception +3 Languages Common, Draconic plus two other
languages
Senses passive Perception 13
Challenge 7 (2,900 XP)

Draconic Order. As a bonus action on its turn, the draconologist can order a dragon that it is riding
to take the Dash or Disengage action. If the dragon has an Intelligence score of 5 or greater, it can
choose to ignore the draconologist by succeeding on a DC 15 Wisdom saving throw.
Spellcasting. The draconologist is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell
save DC 15, +7 to hit with spell attacks. It has the following spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, disguise self, mage armor, magic missile
2nd level (3 slots): hold person, shatter, web
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (2 slots): greater invisibility, ice storm

Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
or 5 (1d8 + 1) bludgeoning damage if used with both hands.

Reactions
Bonded Mount. If the draconologist is not riding its dragon ally and it is within 60 feet of a willing
dragon, the draconologist teleports directly onto the dragon's back.

Legendary Team Actions


The draconologist’s bond with its dragon ally allows them to work together efficiently. A dragon ally
can be a dragon mount or any willing Large or larger dragon. While the draconologist is mounted
on its dragon ally, they can collectively take 5 legendary actions between them, choosing from the
options below. If the dragon already has legendary actions, these are replaced by the legendary
team actions. Only one legendary action option can be used at a time and only at the end of another
creature’s turn. The draconologist and its dragon ally regain all spent legendary actions on initiative
count 20.
Dragon Attack. The dragon makes a melee attack.
Quarterstaff. The draconologist makes an attack with its quarterstaff.
Dive Bomb (Costs 2 Actions). The dragon moves up to its movement toward and makes a melee
attack with advantage. This movement does not provoke attacks of opportunity.
Empowered Breath Weapon (Costs 3 Actions). The dragon makes a breath weapon attack against a
creature in range. The draconologist can expend a spell slot to recharge the dragon's breath weapon
if it is not available. Additionally, when a draconologist expends a spell slot in this way, the breath
weapon deals an additional die of damage for each level of the spell slot expended.

66 CREATURES
DRAGON MOUNT
Large dragon, any alignment
Armor Class: 18 (natural armor)
Hit Points: 168 (16d10 + 80)
Speed: 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


23 (+6) 15 (+2) 21 (+5) 14 (+2) 11 (+0) 17 (+3)

Saving Throws Dex +6, Con +9, Wis +4 Senses blindsight 30 ft., darkvision 120 ft.,
passive Perception 18
Skills Acrobatics +6, Arcana +6, Perception +8
Languages Common, Draconic
Damage Immunities fire
Challenge 9 (5,000 XP)

Dive Attack. If the dragon is flying and dives at least 30 feet straight toward a target and then hits it with
a melee weapon attack, the attack deals an extra 18 (4d8) damage to the target.
Flyby. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Flame Breath (Recharge 5–6). The dragon exhales a blast of flame in a 30-foot cone. Each creature in
that area must make a DC 17 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or
half as much damage on a successful one.

Reactions
Defensive Bond. If the dragon’s draconologist ally is within 10 feet of the dragon and is targeted with an
attack, the dragon can impose disadvantage on the attack.

Draconologists are magic-users who have dedicated their lives to the study of dragons: their habitats,
their behaviors, their ancient secrets, and more. These researchers go do extensive fieldwork and
cultivate relationships with the dragons that they study.
Dragon Tamers. Sometimes referred to as “dragon tamers,” draconologists are best known for
their ability to bond with dragons. Many draconologists dislike the term because it downplays the
intelligence and capabilities of dragons, whose complex natures they prioritize in their work. Among
dragons, those who choose to act as dragon mounts are also sometimes mocked as “humanoid
tamers.” In truth, the partnership between a draconologist and a dragon mount is frequently one of
mutual respect and even affection.
Tandem Talents. The specially cultivated bond that draconologists have with their dragon
companions allows them to conduct incredible aerial maneuvers, making dragon and rider quite a
sight to behold on the battlefield.
Power Corrupts. Although draconologists often start out with good intentions, the thrill of having
access to a magnificent dragon as a companion can corrupt even the purest of hearts. The sheer
might of a dragon means that few can stop a draconologist who has allied with a powerful dragon—
especially if the dragon benefits from the partnership.
67 CREATURES 67
Livia Prima

68 CREATURES
CREATURES 69
DRIVERLESS CARRIAGE
Huge construct (vehicle), chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 76 (8d12 + 24)
Speed: 120 ft.

STR DEX CON INT WIS CHA


20 (+5) 6 (–2) 17 (+3) 14 (+3) 12 (+1) 12 (+2)

Skills Perception +4, Stealth +1, Survival +4 Senses blindsight 100 ft. (blind beyond this radius),
passive Perception 14
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks Languages understands the language of its cre-
ator but can’t speak
Damage Immunities poison
Challenge 6 (2,300 XP)
Condition Immunities exhaustion, poisoned

False Appearance. When stationary or being drawn by horses, the carriage is indistinguishable from
a normal carriage.
Locking. The carriage can lock and unlock its doors as a free action. A door can be opened with a
successful DC 16 Dexterity (Thieves’ Tools) check or a successful DC 16 Strength (Athletics) check.
These checks are made with disadvantage if the carriage is moving.
Rocky Ride. Any creature inside the carriage when it makes a crash attack must succeed on a DC 15
Constitution saving throw or take 19 (3d12) bludgeoning damage.
Run and Hit. If the carriage moves at least 30 feet straight toward a creature and then hits it with
a crash attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be
knocked prone. If the target is knocked prone, the carriage can make an additional crash attack
against it or take the Disengage action as a bonus action.

Actions
Crash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Fed up with paying their humanoid driver and abiding by the speed limits, a selfish inventor sought to
create a fleet of autonomous vehicles. They took the frames of mundane carriages and imbued them
with a fiendish intelligence. While the experiment was successful, the inventor met a grisly end when
the carriages developed sentience and murdered them.
Dangerous Driving. While a driverless carriage has no regard for the lives of its passengers and
even less regard for those in its path, it relies on humanoids for maintenance. It lures new drivers to it by
parking itself quietly among other carriages in posting inns or stables. It behaves like a normal carriage
until it has the opportunity to murder its driver. Then it barrels away, wreaking havoc in its wake.

70 CREATURES 70
Josiah “Jo” Cameron

71
CREATURES
71
ECKEPULA
Huge aberration, chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 241 (23d12 + 92)
Speed: 20 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA


16 (+3) 8 (–1) 16 (+3) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Dex +4, Int +7, Cha +9 Languages Deep Speech, all languages known by
creatures it has absorbed, telepathy 120 ft.
Damage Immunities force, lightning, thunder
Challenge 16 (15,000 XP)
Senses darkvision 120 ft., passive Perception 12

Arcane Attraction. A creature that targets the eckepula with a spell must make a DC 17 Strength
saving throw. On a failure, the creature is dragged 40 feet directly toward the ekepula.
Caster Absorption. A creature that casts a spell while touching the eckepula must make a DC 17
Charisma saving throw. On a failure, it becomes stuck to the surface of the eckepula and becomes
restrained. A restrained creature must repeat this saving throw at the end of each of its turns,
freeing itself on a success. On a failure, the restrained creature is killed as it is fully absorbed, and the
eckepula regains 17 (5d6) hit points.
Electric Body. A creature that touches the eckepula or hits it with a melee attack with a metal
weapon while within 5 feet of it takes 22 (4d10) lightning damage and must succeed on a DC 17
Constitution throw or be stunned until the end of its next turn.
Panoramic Vision. The eckepula can’t be surprised.

Actions
Multiattack. The eckepula makes three attacks with its arcane lightning.
Arcane Lightning. Ranged Weapon Attack: +9 to hit, range 150/300 ft., one target. Hit: 33 (6d10) lightning
damage, and the target must succeed on a DC 17 Charisma saving throw or have disadvantage on
checks made to maintain concentration on spells for 1 minute. An affected creature can repeat this
saving throw at the start of each of its turns, ending the effect for itself on a success.
Eyes of the Storm (3/Day). The eckepula unleashes its arcane power. All creatures within 20 feet of the
eckepula that it can see must succeed on a DC 17 Constitution saving throw or take 22 (4d10) lightning
damage plus 18 (4d8) psychic damage and be stunned until the start of the eckepula’s next turn. A
creature that succeeds on its saving throw takes half as much damage and isn’t stunned.

Eckepula are fleshy balls of eyes and teeth that unleash uncontrollable arcane electricity. These orbs
churn with unbridled chaos magic.
Swirling Storm. An eckepula forms when a concentration of arcane energy mingles with natural
atmospheric conditions to form a magical storm. Though this storm starts as a localized event, it grows
larger by drawing in the bodies of creatures that can cast spells to form a pulsing orb of their mangled
flesh. Once an eckepula has grown large enough, it begins to crackle with power.
Spellcaster Safeguards. Many arcane colleges have protocols in place to identify nascent
eckepula and evacuate all the spellcasters as quickly as possible before they can be absorbed. An
eckepula will absorb casters regardless of their strength, making apprentices particularly vulnerable.

72 CREATURES 72
Tyler Walpole

73 CREATURES 73
EMBERSPORE
Small plant, lawful neutral
Armor Class: 10
Hit Points: 18 (4d6 + 4)
Speed: 10 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 12 (+1) 7 (–2) 10 (+0) 12 (+1)

Damage Immunities cold, fire Languages —


Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP)

Death Burst. When an emberspore dies, it explodes into a burst of flaming spores. Each creature
within 30 feet of it must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failure
or half as much damage on a success.
Incendiary Body. The emberspore’s body is red hot. A creature who touches the emberspore or hits
it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Additionally, any flammable
object that is not being worn or carried ignites if an emberspore touches it.

Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 7
(2d6) fire damage.
Combustion Cloud. The emberspore releases a cloud of flaming spores in a 20-foot radius sphere
centered on itself that can spread around corners. Each creature in the sphere must make a DC 11
Dexterity saving throw, taking 7 (2d6) fire damage on a failure or half as much on a success.
Sociable Spores (1/Day). The emberspore releases a cloud of smoke-scented spores in a 20-foot radius
sphere centered on itself. Each creature in the sphere must succeed on a DC 11 Charisma saving throw
or become affected by the spores. Creatures can choose to fail this saving throw. Creatures affected by
the spores have advantage on any checks made to interact socially with other creatures 1 hour.

Reactions
Heating Up. When the emberspore takes fire damage, it uses its Combustion Cloud.

Emberspores are a fusion of fungus and living flame. These small creatures have short and stout legs
and arms. They are adept at moving through the red-hot places they make their homes. They typically
live in close-knit colonies around lava flows. When agitated, they release spores that combust in the air.
Fun Guys. Emberspores are very sociable and friendly, both among each other and towards
other creatures. However, few other creatures can withstand the heat that they give off, a fact that the
outgoing emberspores sadly cannot easily understand.

74 CREATURES 74
Victoria Jeffrey

75
CREATURES
75
FALSE DEVILTAIL
Tiny beast, unaligned
Armor Class: 15 (natural armor)
Hit Points: 38 (7d4 + 21)
Speed: 30 ft., burrow 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA


6 (–2) 16 (+3) 16 (+3) 2 (–4) 10 (+0) 5 (–3)

Skills Perception +2, Stealth +5 Languages —


Senses darkvision 30 ft., tremorsense 20 ft., Challenge 1 (200 XP)
passive Perception 12

Desert Adaptations. The deviltail ignores all nonmagical difficult terrain. While in a desert
environment, it can use a bonus action on its turn to take the Hide action.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4)
acid damage.
Spit (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/50 ft., one target. Hit: 8 (2d4 + 3) acid
damage, and the target must succeed on a DC 13 Constitution saving throw or become blinded for 1
minute. A blinded target can repeat its saving throw at the end of each of its turns, ending the effect
on a success.

Despite its fiendishly confusing appearance, the false deviltail is actually a mundane lizard. It resembles
the tail of a devil with spade-like tips at both its front and rear, making it hard to tell which way the
deviltail is facing.
Tail Tales. The lizard’s unusual appearance is the subject of many stories. One tells of an ambitious
imp who came to the Material Plane to make a name for itself but could not find any humanoids to
bedevil as it materialized in the middle of a barren desert. The imp did not want to return to the lower
planes without corrupting something, so settled for warping local lizards into the image of its own tail.
Another tale tells of a group of imps that had been harassing a caravan as it crossed the dunes. The
caravan leader tricked the imps by tying their tails together. Desperate to escape the tangle, the imps
cut off their own tails, which dropped to the sand and scuttled away, becoming the first false deviltails.
Camouflaged Hunters. The false deviltail mostly eats small insects. Its hunting technique is to
lay half exposed in the sand, looking like a severed tail. Once insects arrive, drawn to a potential meal,
the devil tail snaps them up. If any larger creature gets too close, the deviltail will spit its blinding toxin
before trying to escape.

76 CREATURES 76
Samantha Rustle

77
CREATURES
77
FELTED FRIEND
Small construct, lawful good
Armor Class: 13
Hit Points: 45 (10d6 + 10)
Speed: 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


6 (–2) 17 (+3) 13 (+1) 8 (–1) 11 (+0) 16 (+3)

Saving Throws Dex +5 Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 12
Skills Perception +2, Performance +5, Stealth +5
Languages understands Common but can’t speak
Damage Immunities poison
Challenge 3 (700 XP)
Condition Immunities frightened, paralyzed,
petrified, poisoned

Champion of Hope. The felted friend has advantage on attacks against aberrations, fiends, and
undead. If a child is within 30 feet of the felted friend, the felted friend’s attacks deal an additional 18
(4d8) radiant damage.
False Appearance. While the felted friend remains motionless, it is indistinguishable from a normal doll.

Actions
Multiattack. The felted friend makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage.
Banish Nightmare (1/Day). The felted friend casts banishment (save DC 13) on one aberration, fiend, or
undead it can see within 30 feet. The target has disadvantage on its saving throw if a child is within 30
feet of the felted friend.

During a dark time, when horrors and nightmares stalked the children of the Material Plane, a small
faction of fey could not stand to see the suffering of the innocent. They sacrificed themselves to imbue
constructs built from old and discarded fabrics with power and purpose. The newly created felted
friends became the most stalwart protectors of childhood innocence and safety, providing desperately
needed comfort and respite to children in need.
Soft Protectors. With a special ability to bond with a child in need of comfort, the felted friends
force back the darkness and defend against nightmares come to life. Felted friends will stay with a child
as long as they are needed. Some will reveal their true nature to their young charges, but felted friends
typically avoid being seen moving by adults. Once the child is grown, its protector moves on to guard
another, and the young person often forgets the truth about the felted friend.

78 CREATURES 78
Patricia Kelen Takahashi

79
CREATURES
79
FLAMTARN
Tiny elemental, chaotic good
Armor Class: 11
Hit Points: 70 (28d4)
Speed: 15 ft.

STR DEX CON INT WIS CHA


6 (–2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 13 (+1)

Damage Resistances bludgeoning, piercing, and Senses passive Perception 10


slashing from nonmagical attacks
Languages Ignan and one other language
Damage Immunities fire, poison (usually Common)
Damage Vulnerabilities cold Challenge 2 (200 XP)
Condition Immunities paralyzed, petrified, poi-
soned, prone

Feed the Fire. Each day the flamtarn does not consume at least 1 pint or 1 pound of flammable
material such as oil or wood, the flamtarn gains 1 level of exhaustion. Consuming fuel instantly
removes all levels of exhaustion from the flamtarn. The flamtarn cannot remove levels of exhaustion
unless it consumes fuel.
Fire Form. The flamtarn can move through a space as narrow as 1 inch wide without squeezing.
Additionally, a creature that touches the flamtarn takes 2 (1d4) fire damage. For each size category
above Tiny, this fire damage increases by 1d4. The flamtarn ignites flammable objects in its space.
Illuminating. The flamtarn sheds bright light in a 30-foot radius and dim light for an additional 30
feet. This light is magical and can only be extinguished by darkness caused by a spell of 5th level or
higher. All creatures’ Wisdom (Perception) and Intelligence (Investigation) checks made based on
sight to discover hidden things are made with advantage within this light.
Untamed Burn. Each time the flamtarn takes fire damage, it grows in size by one size category to
a maximum of Huge. Each time the flamtarn takes cold damage, it shrinks one size category to a
minimum of Tiny. At each size category above Tiny, the flamtarn’s spark attack deals an additional
1d6 fire damage.
Water Weakness. While it is Tiny, if the flamtarn comes into contact with water for more than 1
round, it drops to 0 hit points. The flamtarn can endure an additional round of contact with water for
each size category it is above Tiny.

Actions
Spark. Ranged Weapon Attack: +4 to hit, reach 30 ft., one target. Hit: 3 (1d6) fire damage.

Flamtarns are weak fire elementals that have formed a mutually beneficial relationship with other
sentient beings. A flamtarn’s ideal life is to be housed in a sturdy lantern, being fed fuel on a regular
basis. In exchange, a flamtarn shares its magical light, which can help uncover secrets.
Fickle Flames. Despite their agreeable and cheerful nature, flamtarns can still pose a threat,
quickly growing out of control as they rapidly grow in size when they absorb fire. If left unfed, flamtarns
go looking for fuel themselves, and they aren’t picky about what they consume as long as it burns.

80 CREATURES 80
Patricia Kelen Takahashi

81
CREATURES
81
FLINTBEAST
Large giant, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 85 (9d10 + 36)
Speed: 40 ft., swim 15 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 19 (+4) 9 (–1) 12 (+1) 6 (–2)

Skills Perception +4, Stealth +5 Languages Giant


Damage Resistances fire Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 14

Keen Smell. The flintbeast has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The flintbeast regains 10 hit points at the start of its turn. If the flintbeast takes poison
or necrotic damage, this trait doesn’t function at the start of the flintbeast’s next turn. The flintbeast
dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Marsh Walk. The flintbeast ignores nonmagical difficult terrain caused by mud or thick vegetation.

Actions
Multiattack. The flintbeast can use its Strike Spark. It then makes three attacks: one with its bite and
two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Strike Spark (Recharge 5–6). The flintbeast gnashes its stone teeth together, creating a spark that
ignites its foul breath in a fiery conflagration. Each creature in a 15-foot cube originating from the
flintbeast must make a DC 14 Constitution saving throw. On a failed save, a creature takes 9 (2d8) fire
damage plus 4 (1d8) thunder damage and is stunned until the start of the flintbeast’s next turn. On a
success, a creature takes half as much damage and is not stunned.

In primeval swamps and caves deep beneath the earth, where highly flammable natural gas vents can
be ignited with the slightest spark, some trolls developed resistance to burns. Scholars believe these
trolls eventually mutated into the flintbeasts.
Firelighters. Flintbeasts have stone teeth that create sparks when gnashed together, as well as
noxious breath that is highly explosive. By expelling large amounts of this gas and igniting it, they can
create shocking explosions to stun their prey. They are unusually resilient to fire and can regenerate
even through acid burns, but this quirk in their development has left flintbeasts susceptible to toxins,
which hinder their natural regeneration.
Fearsome Cunning. Flintbeasts are fast and nimble hunters who can make relatively complex
plans. They use natural terrains such as bogs or crags to cut off their prey’s escape. Additionally, the
flintbeasts’ matted fur blends in with vegetation. When hunting, a flintbeast aims to surprise its prey
and unleash a fearsome explosion before sinking its fangs in and dragging its victim away to its lair to
be consumed at its leisure.

82 CREATURES 82
George Bennett

83
CREATURES
83
FLUTTER SPRITE
Tiny fey, unaligned
Armor Class: 15
Hit Points: 34 (13d4)
Speed: 10 ft., fly 35 ft.

STR DEX CON INT WIS CHA


2 (–4) 20 (+5) 10 (+0) 11 (+0) 15 (+2) 14 (+2)

Skills Stealth +7 Languages Sylvan, telepathy 500 ft.


Senses passive Perception 12 Challenge 1/2 (100 XP)

Magic Resistance. The sprite has advantage on saving throws against spells and other magical effects.
Teleport. As a bonus action, the sprite can magically teleport up to 30 feet to a space that it can see.

Actions
Mind Blast. The sprite exudes a wave of mental energy in a 20-foot cone originating from itself. Each
creature in the area must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage.
Additionally on a failure, a target’s memory of the last 6 seconds is replaced with a false memory of the
sprite’s choosing.

Flutter sprites are among the most elusive of the fey. They resemble tiny humanoids with hare-like legs
and long, flexible antennae. Flutter sprites have a wide range of skin colors, typically vivid blues, greens,
and reds. Their dragonfly-like wings allow them to fly at high speeds.
Mind Games. Flutter sprites use their antennae for telepathic communication. They send
messages to each other to warn other groups of dangers or potential opportunities in the forest. They
can also harness their mental energy to fend off intruders and alter the memories of creatures that
witness them.
Shy Fliers. Flutterspites live in close-knit communities, but they are hostile towards outsiders who
try to encroach on areas where they live, even other fey. They make an exception for the gentle oposse.
Most flutter sprite communities have at least one oposse living alongside them.

84 CREATURES 84
Jeff Miracola

85 CREATURES 85
FORGET-ME-GNAT
Tiny fey, typically lawful neutral
Armor Class: 16 (natural armor)
Hit Points: 2 (1d4)
Speed: 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


3 (–4) 18 (+4) 10 (+0) 10 (+0) 14 (+2) 16 (+3)

Skills Insight +4, Perception +4, Stealth +8 Languages understands Auran, Common, and
Sylvan but can’t speak, telepathy 30 ft.
Senses telepathy 60 ft., passive Perception 14
Challenge 1/8 (25 XP)

Imperfect Invisibility. The forget-me-gnat is invisible unless it chooses to become visible. It can also be
seen when viewed through glass.
Mind Marbles. The forget-me-gnat can turn the memories it steals into mind marbles. Any creature
that has the mind marble in its possession can implant the memory it contains into its own mind.
Memories gained in this way are experienced as if they belonged to the original creature, but a creature
is always aware that the memory is not its own, and the memory does not replace or obscure any of the
creature’s memories.
Mind Sight The forget-me-gnat can freely see and access all memories of any creature it can sense with
its telepathy.

Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Memory Theft. The forget-me-gnat attempts to magically steal a memory from a creature it can
see within 30 feet. The target must succeed on a DC 12 Wisdom saving throw, or its memory is stolen.
The memory can be a piece of information the creature knows or an event that the creature
experienced, no more than 10 minutes in length. This memory is transmuted into a mind marble, a
magical sphere the size of a pea that instantly appears in the forget-Me-gnat’s possession. The creature
forgets the stolen memory completely, and its mind fills in the gaps so that it is not aware that it has
forgotten anything.

The fey forget-me-gnat floats through the air, feeding on the memories and thoughts of those around
them. In their true form, they resemble colorful moths dressed in elegant clothing. They wield tiny
swords, giving them the nickname “forget-me-knights.”
Memory Eaters. Like many true moths, forget-me-gnats have no mouths. Instead, they feed on
mental energy. They are especially attracted to busy creatures and those who live exciting lives. A single
forget-me-gnat is relatively harmless, causing those it feeds from to occasionally forget what they
entered a room to look for or what they had for breakfast. However, should a swarm of forget-me-gnats
settle upon a lone victim, they will continue to feed solely on that person’s thoughts and memories until
all are depleted.
Unseen Unseelie. Forget-me-gnats are not uncommon, but they are hard to detect. As glass
negates their invisibility, a gnat’s first meal will often be the memory of the location of a creature’s
spectacles, should their victim wear glasses. Though troublesome, the gnats are not malicious, and they
struggle to comprehend the difficulties or harm their feeding causes.
Mind Marbles. If captured, a forget-me-gnat will often relinquish a memory it has stolen in
exchange for release. These memories are stored in shining marbles that a forget-me-gnat will later
consume. Other creatures can consume these mind marbles to experience the memory held within.
Good memories are said to taste like candied lilacs, and bad memories are like stomach bile.

86 CREATURES 86
Patricia Kelen Takahashi

87
CREATURES
87
FRAGGORE
Large swarm of Tiny aberrations, neutral evil
Armor Class: 16 (natural armor)
Hit Points: 93 (11d10 + 33)
Speed: 50 ft. fly 50 ft. (hover)

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 16 (+3) 2 (–4) 10 (+0) 3 (–4)

Damage Immunities cold, fire, force; bludgeoning, Senses passive Perception 10


piercing, and slashing from nonmagical attacks
Languages —
Condition Immunities charmed, frightened,
Challenge 11 (7,200 XP)
grappled, paralyzed, petrified, prone, restrained

Evermoving. The fraggore must move at least 10 feet on its turn, or it suffers a −3 penalty to its AC until
the start of its next turn.
Magic Resistance. The fraggore has advantage on saving throws against spells and other magical effects.
Siege Monster. The fraggore deals double damage to objects and structures.
Swarm. The fraggore can occupy another creature’s space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The fraggore can’t regain hit points or gain
temporary hit points.
Swift Escape (3/Day). The fraggore can take the Disengage action as a bonus action on its turn.

Actions
Blast. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage plus 27 (5d10)
force damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 15 feet
away from the fraggore.
Bolt. The fraggore moves up to its speed in a 5-foot-wide line of fiery force. Creatures in this line must
succeed on a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage plus 38 (7d10) force damage on
a failed save or half as much damage on a successful one.

The fraggore is a force of pure destruction. It strikes from the sky as a bolt of firey death, incinerating life
wherever it makes landfall.
Blast Swarm. Though it appears as a single beam of fire, the fraggore is actually a swarm made
up of thousands of tiny lifeforms. The swarm moves in perfect unity. If one of these minuscule creatures
is separated from the swarm, it ignites in a flash and disintegrates into ash.
Constant Motion. The fraggore moves unceasingly. For it, stillness is death. For people besieged
by a fraggore, often their only hope is to survive long enough for the swarm to move on.

88 CREATURES 88
Andrew Mar

89 CREATURES 89
GALLOGRIFF
Large fey, any lawful alignment
Armor Class: 12
Hit Points: 85 (10d10 + 30)
Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 17 (+3)

Skills Perception +4 Senses passive Perception 14


Damage Resistances bludgeoning, piercing, and Languages Auran, Common, Sylvan, telepathy 60 ft.
slashing from nonmagical attacks that aren’t silvered
Challenge 5 (1,800 XP)
Condition Immunities charmed, paralyzed

Freedom of Movement. The gallogriff ignores difficult terrain, and magical effects can’t reduce its
speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical
restraints or being grappled.
Standing Leap. The gallogriff's long jump is up to 30 feet, and its high jump is up to 15 feet, with or
without a running start.
Innate Spellcasting. The gallogriff’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). It can innately cast the following spells, requiring no components:
At will: druidcraft, gust of wind, wind wall
1/day each: branding smite, greater restoration, invisibility

Actions
Multiattack. The gallogriff makes two attacks: one with either its claws or its hooves and one with its horn.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and
the target must make a DC 13 Constitution saving throw. On a failed save, the creature magically
begins to turn to stone and is restrained. The creature must repeat the saving throw at the end of its
next turn. On a success, the effect ends. On a failure, the creature is petrified until targeted by the
greater restoration spell or similar magic.

Gallogriffs are elusive fey that resemble griffins crossed with unicorns with a large dash of rooster mixed
in. In fact, they are not related to either of these creatures but first sprang from the dreams of an archfey
desperate to keep their forest home safe.
Lawful Lore. Gallogriffs are protective, loyal to a fault, and dedicated to following the laws of those
they serve. Gallogriffs view morality entirely in black and white, with no room for grey areas. When it
perceives a crime, a gallogriff will act according to its code rather than pause and consider a situation
for even a moment. They always give fair warning to anyone violating one of the laws they uphold
before engaging in combat. In a fight, gallogriffs are fearless and take on creatures larger and more
powerful than themselves. Many gallogriffs have died fighting for their convictions; among their kind, it
is regarded as the highest honor.
Horned Honor. Gallogriffs are inherently magical beings with an uncanny ability to escape any
kind of restraint. Their horn contains a powerful curse that turns those pricked by it to stone. When
interacting with those they consider law-abiding, gallogriffs are gentle creatures, though very particular
about manners.

90 CREATURES 90
Samantha Rustle

91
CREATURES
91
GECHO
Medium beast, unaligned
Armor Class: 15 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 40 ft., climb 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 2 (–4) 12 (+1) 6 (–2)

Skills Perception +3, Stealth +6 Languages —


Senses blindsight 120 ft. (blind beyond this radius), Challenge 2 (450 XP)
passive Perception 13

Echolocation. The gecho can’t use its blindsight while deafened.


Keen Hearing. The gecho has advantage on Wisdom (Perception) checks that rely on hearing.
Mimicry. The gecho can mimic simple sounds it has heard, such as a person whispering, running water,
or a monster’s roar. A creature that hears the sounds can tell they are imitations with a successful DC 13
Wisdom (Insight) check.

Actions
Multiattack. The gecho makes one bite attack and one tail attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Shriek (Recharge 6). The gecho emits a piercing shriek. All creatures within a 20-foot radius of it must
succeed on a DC 13 Constitution saving throw or be stunned until the end of the gecho’s next turn.

Those who venture deep into cave systems beneath the earth may encounter the curious gecho. These
sightless lizards are well adapted to life in their subterranean homes, relying on their sense of hearing to
navigate twisting caverns. They use the striped frill around their neck to catch even the faintest of sounds.
Inquisitive Imitators. Gechos are drawn to unusual sounds, which they later use to defend
themselves. To scare off predators, a gecho might mimic the sounds of crashing rocks, pitched battle, or
imitate the roar of another more fearsome creature. Should this not be enough to deter threats, a gecho
can let out a terrible noise and use the ensuing confusion to flee. Although wary, gechos are very curious
creatures, particularly toward creatures from the surface.

92 CREATURES 92
Samantha Rustle

93
CREATURES
93
GIANT HARE
Large beast, unaligned
Armor Class: 14
Hit Points: 32 (5d10 + 5)
Speed: 80 ft.

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 12 (+1) 3 (–4) 11 (+0) 7 (–2)

Skills Perception +2 Languages —


Senses passive Perception 12 Challenge 1/2 (100 XP)

Jinking. When the hare moves at least 10 feet and either it or its rider takes an action, the hare can then
immediately use its reaction to move away up to half its speed without provoking opportunity attacks
on itself or its rider.
Keen Hearing. The hare has advantage on Wisdom (Perception) checks that rely on hearing.
Standing Leap. The hare's long jump is up to 30 feet, and its high jump is up to 15 feet, with or without
a running start.

Actions
Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Giant hares have been domesticated into speedy mounts. Any rider must prepare themselves for the
hare’s dramatic leaps and quick turns as it speeds across the ground.
Boxing Hares. While giant hares tend to have sweet temperaments and show great affection
towards their riders, they can be territorial and aggressive towards other giant hares. Experienced hare
handlers know to keep them apart during the spring breeding season lest they rear up on their hind legs
and start fighting one another. Both male and female hares engage in this boxing behavior.

94 CREATURES 94
Alyse Stewart

95 CREATURES 95
GIANT HEN
Large beast, unaligned
Armor Class: 10
Hit Points: 25 (3d10 + 9)
Speed: 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 17 (+3) 3 (–4) 7 (–2) 3 (–4)

Senses passive Perception 8 Challenge 1/2 (100 XP)


Languages —

Eggcellent. If well-fed and cared for, the hen lays one egg every day. The eggs are the size of a large
melon and can provide a meal for up to four creatures. Each creature that spends at least 10 minutes
consuming at least one-quarter of the egg regains 2 (1d4) hit points.
Limited Flight. The hen can propel itself into the air up to 20 feet and fly up 30 feet as a bonus action,
landing at the end of its turn.

Actions
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

These enormous chickens are the result of years of careful and magical animal husbandry. They are quite
rare as raising these huge fowl requires a lot of space. As well as their prodigious size, these birds have
been bred to have exceptionally fancy plumage.
Clucking Eggcellent. While the massive roosters are considered too aggressive, giant hens are
coveted as mounts. They’re fast, loyal, and provide breakfast for adventurers. However, giant hens do
not like to be ridden by people they do not trust. The simplest way to gain a giant hen’s trust is to raise it
from a chick.

96 CREATURES 96
Samantha Rustle

97
CREATURES
97
GLOBBUS
Huge monstrosity, unaligned
Armor Class: 16 (natural armor)
Hit Points: 114 (12d12 + 36)
Speed: 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 16 (+3) 7 (–2) 14 (+2) 9 (–1)

Skills Perception +6, Stealth +7 Senses blindsight 60 ft., (blind beyond this radius),
passive Perception 16
Damage Resistances poison, necrotic;
bludgeoning, piercing, and slashing from Languages —
weapons that aren’t adamantine
Challenge 9 (5,000 XP)
Damage Immunities acid

Toxic Secretions. A creature that touches the globbus or hits it with a melee attack while within 5 feet
of it takes 7 (2d6) acid damage. The creature must also succeed on a DC 15 Constitution saving throw or
be poisoned until the start of its next turn.

Actions
Multiattack. The globbus makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) piercing damage. If the
target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target
is restrained, and the globbus can’t bite another target.
Claws. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 14 (3d6 + 4) slashing damage and
7 (2d6) acid damage.
Feed. Melee Weapon Attack: +8 to hit, reach 5 ft., one globbus is grappling. Hit: 11 (2d6 + 4) necrotic
damage, and the globbus regains hit points equal to the damage dealt by this attack.

The globbus is a solitary creature that dwells in dank caves. It is spindly with long, clawed limbs, and its
head is like a steel trap with rows of sharp teeth. The skin of a globbus is coated in a thin layer of moisture.
Playing with Food. Globbuses feed on travelers who become lost in the labyrinth of their tunnel
dwellings. When the globbus encounters prey, it gnaws off or strips it of its flesh with its sharp claws,
leaving only the bones. It takes the bones and secretes a fluid from its palms that bleaches them and
makes them as malleable as putty. The globbus rolls the bones into perfect spheres and swallows the
now pearl-like bone sphere whole. A few days after the globbus has eaten it, the bone sphere emerges
onto the surface of its body, protruding from the creature’s skin, usually on its back or arms. As a
globbus eats more bones, they merge and form a hardened exoskeleton. Once a globbus’ bone armor is
complete, it stashes any new bone spheres in its lair.
Pearlescent Temptation. The spherical bones that a globbus sculpts resemble pearls glinting in
the dimness of the cavern. Many adventurers stumble into a globbus’ lair, believing they have found a
stash of precious pearls, only to be devoured by the globbus and have their bones added to the hoard.

98 CREATURES 98
Izaak Rodriguez

99
CREATURES
99
GOBLIN PARADE Armor Class: 13 (leather armor)

Gargantuan swarm of Small humanoids (goblinoid), any alignment


Hit Points: 108 (10d20)
Speed: 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 10 (+0) 10 (+0) 8 (–1) 16 (+3)

Skills Intimidation +5, Performance +5 Senses darkvision 60 ft., passive Perception 9


Condition Immunities charmed, frightened, Languages Common, Goblin
grappled, paralyzed, petrified, prone, restrained
Challenge 3 (700 XP)

Party Hard. Creatures in the parade’s space are deafened.


Party Harder. A creature that ends its turn in the parade’s space must succeed on a DC 13 Dexterity
saving throw or be knocked prone.
Party Hardest. A creature in the parade’s space that uses its action to make a successful DC 13
Charisma (Performance) check to celebrate with the parade has advantage on its saving throw to avoid
being knocked prone by the parade and can’t be targeted by the parade’s trample until the end of its
next turn unless it is knocked prone.
Swarm. The parade can occupy another creature’s space and vice versa, and the parade can move
through any opening large enough to accommodate an individual goblin. The parade can’t regain hit
points or gain temporary hit points.

Actions
Multiattack. The parade uses Fireworks and then makes two trample attacks.
Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the parade’s space. Hit: 9 (2d6 + 2)
bludgeoning damage or 5 (1d6 + 2) bludgeoning damage if the parade has half of its hit points or fewer.
Fireworks (Recharge 4–6). The parade lets off a barrage of fireworks in random directions. Each
creature within 60 feet of the parade must succeed on a DC 13 Dexterity saving throw or take 3 (1d6)
fire damage and be blinded until the start of the parade’s next turn.

It is a well-known saying that there ain’t no party like a goblin party ’cos a goblin party will absolutely
mess you up. Whether it’s celebrating a goblin ruler’s latest self-proclaimed victory, a win at skullball, or
just another day of glorious goblin life, a parade of goblins is an extraordinary sight.
Beyond Boisterous. A goblin parade is both exhilarating and dangerous—the sound of horns, the
flash of fireworks, and the press of hundreds of goblin bodies dancing and stomping to the rhythm.
Should you get caught up in one, your best chance of survival is to join the celebration.

100 CREATURES 100


Ralph Horsley

101 CREATURES 101


HAND OF ORMONAS
Tiny fiend (devil), lawful evil
Armor Class: 12
Hit Points: 18 (4d4 + 8)
Speed: 25 ft., fly 10 ft.

STR DEX CON INT WIS CHA


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

Skills Sleight of Hand +4 Senses darkvision 120 ft., passive Perception 10


Damage Immunities fire, poison Languages Infernal, telepathy 100 ft.
Condition Immunities poisoned Challenge 1 (200 XP)

Devil’s Sight. Magical darkness doesn’t impede the hand’s darkvision.


Helping Hand. When the hand’s master casts a spell with a range of touch, the hand can deliver the
spell as if it had cast it. The hand must be within 100 feet of its master to do so, and the spell uses the
master’s spell attack modifier or spell save DC. Creatures have disadvantage on saving throws to resist
the effects of a spell cast in this way.
Magic Resistance. The hand has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hand’s spellcasting ability is Charisma. It can innately cast the following spells,
requiring no material components:
At will: mending
2/day each: invisibility (self only), secret chest
Familiar. The hand can serve another creature as a familiar, forming a magical bond with a willing
companion that can cast spells of at least 3rd level. While the two are bonded, the companion can sense
what the hand senses as long as they are within 1 mile of each other. When the hand casts invisibility on
itself, it can also target its companion as long as its companion is within 5 feet of it. The invisibility effect
ends for the companion if it moves more than 5 feet from the hand, casts a spell, makes an attack, or
if the spell ends for the hand. At any time and for any reason, the hand can end its service as a familiar,
ending the telepathic bond. A hand can only be bonded with one creature at a time.

Actions
Multiattack. The hand makes two attacks: one with its bite and one with its bigger bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bigger Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

A hand of Ormonas is a lesser devil that can be employed as a familiar. They are favored by spellcasters
who value the hand’s ability to share its natural invisibility with its companion. The hand is also capable
of defending itself and its master with its multiple mouths, which it can use to give a nasty bite.
Servants of a Lower Power. While the hands of Ormonas are typically faithful to their companions,
rarely causing trouble or disobeying instructions, they do have a deeper loyalty to the great devil
Ormonas. It is unknown what Ormonas’ long-term plans might be or why it encourages the lesser devils
in its service to act as familiars to mortals.

102 CREATURES 102


Jack Kozitza

103 CREATURES 103


HAQUATALOS
Large dragon, chaotic neutral
Armor Class: 17 (natural armor)
Hit Points: 105 (14d10 + 28)
Speed: 30 ft., climb 30 ft., swim 80 ft.

STR DEX CON INT WIS CHA


16 (+3) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 17 (+3)

Saving Throws Dex +7, Con +5 Senses darkvision 60 ft., passive Perception 15
Skills Insight +5, Perception +5, Persuasion +6 Languages Aquan, Draconic
Damage Resistances cold, fire Challenge 5 (1,800 XP)

Amphibious. The haquatalos can breathe both air and water.


Nimble Swimmer. The haquatalos doesn’t provoke opportunity attacks when it swims out of an
enemy’s reach.

Actions
Multiattack. The haquatalos makes two attacks with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Scalding Breath (Recharge 5–6). The haquatalos exhales scalding water in a 30-foot line that is 5
feet wide. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6)
fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t
grant resistance to this damage.

Haquatalos are aquatic dragons that lair in sea caves. Their long sinuous bodies are covered in brightly
colored scales. They have powerful jaws and can spew scalding water, but their deadliest weapon is
their intellect. They are wily and capricious creatures possessed of both charm and guile.
Swift Swimmers. While able to move well on land, the haquatalos is at its best underwater, where
its powerful tail propels it at fantastic speeds. They are found in coastal areas and in the deep ocean, far
from land.
Treasure Collectors. Avid collectors, haquatalos hoard treasures combed from wrecked ships
and drowned adventurers within the deepest parts of their labyrinthine lairs. They love anything that
sparkles but detest objects that rust or corrode in water. They particularly covet magic items as their
beauty never fades, even underwater.

104 CREATURES
CO-OP Student: Shauna Lee Foster

CREATURES
105
HAUNTLIGHT RAY
Medium monstrosity, unaligned
Armor Class: 13
Hit Points: 52 (8d8 + 16)
Speed: 5 ft., fly 50 ft., swim 60 ft.

STR DEX CON INT WIS CHA


13 (+1) 17 (+3) 14 (+2) 4 (–3) 14 (+2) 7 (–2)

Damage Resistances bludgeoning, piercing, and Senses darkvision 90 ft., passive Perception 12
slashing from nonmagical attacks
Languages —
Damage Immunities lightning
Challenge 4 (1,100 XP)
Condition Immunities grappled, prone, restrained

Amphibious. The ray can breathe air and water.


Haunting Light. The ray sheds bright light in a 15-foot radius and dim light for an additional 15 feet. A
creature within 30 feet of the ray that sees the light must succeed on a DC 13 Wisdom saving throw or
become frightened of the ray for 1 minute. A frightened creature can repeat its saving throw at the end
of each of its turns, ending the effect on a success, but has disadvantage on this saving throw if it can
see the light. A creature that succeeds on its saving throw is immune to the effect of the ray’s Haunting
Light for 24 hours.
Incorporeal Movement. The ray can move through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 13
(3d8) lightning damage.
Stunning Glide (Recharge 5–6). The ray moves through a creature, discharging its spectral lightning.
The creature must make a DC 13 Constitution saving throw. On a failure, a target takes 22 (5d8)
lightning damage and is stunned until the start of the ray’s next turn. On a success, a target takes half
as much damage and is not stunned.

It is easy to mistake a hauntlight ray for a ghost as it floats through the air on its glowing flins. The
ray’s ability to glide through people and objects only makes the comparison more uncannily accurate.
However, hauntlight rays are not ghosts but species of fish with unusual powers.
Sky Swimmers. Hauntlight rays are as comfortable in the air as they are in the sea, gliding through
both with unnatural grace. They are mostly found in coastal areas, moving effortlessly between the
ocean and sky as they wish, but they can also be blown further inland by storms.
Ghost Stories. Hauntlight rays are named for the crackling light that plays across their translucent
skin. Popular superstition holds that the rays are the spirits of sailors killed by pirates, seeking revenge
on the living. Many mysterious deaths at sea have been caused by hauntlight rays silently floating in
through a ship’s hull and encountering a lone sailor standing at their watch. Whether the rays kill out of
misplaced curiosity turned to fear or a supernatural thirst for vengeance remains unclear.

106 CREATURES 106


Jarel Threat

107 CREATURES 107


HERALD
Small celestial, any good alignment
Armor Class: 16 (natural armor)
Hit Points: 45 (10d6 + 10)
Speed: 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


6 (–2) 12 (+1) 13 (+1) 10 (+0) 14 (+2) 12 (+1)

Damage Resistances radiant Languages all


Senses passive Perception 12 Challenge 2 (450 XP)

Divine Detour. As a bonus action, the herald can magically shift from the Material Plane to the Upper
Planes, or vice versa.
Innate Spellcasting. The herald’s innate spellcasting ability is Wisdom (spell save DC 12). The herald can
innately cast the following spells, requiring no material components:
At will: guidance, light, message
1/day each: detect evil and good, locate creature

Actions
Multiattack. The herald makes one attack with its tail and one with its radiant beam.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6)
radiant damage.
Radiant Beam. Ranged Weapon Attack: +3 to hit, range 30/45 ft., one target. Hit: 5 (1d8 + 1) radiant
damage, and the target is blinded until the start of the herald’s next turn.

Heralds are the messengers of the gods, tasked with carrying divine missives back and forth between
different divinities. They can travel between different planes of existence and across great distances
within the planes. Heralds also deliver communications from gods to mortals; several clerics and
paladins have said they have received messages this way.
Divine Defenses. The messages the heralds carry are precious and hold great power, which can
be devastating in the wrong hands. Heralds aren’t aggressive by nature, but their job makes them an
enticing target for fiends, devils, and even servants of rival gods. Due to this, they have hardened bodies
and sharp tails to protect them if an assailant tries to harm them on their journey. Their short, powerful
wings can fly tirelessly over vast distances.

108 CREATURES 108


Chuck Lukacs

109 CREATURES 109


HEX SNAIL
Gargantuan monstrosity, unaligned
Armor Class: 16 (natural armor)
Hit Points: 101 (7d20 +28)
Speed: 20 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 18 (+4) 5 (–3) 10 (+0) 5 (–3)

Damage Resistances force, psychic Senses tremorsense 60 ft., passive Perception 10


Damage Immunities bludgeoning, piercing, and Languages —
slashing from nonmagical attacks
Challenge 8 (3,900 XP)

Limited Telepathy. The snail can receive simple messages, instructions, and images from any creature within
60 feet of it that can understand a language. The snail can transmit only simple images or feelings.
Secure Home. The snail can lock and unlock the door in its shell as a free action. When locked, the door
can be opened with a DC 17 Strength (Athletics) check.

Actions
Multiattack. The snail makes three attacks: two with its pseudopod and one with its Slime Spit.
Pseudopod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slime Spit. The snail spits slime at one creature it can see within 40 feet. The target must make a DC
15 Dexterity saving throw, taking 13 (2d12) acid damage on a failed saving throw and half as much
damage on a successful one. Additionally, a target that fails its saving throw takes 3 (1d6) acid damage
at the start of each of its turns until a creature uses its action to wipe off the slime.
Shell Withdraw. The snail withdraws into its shell, gaining a +5 bonus to AC against attacks from
outside its shell and resistance to all damage until it emerges. While withdrawn in this way, the snail
can’t make attacks and its speed is 0. It can emerge from its shell as a bonus action on its turn.

The massive hex snail is most often found as a living home of a hag or powerful witch. Its shell is a
comfortable living space, and it naturally grows a chimney, windows, and a door. The snail will defend
whoever lives inside, making it the perfect companion for roaming witches.
Moving Home. The shell of the hex snail is spacious, large enough for four people to rest
comfortably inside. Inside, there are two chambers that can be used by other creatures and a third
chamber that the snail retracts its body into to rest or to hide from attacks.
The Simple Life. The snail has limited intelligence but can form a weak telepathic bond with
its companion. Hex snails enjoy the company of those who also like to take life at a slow pace. A hex
snail without an occupant will wander aimlessly until it finds someone it feels would be a suitably laid-
back companion.
Home Defenses. Hex snails do not move fast, but they are sturdy and will defend themselves and
anyone they have welcomed into their shell-cottage.

110 CREATURES 110


Sara Olson

111 CREATURES 111


HUNGERED
Huge plant, neutral evil
Armor Class: 16 (natural armor)
Hit Points: 102 (12d12 + 24)
Speed: 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 8 (–2) 16 (+4) 11 (+0) 10 (+0) 15 (+3)

Saving Throws Str +10, Con +8 Condition Immunities exhaustion, frightened


Damage Resistances cold, necrotic; bludgeoning poisoned
and piercing from nonmagical attacks Senses passive Perception 10
Damage Immunities poison Languages understands Common but can’t speak
Damage Vulnerabilities fire Challenge 10 (5,900 XP)

Alluring Scent. The hungered emits a sweet pine smell in a 30-foot radius sphere. A creature that starts its
turn in the sphere must succeed on a DC 16 Constitution saving throw or become charmed by the hungered.
While charmed in this way, a creature must use its movement to move toward the hungered on its turn.
False Appearance. While the hungered remains motionless, it is indistinguishable from a normal tree.
Hungry Rage. If the hungered has not used its Devour action within the last 24 hours, it enters into a hunger-
fueled rage. While in this state, the hungered gains advantage on all attack rolls, and attack rolls against it
have advantage. This effect ends when the hungered swallows a creature with its Devour attack.

Actions
Multiattack. The hungered can use its Ravenous Wail and makes three slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Devour. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target
is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the
hungered. A swallowed creature is blinded and restrained, has total cover against attacks and other effects
outside the hungered, and it takes 14 (4d6) necrotic damage at the start of each of the hungered’s turns. Only
one creature can be swallowed by the hungered at a time.
If the hungered takes 20 damage or more on a single turn from a creature inside it, the hungered must
succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the swallowed creature,
which falls prone in a space within 10 feet of the hungered. If the hungered dies, a swallowed creature is no
longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Ravenous Wail (3/Day). The hungered emits a silent psychic scream. All creatures within 60 feet of the
hungered must make a DC 16 Wisdom saving throw. On a failure, a creature becomes frightened of the
hungered for 1 minute. While frightened in this way, a creature must use its action to offer up any food or rations
it has to the hungered unless it has no rations. Frightened creatures can repeat the saving throw at the end of
each of their turns, ending the effect on a success. Creatures that are charmed by the hungered are immune to
its Ravenous Wail. at the start of each of its turns until a creature uses its action to wipe off the slime.

Created through necromancy combined with natural magic, the hungered is a being made from living wood
and humanoid bones that lives only to devour. No matter how much a hungered eats, it will always be hungry.
Roots and Bones. A hungered can emerge spontaneously when a tree grows only from the nutrients of
the corpse of someone who died of famine. Necromancers have adapted this occurrence to create a ritual that
grows a hungered far more rapidly. The resulting tree takes on roughly humanoid features, including a wide
mouth full of splinter-like teeth, glowing eyes, and powerful limbs.
Deceitful Scent. Close up, it is possible to detect a scent of decay from the corpse that forms the heart of
the hungered, but this smell is masked by the strong pine-like aroma from the sap that leaks from the cracks in
its bark. This scent has a magical allure, drawing unfortunate creatures close to the hungered, which consumes
them without mercy.

112 CREATURES 112


CO-OP Student: Theo Surette

113
CREATURES
113
ICEFALL GRUB
Huge monstrosity, unaligned
Armor Class: 16 (natural armor)
Hit Points: 150 (12d12 + 72)
Speed: 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA


22 (+6) 17 (+3) 22 (+6) 2 (–5) 8 (–1) 4 (–3)

Skills Stealth +6, Perception +2 Senses tremorsense 60 ft., passive Perception 12


Damage Immunities cold Languages —
Damage Vulnerabilities fire Challenge 7 (2,900 XP)

Ambusher. In the first round of a combat, the icefall grub has advantage on attack rolls against any creature
it has surprised.
Icy Camouflage. The icefall grub has advantage on Dexterity (Stealth) and Wisdom (Perception) checks
while in arctic terrain.

Actions
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage plus 16
(3d10) cold damage. If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw
or be grappled by the icefall grub. The icefall grub can only grapple one target at a time, and while
grappling, it can’t use its bite on any other target.
Freezing Silk (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 60/100 ft., one target or two
targets within 5 feet of each other. Hit: 16 (3d10) cold damage, and any open flames carried by the
target are extinguished. Additionally, a target must succeed on a DC 15 Strength saving throw or its
speed decreases by 10 feet for 1 minute. Once a creature has had its speed reduced by this effect, it
cannot be further reduced by any icefall grub’s freezing silk.

Icefall grubs are caterpillar-like creatures that bore tunnels through ice, rock, and frozen ground. It covers
the entrances to its tunnels with brittle frozen spit and waits beneath for unsuspecting creatures to
stumble into its trap.
Tip of the Iceberg. Icefall grubs can grow to be over 15 feet long. Most of their massive, crystalline bodies
remain hidden underground at all times. They drag creatures deep into their tunnels to devour them.
Ambush Predator. Icefall grubs are patient creatures with a lifespan of hundreds of years. They
spend much of their time resting in their tunnels between their infrequent meals. During the day, an
icefall grub is camouflaged in the snow or ice. At night it lures creatures with a glow from within its
mouth that resembles a warm fire.
Rumored Metamorphosis. The life cycle of the icefall grub is mysterious. However, there are ancient
tales of huge snow-colored moths emerging from the tundra under the midnight sun.

114 CREATURES 114


Alexander Ngo

115 CREATURES 115


INDICARUM
Tiny celestial, lawful good
Armor Class: 12 (natural armor)
Hit Points: 7 (2d4 +2)
Speed: 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


4 (–3) 13 (+1) 12 (+1) 10 (+0) 15 (+2) 12 (+1)

Skills Insight +4 Senses darkvision 60 ft., passive Perception 12


Damage Resistances radiant Languages understands Common and Celestial
but can’t speak
Condition Immunities charmed, exhaustion
Challenge 1/8 (25 XP)

Celestial Compass. The indicarum is under the effect of a permanent detect evil and good spell and
knows if any creature it sees has a good alignment.
Illumination. The indicarum sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Limited Telepathy. The indicarum can magically communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it that can understand a language.
Familiar. The indicarum can serve another good-aligned creature as a familiar, forming a magic,
telepathic bond with that willing companion. While the two are bonded, the companion can sense
what the indicarum senses as long as they are within 1 mile of each other. While the indicarum
is within 10 feet of its companion, the companion shares the indicarum’s Celestial Compass trait.
The indicarum can end its service as a familiar at any time, ending the telepathic bond. The bond
automatically ends if the creature’s alignment changes to any non-good alignment.

Actions
Ray of Radiance. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 2 (1d4) radiant damage,
and the next attack roll made against the target before the end of the indicarum’s next turn has
advantage thanks to a celestial light shining around the target.

Indicarums are the least among angels and resemble floating compass needles with a single gentle
eye in their center. They are duty-bound to guide mortals toward virtue, joy, and happiness and away
from harm.
Ardent Guides. Indicarums are sent by other angels to uncover fiends hiding among mortals.
Though an indicarum typically avoids revealing itself to humanoids, it will intervene in life-or-death
situations to the best of its ability. Indicarums see no soul as beyond redemption and do whatever they
can to steer mortals toward goodness.
Illuminating Helpers. Indicarum are also sometimes sent to be personal guides to mortals. They
will act as a familiar for a creature that has devoted itself to promoting good in the world, offering
guidance and comfort.

116 CREATURES 116


Samantha Rustle

117 CREATURES 117


KELPMOUTH
Huge monstrosity, unaligned
Armor Class: 15 (natural armor)
Hit Points: 161 (17d12 + 51)
Speed: 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 15 (+2) 17 (+3) 2 (–4) 10 (+0) 4 (–3)

Saving Throws Str +8, Con +6 Languages —


Skills Perception +3 Challenge 8 (3,900 XP)
Senses blindsight 120 ft., passive Perception 13

Echolocation. The kelpmouth can’t use its blindsight while deafened.


Water Breathing. The kelpmouth can breathe only underwater.

Actions
Multiattack. The kelpmouth makes four attacks with its tentacles. It can use its Tow Under in place of
two tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5) bludgeoning
damage, and the target is grappled if it is Large or smaller (escape DC 16). Until this grapple ends, the
target is restrained. The kelpmouth can have a maximum of four creatures grappled at a time and
can’t make tentacle attacks against creatures it has grappled.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target the kepmouth has grappled.
Hit: 37 (5d12 + 5) piercing damage.
Tow Under. The kelpmouth attempts to drag one creature or object it has grappled under the water.
The target must succeed on a DC 16 Strength saving throw or be pulled 20 feet under the water
toward the kelpmouth’s mouth. Large and larger objects and creatures make this saving throw with
advantage. If the kelpmouth’s Tow Under brings a target within 5 feet of its mouth, it can make a bite
attack as a bonus action on the same turn.

The kelpmouth is a fish-like monstrosity about the size of a ship. It lurks near shorelines and opens its
mouth, waiting for birds, fish, swimmers, or even small vessels to stray into the reach of its tentacles,
which look like swirling drifts of kelp fronds. Once it has grasped something, it drags it down into the
murky water to devour it.
Sucking Seaweed. The kelpmouth likes to live among natural kelp forests, where it can easily
hide. Large ships can often pass over a kelpmouth unscathed as it is not strong enough to sink them
quickly. However, small boats and any creature foolish enough to swim through waters patrolled by a
kelpmouth are vulnerable to its grasping tentacles and engulfing jaws.

118 CREATURES 118


Alexander Ngo

119 CREATURES 119


LANTERNAL
Medium undead, any lawful alignment
Armor Class: 15 (natural armor)
Hit Points: 169 (26d8 + 52)
Speed: 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA


9 (–1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 22 (+6)

Saving Throws Dex +8, Cha +10 Condition Immunities blinded, charmed,
exhaustion, frightened, grappled, paralyzed,
Skills History +4, Insight +7, Perception +7
petrified, poisoned, prone, restrained
Damage Resistances acid, fire, lightning, radiant,
Senses passive Perception 17
thunder; bludgeoning, piercing, and slashing from
nonmagical attacks Languages any language it knew in life
Damage Immunities cold, necrotic, poison Challenge 11 (7,200 XP)

Incorporeal Movement. The lanternal can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Lantern Light. The lanternal emits bright light in a 20-foot radius and dim light for an additional 10
feet. If any of this light overlaps with an area of darkness created by a spell of 3rd level or lower, the
spell that created the darkness is dispelled. Additionally, this light dispels magical invisibility.
Regeneration. While it is within 500 feet of the burial site of its original body, the lanternal regains
10 hit points at the start of its turn. If the lanternal takes force or thunder damage, this trait doesn’t
function at the start of the lanternal’s next turn. The lanternal dies only if it starts its turn with 0 hit
points and doesn’t regenerate.

Actions
Multiattack. The lanternal makes four attacks with its chains.
Chains. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludegoning damage
and the target is grappled and restrained (escape DC 16).
Lantern Burst. The lantenal magically teleports to an unoccupied space it can see within 50 feet. Each
creature within 5 feet of the the lantern after it teleports must succeed on a DC 18 Constitution saving
throw or take 33 (6d10) radiant damage and be blinded until the end of its next turn.
Spectral Binding (3/Day). The lanternal targets up to six creatures of its choice within 60 feet of it and
attempts to draw a portion of their souls from them. Each target must make a DC 18 Constitution
saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is paralyzed until the end of
its next turn. On a successful save, a creature takes half as much damage and is not paralyzed.

Lanternals are undead spirits bound to protect a place or item for eternity. Their skeletal bodies are
draped in ghostly robes, and they are wrapped in chains. From these chains hang lanterns that never
dim or darken.
Duty Beyond Death. Becoming a lanternal is a choice that can only be made freely. Before death,
a person can undergo a ritual to devote themselves to protecting something not only in life but also in
death. When they die, their body must be wrapped in chains and buried in the location they swore to
protect. Their spirit rises as a lanternal and continues to protect whatever they dedicated themselves
to eternally.
Bound to Protect. Lanternals are often found guarding sites of great battles, dungeons, and
tombs. What they protect might be a great evil or have sacred significance. To become a lanternal,
one must truly believe it is worth sacrificing one’s afterlife or chance to be reborn to stand guard over
something. Some portion of a lanternal’s original personality remains in its undead form, and they are
capable of reason and thought.

120 CREATURES 120


Jarel Threat

121 CREATURES 121


LONG-HEADED CRAW
Small monstrosity, unaligned
Armor Class: 16 (natural armor)
Hit Points: 33 (6d6 +12)
Speed: 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


6 (−2) 14 (+2) 15 (+2) 2 (−4) 12 (+1) 7 (−2)

SkillsPerception +3 Sensesdarkvision 60 ft., passive Perception 13


Damage Resistancesbludgeoning, piercing, and Languages—
slashing from weapons that aren’t adamantine
Challenge1/2 (100 XP)
ConditionImmunities petrified

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage, and
nonmagical armor worn by the target is damaged by the craw’s diamond beak and takes a permanent
and cumulative −1 penalty to the AC it offers. The armor is destroyed if this penalty reduces its AC to 10.
Screech (3/Day). The craw lets out a deafening screech. Each creature within 60 feet of the craw must
succeed on a DC 12 Constitution throw or take 2 (1d4) thunder damage and be stunned until the end
of its next turn.

The long-headed craw resembles a bird with a long neck and a serpentine tail. It is distantly related
to the cockatrice. Unlike its hideous cousin, the long-headed craw uses its petrifying ability to bolster
its own defenses by transforming parts of itself into diamond. Its serrated diamond beak shines with
dazzling colors when light hits it.
Protective Parents. Long-headed craws mate for life. A pair will maintain a large swath of territory,
guarding the fruit trees that they use to feed their young. When any creature gets close, the protective
parent lets out a deafening screech and attacks with its strong beak, like an arrow from above.
Crystal Casings. The diamond-like eggs of the long-headed craw can be used in place of a
diamond for the resurrection spell. Long-headed craw chicks must be helped free of their near-
unbreakable shells by their attentive parents. Long-headed craws are also hunted for their diamond
beaks, which can be used as magical swords. They’ve been hunted almost to extinction, though efforts
to bring the population back with breeding programs have been largely unsuccessful because of the
long-headed craws’ aggressiveness.

122 CREATURES 122


Samantha Rustle

123 CREATURES 123


LUDIFEX
Medium celestial, lawful neutral
Armor Class: 13
Hit Points: 93 (11d8 + 44)
Speed: 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 18 (+4) 14 (+2) 19 (+4) 15 (+2)

Saving ThrowsWis +7, Cha +5 Condition Immunitiesblinded, charmed,


exhaustion, frightened
SkillsInsight +7, Perception +7
Sensesblindsight 30 ft., truesight 30 ft., passive
Damage Resistancescold, fire, radiant;
Perception 17
bludgeoning, piercing, and slashing from
nonmagical attacks Languagesall, telepathy 100 ft.
Challenge5 (1,800 XP)

Judgment Gaze. The ludifex can use a bonus action to lift its blindfold, or to cover its eyes. As long as
its eyes are covered, the ludifex is blind beyond the range of its blindsight. When a creature that can
see the ludifex’s eyes starts its turn within 30 feet of the ludifex, the ludifex can force it to make a DC 15
Wisdom saving throw if the ludifex isn’t incapacitated and can see the creature. On a failure, the target
is frightened of the ludifex, and is restrained while frightened in this way. The target can repeat the
saving throw at the end of its next turn, ending the effect on a success.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the
creature does so, it can't see the ludifex until the start of its next turn, when it can avert its eyes again. If
the creature looks at the ludifex in the meantime, it must immediately make the save.

Actions
Multiattack. The ludifex makes two melee attacks.
Spiritual Sword. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) force damage. A
creature reduced to 0 hit points by this attack has its soul drawn into the ludifex’s urn, which can hold
up to 20 souls. The urn can be attacked and destroyed (AC 18; hp 10; immunity to poison, psychic, and
bludgeoning, piercing, and slashing from nonmagical attacks), releasing all souls trapped inside it.
Any creature whose soul is trapped in the urn can’t be resurrected until the urn is destroyed.

Also known as sin hunters, ludifexi are cold and unforgiving angels. Their dual purpose is to purge
fiends from existence and to deliver wayward souls to face a god’s punishment. While not nearly as
powerful as planetars or solars, ludifexi are many times more numerous, and their merciless armies
are summoned to contain fiends when they overrun the celestial host. Ludifexi are feared even among
their celestial kin, for they show no mercy.
Arbiters of Order. A ludifex is granted divine dispensation to carry out its duty without clemency
or compassion. With its six eyes, which can see the entirety of a creature’s life at a glance, the Ludifex
can pronounce judgment in an instant. Each eye is keyed to see a different quality: avarice, cruelty,
dishonesty, disloyalty, malice, and jealousy. If a creature has ever acted in accordance with these qualities,
it is subject to punishment. Because it can see only sin, the ludifex keeps its eyes blindfolded until it must
pass judgment.
Soul Takers. The souls of creatures a ludifex has slain are contained within the marble urn it carries.
The ludifex takes souls back to the upper planes, where the gods decide their ultimate fate.

124 CREATURES 124


Barbara Lucas

125 CREATURES 125


MARSHLIGHTER
Medium fey, neutral evil
Armor Class: 15 (natural armor)
Hit Points: 58 (9d8 + 18)
Speed: 25 ft., swim 60 ft.

STR DEX CON INT WIS CHA


8 (−1) 15 (+2) 14 (+2) 11 (+0) 15 (+2) 16 (+3)

Damage Resistancesacid, radiant; bludgeoning, LanguagesAquan, Common, Sylvan


piercing, and slashing from nonmagical attacks
Challenge 3 (700 XP)
that aren’t silvered
Sensesdarkvision 60 ft., passive Perception 12

Amphibious. The marshlighter can breathe air and water.


Bog Thing. The marshlighter ignores difficult terrain caused by muddy or marshy ground, and does
not suffer a penalty to Wisdom (Perception) checks in areas obscured by fog or mist.
Lantern Staff. The marshlighter carries a magical item known as a lantern staff that can only be used
by a marshlighter. As a bonus action, the marshlighter can cause the staff to shed bright light in a 20-
foot radius and dim light for an additional 20 feet that can be seen up to 200 feet away, even through
areas lightly obscured by fog or mist. A creature that sees the light must succeed on a DC 13 Wisdom
saving throw or be charmed by the marshlighter. While charmed in this way, a creature must move
its full speed toward the marshlighter on each of its turns. This effect lasts until an affected creature
ends its turn within 10 feet of the marshlighter or until the marshlighter’s concentration ends (as if
concentrating on a spell).
Innate Spellcasting. The marshlighter’s innate spellcasting ability is Charisma (spell save DC 13). It can
innately cast the following spells, requiring no material components:
3/day each: faerie fire, fog cloud, misty step
1/day each: hypnotic pattern

Actions
Phantom Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) radiant
damage.
Lightsteal (Recharge 5–6). A creature the marshlighter can see within 30 feet must make a DC 13
Charisma saving throw, taking 22 (5d8) necrotic damage on a failure or half as much damage on a
success. If this damage reduces a creature to 0 hit points, its soul is removed and becomes trapped
within the marshlighter’s lantern staff. A creature whose soul has been removed appears to be
sleeping, though a successful DC 12 Wisdom (Medicine) check reveals it is dying. If the creature’s soul
is not returned within 1d4 + 1 days by breaking the lantern staff it is trapped in, the creature dies and
can’t be resurrected until its soul is released from the lantern staff.

A marshlighter is an aquatic fey that inhabits swamps, bogs, and fens, luring travelers to their demise
with its magical lantern staff. Their upper bodies resemble their more humanoid fey cousins, while
their lower halves are thick eel tails.
Eerie Lights. A marshlighter’s lantern is lit with the burning souls of those it has killed. The
marshlighter feeds on these souls in a slow process that replenishes its natural magic, enabling it to hunt
for yet more souls.
Complex Creatures. Although marshlighters depend on consuming the souls of those they
kill to survive, they take no joy in this. Legends say that they were once benevolent fey that guided
travelers through dangerous swamps and delighted in the company of those they aided. However, the
marshlighters were cursed by a rival fey over a foolish dispute and now must hunt those they once helped.

126 CREATURES 126


Ashly Lovett

127 CREATURES 127


METASTUNGUS
Small plant, unaligned
Armor Class: 11 (natural armor)
Hit Points: 52 (8d6 + 24)
Speed: 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 9 (−1) 16 (+3) 2 (−4) 7 (−2) 3 (−4)

Condition Immunitiesblinded, charmed, Languages —


frightened, poisoned
Challenge3 (700 XP)
Sensesblindsight 30 ft. (blind beyond this radius),
passive Perception 8

Death Burst. When a metastungus dies from any cause other than fire damage, it explodes in a final
burst of its Spreading Spores.

Actions
Multiattack. The metastungus makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage
plus 3 (1d6) poison damage.
Spreading Spores. The metastungus exudes a 20-foot-radius sphere of invisible, scentless spores.
Each creature inside the sphere’s area must succeed on a DC 13 Constitution saving throw or become
diseased. This disease has no effect for the first hour a creature is infected and during this time, it can
only be detected with a DC 13 Wisdom (Medicine) check.
After 1 hour, whenever the diseased creature regains hit points, including through long rests or magic,
it regains 2 (1d4) fewer hit points than it normally would. After 24 hours, the diseased creature becomes
poisoned until the disease is cured, and for each additional day after the first that the creature remains
infected, its hit point maximum decreases by 2 (1d4). If the creature’s hit point maximum drops to 0, it
dies. After 10 days, or if the creature dies, whichever is sooner, a new metastungus emerges from the
creature’s body, dealing 14 (4d6) bludgeoning damage as it does so.
Each time a diseased creature touches another creature, the creature it touches must succeed on a DC
13 Constitution saving throw or also become infected with the Spreading Spores.
If a creature has been affected by the spores for more than 24 hours, any creature attempting to cure
it with lesser restoration must succeed on a Wisdom (Medicine) check with a DC equal to 8 + the
number of days the creature has been infected, or the spell fails.

The metastungus is an insidious fungus that reproduces by infecting other creatures. A fully grown
metastungus will attack any living creature it can, caring little for its own survival and only seeking to
infect as many creatures as it can with its spores.
Creeping Spread. The infection is not obvious at first, but within days the victim will begin to
weaken and wither away. A creature infected with metastungus spores can also unknowingly infect
others. Eventually, a victim will cough up a fully formed metastungus, often dying in the process, and the
grim cycle continues.
Malevolently Moist. These grim plants tend to lurk in damp, dark places as they dislike heat and
light. In areas that are frequently plagued with metastungi, it is well known that any infestation must be
cleansed with fire, preferably from a great distance.
128 CREATURES 128
Hannah Comstock

129 CREATURES 129


MIDNIGHT STRIKER
Large monstrosity, neutral
Armor Class: 12
Hit Points: 76 (9d10 + 27)
Speed: 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 16 (+3) 8 (−1) 17 (+3) 10 (+0)

SkillsPerception +5, Stealth +4 LanguagesGiant Owl, understands Common and


Giant but can’t speak them
Sensesblindsight 60 ft., darkvision 120 ft., passive
Perception 15 Challenge2 (450 XP)

Ambusher. The striker has advantage on attack rolls against any creature it has surprised.
Echolocation. The striker can’t use its blindsight while it is deafened.
Keen Senses. The striker has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Night Stealth. The striker is invisible in darkness while it has its eyes closed. While it is invisible, it can’t
see beyond the radius of its blindsight.

Actions
Multiattack. The striker makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Ominous Orbs. The striker opens its glowing eyes. Creatures within 60 feet of it that can see its eyes
while the striker is in darkness must succeed on a DC 13 Wisdom saving throw or become frightened
of the striker for 1 minute. A frightened creature that looks away from the striker can repeat its saving
throw at the end of each of its turns, ending the effect for itself on a success.

Its incredible vision and stealth make the midnight striker a deadly bird of prey. Large livestock, such as
cows and goats, can be taken in a night and carried off in complete silence. In daylight, the midnight
striker is stark white and resembles an owl, though its eyes are bright orange and lack the pupils of its
smaller cousins. However, at night, only the glowing eyes are visible due to the inherent magic in the
midnight striker’s feathers that turns them dark gray in darkness.
Night Hunters. Midnight strikers are likely behind many folktales of strange lights in the night sky.
To become fully invisible, the midnight striker closes its eyes and hunts by using its exceptional hearing.
While their preferred prey is livestock, midnight strikers will also pick off humanoids, particularly those
sitting by campfires.
130 CREATURES 130
Sara Olson

131 CREATURES 131


NOCIPETRA
Small fiend (devil), lawful evil
Armor Class: 15 (natural armor)
Hit Points: 58 (9d6 + 27)
Speed: 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


8 (−1) 15 (+2) 16 (+3) 12 (+2) 10 (+0) 18 (+4)

SkillsDeception +6, Perception +2, Persuasion +6, Condition Immunitiescharmed, frightened,


Stealth +4 poisoned
Damage Resistancescold, lightning; Sensesblindsight 60 ft., passive Perception 12
bludgeoning, piercing, and slashing from
LanguagesAbyssal, Common, Infernal,
nonmagical attacks
telepathy 30 ft.
Damage Immunitiesfire, poison
Challenge3 (700 XP)

Echolocation. The nocipetra can’t use its blindsight while deafened.


Fiendish Prisoners. If the nocipetra is reduced to 0 hit points, it returns to its prison in the Lower
Planes where it appears with its full hit points. It can only be killed if it is killed there.
Keen Hearing. The nocipetra has advantage on Wisdom (Perception) checks that rely on hearing.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus
14 (4d6) psychic damage.
Enticing Words. The nocipetra whispers to one humanoid within 30 feet of it. The target must succeed
on a DC 14 Wisdom saving throw or be charmed by the nocipetra. The charmed target obeys the
nocipetra’s verbal or telepathic commands. When the target takes damage or receives a suicidal
command, it can repeat the saving throw, ending the effect on a success. If the target successfully
saves against the effect, or if the effect on it ends, the target is immune to this nocipetra’s Enticing
Words for the next 24 hours.

Nocipetras are small bat-like devils with long tails. They were once a scourge upon the Material Plane
until a divine servant of the god of protection sealed them away. They are imprisoned in colonies deep
in the bowels of the Lower Planes.
Whispers from Beyond. The earthly protector only succeeded in banishing the nocipetras’
corporeal forms. Nocipetras can still call to humanoids through whispers in their dreams. They prey upon
the desires and weaknesses of their targets, promising lavish rewards and favors in return for setting
them free. A nocipetra’s ultimate goal is to manipulate mages into opening portals so they can physically
enter the mortal realm.
Congenial Company. Despite their evil intentions, nocipetras are unfailingly polite. One nocipetra
takes the lead in communicating with a potential liberator, with the goal of convincing them to open a
portal to the nocipetras’ prison. Once a colony is set free, they will perform whatever task their bargain
demands for their liberator, though they hold no ongoing loyalty to them once the deed is done.
Afterward, they will delight in causing pain and suffering far and wide.

132 CREATURES 132


Aaron Miller

133 CREATURES 133


OOL
Small monstrosity, unaligned
Armor Class: 15 (natural armor)
Hit Points: 44 (8d6 + 16)
Speed: 20 ft., fly 40 ft. (hover), swim 50 ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 15 (+2) 3 (−4) 10 (+0) 9 (−1)

SkillsPerception +2 Languages —
Condition Immunitiesblinded, prone Challenge3 (700 XP)
Sensesblindsight 60 ft. passive Perception 12

Amphibious. The ool can breathe air and water.


Nimble Escape. The ool can take the Disengage or Hide action as a bonus action on each of its turns.
Slippery. The ool has advantage on checks and saves made to avoid or escape being grappled or restrained.
Smoke Trail. The ool’s body emits a magical, oily smoke as it flies or swims. This smoke forms a 5-foot
wide, 10-foot tall wall of darkness behind the ool. The ool generates a length of wall equal to the
distance it moves on its turn each turn. A creature with darkvision can’t see through this darkness, and
light can't illuminate it from within. The wall lasts for 1 minute or until a wind or waves of moderate
or greater speed (at least 10 miles per hour) disperses it. Wherever an area of the wall overlaps with
magical light created by a spell of 2nd level or higher or a magic item with a rarity of rare or higher,
that area of the wall is destroyed.

Actions
Multiattack. The ool makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Ools emerge from the depths of the sea, trailing their strange oily smoke behind them. Whether they
were once eels that were transformed by magic or have some other dark origin remains a mystery.
Cryptic Predators. During the day, you can spot ools clearly by the trail of darkness they leave
behind them as they fly high in the sky. They often twirl in cryptic patterns that almost look like writing,
though none know what language it could be or if it has any meaning at all. Most ools prefer to hunt at
night, using the natural darkness to cover their approach before they strike from their own unnatural
darkness. Ools like to prey on creatures that have darkvision as they tend to be poorly adapted to
defending themselves in the true, impenetrable darkness the ools produce. Ools make several hard
strikes, darting away into their darkness. Once they have defeated their prey, ools will carry it off to a safe
den to consume it.
Coveted Catch. Ools are generally solitary but sometimes come together in swirling swarms,
particularly during thunderstorms. They are difficult to catch but are highly prized by alchemists as they
can be used to produce ool oil*, a slick substance that grants a portion of the ools’ natural powers.
134 CREATURES 134
Daria Shestakova

135
CREATURES
135
OPOSSE
Small fey, unaligned
Armor Class: 13
Hit Points: 7 (2d6)
Speed: 30 ft., climb 30ft.

STR DEX CON INT WIS CHA


7 (−2) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 15 (+2)

SkillsPerception +6, Stealth +5 Sensesdarkvision 60 ft., passive Perception 16


Damage Immunitiespoison LanguagesSylvan
Condition Immunitiesparalyzed, petrified, Challenge1/2 (100 XP)
poisoned

Camouflage. The oposse has advantage on Dexterity (Stealth) checks made to hide in the forest terrain.
Magic Resistance. The oposse has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The oposse’s innate spellcasting ability is Charisma (spell save DC 12). The oposse
can innately cast the following spells, requiring no material components:
At will: minor illusion, silent image
1/day each: conjure woodland beings, mirror image

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

The oposse is one of the gentlest of fey creatures. Their origin lies in the tale of a possum that
wandered into the court of a fey queen. She was delighted by the little beast, but it was overwhelmed
by her attention and so keeled over, feigning death. The distraught queen created the first opposes in
its image, and while the queen was cooing over her new creations, the possum escaped.
Playing Tricks. Oposses resemble their possum cousins, though they have shaggy fern-like leaves
instead of fur. They share an inclination for trickery too, supplemented by fey magic. However, they
mostly use this ability to evade predators or to amuse their friends rather than out of malice.
Fairy Rides. Oposses are generally solitary. However, they enjoy the company of sprites and will
often be seen carrying them on their leafy backs. Oposse are one of the few creatures that the elusive
flutter sprites will associate with. While an oposse alone might pose little threat to anyone, harming one
is likely to incur the wrath of its more powerful fey friends.
136 CREATURES 136
Gina Matarazzo

137 CREATURES 137


PANTHRIX
Large monstrosity, lawful evil
Armor Class: 15 (natural armor)
Hit Points: 110 (13d10 + 39)
Speed: 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 17 (+3) 10 (+0) 14 (+2) 8 (−1)

SkillsStealth +5, Perception +5 Languagesunderstands Common but can’t speak


Sensesdarkvision 60 ft., passive Perception 15 Challenge5 (1,800 XP)

Attuned Senses. The panthrix has advantage on Wisdom (Perception) checks that rely on sight and
smell and ones made to detect magic.
Avoidance. If the panthrix is subjected to an effect that allows it to make a saving throw to take only half
damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Form Split. As a bonus action, the panthrix can split into two Medium-sized forms. In its split form,
each uses the same statistics as a panthrix, except that each has half of the panthrix’s current hit point
total. While split, the panthrix’s split forms act on the same initiative. Each split form can make two
claw attacks and one bite attack, and it has advantage on attack rolls against any creature within 5
feet of its other half as long as it is not incapacitated. If one of its split forms is killed, the panthrix can
regenerate its missing half by spending 48 hours in uninterrupted rest.
Form Rejoin. If both spit forms are alive and within 5 feet of each other, the panthrix can return to its
single Large-sized form as a bonus action. When it does so, the panthrix has the total combined hit
points of its two split forms when they rejoin.
Two-Headed. While in its split form, unless one half is incapacitated or killed, the panthrix has
advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or
knocked unconscious.

Actions
Multiattack. The panthrix makes four claw attacks and two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Panthrixes were originally a warlock’s experiment in creating a loyal familiar that could guard against
rival mages. Whether the panthrixes turned on their master or outlived them is unknown, but they
eventually escaped captivity and fled to the wilderness, where they thrive. They resemble big cats, and
their fur is usually striped in two contrasting colors, such as black and white.
Of One Nature. Panthrix possess the magical ability to split themselves into two separate creatures.
Though panthrix may appear to be two creatures in one, they share the same mind even when they are
separated. This allows split panthrix to seamlessly attack and react as one. Panthrixes choose the most
appropriate form for their current situation, often splitting to confuse stronger foes or to isolate their prey
from its pack and then recombining to finish it off. A panthrix that loses one of its halves while split is
vulnerable, though it can regenerate its missing half with enough time.
Guarded Ground. As a remnant of their original design, panthrixes are driven to claim and patrol
a territory. A panthrix will attack anything it views as a trespasser but is intelligent enough to use
sophisticated strategies such as ambushes or often feigning retreat to lure enemies into a trap.
Mage Hunters. Panthrixes are particularly hostile toward spellcasters and creatures with innate
magic, which they can easily track. Creatures without magic may be able to befriend a panthrix, but
even carrying a small magic item will sour a panthrix’s opinion of someone.

138 CREATURES 138


Holly Lucero

139 CREATURES 139


PEACAT
Small monstrosity, any chaotic alignment
Armor Class: 12
Hit Points: 58 (13d6 + 13)
Speed: 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


3 (−4) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 12 (+1)

SkillsPerception +3 Languages—
Sensesdarkvision 30 ft., passive Perception 13 Challenge1/2 (100 XP)

Distracting Display. As a bonus action on its turn, the peacat can display its tail feathers. Each creature
within 30 feet of it that can see it must make a DC 11 Wisdom saving throw. On a failure, a creature has
disadvantage on attack rolls against the peacat for 1 minute. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune to this peacat’s display for the next 24 hours.
Keen Smell. The peacat has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The peacat makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

The first peacat was a druid who tried to use their Wild Shape to change from a cat form to a peacock
form but got stuck with the head and paws of a cat and the plumage and coloring of a peacock. When
they eventually returned to their humanoid form, they made it their mission to recreate what they
now believed was the perfect animal—a majestic bird combined with a graceful predator. The druid
combined natural magic with necromancy to create their vision and released dozens of peacats into
the wild.
Unnatural Predator. Peacats are aggressive creatures that use their beauty to disarm victims. They
are bloodthirsty meat-eaters that can feed on prey much larger than themselves. Peacats are an invasive
species, and a muster of peacats can decimate a thriving ecosystem.

140 CREATURES 140


Samantha Rustle

141 CREATURES 141


PSYTHIAN ELDER
Gargantuan aberration, chaotic evil
Armor Class: 17 (natural armor)
Hit Points: 315 (18d20 + 126)
Speed: 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


19 (+4) 17 (+3) 25 (+7) 30 (+10) 18 (+4) 20 (+5)

Saving ThrowsCon +14, Int +17, Cha +12 Damage Immunities psychic

SkillsArcana +17, Athletics +11, Insight +11, Intimidation +12, Condition Immunitiescharmed, frightened, prone
Perception +11
Sensestruesight 500 ft., passive Perception 21
Damage Resistancesradiant; bludgeoning, piercing,
LanguagesDeep Speech, telepathy 500 ft.
and slashing from nonmagical attacks
Challenge24 (62,000 XP)

Legendary Resistance (3/Day). If the psythian elder fails a saving throw, it can choose to succeed instead.
Magic Resistance. The psythian elder has advantage on saving throws against spells and other magical effects.
Siege Monster. The psythian elder deals double damage to objects and structures.

Actions
Multiattack. The psythian elder can use its Frightful Presence. It then makes four attacks: two with its claws and two
with its wing strikes. It can use its Piercing Grasp in place of one of its claws attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage. If the target is a
creature that is Huge or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the
psythian elder can't use its claws to grapple another target.
Wing Strike. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Frightful Presence. Each creature of the psythian elder’s choice within 120 feet of it and aware of it must succeed on a
DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, with disadvantage if the psythian elder is within line of sight, ending the effect on itself on a success. If
a creature's saving throw is successful or the effect ends for it, the creature is immune to the psythian elder’s Frightful
Presence for the next 24 hours.
Piercing Grasp. The psythian elder makes one claw attack against a creature it is grappling. If the attack hits, the target
takes the damage plus it takes 35 (10d6) necrotic damage at the start of each of the psythian elder's turns for 1 minute
or until it escapes the grapple. The psythian elder regains hit points equal to half the necrotic damage dealt.
Psychic Onslaught. The psythian elder blasts its foes with a barrage of psychic pain. Each creature within a 200-foot
cone of the psythian elder must succeed on a DC 21 Intelligence saving throw or be stunned for 1 minute. A creature can
repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a
success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the
Psychic Onslaught of all psythian elders for the next 24 hours. Psythians are immune to this effect.
Tendrils. The psythian elder’s tendrils lash around a Huge or smaller creature within 40 feet that it can see. The target
must succeed on a DC 20 Dexterity saving throw or be grappled (escape DC 20). Until this grapple ends, the target is
restrained, and the psythian elder can’t use its tendrils to grapple another target. While grappled in this way, a creature
must succeed on a DC 20 Constitution saving throw at the start of each of its turns or become incapacitated until the
start of its next turn and suffer one level of exhaustion. A creature killed by this exhaustion has its soul devoured and
can’t be brought back to life except by a true resurrection or wish spell.

Legendary Actions
The psythian elder can take 3 legendary actions, choosing from the options below. Only one legendary action option
can be used at a time and only at the end of another creature's turn. The psythian elder regains spent legendary actions
at the start of its turn.
Wing Strike. The psythian elder makes one wing strike attack.
Move. The psythian elder moves up to half its speed.
Constrict (Costs 2 Actions). The psythian elder makes one claw attack or uses its Piercing Grasp.

142 CREATURES
PSYTHIAN SWARMLING
Huge aberration, chaotic evil
Armor Class: 13 (natural armor)
Hit Points: 138 (12d12 + 60)
Speed: 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 20 (+5) 20 (+5) 14 (+2) 18 (+4)

Saving ThrowsCon +9, Int +9 Condition Immunitiescharmed, frightened, prone


Damage Resistancespsychic, radiant; Sensestruesight 200 ft., passive Perception 12
bludgeoning, piercing, and slashing from
Languages —
nonmagical attacks
Challenge 10(5,900 XP)

Magic Resistance. The psythian swarmling has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. The psythian swarmling makes two drainscythe attacks.
Drainscythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage
plus 10 (3d6) necrotic damage, and if the target is a creature, its hit point maximum is reduced by an
amount equal to the necrotic damage taken, and the psythian swarmling regains hit points equal
to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point
maximum is reduced to 0. A humanoid slain in this way cannot be brought back to life except by a true
resurrection or wish spell.
Tendrils. The psythian swarmling’s tendrils lash around a Large or smaller creature within 20 feet that
it can see. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15).
Until this grapple ends, the target is restrained, and the psythian swarmling can’t use its tendrils to
grapple another target. While grappled in this way, the target must succeed on a DC 15 Constitution
saving throw at the start of each of its turns or be stunned until the start of its next turn.

Few creatures have the capacity to invoke utmost panic and terror like a psythian elder and its
psythian swarmlings. Psythians seek out and devour the life essence of sapient beings.
Ancient Nightmares. Also known as the “Harvesters of the Damned,” the dreadful psythians can be
found buried in the ancestral fears of humanoid creatures. Their unnaturally smooth and leathery skin
and many tendrils and limbs produce a potent response. The sight of a psythian elder, with its four long,
grasping arms and bony wing spikes, is enough to overpower most minds with sheer horror.
Aberrant Infinity. Scholars who have delved into the nature and origin of psythians have, without
exception, been consumed by their research to the point of death. What information these doomed
researchers have been able to share tells of a plane full of psythians somewhere in the dark beyond
reality. Should they ever fully realize the wealth of sapient life found on the Material Plane, it is possible
no force could stand against their invasion.
Accidental Incursions. For now, only the occasional swarmling stumbles into the Material Plane,
whether by accident or design. Some are summoned by researchers investigating the psythians, though
most only manage this summoning once, as the summoner is often a swarmling’s first victim. Luckily,
these swarmlings seem to be disconnected from their elders and the rest of the hive when drawn to this
plane alone.
Dreaded Destruction. Without exception, observations of psythians are gripping, horrific accounts
of bloodshed and nightmares. A single swarmling seems to be capable of extracting the life essence of
any creature it slays, making it nigh-impossible to restore the individuals to life without the strongest of
magics. The powers of a psythian elder are hypothesized to be even more dreadful.

143 CREATURES 143


Jason Engle

144 CREATURES 144


CREATURES 145
QUELLSAPPER
Medium undead, chaotic evil
Armor Class: 13
Hit Points: 67 (9d8 + 27)
Speed: 10 ft., climb 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


1 (−5) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 14 (+2)

Saving ThrowsDex +6, Int +7 Condition Immunitiescharmed, exhaustion,


frightened, grappled, paralyzed, petrified,
SkillsIntimidation +5, Perception +5, Stealth +6
poisoned, prone, restrained
Damage Resistancesacid, cold, fire, lightning,
Sensesdarkvision 60 ft., passive Perception 15
thunder; bludgeoning, piercing, and slashing
from nonmagical attacks Languagesthe languages it knew in life
Damage Immunitiesnecrotic, poison Challenge6 (2,300 XP)

Shadow Favor. While in dim light or darkness, the quellsapper can take the Hide action as a bonus
action. While in bright light, the quellsapper is invisible and has disadvantage on attack rolls and
Wisdom (Perception) checks that rely on sight. It does not gain advantage on attack rolls from its
invisibility while in bright light.
Spirit Movement. The quellsapper can move through other creatures and objects as if they were
difficult terrain. If a creature starts its turn with the quellsapper inside it, the creature takes 5 (1d10)
force damage at the start of its turn.

Actions
Multiattack. The quellsapper makes two attacks with its phantasmal claws. It can use its Mind Sap in
place of one of the attacks..
Phantasmal Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 27 (6d8) psychic damage.
Mind Sap. The quellsapper attempts to seep into the consciousness of one creature it can see within
30 feet of it. The target must make a DC 15 Intelligence saving throw. A frightened target makes
its saving throw with disadvantage. On a failure, the target takes 16 (3d10) psychic damage and its
Intelligence score decreases by 1, and decreases by 1 again for each time it fails a saving throw against
this quellsapper’s mind sap. This reduction lasts until the target finishes a long rest or is cured with
greater restoration. If this reduces the target’s Intelligence score to 0, the target dies. On a success, the
target takes half as much damage and suffers no other effects.
Nightmare (Recharge 6). Each non-undead creature within 60 feet of the quellsapper that can see it
must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature frightened
by the quellsapper must immediately use its reaction to move as far away from the quellsapper as its
speed allows. Additionally, the quellsapper learns the greatest fear of each target that failed the save.
A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened
condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the
target is immune to this quellsapper’s Nightmare for the next 24 hours.

Quellsappers are wraith-like monsters. These undead emerge with a craving for power and control.
Mind Eaters. The main signs of a quellsapper’s presence in a target’s mind are headaches and
lethargy. The quellsapper feeds on the victim’s thoughts and consumes its brain matter until there is
nothing left.
Creatures of the Night. Though weakened by sunlight, quellsappers are invisible during the day.
They identify potential victims and observe their habits during the day before skulking to their victims’
homes and striking from the shadows. A quellsapper chooses its prey carefully, preferring sapient
creatures with high intelligence. Quellsappers often choose to attack victims in their sleep or trance.

146 CREATURES 146


Izaak Rodriguez

147 CREATURES 147


RESONANT
Small aberration, chaotic evil
Armor Class: 16
Hit Points: 63 (18d6)
Speed: 45 ft.

STR DEX CON INT WIS CHA


13 (+1) 22 (+6) 10 (+0) 8 (−1) 14 (+2) 9 (−1)

SkillsStealth +9 Sensesblindsight 30 ft., passive Perception 12


Damage Immunitiespsychic, thunder; Languages Resonant
bludgeoning
Challenge5 (1,800 XP)

False Appearance. While the resonant remains motionless, it is indistinguishable from a natural
cluster of crystals.
Innate Spellcasting. The resonant’s innate spellcasting ability is Wisdom (spell save DC 13). It can
innately cast the following spells, requiring no components:
3/day: shatter
1/day: meld into stone

Actions
Multiattack. The resonant makes attacks with its claws.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage.
Needle Spray (Recharge 5–6). The resonant violently expels shards in a 30-foot cone. Each creature in
that area must succeed on a DC 17 Dexterity saving throw or take 13 (3d6 + 3) piercing damage.

Reactions
Reverberation. When the resonant would take bludgeoning damage, it casts shatter, centered on
itself.

Resonants are small, crystalline creatures whose behavior alternates between malicious and
destructive. The crystals that grow on their backs resemble gemstone formations. Their claws are
razor sharp, and sometimes attacking them results in a sonic pulse that decimates enemies without
harming themselves or their fellow resonants.
Bizarre Agenda. Resonants are believed to have been spawned, like most aberrations, from some
mind-warping plane beyond reality. They hunger for violence but seem to require no actual sustenance.
In every instance thus far recorded, they seem drawn to deep and dark mines, but upon finding a
suitable home, the resonants simply lie in wait until they are disturbed.
Weakened Veils. Some scholars speculate that while inert, resonants may have some subtle
influence on the latent energies of the world, possibly weakening the barrier between the realms.

148 CREATURES 148


George Bennett

149 CREATURES 149


ROLLING MOSS
Huge elemental, typically neutral
Armor Class: 14 (natural armor)
Hit Points: 162 (13d12 + 78)
Speed: 45 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 22 (+6) 6 (−2) 11 (+0) 2 (−4)

Skills Athletics +8 Senses blindsight 60 ft. (blind beyond this radius),


passive Perception 10
Damage Vulnerabilities fire
Languages —
Condition Immunities blinded, deafened
Challenge 7 (2,900 XP)

Adaptive Form. As a bonus action, the rolling moss can alter the position of its boulders to gain one of
the following benefits, which lasts until the rolling moss chooses a different form.
Defensive Form. The rolling moss’s Armor Class increases to 16.
Rolling Form. The rolling moss’s speed becomes 45 feet, and it gains a climbing speed equal to its
walking speed.
Offensive Form. The rolling moss’s melee attacks deal an additional 4 (1d8) damage and its reach
increases to 15 feet (included in the attack).
False Appearance. While the rolling moss remains motionless, it is indistinguishable from a pile of
mossy boulders.
Siege Monster. The rolling moss deals double damage to objects and structures.

Actions
Multiattack. The rolling moss makes two attacks.
Boulderfist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Offensive Boulderfist (Offensive Form Only). Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 23 (4d8 + 5) bludgeoning damage.

Rolling Moss is a curious living plant, it takes the form of a monstrous golem made of mossy boulders.
Although it may appear as if its body is made of stone, the creature is the moss, not the rocks it covers.
Rolling mosses can arrange their boulders to enhance their strength, defenses, or speed.
Onslaught. Wise travelers know to avoid hills with moss growing on all sides of a hill. Only the
shifting, mobile form of plant life known as rolling moss can safely grow on all the faces of its contingent
boulders. And when it shudders to life, you’d best be prepared for this primal juggernaut.
Patient Growth. Like many sapient plants, the exact origin of rolling moss is unknown but typically
attributed to either deific intervention or arcane experimentation. They prefer humid but sunny climes.
Solitary creatures, rolling mosses exhibit territorial behavior with others of their kind. If one grows too
large to reliably maintain its appetite for growth, it splits into two smaller groups, and one relocates. It is
unknown if these subsequent mosses are children or clones of the original.
Wild Giants. Most violent incidents with rolling moss occur when civilization spread too close to
their territory. When this occurs, the offending settlements are pulverized, maps are updated with “here
be moss” warnings, and the survivors expand in a different direction until the threat is terminated.

150 CREATURES 150


Mike Bakker

151 CREATURES 151


SCRUMMY SCUBBER
Small fey, chaotic evil
Armor Class: 13 (leather)
Hit Points: 54 (12d6 + 12)
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 12 (+1) 8 (−1) 12 (+1) 7 (−2)

Sensesdarkvision 60 ft., passive Perception 11 Challenge2 (450 XP)


LanguagesCommon, Sylvan

Grubby Trail. The scubber constantly leaves a trail of greasy footprints behind it that can be spotted
with a DC 12 Wisdom (Perception) or Intelligence (Investigation) check.
Magic Resistance. The scubber has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The scubber’s spellcasting ability is Wisdom (spell save DC 11). It can innately cast
the following spells, requiring no material components:
At will: dancing lights, invisibility (self only)
1/day: entangle

Actions
Multiattack. The scubber makes two frying pan attacks.
Frying Pan. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the
target must make a DC 11 Constitution saving throw or become poisoned for 1 minute.

Scrummy scubbers are fey spirits that thrive in dirty domestic environments. A home haunted by a
scubber will be constantly messy, no matter how its inhabitants try to keep things clean. They will dirty
dishes, steal boots and use them to make muddy footprints, strew items around, and generally cause
minor chaos.
Relishing Hostility. A scrummy scubber delights in seeing its victims blame each other for the
mess it has caused. They usually appear in homes where there is already tension as they are drawn to the
sounds of arguments.
Missing Objects. Scrummy scubbers particularly enjoy eating objects that have sentimental
meaning, one-half of items that come in a pair, such as socks or gloves, or items that will cause
inconvenience should they go missing, like keys or important papers. Scubbers have unbreakable,
needle-like teeth that can chew through anything.

152 CREATURES 152


Samantha Rustle

153 CREATURES 153


SERPENTE D’AXIUM
Tiny aberration, typically neutral evil
Armor Class: 12
Hit Points: 42 (12d4 + 12)
Speed: 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA


2 (−4) 14 (+2) 12 (+1) 17 (+3) 9 (−1) 13 (+1)

Saving ThrowsInt +5 Damage Immunitiespsychic


SkillsArcana +5, Persuasion +3, Stealth +4 Sensesdarkvision 30 ft., passive Perception 9
Damage Resistancesacid, cold, fire, lightning, Languagesall, telepathy 15 ft.
poison, thunder
Challenge1 (200 XP)

Host Symbiosis. While a serpente is inhabiting a host, the host creature gains the following traits:
• The host can telepathically communicate with the serpente.
• The host can speak and understand all languages.
• The host’s Strength, Dexterity, and Constitution scores each increase by 2, to a maximum of 20.
• The host has resistance to psychic damage.
• The host makes Intelligence saving throws against magic with advantage.
Magic Resistance. The serpente has advantage on saving throws against spells and other magical effects.
Parasite. While the serpente is inhabiting a host creature, it has total cover. The serpente can only be
removed if the host creature is targeted with lesser restoration or similar magic.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the
target is a creature’s tongue, the target must succeed on a DC 13 Dexterity save or the serpente severs
the tongue and replaces it.

The serpente d’Axium is a parasite that forms a mutually beneficial relationship with its host. In
exchange for the host’s tongue and a portion of its lifeblood each day, the serpente grants magical
benefits, improving communication, physical strength and durability, and mental fortitude.
Uninvited Guests. While these parasites prefer to seek out willing hosts, they do not hesitate to
take an unwilling one if their life is endangered. If a serpente d’Axium outlives its host, it eagerly searches
for a new one as it is relatively weak on its own.

154 CREATURES 154


Mariya Sviridova

155
CREATURES
155
SHADOW OF DOUBT
Large undead, chaotic evil
Armor Class: 12
Hit Points: 45 (7d10 +7)
Speed: 40 ft.

STR DEX CON INT WIS CHA


6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 12 (+1)

Skills Stealth +6 Senses darkvision 60 ft., passive Perception 10


Damage Immunities necrotic, poison Languages —
Damage Vulnerabilities radiant Challenge 4 (1,100 XP)
Condition Immunities exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone,
restrained

Damage Transfer. While attached to a creature, the shadow takes only half the damage dealt to it
(rounded down), and the creature takes the other half.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks,
and saving throws.
Umbral Stealth. The shadow has advantage on Dexterity (Stealth) checks made to appear as another
creature’s shadow.

Actions
Talons of Doubt. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing
damage, and if the target is Large or smaller, the shadow attaches to it. While attached, the shadow
can make this attack only against the creature it is attached to and has advantage on the attack roll.
The shadow can detach itself by spending 5 feet of its movement. A creature can use an action to
detach the shadow by succeeding on a DC 13 Wisdom check.
Sap Confidence. The shadow can sap the confidence of a creature it is attached to. The target must
make a DC 13 Charisma saving throw. On a failed save, whenever the target makes an attack roll, skill
check, or saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or
saving throw. This effect lasts 1 minute. The target can repeat the saving throw at the start of each of its
turns, ending the effect on itself on a success.

Lurking in the darkness, a shadow of doubt waits for an opportunity to latch onto a passing humanoid
and drain its confidence. Once it has snared a victim, it behaves like a regular shadow by mirroring
the victim’s movements. Once a victim has been drained of all their confidence, the shadow of doubt
slithers off to find a new target, leaving the victim a sad husk.
Tasty Tenacity. The shadow of doubt feeds on confidence, sapping creatures of all assuredness and
replacing it with uncertainty. A ravenous shadow of doubt preys on creatures with little confidence for an
easy meal, whereas a peckish shadow of doubt targets creatures with higher confidence, knowing that it
may be harder to feed, the reward is plentiful.

156 CREATURES 156


Julia Metzger

157 CREATURES 157


SHLEEP
Small monstrosity, unaligned
Armor Class: 12
Hit Points: 17 (5d6)
Speed: 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 10 (+0) 3 (−4) 16 (+3) 11 (+0)

SkillsPerception +5 Languages—
Sensespassive Perception 15 Challenge1/8 (25 XP)

Sure-Footed. The shleep has advantage on Strength and Dexterity saving throws made against effects
that would knock it prone.
Innate Spellcasting. The shleep’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately
cast the following spell, requiring no components:
At will: jump (self only)
3/day: sleep
Herd Magic. For each other friendly shleep that is within 30 feet of the shleep when it casts sleep,
the level of the spell increases by 1 spell slot level, up to a maximum of 9th level.

Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.

The shleep is a charming animal that can lull other creatures into a deep slumber. Resembling a
sheep with a colorful coat, shleep are most often found in large herds grazing in high flower meadows
among rocky hillsides.
Sleep Farming. The soft wool of the gentle shleep comes in an array of pastel colors. They are
highly prized for this wool, which can be made into magic items that promote restful sleep. However, few
farmers can handle herds of shleep as the creatures will use their innate magic to make sheepdogs and
farmers alike fall unconscious should the herd become nervous. Usually, only those with fey ancestry and
the ability to resist their soporific magic dare to herd shleep.
Wooly Origins. Some say that shleep were first created by an insomniac wizard. Others believe that
shleep are escapees from the lands of the fey or from dreams themselves.

158 CREATURES 158


Barbara Lucas

159 CREATURES 159


SLIMESPAWN
Large ooze, unaligned
Armor Class: 6
Hit Points: 84 (8d10 + 40)
Speed: 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 3 (−4) 20 (+5) 1 (−5) 6 (−2) 1 (−5)

Condition Immunities blinded, charmed, Languages —


deafened, exhaustion, frightened, prone
Challenge 3 (700 XP)
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf. The slimespawn moves up to its speed. While doing so, it can enter Large or smaller creatures’
spaces. If the slimespawn enters a creature’s space, the creature must make a DC 12 Dexterity saving
throw. On a successful save, the creature can choose to be pushed 5 feet away from the slimespawn.
A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed
save, the slimespawn enters the creature’s space, and the creature takes 10 (3d6) acid damage and is
engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at
the start of each of the slimespawn’s turns. When the slimespawn moves, the engulfed creature
moves with it.
An engulfed creature can try to escape by using its action to make a DC 12 Strength check. On a
success, the creature escapes and emerges into a space of its choice within 5 feet of the slimespawn.

Reactions
Divide. When the slimespawn is reduced to half of its hit point maximum or fewer, it immediately
splits into two. Each copy is a Medium creature and has a number of hit points equal to the number it
has at the time of its division. These copies use the same statistics as the original.

The slimespawn is an ooze that reproduces by splitting itself in half. Driven by the need to spawn, the
slimespawn engulfs everything in its path to increase its mass so it can divide even further.
Out of Control. The first slimespawn was the result of an experiment to study the possibility of
cloning and duplicating. As it escaped the lab, the first slimespawn was split into two by a researcher.
The two halves of the slimespawn slithered off in separate directions and grew independently, eventually
becoming large enough to divide themselves as well.
Mindless Minions. Leaders on the losing end of a long war often call on alchemists or mages to
capture a slimespawn and feed it as a last-ditch attempt at victory. If large enough, a slimespawn can
divide into hundreds or even thousands of smaller versions of itself, and if those slimespawn engulf
enough creatures quickly, they can also divide, providing a slimy distraction.

160 CREATURES 160


Victoria Jeffrey

161
CREATURES
161
SMOGGER
Medium construct, chaotic evil
Armor Class: 13
Hit Points: 102 (12d8 + 48)
Speed: 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


6 (−2) 17 (+3) 18 (+4) 10 (+0) 10 (+0) 11 (+0)

Saving ThrowsStr +1, Dex +6, Con +7 Condition Immunitiesblinded, deafened,


exhaustion, grappled, paralyzed, petrified,
SkillsDeception +3, Sleight of Hand +6, Stealth +6
poisoned, prone, restrained, stunned
Damage Resistancesacid, necrotic
Sensesblindsight 120 ft. passive Perception 10
Damage Immunitiespoison; bludgeoning,
piercing, and slashing from nonmagical attacks LanguagesCommon, Thieves’ cant

Damage Vulnerabilitiesfire, cold Challenge6 (2,300 XP)

Cunning Action. On each of its turns, the smogger can use a bonus action to take the Dash,
Disengage, or Hide action.
Dapper. While wearing clothes in dim light or darkness, the smogger has advantage on Charisma
(Deception) checks made to pass as a humanoid.
Fog Form. The smogger can occupy another creature’s space and vice versa. It can move through and
hide in spaces as narrow as 1 inch wide without squeezing.
Gusty Vulnerability. The smogger has disadvantage on saving throws against effects that move air. If
it is hit by an effect that disperses gas or vapor, the smogger becomes dispersed for 2 (1d4) minutes,
dropping anything it is currently carrying or wearing.
Vapor Shift. The smogger can use its bonus action to change between its dispersed and coalesced
forms. In its dispersed form, the smogger spreads into a 10-foot-radius sphere of vapor, creating an
area that is lightly obscured. While dispersed, a smogger has resistance to all damage except cold and
fire, and it can’t interact with, hold, or wear objects. In its coalesced form, the smogger can interact
with and hold objects that weigh up to 90 lbs and can wear clothing but not armor. Otherwise, its
statistics remain the same.

Actions
Strangle (Coalesced Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) bludgeoning damage and 16 (3d10) poison damage.
Choke (Dispersed Form Only). A creature that starts its turn within the area of the smogger must
make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save and half as
much on a successful one. Creatures who do not need to breathe are immune to this effect.

Smoggers are a byproduct of burning alchemical components in certain weather conditions. The
magical smoke mixes with fog to create a sentient smog. Due to their alchemical origin, smoggers are
driven by an intense desire to collect gold. Under the cover of darkness or fog, they attack creatures,
engulfing them and rifling through their pockets and bags. As soon as they find any money or items of
value, the smogger snatches it and flees to its hiding place.
Smokey Thieves. Smoggers like to nest in high up and inaccessible places, such as clock towers,
attics, or small niches in walls, where they rest during the day with their gold. Inexperienced smoggers
rely on violent ambushes. Older smoggers tend to prefer subtler tactics, such as picking pockets or
working with other criminals. Thanks to their skills in infiltration, they are often contracted by other
thieves to help with burglaries or heists.
Only Gold. Smoggers only accept payment in gold. If a smogger steals valuable items, it will try to
exchange them for gold with local underworld contacts. Over time, smoggers can develop eccentric
personalities and interests but are always driven by a need to acquire more and more gold.

162 CREATURES 162


Julia Metzger

163 CREATURES 163


SPIRIT OF THE HEDGES
Medium fey, lawful neutral
Armor Class: 13
Hit Points: 49 (9d8 + 9)
Speed: 35 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 13 (+1) 10 (+0) 16 (+3) 10 (+0)

Saving ThrowsWisdom +5 Sensespassive Perception 13


Damage Immunitiesbludgeoning, piercing, and Languagesunderstands Giant Elk and Sylvan, but
slashing from nonmagical attacks can’t speak
Condition Immunitiescharmed Challenge3 (700 XP)

Charge. If the spirit moves at least 20 feet straight toward a target and then hits it with a ram attack on
the same turn, the target takes an extra 7 (2d6) bludgeoning damage.
Innate Spellcasting. The spirit’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately
cast the following spells, requiring no material components:
At will: dancing lights, invisibility (self only), misty step, sanctuary
1/day each: forbiddance, plane shift, passwall

Actions
Multiattack. The spirit makes two attacks.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

A spirit of the hedges can be seen in the liminal spaces between villages. These elusive stag-like
creatures have antlers that grow like a tangle of roots and dark black eyes. Their bodies glow with an
ethereal light when they allow themselves to be seen. Some say they’re spirits that guide the dead into
the afterlife. Others believe that they are spirits of the dead themselves, watching over the living. These
rumors swirl because the spirit of the hedges are most frequently seen on the night after a funeral.
Grazing Guardian. In truth, the spirit of the hedges is a fey creature drawn to the edges of things,
whether between planes, between good and evil, or anywhere else a boundary exists. In places where
the veil between the planes is weak, they feed on the magical energies of convergence and slowly secure
the area against incursion from other extraplanar entities. While this might seem like a benevolent act, it
is an unintended consequence of the spirit’s feeding.
Auspicious Visitor. People consider seeing these creatures to be a good omen. They are considered
a sign of bountiful harvests and stability ahead. This is because mortals usually only see the spirit of the
hedges as it is leaving an area, having sealed a breach between worlds that has often been causing them
problems for many years. As a spirit of the hedges feeds on interplanar energy, it becomes more easily
seen in the Material Plane.

164 CREATURES 164


Samantha Rustle

165 CREATURES 165


SPORESTRINGER
Large plant, unaligned
Armor Class: 19 (natural armor)
Hit Points: 142 (19d10 + 38)
Speed: 20 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


15 (+2) 19 (+4) 15 (+2) 5 (−3) 12 (+1) 5 (−3)

SkillsAcrobatics +12 Sensesblindsight 60 ft. (blind beyond this radius),


passive Perception 11
Damage Resistancescold, piercing
Languages —
Damage Immunitieslightning
Challenge10 (5,900 XP)
Condition Immunitiesblinded, deafened,
exhaustion, prone

Flexible Foliage. The sporestringer can move through a space as narrow as 1 foot wide without squeezing.

Actions
Multiattack. The sporestringer can use Puppetry. It then makes two Lash attacks.
Lash. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Seed Spores (Recharge 5–6). The sporestringer releases a cloud of seeds in a 15-foot-radius sphere
centered on itself. Each non-plant creature in the area must make a DC 16 Dexterity saving throw. On
a failure, a creature is restrained as the seeds take root in its flesh. A creature can attempt to remove
the seeds from itself or another restrained target within 5 feet of it by using an action to make a DC 16
Strength (Athletics) check. A successful check deals 5 (2d4) piercing damage to the restrained target
and ends the restrained condition for it.
Puppetry. The sporestringer controls the bodies of up to three creatures that are restrained by its seed
spores. The sporestringer can force each creature to immediately move up to 30 feet in any direction
(ignoring the movement speed restriction imposed by the restrained condition). The sporestringer
can then force each of these creatures to make a melee attack against a target within its reach. The
sporestringer can continue to puppet a creature’s body as long as it remains restrained by seed spores,
even after the creature is unconscious or dead.

The sporestringer is a monstrous hovering plant creature with long, dangling tendrils. It uses these
tendrils to deposit its spores into living creatures, which it can then use to puppeteer the living
creatures to more suitable environments for the spores to grow.
Strange Puppet Master. Once the sporestringer has control of a living creature, it will use whatever
physical faculties the creature has to steer it toward a cave or other dark location. A sporestringer can
force a creature it controls to fight if it senses danger or something in its way.
Caveborne Spawn. New sporestringers grow out of the spores embedded in the bodies of the
creatures they puppet. Once in a dark place, the spores will feed off what’s left of the creature until they
grow large enough to seek their own prey.

166 CREATURES 166


Alexander Ngo

167 CREATURES 167


SPOROGATH
Large giant, neutral
Armor Class: 15 (natural armor)
Hit Points: 84 (8d10 + 40)
Speed: 25 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 21 (+5) 8 (−1) 13 (+1) 9 (−1)

SkillsPerception +5 Sensesdarkvision 60 ft., passive Perception 15


Damage Resistancespsychic LanguagesGiant, telepathy 30 ft.
Damage Immunities poison Challenge4 (1,100 XP)
Condition Immunities poisoned

Regeneration. The sporogath regains 10 hit points at the start of its turn. If the sporogath takes fire or
radiant damage, this trait doesn't function at the start of the sporogath’s next turn. The sporogath dies
only if it starts its turn with 0 hit points and doesn’t regenerate.
Symbiotic Existence. The sporogath is considered a giant and a plant when determining the effects of
spells or other magical effects.
Sunlight Hypersensitivity. The sporogath takes 10 radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
On a hit, the attack releases a burst of spores in a 5-foot radius centered on the target. Each creature
in the area must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed
save or half as much damage on a successful one. A creature that fails its saving throw by 5 or more
is poisoned for 1 hour and is unconscious while poisoned in this way until it takes damage or another
creature uses an action to shake it awake.

The sporogath is a symbiotic entity, a creature born from the union of a troll and a sentient mushroom
colony growing within it. The troll’s unique physiology mutated to accommodate the mushrooms, and
now the two species can’t survive without each other.
Gentle Recluses. More intelligent and peaceful than trolls, sporogaths live communally in dark,
damp caves where they feed on nutrients in the rocks and soil with their root-like hands and feet.
Sporogaths keep to these caves and only come out at night, as sunlight kills the mushrooms living
within their bodies, harming and disorienting them. They are also reclusive, as they are hunted by trolls
who see them as an easy meal and attacked by humanoids who believe they are dangerous. Sporogaths
will defend themselves to protect themselves and their kin and are wary of those they don’t yet trust.
Two Minds, One Body. In their homes, sporogaths tend colonies of the same sentient mushrooms
which inhabit their bodies. Newborn sporogaths must be showered in spores within hours of their birth,
or they will die. Sporogaths have two minds that work in concert with each other, making them resistant
to mental attacks.

168 CREATURES 168


CO-OP Student: Rhoan Collins

169
CREATURES
169
Armor Class: 15

SUBLIMAWL
Large elemental, neutral
Hit Points: 114 (12d10 + 48)
Speed: 30 ft. (solid form only), fly 90 ft.
(hover; gas form only)

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 18 (+4) 6 (−2) 10 (+0) 6 (−2)

Damage Resistancesacid, lightning, thunder; Sensesdarkvision 60 ft., passive Perception 10


bludgeoning, piercing, and slashing from
LanguagesAuran, Terran
nonmagical attacks
Challenge5 (1,800 XP)
Damage Immunitiespoison
Condition Immunitiesexhaustion, paralyzed,
petrified, poisoned, unconscious

Air Form (Gas Form Only). The sublimawl can enter a hostile creature’s space and stop there. It can
move through a space as narrow as 1 inch wide without squeezing, and it is immune to the grappled,
prone, and restrained conditions.
Disperse. While in its solid form, if the sublimawl takes at least 10 fire damage during a single round, it
transforms into its gas form. While in its gas form, its base walking speed becomes 0 feet, and it gains
a flying speed of 90 feet.
Solidify. While in its gas form, if the sublimawl takes at least 10 cold damage in a single turn, it
transforms into its solid form. While in its solid form, its speed is 30 feet, and it loses its flying speed.

Actions
Multiattack. The sublimawl makes two punch or slam attacks.
Punch (Solid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage, and if the target is a Medium or smaller creature, it is pushed backward 10 feet
and knocked prone. If a target strikes an object, such as a wall or floor, it takes 3 (1d6) bludgeoning
damage. If a target strikes another creature, that creature must succeed on a DC 13 Dexterity saving
throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung or
knocked prone.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Toxic Tornado (Gas Form Only). The sublimawl spins rapidly, creating a whirlwind of toxic gas. Each
creature in the sublimawl’s space must succeed on a DC 15 Constitution saving throw or take 15
(3d8 + 2) bludgeoning damage and be poisoned until the start of the sublimawl’s next turn.
A creature that succeeds on its save takes half as much damage and isn’t poisoned.

A sublimawl is a gas monster that becomes corporeal in the cold. Though its natural form is
transparent and colorless, variations in the weather and conditions can change its coloration from
white to dark gray. Onlookers often mistake the sublimawl for a cloud of steam or a puff of smoke.
Dual Form. When its gaseous body is exposed to cold temperatures, the sublimawl solidifies. In a
solid form, it takes on rocky, roughly humanoid features. If the effluvium heats up, it reverts to its gaseous
form. Some theorize that sublimawls are the offspring of air and earth elementals.
Care Purifiers. Sublimawls can pick up impurities in the environment and are drawn toward areas
with high concentrations of pollution. Those that have absorbed a lot of toxins can appear green or
yellow. Though they can deploy these toxins to defend themselves, it is thought that they actually collect
them out of a desire to cleanse the air and ground.

170 CREATURES 170


Samantha Rustle

171 CREATURES 171


TEMPRAMANUS
Tiny celestial, neutral
Armor Class: 12
Hit Points: 88 (16d4 + 48)
Speed: 20 ft., fly 30 ft..

STR DEX CON INT WIS CHA


8 (−1) 15 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2)

SkillsDeception +4, Perception +2, Stealth +6 Condition Immunitiescharmed, frightened, 


poisoned
Damage Resistancesbludgeoning, piercing, and
slashing from nonmagical attacks Sensesdarkvision 60 ft., passive Perception 12
Damage Immunitiesradiant Languagesunderstands Celestial and Common
but can’t speak
Damage Vulnerabilitiesnecrotic
Challenge2 (450 XP)

Temporal Tactics. The tempramanus adds its proficiency bonus to its initiative rolls.

Actions
Zap. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) lightning damage plus 7
(2d6) psychic damage.

Reactions
Time Skip (2/Day). When the tempramanus is targeted by an attack, it can attempt to avoid it by moving
in time. Roll a d12. On a result of 6 or higher, the targeting creature’s attack misses and its turn ends.
Turn Back the Clock (1/Day). When the tempramanus fails a saving throw, it can reroll the saving
throw and use the higher of the two results.

The many-winged tempramanus is said to serve the god of time and carry out their commands. Often
referred to as a “hand of time,” these small celestials are mischievous and elusive. When not carrying
out specific divine orders, they enjoy having a tangible impact on the people and places they visit.
Limited Powers. Though a tempramanus has the power to manipulate time, this ability is weak.
It can’t change major events. The limited changes that it causes manifest in the way that alters reality
the least. Many creatures have encountered a tempramanus without even knowing it, rationalizing the
experience as nothing more than déjà vu.
Temporal Trickster. A tempramanus is especially fond of playing tricks on humanoids, causing
them to move back in time and breaking their train of thought. A tempramanus can also cause tiny
skips in time and propel a humanoid to the future. When a task takes less time than anticipated or if one
arrives at an appointment early, it could be the work of a tempramanus.

172 CREATURES 172


Samantha Rustle

173 CREATURES 173


THESIS OF DOOM
Small construct, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 153 (18d6 + 90)
Speed: 20 ft. fly 40 ft.

STR DEX CON INT WIS CHA


3 (−4) 16 (+3) 20 (+5) 18 (+4) 17 (+3) 12 (+1)

Saving ThrowsCon +8, Int +7 Condition Immunitiesblinded, charmed, 


deafened, exhaustion, frightened, poisoned
SkillsArcana +7
Sensesblindsight 30 ft. (blind beyond this radius),
Damage Resistancesdamage from spells;
passive Perception 13
bludgeoning, piercing, and slashing
Languagesall
Damage Immunities poison
Challenge6 (2,300 XP)

Brain Drain. When a creature touches the thesis or hits it with a melee weapon attack, the creature
must make a DC 15 Constitution saving throw. Creatures with the ability to cast at least one spell
have disadvantage on this saving throw. On a failure, the creature is cursed. A cursed target has
disadvantage on attack rolls and ability checks, and its Intelligence score is reduced by 1 at the end of
each of its turns. If this reduction reduces a target’s Intelligence score to 0, it is stunned until it regains
at least 1 point of Intelligence. Targeting a cursed creature with the remove curse spell or greater
restoration spell ends the curse and restores the creature’s Intelligence score.
False Appearance. While the thesis remains motionless, it is indistinguishable from an ordinary book.
Magic Resistance. The thesis has advantage on saving throws against spells and other magical effects.

Actions
Papercut. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 +3) slashing damage plus
27 (6d8) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or suffer
the effects of the thesis’s brain drain.

Long ago, a graduate student wrote a thesis about how magic would bring about the end of the world.
Upon publication, their dissertation shocked the academic world and led several prominent arcane
organizations to issue statements condemning it. However, it found favor with antimagic advocates.
These advocates requested that the manuscript be sent on tour, and the student, eager to recoup the
coin they had spent on their education, agreed. Unbeknownst to the student, the parchment they had
used for their essay was cursed.
Hunger for Knowledge. The thesis wishes to absorb knowledge and drains its victims of their
intellect. It wrings their brains for information, and once there is nothing left to learn, the parchment
abandons the victim to a mindless, hollow existence.
Accursed Words. The curse spreads through physical contact. A creature can acquire it by touching
the book, and it can spread to other books. The thesis’ curse seeps into other books if those books are in
physical contact with it for 8 hours or more.

174 CREATURES 174


Sidharth Chaturvedi

175
CREATURES
175
THRIXCAER
Huge aberration, neutral evil
Armor Class: 19 (natural armor)
Hit Points: 133 (14d12 + 42)
Speed: 15 ft., climb 15 ft., fly 90 ft.

STR DEX CON INT WIS CHA


19 (+4) 23 (+6) 17 (+3) 23 (+6) 14 (+2) 14 (+2)

Saving Throws Str +9, Con +8, Int +11 Condition Immunities blinded, charmed,
deafened, stunned
Skills Perception +12
Senses blindsight 200 ft. (blind beyond this
Damage Resistances psychic, thunder;
radius), truesight 30 ft., passive Perception 22
bludgeoning, piercing and slashing from
nonmagical attacks Languages telepathy 120 ft.
Challenge 14 (11,500 XP)

Armor Plated. The thrixcaer’s armor plating gives it a damage threshold of 15. The thrixcaer doesn’t
take damage from any single source unless that damage is equal to or greater than its damage
threshold, in which case it takes the damage as normal.
Blended Bond. The thrixcaer and its rider are permanently bonded and act as one creature sharing a
turn and hit points. The rider cannot be forced to dismount the thrixcaer.
Mental Flight. The thrixcaer relies on its psychic abilities to fly and can’t fly in an area of antimagic.
Psychic Territory. The thrixcaer is aware of all psychic magic or telepathic communication occurring
within 500 miles of it.

Actions
Multiattack. The thrixcaer makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. If the
target is Medium or smaller, the target is grappled (escape DC 17). Until this grapple ends, the target is
restrained, and the thrixcaer can’t bite another target.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning and 13 (3d8)
slashing damage.
Mental Command. The thrixcaer uses its telepathy to issue an order to a creature within 120 feet as if
it is casting the command spell at 1st level (save DC 19). This does not count as a spell for the thrixcaer.
The thrixcaer does not require verbal components, nor does it need to share a language with the
target. Creatures that can’t be contacted telepathically automatically succeed on the saving throw.

Legendary Actions
The thrixcaer can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The thrixcaer
regains spent legendary actions at the start of its turn.
Aerial Mastery. The thrixcaer moves up to its fly speed without provoking opportunity attacks. If it
passes within 10 feet of a creature during this movement, it can make one tail attack against that
creature.
Mental Command. The thrixcaer uses its Mental Command action.
Psychic Pulse (Costs 2 Actions). Each creature within 60 feet of the thrixcaer must make a DC 19
Wisdom saving throw. On a failed save, a creature takes 27 (5d10) psychic damage and becomes
frightened of the thrixcaer until the end of its next turn. On a successful save, a creature takes half as
much damage and does not become frightened.

176 CREATURES
Mark Zug

The symbiotic lifeform known as a thrixcaer is a creature defined by amalgamations. Combining both
organic and mechanical parts, as well as the bodies and minds of the monster and its rider, thrixcaers
exhibit the strengths of their blended origins. With two minds acting in perfect harmony, the thrixcaer
can wield extraordinary psychic powers in addition to posing a threat with its formidable physical form.
Whatever dark magic and artifice is required to create this merger remains a mystery.
Territorial Terrors. These apex predators rely on their psychic senses to patrol their extensive
territories. Thrixcaers rarely land, preferring to snatch prey from the ground and carry it off. Due to the
immense psychic energy that thrixcaers emit, two thrixcaer cannot stand to be within 500 miles of one
another. A clash between thrixcaers is likely to cause massive devastation to anyone unfortunate enough
to be nearby.

177 CREATURES 177


THUNDERHEAD JELLY
Huge elemental, unaligned
Armor Class: 14
Hit Points: 199 (21d12 + 63)
Speed: 0 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 16 (+3) 6 (−2) 18 (+4) 8 (−1)

Saving ThrowsDex +8, Cha +3 Condition Immunitiesblinded, poisoned, prone


SkillsStealth +8 Sensesblindsight 60 ft., passive Perception 14
Damage Resistancescold, thunder Languages —
Damage Immunitieslightning, poison Challenge12 (8,400 XP)

False Appearance. While the jelly moves at a rate of 5 feet per round or less, or if it remains motionless,
it is indistinguishable from an ordinary cloud.
Innate Spellcasting. The jelly’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with
spell attacks). It can innately cast the following spells, requiring no material components:
At will: ice storm, sleet storm
1/day: control weather

Actions
Multiattack. The jelly makes four tentacle attacks. It can make an engulf attack or use Reel in place of
a tentacle attack.
Tentacle. Melee Weapon Attack: +8 to hit, reach 40 ft., one target. Hit: 9 (1d10 + 4) bludgeoning
damage plus 5 (1d10) lightning damage. If the target is a Large or smaller creature it is grappled
(escape DC 16).
Engulf. Melee Weapon Attack: +6 to hit, reach 0 ft., one grappled creature. Hit: The creature is
swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, and it has
total cover against attacks and other effects outside the jelly, and it takes 21 (6d6) lightning damage
at the start of each of the jelly’s turns. If the jelly takes 30 damage or more on a single turn from a
creature inside it, the jelly must succeed on a DC 15 Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the jelly. If the jelly
dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of
movement, exiting prone.
Reel. The jelly pulls each creature it is grappling up to 20 feet straight toward it.
Lightning Shock (Recharge 5–6). Each creature in a 10-foot wide 40-foot high cylinder directly
beneath the jelly must make a DC 16 Constitution saving throw, taking 22 (4d10) lightning damage
on a failed saving throw or half as much on a successful one. A creature that fails its saving throw also
becomes paralyzed. A paralyzed creature can make a new saving throw at the end of its turn, ending
the effect on a success.

Thunderhead jellies are jellyfish-like elemental creatures that disguise themselves as clouds. They
often ride powerful weather fronts, disguising themselves among true storm clouds. Though they can
propel themselves by flapping their bells, thunderhead jellies are largely swept along by air currents.
Stormy Weather. While thunderhead jellies are often content to float along, snagging
unsuspecting prey in their tentacles, they can also shock with lightning and create tumultuous weather
in the areas they inhabit.
Thunderhead Tangle. Whether thanks to the patterns of winds or the jellies’ own intentions, once
every five years, a great number of thunderhead jellies gather in one place. This crowd of jellies will light
up the sky with their lightning in a beautiful, if dangerous, display.

178 CREATURES 178


Patricia Kelen Takahashi

179
CREATURES
179
Armor Class: 15 (natural armor),

TOADTURTLE
Large monstrosity, chaotic neutral
(20 with shell withdraw)
Hit Points: 34 (4d10 + 12)
Speed: 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA


15(+2) 10(+0) 16 (+3) 3(−4) 11(+0) 3(−4)

Damage Resistances b
 ludgeoning Languages —
Sensespassive Perception 10 Challenge2 (450 XP)

Amphibious. The toadturtle can breathe air and water.


Standing Leap. The toadturtle’s long jump is up to 20 feet and its high jump is up to 10 feet, with or
without a running start.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5
(2d4) poison damage.
Tongue. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage,
and the target is pulled up to 10 feet toward the toadturtle.
Shell Withdraw. The toadturtle withdraws into its shell, gaining a +5 bonus to AC against attacks from
outside the shell, and resistance to all damage until it emerges. It can emerge as a bonus action on its
turn. While withdrawn in this manner, the toadturtle can’t move, and makes attacks with disadvantage.

Reactions
Rapid Withdraw. If an attack would hit the toadturtle, it can use its Shell Withdraw action, potentially
causing the attack to miss.

Toadturtles first emerged from a swamp after a magical disaster caused by a wizard practicing
extreme transmutation magic. These massive fusions of turtles and toads have hard shells on their
backs and powerful legs. Toadturtles have a strong drive to wander and are now found far beyond their
original home.
Stubborn and Belligerent. Though they came from beasts, toadturtles are not natural beings. Their
presence upsets natural environments as toadturtles prey on smaller creatures and have no natural
predators. All attempts by druids to communicate with toadturtles have failed.
Valuable Shells. The scintillating shell of the toadturtle is coveted by many for use in ornamental
inlays. Jewelers will often pay upwards of 500 gp for an uncracked shell.

180 CREATURES 180


Samantha Rustle

181 CREATURES 181


TRINAVAIN
Gargantuan celestial, lawful good
Armor Class: 18 (natural armor)
Hit Points: 246 (17d20 + 68)
Speed: 30 ft., fly 120 ft.

STR DEX CON INT WIS CHA


25 (+7) 17 (+3) 18 (+4) 12 (+1) 17 (+3) 22 (+6)

Saving ThrowsDex +9, Con +10, Wis +9, Cha +12 Sensespassive Perception 13
Damage Resistancespoison, necrotic LanguagesCelestial, Common, Sylvan, telepathy
120 ft.
Condition Immunitiesblinded, charmed,
paralyzed, poisoned, exhaustion Challenge17 (18,000 XP)

Magic Resistance. The trinavain has advantage on saving throws against spells and other magical effects.
Magic Weapons. The trinavain’s weapon attacks are magical.
Innate Spellcasting. The trinavain’s spellcasting ability is Charisma (spell save DC 20). The trinavain can
innately cast the following spells, requiring no components:
At will: beacon of hope, detect evil and good, mirror image
1/day each: daylight, divine word, freedom of movement

Actions
Multiattack. The trinavain uses its Control Winds ability. It then makes three attacks: one with its beaks and
two with its talons.
Beaks. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage, and the
target is grappled and restrained (escape DC 21). The trinavain can only grapple one creature at a time
unless it is flying, in which case it can grapple up to three. Once the trinavain has grappled the maximum
number of creatures it can, it can’t use this attack.
Control Winds. The trinavain can control the winds around it with a mighty screech, choosing between one
of the following effects. Each effect lasts until the start of the trinavain’s next turn, and the trinavain can’t
choose the same option two turns in a row.
Becalm. The wind grows still, negating the effect of storms or harsh weather within 100 feet of the
trinavain. When the trinavain uses this ability, spells within this area, such as gust of wind or wind wall,
are dispelled unless the caster succeeds on DC 20 Constitution saving throw.
Downburst. The trinavain creates a divine downburst in a 100-foot radius centered on itself. Any creature
that starts its turn in this area or that enters this area for the first time on its turn must make a DC 20
Strength saving throw. On a failure, a creature is pushed 20 feet away from the trinavain, knocked prone,
and stunned until the end of its next turn.
Encircle. Strong winds circle in a 30-foot radius centered on the trinavain. Creatures within the radius
are deafened. Ranged attacks and spells against the trinavain are made with disadvantage.
Healing Touch (3/Day). The trinavain touches a creature with its beak. The target magically regains 33 (6d8 + 6)
hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Trinavains are massive bird-like celestials that enact the heavy-handed justice of the heavens with beak and
claw. They are the physical representation of three cardinal virtues: strength, wisdom, and justice. Their dark,
feathered wings are studded with everwatching eyes, and they have three legs that end in powerful talons.
Their beaks are also split into three.
Single Minded. Although it is also an embodiment of strength and wisdom, a trinavain’s greatest drive
is to dispense justice. A trinavain seeks only to bring swift punishment to the wicked and justice to those in
need. Its singular focus leaves no room for nuance, and it will pursue its mission indiscriminately.

182 CREATURES 182


Holly Lucero

183 CREATURES 183


TRINICORN
Huge monstrosity, chaotic neutral
Armor Class: 18 (natural armor)
Hit Points: 273 (26d12 + 104)
Speed: 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 12 (+1) 17 (+3) 21 (+5)

Saving ThrowsCon +9, Wis +8 Sensestruesight 60 ft., passive Perception 18

SkillsArcana +6, History +6, Perception +8 LanguagesElvish, Primordial, Sylvan,


telepathy 100 ft.
Condition Immunities charmed,
paralyzed, petrified Challenge15 (13,000 XP)

Magic Weapons. The trinicorn’s weapon attacks are magical.


Thunderous Charge. If the trinicorn moves at least 20 feet straight toward a target and then hits it with a hooves attack
on the same turn, the target takes an extra 9 (2d8) thunder damage. If the target is a creature, it and any creatures
within 10 feet of it, other than the trinicorn, must succeed on a DC 18 Strength saving throw or be knocked prone.
Spell Absorption. Whenever the trinicorn is targeted with a spell of 1st level or higher, it can make a Constitution saving
throw against the spellcaster’s spell save DC. On a success, the spell has no effect and is stored in the trinicorn’s horns.
The trinicorn can store up to 12 levels worth of spells at a time in its horns. If the trinicorn’s horns can’t absorb a spell, the
spell functions normally. Once the trinicorn uses its Spell Release action, the spell used is no longer stored in the horns.

Actions
Multiattack. The trinicorn makes two attacks: one with its hooves and one with its horns.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft ., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Horns. Melee Weapon Attack: +10 to hit, reach 5 ft ., one target. Hit: 21 (3d10 + 5) piercing damage.
Spell Release. The trinicorn can cast any spell stored in its horns. The spell uses the slot level, spell save DC, spell attack
bonus, and spellcasting ability of the original caster but is otherwise treated as if the trinicorn cast the spell.

Legendary Actions
The trinicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The trinicorn regains spent legendary actions at the start of its turn.
Hooves. The trinicorn makes one attack with its hooves.
Wild Deflection (Costs 2 Actions). A field of chaotic rainbow-colored energy surrounds the trinicorn Attacks made
against the trinicorn have disadvantage until the start of its next turn.
Shimmering Sparks (Costs 3 Actions). The trinicorn unleashes a powerful barrage of rainbow-colored sparks from its
magical horns. Each other creature within 20 feet of the trinicorn must succeed on a DC 18 Dexterity saving throw or be
struck by a spark. For each creature that failed its saving throw, roll a d8 to determine the color of the spark that strikes it:
1. Red. The spark deals 16 (3d10) fire damage. 5. Blue. The spark deals 16 (3d10) cold damage.
2. Orange. The spark deals 16 (3d10) acid damage. 6. Indigo. The spark deals 16 (3d10) necrotic damage.
3. Yellow. The spark deals 16 (3d10) lightning damage. 7. Violet. The spark deals 16 (3d10) psychic damage.
4. Green. The spark deals 16 (3d10) poison damage. 8. Special. The target is struck by two sparks. Roll twice,
rerolling any 8s.

Trinicorns are rare and powerful creatures that are born from a confluence of wild magic. When a surge of wild magic
threatens to overwhelm a unicorn’s forest, they can choose to absorb the surge in order to save their wood and the
creatures that live there. However, doing so mutates the unicorn into a strange being known as a trinicorn. Their mane
grows wild, their once pristine coat becomes covered with scintillating rainbow stripes, and they sprout two additional
horns as the chaotic magic works through their body.
Wild and Free. While all trinicorns have unique personalities and generally retain some attributes of their former
selves, the transformation affects their minds as well as their bodies. Unlike unicorns, trinicorns are not universally good
and tend to take a pragmatic view of the world as they experience new things.
Powerful Mystics. Trinicorns can absorb harmful magic cast against them, which they can then store and channel
against their enemies. Trincorns are also capable of releasing bursts of the wild magic that still courses inside them,
manifesting in showers of prismatic lighting from their horns. Beyond their magical power, the sheer size of a trinicorn
makes it an imposing threat. When one of these behemoths charges, their hoofbeats shake the earth with such force that
they create shockwaves that can be mistaken for small earthquakes.

184 CREATURES
Ilse Gort

185 CREATURES 185


VANGOURD
Small construct, any lawful alignment
Armor Class: 13 (natural armor)
Hit Points: 22 (4d6 + 8)
Speed: 20 ft.

STR DEX CON INT WIS CHA


8 (−1) 13 (+1) 14 (+2) 3 (−4) 11 (+0) 14 (+2)

SkillsPerception +2, Stealth +3 Sensespassive Perception 12 

Damage Immunitiespoison, psychic Languagesunderstands the languages of its


creator but can’t speak
Damage Vulnerabilities fire
Challenge1/4 (50 XP)
Condition Immunitiescharmed, exhaustion,
frightened, paralyzed, poisoned

Constructed Nature. The vangourd doesn’t require air, food, drink, or sleep.
False Appearance. While the vangourd remains motionless, it is indistinguishable from a pile of
pumpkins and vines.

Actions
Vine. Melee Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 4 (1d6 + 1) slashing damage. If the
target is Medium or smaller, it is pulled up to 10 feet toward the vangourd.
Smashing Pumpkin. Ranged Weapon Attack: +3 to hit, range 20/60, one target. Hit: 4 (1d6 + 1)
bludgeoning damage. The pumpkin then explodes, and all creatures within 5 feet of the target must
succeed on a DC 11 Dexterity saving throw or take 2 (1d4) bludgeoning damage.

Vangourds are little fey knights that are animated seasonally. Armored with pumpkins, gourds, and
vines, vangourds appear as a pile of winter squashes in a tangle of vines, blending in perfectly with the
owner’s pumpkin patch.
Reliable Gourdians. For those who don’t know how to construct a golem or who don’t care for a
creature of that size, vangourds are a natural solution. Creators carve their features as they would carve
a pumpkin for decoration, and the spell to animate them is well known in many rural communities.
Creators command vangourds to defend their patch, which the vangourds do single-mindedly.
Vangourds are made using a fragment of their creator’s spirit, which means that their mannerisms often
resemble those of their creator.

186 CREATURES 186


Derek Murphy

187 CREATURES 187


VIBRANT SWARM
Large swarm of Tiny monstrosities, unaligned
Armor Class: 15 (natural armor)
Hit Points: 130 (20d10 + 20)
Speed: 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 13 (+1) 1 (−5) 7 (−2) 1 (−5)

Saving ThrowsStr +5, Dex +4 Condition Immunitiescharmed, frightened,


grappled, paralyzed, petrified, prone,
Damage Resistancesbludgeoning, piercing,
restrained, stunned
slashing
Sensesblindsight 60 ft., tremorsense 100 ft.
Damage Immunities fire
Languages —
Challenge5 (1,800 XP)

Humming Nests. The area immediately surrounding a vibrant nest emits a constant hum, audible out
to 15 feet from the edge of the colony.
Sand Passage. The swarm can move in difficult terrain composed of sand or dry dirt as if it were
normal terrain.
Sand Camouflage. The swarm has advantage on Dexterity (Stealth) checks made in sandy 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.
Vibrating Quicksand. While burrowing less than 20 feet below the surface in sand or dirt, the swarm
can vibrate to disturb the ground above them in a 25-foot-radius circle. That area becomes difficult
terrain, and creatures standing on the ground when this occurs must succeed on a DC 15 Dexterity
saving throw or become restrained by the quicksand until they or another creature uses an action to
make a successful DC 15 Strength (Athletics) check to free them.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 37 (14d4 + 2)
piercing damage, or 19 (7d4 + 2) piercing damage if the swarm has half of its hit points or fewer.
Dust Storm (Recharge 5–6). While burrowing less than 10 feet below the surface in sand or dirt, the
swarm can vibrate violently, creating a dust storm that fills a 5-foot-radius, 20-foot-high cylinder
centered on itself that lasts for 1 minute and moves with the swarm. When a creature enters the dust
storm’s area for the first time or starts its turn there, it must make a DC 15 Strength saving throw,
taking 44 (8d10) bludgeoning damage on a failed save or half as much damage on a successful one.

Vibrants are believed to have originated when a queen ant from the Elemental Plane of Earth was
deposited on the material plane and adopted local ants into her colony. The resulting crossbreeding
resulted in a tremendously strong insect, capable of vibrating at such a high frequency that the sand
around them begins to act like a liquid, able to be shaped to their desires.
Fortified Hills. Known for constructing magnificent underground castles of hardened sand for their
queen, vibrants are a potent threat to all who roam the desert sands. Vibrant colonies require a large
volume of food to fuel their craft and feed their queen. They use quicksand-like traps to take down prey
far larger than themselves.
Quickened Sand. When a colony or its queen is in tremendous danger, the vibrants create dust
cyclones from the sand around them. Wise travelers know to avoid areas where the sand lies too still and
flat, as well as the telltale humming of a vibrant colony.

188 CREATURES 188


Victoria Jeffrey

189
CREATURES
189
VIVEROPHID
Large fiend (demon), chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 204 (24d10 + 72)
Speed: 50 ft.

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 21 (+5)

Saving ThrowsDex +8, Int +6 LanguagesAbyssal, telepathy 60 ft.


Damage Resistanceslightning, necrotic Challenge11 (7,200 XP)
Sensestruesight 100 ft., passive Perception 13

Magic Resistance. The viverophid has advantage on saving throws against spells and other
magical effects.
Precognitive Reaction. The viverophid can take a reaction on every turn in combat.

Actions
Multiattack. The viverophid makes four attacks: one with its bite, and three with its longsword.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9
(2d8) lightning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw
or become unmoored from time. At the start of an affected creature’s turn, it appears in a random
location within 50 feet of its previous position. The affected creature then rolls a d6 to determine how it
uses its action:
1–2: The creature makes an attack or casts a spell against the creature closest to it.
3–4: The creature is disoriented and is incapacitated until the start of its next turn.
5–6: The creature uses an item it has in its possession.
A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or
16 (2d10 + 5) slashing damage if used with two hands.
Life Twist. Ranged Spell Attack: +9 to hit, range 60 ft., one creature. Hit: 9 (2d8) necrotic damage, and
the target must make a DC 16 Constitution saving throw. On a failed save, roll a d20. If an even number
is rolled, the target’s physical age is reduced by a number of years equal to the result. If an odd number
is rolled, the target’s physical age is increased by a number of years equal to the result. A creature
whose physical age is reduced below adulthood has disadvantage on attack rolls and ability checks
until it completes a long rest, and if its physical age is reduced below 0, it ceases to exisit. A creature
whose physical age increases above its maximum lifespan dies.

Reactions
Phase Shift (3/Day). When the viverophid would be hit by an attack made by an attacker it can see,
the viverophid instead teleports to an unoccupied space it can see within 50 feet of it.

Viverophids are chaotic demons with a leopard’s legs and a red-scaled upper body and arms. They
exist in multiple times at once. As they move, they leave ghostly afterimages of where their snake-like
head was and will be, making them appear to have many heads at once.
Splintered Time. These demons are so chaotic that the orderly march of time breaks down in their
presence. Their experience of time is so alien that communicating with a viverophid makes people
question their understanding of the universe.
Corrupted Space. A viverophid’s only goal is to cause as much destruction as it can. They are
particularly challenging to summon as their essence is so chaotic that it can disrupt even the best-laid
summoning circles. Viverophids often summoned to cause massive amounts of indiscriminate harm,
such as at the breaking of a siege or as a last-ditch effort on a battlefield.
190 CREATURES 190
Jonathan Fernandes Juanieve

191
CREATURES
191
VIVINK
Tiny ooze, unaligned
Armor Class: 8
Hit Points: 22 (3d8 + 9)
Speed: 20 ft. climb 20 ft.

STR DEX CON INT WIS CHA


6 (−2) 12 (+1) 16 (+3) 5 (−3) 6 (−2) 2 (−4)

SkillsStealth +3 Sensesblindsight 60 ft. (blind beyond this radius),


passive Perception 8
Condition Immunitiesblinded, charmed,
deafened, exhaustion, frightened, prone Languages—
Challenge1 (200 XP)

Ambusher. The vivink has advantage on attack rolls against any creature it has surprised.
False Appearance. While it is motionless, the vivink is indistinguishable from normal ink.

Actions
Suffocating Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a
DC 13 Constitution saving throw or become grappled and start to suffocate (escape DC 13). Only one
creature at a time can be affected by the vivink’s suffocating pseudopod.

A vivink is a domesticated ooze that can be used as ink. Beloved of spies, vivinks can be used to pass
secret messages without detection. They can be written in one form and then rearrange into the true
secret message on delivery, bypassing any sensors or authorities. Vivinks are also popular tools for
assassins, as the ooze can creep off a page to suffocate its victim.
Writing on the Wall. Vivinks can be applied to any porous surface, so any writing on a piece of
parchment or daubed on stone could be vivink in disguise. Some dungeon-builders use it in signs to
warn off trespassers. If the intruder ignores the warning, the vivink springs into action.
Spell It Out. Magic users with a penchant for pranks or revenge are fond of vivinks. Student mages
have been known to replace library books with books filled with vivink or turn in essays written with
vivinks that attack a supervisor they hate. Some even swap out other students’ ink bottles for one filled
with a vivink and simply enjoy the ensuing chaos.

192 CREATURES 192


Alexander Ngo

193 CREATURES 193


WANDERBANE
Gargantuan plant, neutral evil
Armor Class: 12 (natural armor)
Hit Points: 212 (14d20 + 70)
Speed: 5 ft.

STR DEX CON INT WIS CHA


23 (+6) 6 (−2) 20 (+5) 2 (−5) 11 (+0) 2 (−4)

Condition Immunitiesblinded, charmed, Sensestremorsense 20 ft. (blind beyond this


deafened, exhaustion, frightened, grappled, radius), passive Perception 10
paralyzed, petrified, prone
Languages —
Challenge8 (3,900 XP)

False Appearance. While it remains motionless, the wanderbane is indistinguishable from an


ordinary landscape.
Regenerating Revenge. If the wanderbane has 0 hit points and the remains of the druid who brought
it into existence are within the wanderbane’s space, the wanderbane regains all its hit points at dawn.
Terrain Monster. Creatures can occupy the same space as the wanderbane and vice versa.
Troublesome Terrain. The wanderbane is a grove or other natural environment between 400 feet
and 1 mile in diameter. The wanderbane controls the entirety of this terrain as part of itself. As a bonus
action, the wanderbane can make any part of itself difficult terrain for other creatures.

Actions
Multiattack. The wanderbane makes three attacks: one with its roots or treefall, and two with its vines
or rocks.
Rock. Ranged Weapon Attack: +9 to hit, range 60/200 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
Roots. Melee Weapon Attack: +9 to hit, reach 30 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage,
and if the target is Huge or smaller it is restrained by the roots. A restrained creature can use its action
to make a DC 17 Strength (Athletics) check, freeing itself on a success. The roots can also be attacked
and destroyed (AC 12; hp 15; vulnerability to fire and slashing damage).
Treefall. Each creature in a 30-foot line that is 5 feet wide and within a space occupied by the
wanderbane must make a DC 16 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a
failed saving throw or half as much damage on a successful one.
Vine. Melee Weapon Attack: +9 to hit, reach 30 ft., one creature. Hit: 15 (2d8 + 6) piercing damage.

A wanderbane is an area of nature so warped by hatred that it attacks any living thing that explores it.
They are created when a druid with a deep connection to the land betrays that connection and tries
to use nature’s power for their own ends, twisting it with rage and hate. Even those who can speak to
plants cannot reason with a wanderbane as it is consumed with undying rage. At the heart of each
wanderbane lies the remains of the druid who called it into existence, though few explorers ever get
that far.
False Forest. An unsuspecting traveler can find themselves walking across a wanderbane without
realizing it. The monstrous grove is indistinguishable from the forest that surrounds it until its branches
and roots begin to move. Wanderbanes can grow to cover a huge area, spanning over 400 feet across.
While many wanderbanes are hidden within woodlands, they can form in any area of nature once cared
for by a druid, mimicking the appearance of the natural landscape they were once part of.
Violent Nature. The wanderbane will wait for intruders to walk well within its area before springing
its trap. Trees begin to fall, and tendrils and vines burst from the ground in a fury of violence. While the
wanderbane is powerful, it can only perceive creatures standing on or just above its surface. Therefore, it
focuses on preventing its prey from escaping and tearing them apart as quickly as it can.

194 CREATURES 194


Victoria Jeffrey

195
CREATURES
195
WELL DWELLER
Large fey, lawful evil
Armor Class: 16 (natural armor)
Hit Points: 77 (14d10)
Speed: 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 11 (+0) 10 (+0) 16 (+3) 12 (+1)

SkillsAthletics +6, Deception +3, Perception +5, Sensestremorsense 120 ft. (blind beyond this
Stealth +4 radius), passive Perception 15
Damage Resistances fire LanguagesCommon, Elvish, Gnomish, Sylvan
Damage Immunities acid Challenge4 (1,100 XP)
Condition Immunitiescharmed, frightened


Amphibious. The well dweller can breathe air and water.


Awful Arms. If the well dweller takes more than 15 points of damage in a single attack, one of its arms
is severed from its body. A severed arm has an AC of 12, a speed of 15 feet, and 15 hit points. The arm
continues to make claws attacks on the well dweller’s turn until the arm is destroyed. The severed
arm cannot grapple. The well dweller can have a maximum of two attached arms at one time and any
number of severed arms.
Innate Spellcasting. The well dweller’s innate spellcasting ability is Charisma (spell save DC 11). It can
innately cast the following spells, requiring no material components:
At will: prestidigitation
1/day each: charm person, silent image

Actions
Multiattack. The well dweller makes two attacks with its claws and one with its maw.
Claws. Melee Weapon Attack: +6 to hit, reach 50 ft., one creature. Hit: 11 (2d6 + 4) slashing damage,
and if the target is a Small or Medium creature, it is grappled (escape DC 14). The well dweller can only
grapple one creature with each of its attached arms at a time.
Draw Down. The well dweller attempts to drag a creature it has grappled into its well. The well dweller
makes a Strength (Athletics) check contested by the grappled creature’s Strength (Athletics) check. If
the well dweller wins the contest, the creature is dragged up to 50 feet toward the well dweller’s body
and the well dweller can immediately make a maw attack.
Regrow. The well dweller regrows an arm to replace one that has been severed.
Maw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.

Well dwellers are fey creatures that prey on people who make wishes at wells. They use their magic to
cultivate a reputation that throwing coins into their well will cause wishes to come true.
Unwell Wishes. Well dwellers’ slimy bodies are studded with coins. If someone wishes for money,
the well dweller reaches up to give them some of the coins that have been thrown down into the well.
If someone wishes for something the well dweller can’t give them and they are standing by the well
alone, the well dweller will reach up and pull the unlucky wisher into the well to devour them. When
they speak, well dwellers have misleadingly soft voices and use sweet words to entice children to peek
over the lip of their well. They are cautious creatures, balancing feeding with giving out money and other
small magics to maintain the rumors of their well’s magic power.
Well Defended. Well dwellers will stay in one well for as long as they can feed safely. They rarely
leave as they are vulnerable and slow outside their dark homes. They hollow out extensive tunnels at the
bottom of their wells so they can hide from any attacks from above and store their hoards of coins.

196 CREATURES 196


Ashly Lovett

197 CREATURES 197


WITHHOLDER
Medium aberration, unaligned
Armor Class: 14 (natural armor)
Hit Points: 60 (11d8 + 11)
Speed: 0ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 13 (+1) 9 (−1) 11 (+0) 10 (+0)

SkillsAcrobatics +5, Athletics +5, Sensesblindsight 100 ft., (blind beyond this radius)
Sleight of Hand +5 passive Perception 10
Damage Immunities force Languages—
Challenge3 (700 XP)

Hungry Hoard. When a withholder dies, the objects and magic items it has consumed spill out of its body.

Actions
Multiattack. The withholder makes three slap attacks.
Slap. Melee Weapon Attack: +5 to hit, reach 10 ft., Hit: 5 (1d4 + 3) bludgeoning damage.
Snatch and Grab. The withholder tries to snatch a weapon or magic item held by a creature within
10 feet of it. The target must succeed on a DC 13 Strength saving throw or the withholder snatches the
item from the target’s grasp and consumes the item.

Reactions
Deflect Missile. When the witholder is hit with a ranged weapon attack, it can choose to deflect the
missile, reducing the damage it takes by 8 (1d10 + 3). If the damage is reduced to 0, the withholder
catches the weapon or ammunition and eats it.

A withholder is a multi-limbed creature that feasts on valuable treasures, weapons, and magic items.
The scourge of hoarding dragons and adventurers alike, withholders find their way into large stashes
of treasure and gorge themselves on its contents.
Greedy Hands. Withholders will stalk adventurers across long distances to try and separate them
from their equipment. They will attempt to steal the gear while the adventurers are sleeping, but a
desperate withholder won’t hesitate to snatch items right out of someone’s hands. They are single-
minded about there desire for items.
Bottomless Guts. A withholder does not have a stomach or digestion system of any kind. Instead,
its mouth is an opening into an extradimensional space similar to a portable hole or bag of holding.
Items that a withholder has consumed can only be retrieved by killing it.

198 CREATURES 198


Steve Argyle

199 CREATURES 199


WOLLIFOM
Medium fey, chaotic neutral
Armor Class: 16 (natural armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 15 (+2) 5 (−3) 12 (+1) 14 (+2)

Saving Throws Wis +3, Cha +4 Senses passive Perception 11


Damage Resistances cold, lightning, thunder; Languages understands Auran and Sylvan
piercing from nonmagical attacks that but can't speak
aren’t silvered Challenge 4 (1,100 XP)
Damage Immunities bludgeoning

Aversion to Shearing. If the wollifom takes slashing damage, it has disadvantage on attack rolls and
ability checks until the end of its next turn.
Limited Flight. Whenever the wollifom falls at least 10 feet, it is slowed by its soft, fluffy body. The
wollifom descends gently at a rate of 10 feet per round until it reaches the ground, taking no fall
damage. The wollifom has a fly speed of 30 feet while falling in this way, though it cannot gain altitude
or halt its descent.
Resilient Fluff. If the wollifom is hit with a melee attack that deals bludgeoning or piercing damage,
the wollifom takes no damage and the creature that hit it must make a DC 13 Strength saving throw.
On a failure, the creature’s weapon becomes tangled in the wollifom’s fluff and can only be removed
with a DC 15 Strength check. Additionally, if this is a natural weapon (such as an unarmed strike or
slam) the creature is grappled by the wollifom (escape DC 15). A creature or weapon stuck to the
wollifom in this way can also be freed by dealing at least 10 points of slashing damage to the wollifom.

Actions
Multiattack. The wollifom makes two attacks: one with its horns and one with its claws.
Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If
the wollifom moved at least 20 feet in a straight line before making this attack, a creature hit by it must
succeed on a DC 14 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Tail Fan. The wollifom uses its fluffy tail to stir up a gust of strong wind in a line that is 30 feet long and 15
feet wide. Each creature in the line must succeed on a DC 14 Strength saving throw or be pushed 15 feet
away from the wollifom. If this movement causes a creature to collide with a solid object, its movement
stops, and both it and the object take 3 (1d6) points of bludgeoning damage for every 5 feet it was
pushed.

The bewildering wollifom is a strange creature, resembling a mix between the features of a giant
chipmunk and a sheep. The wollifom’s torso and broad tail are covered in a cotton candy-like fluff,
as is its large fluffy tail. The wollifom has two curly ram horns atop its brow, which it uses to charge at
its opponents.
Wooly Wonders. Though their fluff may look sweet, wollifom can be dangerous creatures, as they
possess a mischievous nature and are easily provoked. Wollifom wool is highly prized in some fey courts.
However, wollifom detest being sheared, so few dare take on the job of gathering their wool.

200 CREATURES 200


Kurt Jakobi

201 CREATURES 201


WOODGEIST
Large undead, neutral evil
Armor Class: 16 (natural armor)
Hit Points: 76 (9d10 + 27)
Speed: 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 3 (−4)

SkillsStealth +7 Languagesunderstands the languages it knew in


life, but can’t speak
Sensesdarkvision 120 ft., passive Perception 10
Challenge3 (700 XP)

False Appearance. While the woodgeist remains motionless, it is indistinguishable from a


leafless tree.
Sunlight Sensitivity. While in sunlight, the woodgeist has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The woodgeist can use its Ominous Noise. It then makes two attacks with its claws.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 7 (1d8 + 3) piercing damage plus 5 (2d4)
necrotic damage.
Ominous Noise (Recharge 5–6). The woodgeist lets out a cry that blends the creaking of wood with
a shriek. Each creature within 40 feet of the woodgeist that can hear it must succeed on a DC 14
Wisdom saving throw or become frightened of all woodgeists until the end of its next turn.

Woodgeists are malevolent spirits that haunt dark woods. They’re made of inky black shadow except
for two pinpoints of red light shining from their eyes. When they emerge from their forest homes,
woodgeists are known to lurk outside windows, especially those of children, and enjoy tapping on the
glass or shutters.
Seeing Woodgeists for the Trees. As these tall creatures resemble trees, they are hard to spot in
the forests they tend to lurk in. An unlucky traveler through a wood might not realize until it is too late
that they are being hunted by a pack of woodgeists. These monsters rarely appear alone, preferring to
hunt a single target together.
Rotten Rumors. Woodgeists are said to be the unquiet spirits of hunters and loggers, killed by the
forest for taking too much and not giving enough in return. As they rarely attack during the day, travelers
in areas haunted by woodgeists are frequently warned to stay out of the woods at night. During the day,
woodgeists remain motionless, appearing like dead trees and waiting for night to fall.

202 CREATURES 202


Anthony Scott Waters

203
CREATURES
203
ZUTACOVDA
Large fiend (devil), lawful evil
Armor Class: 18 (natural armor)
Hit Points: 229 (18d10 + 54)
Speed: 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 16 (+3) 22 (+6) 16 (+3) 22 (+6)

Saving ThrowsCon +8, Int +11, Cha +11 Condition Immunitiescharmed, poisoned
SkillsDeception +11, History +11, Insight +8, Sensesdarkvision 120 ft., passive Perception 18
Investigation +11, Perception +8, Persuasion +16
LanguagesCommon, Infernal, telepathy 120 ft.,
Damage Resistancesbludgeoning, piercing, and any four other languages
slashing from nonmagical attacks
Challenge13 (10,000 XP)
Damage Immunitiescold, fire, poison

Confidentiality. The zutacovda is immune to any effect that would sense its emotions or read its
thoughts, as well as all divination spells. All Wisdom (Insight) checks made against the zutacovda are
made with disadvantage.
Devil’s Sight. Magical darkness doesn’t impede the zutacovda’s darkvision.
Magic Resistance. The zutacovda has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The zutacovda’s innate spellcasting ability is Intelligence (spell save 19, +11 to hit with
spell attacks). The zutacovda can innately cast the following spells, requiring no material components:
At will: calm emotions, charm person, sending
3/day each: detect thoughts, enhance ability
1/day each: antipathy/sympathy, compulsion, geas

Actions
Multiattack. The zutacovda makes two attacks with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage plus 18
(4d8) psychic damage.
Bureaucratic Hellscape. The zutacovdas starts describing its legal duties and the paperwork it has to
fill out because of this encounter in painstaking detail. Each creature within 60 feet of the zutacovda
that can hear it must succeed on a DC 19 Wisdom saving throw or take 10 (3d6) psychic damage and
have disadvantage on the next attack roll it makes before the end of its next turn. A creature that
succeeds on its save takes half as much damage and doesn’t have disadvantage on its next attack roll.

All devils like to enter into contracts and strike bargains with mortals, but someone has to draw up
these fiendish agreements in such a way that even the most discerning creature could read the fine
print and think it was worth the price of their soul. That’s the job of zutacovdas: the lawyers of the Nine
Hells. These winged and horned fiends are recognizable by the long parchment scrolls they attach to
their bodies—active contracts they have signed with both mortals and other devils.
The Devil’s Details. Zutacovdas are experts at drafting paperwork and crafting the most deceptive
legal loopholes. Despite their fearsome appearance and capacity for violence, zutacovdas rarely engage
in combat. They would far rather defeat their opponents in a hellish courtroom battle than a physical
one. Attacking a zutacovda is more likely to get you summoned to a hellish court on a charge of assault
than torn limb from limb by the devil themself.
Unholy Fees. Although zutacovdas spend most of their time drawing up contracts for other devils,
they can be summoned to the Material Plane to act as expert advocates. Zutacovdas act with perfect
professionality for their clients but typically demand souls as payment for their services.

204 CREATURES 204


Joe Slucher

205 CREATURES 205


Josiah “Jo” Cameron

206
CURIOS
Art Credits
Josiah “Jo” Cameron

Curios

CURIOS
207
Adventurers’ Amazing Rope ADVENTURERS'
AMAZING ROPE
Wondrous item, uncommon

This strong silk rope is 60 feet long and weighs


2 pounds.
As an action, you can tie this rope around
yourself and speak the rope’s command word.
The rope shoots forward, wrapping itself securely
around up to one other willing creature within 60

Anna (Newt) Doušová


feet of you, connecting you both with a sturdy line.
While creatures are connected in this way, they
have advantage on Strength checks made to
pull other creatures who are connected with the
rope and on Strength or Dexterity checks made
to prevent themselves or any of their secured
companions from falling. Connected creatures
cannot move more than 60 feet from each other.
Any creature can disconnect from the rope as a
free action on its turn.
The rope has AC 20 and 50 hit points. It regains
1 hit point every hour as long as it has at least 1 hit
point. If the rope drops to 0 hit points, it is destroyed.

Amulet of Deliverance

Alyse Stewart
Wondrous item, very rare (requires attunement)
AMULET OF
This smooth amulet was forged from the tears DELIVERANCE
of a celestial rescued from the Lower Planes and
imbues its wearer with unquenchable hope.
While you wear this amulet, your Wisdom score
increases by 1, to a maximum of 20, and you are
immune to being frightened.

Amulet of Storm Weathering


Wondrous item, rare (requires attunement)

An eternal thunderstorm rages within this del-


icate glass amulet. While wearing this amulet,
you have resistance to lightning and thunder
damage and proficiency with water vehicles if
you don’t already have it.
Amulet of storm Daria Shestakova

weathering
Antimagic Pebble
Weapon (sling ammunition), very rare

This small rock fell from the stars. It can’t be


affected by spells or magical effects in any way.
For example, it can pass through a barrier created
by a wall of force spell.
The pebble can be affected by mundane
effects caused by spells. For example, if a spell
ignites something next to the pebble, it will be
heated by the resulting fire.
The pebble can be used as ammunition for a
ANTIMAGIC
sling or thrown as an improvised weapon. PEBBLE
Daria Shestakova

208 CURIOS
Armor of Spores
Alyse Stewart

Armor (light or medium), uncommon (requires


attunement by a druid or ranger)

This armor is grown, not forged. It is formed


by shaping the wood of a tree into armor and
inoculating it with the spores of a symbiotic
mushroom. The armor is light and flexible,
resembling thick cloth woven with a web of
fungal threads.
While you wear this armor, you have resistance
to fire damage, and you have advantage on
saving throws against effects caused by plants.
In total darkness, the armor emits dim light in a
5-foot radius.

Banishing Stone ARMOR OF


Wondrous item, very rare
SPORES
This pleasingly hefty grey stone is decorated
with arcane symbols.
As an action, you can throw this fist-sized
stone at a creature within 20 feet of you to
attempt to banish it. Make a Strength (Athletics)
check as you throw the stone. The result of your
Athletics check becomes the DC for the target’s
Matt Harris

Charisma saving throw against the spell ban-


ishment. If the target fails its saving throw, it is
banished as if you had cast the spell banishment,
and you must maintain concentration as if you
had cast the spell. If the target is banished, the
stone disappears with it and is lost on the
Ethereal Plane. If the target succeeds on its
saving throw, the stone bounces off it harmlessly BANISHING
and lands within 5 feet of the target. Once the STONE
stone has been used in this way, it can’t be used
again until the following dawn.

Bergmonch
Weapon (war pick), legendary (requires attunement)

This pickaxe shines with a blue light emanating


from its icy blade. It was once used to negotiate
treaties between giants and dwarves.
You have a +2 bonus to attack and damage
rolls made with this magic weapon. On a hit, this
weapon deals an additional 1d10 cold damage.
While holding this pickaxe, you can under-
stand and speak Dwarvish and Giant.
Alyse Stewart

When used to excavate, Bergmonch cuts


through stone as if it were snow. When wielding
this weapon, you can dig through solid stone at a
speed equal to half your walking speed.

BERGMONCH

CURIOS 209
Bindingbolt Net
Weapon (net), very rare (requires attunement)

BINDINGBLOT This fine-meshed net is made from platinum and

NET has opals imbued with magic set around its edges.
You gain a +2 bonus to attack rolls made with
this magic weapon. A Large or smaller creature
that is hit by the net is restrained. A restrained
creature or another creature within reach can
use its action to make a DC 14 Strength check,
freeing the restrained creature from the net on a
success. The net has no effect on creatures that
are Huge or larger or that are formless.
Electrification. The net has 3 charges and
regains all expended charges daily at dawn.
When you make an attack with the net, you can
expend a charge to electrify the net for 1 minute.
While the net is electrified, when a creature
attempts to escape or free another creature from
the net, the restrained creature and any creature
assisting it must each make a DC 14 Constitution
saving throw. On a failure, a creature takes 2d12
lightning damage and is stunned until the start
of its next turn. On a success, a creature takes half
as much lightning damage and is not stunned.
You can choose to end the electrification early
as a free action. It also ends if the creature the
net is restraining escapes.
Destruction. The net is immune to all damage

Matt Harris
except for magical slashing damage dealt by a
sword of sharpness. Dealing 25 slashing damage
to the net (AC 15) with a sword of sharpness frees
a restrained creature without harming it or trig-
gering the net’s lightning damage. This destroys
the net.

Blade of Silence
Weapon (dagger, rapier, or shortsword), rare
(requires attunement)

This curved blade slips from any sheath with no


BLADE OF SILENCE noise at all.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. Once per turn,
when you hit with it, the weapon deals an extra
1d8 psychic damage.
The blade of silence has 3 charges and regains
Matt Harris

1d3 expended charges daily at dawn. When you


hit a creature with an attack using this weapon,
you can expend one of its charges to cast the
silence spell centered on your target.

210 CURIOS
Bleeding Heart
Wondrous item, legendary (requires attunement)
BLEEDING
This warm red carnelian amulet pulses faintly and
HEART
feels flesh-like to the touch. The amulet fills you
with vitality, and while wearing it, you regain 1d4
Anna (Newt) Doušová

hit points every 10 minutes, provided you have at


least 1 hit point.
While wearing the amulet, you can use an ac-
tion and spend some of your hit points to cast the
following spells without expending a spell slot. The
damage you take from casting these spells using
the amulet can’t be reduced in any way.

Spell Damage Taken


Spare the dying 5 hp
Cure wounds 10 hp
Lesser restoration 20 hp
Heal Your current hp total

You can't target yourself with spells cast using the


bleeding heart.
If you drop to 0 hp while attuned to the amu-
Anna (Newt) Doušová

let, roll 1d6. On a 6, you regain 5d8 + 10 hit points,


and the amulet bursts and is destroyed.

Blindfold of Justice
BLINDFOLD OF
Wondrous item, uncommon JUSTICE
You can use an action to don this blindfold. While
wearing the blindfold, you are blinded, and you
have advantage on Wisdom (Insight) checks for
1 hour. Once you remove the blindfold, it can’t be
used in this way again until the next dawn.

Boots of Boosting
Wondrous item, rare (requires attunement)

This pair of tall leather boots are designed to help


you go fast, perhaps a little too fast.
The boots have 3 charges, and they regain 1d3
charges daily at dawn. While wearing the boots,
Daria Shestakova

you can expend 1 charge as a bonus action to


propel yourself forward 100 feet in a straight line.
If an object or creature blocks your movement,
you both take 1d6 bludgeoning damage for every
10 feet you moved before the collision, and your
movement ends.

BOOTS OF
BOOSTING

CURIOS 211
Bottled Blade
Potion, rare

This metallic liquid shifts and swirls within its vial


as if it is eager to be free.
When you drink this potion, for one hour,
your unarmed strikes deal an extra 2d6 magical
slashing damage as slick blades extend from
your body whenever you hit a target. One hour
after drinking this potion, you must make a DC 13

Anna (Newt) Doušová


Constitution saving throw. On a failure, you gain
one level of exhaustion and become poisoned
until you complete a short or long rest.
Alternatively, you can pour out the entire con-
tents of the bottle. The liquid transforms into a +1
greatsword that lasts for 1 minute, after which it
BOTTLED evaporates into an acrid vapor and is destroyed.

BLADE Box of Safekeeping


Wondrous item, rare

This small and intricate box made of silver can


hold valuables and trinkets weighing up to 5
pounds. The box is 6 inches long, 4 inches wide,
and 2 inches deep. When closed, it weighs 1
pound, regardless of its contents.
BOX OF While holding the box, you can use an action
SAFEKEEPING to speak its command word and trigger one of
the following effects:
• Attempts to learn more about the box through
divination magic reveal false information
about it as if you had cast the arcanist’s magic
aura spell on it.
• Symbols of protection appear on the box as if

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you had cast the explosive runes effect of the
glyph of warding spell on it. This effect ends
if the box is moved more than 10 feet from
where you triggered this effect.
• The box becomes invisible as if you had cast
the invisibility spell on it.
• The box is imperceptible by divination magic
and magical scrying sensors as if you had cast
the nondetection spell on it.
Once triggered, an effect lasts for 24 hours. The
box can only have one of these effects at a time,
and a new effect can’t be triggered until any
previous effect has ended.
Anna (Newt) Doušová

Brooch of Breaching
Wondrous item, uncommon (requires attunement
by a creature with a Strength of 13 or higher)

This brooch set with a cracked and mended


BROOCH OF sapphire gem empowers your attacks against
BREACHING inanimate objects.
While wearing this brooch, you deal double
damage to nonmagical objects and structures.
You also have advantage on Strength checks
made to open doors or use battering rams.

212 CURIOS
Brooch of Riding
Wondrous item, varies

A talented mage made these jeweled brooches Riding Without Rest. If you are riding the crea-
in the shapes of various animals. ture when the 10-hour duration of its summon-
By using an action to tap the brooch, you ing finishes, you can extend the duration of the
summon a mount. The summoned creature summoning beyond 10 hours by using an action
is friendly towards you and obeys your spoken to tap the brooch twice. Once you do this, the
commands. It appears with the suitable equip- creature will continue to exist until you dismount,
ment needed to use it as a mount. If given no at which point it is immediately dismissed. Once
commands, the creature takes no actions other you dismount, roll a d20. On a result of 8 + the
than to disengage and flee if it is attacked. Once number of hours beyond 10 that the creature was
summoned, the creature exists for 10 hours, or summoned or lower, the brooch shatters and is
until it is reduced to 0 hit points, after which it is destroyed.
dismissed. You can dismiss the creature early by Mounts. The type of creature summoned
repeating the command word. Once the creature and the brooch’s rarity are determined by the
has been dismissed, it cannot be summoned brooch’s design, as shown in the following table.
again for 1d4 days.

Brooch Design Creature Summoned Rarity


Rose Quartz Ostrich axe beak Rare
Spinel Badger giant badger Uncommon
Amber Hare giant hare Rare
Opal Horse riding horse Rare
Topaz Mammoth mammoth Very rare

BROOCH OF
RIDING
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CURIOS 213
Cap of the Commoner
Wondrous item, uncommon

This simple leather cap appears well-worn and is


CAP OF THE covered in stitches and patches from generations
COMMONER of repairs.
While wearing this cap, you can speak its
command word as an action to immediately
blend in with the common folk of the village,
town, or other large settlement you are currently
in. While the cap’s magic is active, you appear as
an average, nondescript citizen of the settlement.
You can pass unnoticed through public spaces,

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work yards, and anywhere people usually gather.
Additionally, you have advantage on Charisma
(Persuasion) and Charisma (Deception) checks
made to interact with commoners.
Anyone who examines you directly can attempt
a DC 14 Wisdom (Insight) skill check to see through
your disguise. On a success, they realize that you
are not from this community. Creatures with true-
sight automatically succeed on this check.

Cape of Cat Charming


Wondrous item, common

While wearing this soft cape, you have advan-

Daria Shestakova
tage on Wisdom (Animal Handling) checks
made to interact with cats of all kinds.
Additionally, when you fall more than 10
feet, you do not land prone and reduce any
damage you take from the fall by 3d6.

Cheerlight Wand
Wand, rare

With this glowing wand, you can encour-


age and empower your favorite bards.
Cheer. This wand has 3 charges, and it

CAPE OF CAT regains 1d3 expended charges daily at dusk.


While holding the wand, you can use your bonus
CHARMING action to wave it at a bard within 60 feet of you,
expending 1 charge to allow the bard to regain 1
expended use of their Bardic Inspiration die, or 2
charges to allow the bard to empower the next
spell they cast before the end of their next turn,
forcing a targeted creature to roll with disadvan-
tage on its saving throw against the bard’s spell.
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Light. While holding the wand, you can speak


its command word to cause it to shed bright light
in a 10-foot radius and dim light for an additional
20 feet. You can choose the color of the light each
time you activate it. You can extinguish the light
as a free action on your turn.

CHEERLIGHT
WAND

214 CURIOS
Circlet of the Sun
Wondrous item, very rare (requires attunement)

This gorgeous headpiece is made of gold and


has spikes resembling a sunburst. You can use an
action to activate the circlet’s magic for 1 minute.
When you activate the circlet, each creature
within 30 feet of you that can see you must
succeed on a DC 17 Constitution saving throw or
take 3d8 radiant damage and be blinded until
the start of your next turn. On a successful saving
throw, a target takes half as much damage and
isn’t blinded.
While the circlet is active you take on a
dazzling appearance and your attacks deal an
extra 1d8 radiant damage on a hit. CIRCLET OF
Circlet of Vigilance
THE SUN
Wondrous item, very rare (requires attunement)

This circlet is decoreted with a pattern of eyes


set with gemstone pupils.
While wearing this circlet, you gain the
following benefits:
• You no longer require sleep and can
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spend the hours you would normally


sleep during a long rest in a motionless
meditative state, remaining alert to
danger.
• You have advantage on initiative rolls.
• You can take one extra reaction each
round in combat. You regain both of your
reactions at the start of your next turn.
While wearing the circlet, you can use an action
to see through the circlet’s eyes or switch back to
seeing through your own. While seeing through
the circlet’s eyes, you can see in all directions at
once and have advantage on Wisdom (Percep-
tion) checks related to sight and on Intelligence
(Investigation) checks to spot clues. During this
time, you cannot avert or close your eyes and
have disadvantage on saving throws made to
avoid being blinded.
Daria Shestakova

CIRCLET OF
VIGILANCE

CURIOS 215
Cloak of Metamorphosis
Wondrous item, very rare Any gear your new form is incapable of wear-
(requires attunement by a humanoid) ing or using melds into your new form. You can’t
activate, use, wield, or otherwise benefit from any
This fine garment is woven from shimmering
of this equipment. The cloak remains worn by
threads of silvery silk. While wearing it, you can
you and changes size to fit your new form.
use an action to fold the cloak around your body
and seal yourself inside. When you do so, you can While transformed, you can spend an action
spend 10 minutes transforming yourself into a to seal yourself inside the cloak and spend 10
new form. The new form can be any creature you minutes returning to your original form.
have seen whose challenge rating is equal to half Curse. This cloak is cursed, and becoming
your character level or lower. This creature can’t attuned to it extends that curse to you. If you
be a shapechanger or one which has the ability are reduced to 0 hit points while transformed
to assume an alternate form through innate by this cloak, you must roll a d20. If the result is
spellcasting or other magic. You can’t become an your character level or higher, you do not revert
exact copy of another creature. to your original form and become trapped in your
Your statistics are replaced by the statistics new form until you are targeted with greater res-
of the chosen form, though you retain your toration. If you do not remedy the effect within 25
alignment, personality, and Intelligence, Wisdom, days, it becomes permanent. When this happens,
and Charisma scores. If you assume the form of if your new form is not a humanoid, your charac-
another kind of humanoid, you retain your ability ter’s alignment, personality, and remaining statis-
scores, hit dice, and class features, though your tics are replaced with those of a typical creature
special traits are replaced by those of your new of that kind. The GM decides if this change places
form (or those chosen by the GM). The transfor- your character under their control.
mation lasts until you drop to 0 hit points or die.
You assume the hit points of your new form.
When you revert to your normal form, you return
to the number of hit points you had before you
transformed. If you revert as a result of dropping
to 0 hit points, any excess damage carries over to
your normal form. If the excess damage reduces
your normal form to 0 hit points, you are knocked
unconscious.
The nature of your new form limits the actions
you can perform. For example, if your new form

Daria Shestakova
doesn’t have hands and is incapable of speech,
you can’t take an action that requires hands or
speech. If your new form isn’t humanoid, you
can’t cast spells other than those that your new
form can cast innately.

CLOAK OF
METAMORPHOSIS

216 CURIOS
Cloak of Nettles
Wondrous item, rare (requires attunement)

This long, green cloak is made of stinging nettle


leaves. While you wear this cloak with its hood up,
you have advantage on Dexterity (Stealth) checks
made to hide or move stealthily in forest and
swamp terrain. While you are wearing the cloak,
CLOAK OF
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any creature that grapples you takes 1d4 piercing


damage and 1d10 poison damage. Once this dam- NETTLES
age has been dealt to a creature, that creature is
immune to the cloak’s damage for 24 hours.

Coat of Idle Hands


Wondrous item, rare (requires attunement)

This stylish coat has eight interlocking brass


hands that fasten along its front. While
wearing the coat, you can use an action
to activate one or more of the hands
using the commands listed below.
You can have multiple hands active
at once. Active hands cannot move
more than 30 feet from you, and if
you move more than 30 feet from
an active hand, it immediately ceases
its activity and returns to your coat. Once a
hand has been used, it can’t be used again until
the next dawn.
Assist (1 Hand). A single hand flies from the
coat, ready to do as you command. The hand
can’t wield weapons, cast spells, or use or acti-
vate the properties of magical items, but it can
perform any other function that a hand could.
The hand uses your ability scores and can take
the help action to assist you with Sleight of Hand
checks or checks made with Thieves’ Tools. The
hand remains active for 10 minutes or until you
spend an action to return it to your coat.
Intercept (4 Hands). Four hands spring from
your coat, ready to defend you from oncoming
attacks. While they are active, you can use your
reaction to increase your AC by 2 against one
attack that would hit you, potentially causing
it to miss. Each time you do this, a single hand
returns to your coat. The hands remain active for
1 minute or until all four hands have returned to
your coat.
Shackle (2 Hands). Two hands move to grasp
a Medium or smaller creature you can see within
60 feet and attempt to grapple it (Escape DC 15).
The target must succeed on a DC 15 Strength
(Athletics) or Dexterity (Acrobatics) check or
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become grappled and restrained by the hands


(escape DC 15) for 1 minute. On a successful save,
the hands return to your coat.

COAT OF
IDLE HANDS

CURIOS 217
Communicuff
Wondrous item, uncommon

Communicuffs are ear cuffs that come in pairs


with matching designs. While wearing the
communicuff, you can use an action to start a

Anna (Newt) Doušová


conversation with the wearer of the paired other
communicuff. You can communicate across any
distance, but you must both be on the same
plane of existence.
If you are both speaking aloud, you can hear
one another as if you were talking in person. If
you are communicating using sign language, you
can comprehend each other’s signs and facial ex-
pressions as though you were together in person.
Once activated, you can communicate in this
way for up to 1 hour, after which the communi-
COMMUNICUFF cuffs can’t be used again until the next dawn.

Corme’s Clearsight Mirror


Wondrous item, very rare

This long-handled silver hand mirror is decorated

Alyse Stewart
with two delicate rose-gold snakes encircling its
reflective glass. It is said to have been created
by the human lover of a vampire, who became
convinced they were being watched and mocked
by their partner’s vampire friends. The true forms
of invisible creatures and shapechangers can be
seen clearly in the mirror’s reflection.
CORME'S Creeping Foilbloom
CLEARSIGHT
MIRROR Potion, rare

The foilbloom plant only blooms in elevated


climates where the snow never melts, making
its pink petals a dramatic sight against the white
snowdrifts. Each plant has five petals and three
leaves, and they have properties that make the
plant prized by disreputable traders. Once the
plant is picked, the potency quickly degrades
while it is exposed to air. The petals and leaves
of the creeping foilbloom can be preserved in oil
for up to one year but degrade and crumble to
harmless dust 1d4 hours after they are removed
from the oil.
Petals. When you consume the petal, a petal
of this plant mimics the effect of the charm per-
son spell (save DC 14). If you fail this saving throw,
you become charmed by the first creature you
see for one hour.
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Leaves. The leaves of this plant are highly


caustic. Each time you touch a leaf without wearing
metal gauntlets, you take 1d4 acid damage. If
pressed against a wooden surface, the leaf will burn
through 2 inches of nonmagical wood per round.

CREEPING FOILBLOOM

218 CURIOS
Cube of Condition
Wondrous item, rare

This palm-sized cube features symbols on four of


its sides and is blank on the top and bottom. As an
action, you can tap one of the symbols and throw
the cube up to 60 feet to a point you choose.
When it lands, the cube activates a magical effect
in a 20-foot-radius sphere centered on the point it CUBE OF
lands. A creature in the area of effect can choose CONDITION
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to fail its saving throw. The cube’s effect depends


on the symbol you tapped before throwing the
cube, as shown in the following table.

Symbol Effect
Corpse Each creature in the area must
succeed on a DC 15 Dexterity saving
throw or fall prone.
Ghost Each creature in the area must
succeed on a DC 15 Constitution
saving throw or become invisible as
if under the effects of the invisibility
spell for 1 minute.
Heart Each creature in the area must
succeed on a DC 15 Wisdom saving
throw or be charmed by you for 1
minute. A creature can repeat the
saving throw at the end of each of its
turns, ending the effect on a success.
Skull Each creature in the area must
succeed on a DC 15 Wisdom saving
throw or be frightened of you for 1
minute. A creature can repeat the
saving throw at the end of each of
its turns, ending the effect on
a success.

Once the cube has been used, it can’t be used


again until the next dawn.

Distilled Nightmares
Potion, legendary

This vial is filled with an opalescent liquid, and


demonic faces can occasionally be seen swirling
within. The potion is odorless and tasteless. After
you consume it, the next time you fall asleep, you
are trapped within nightmares from which you
can’t be woken for 8 hours. Upon waking, you
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must make a DC 17 Wisdom saving throw. On


a failed save, you take 3d6 psychic damage and
don’t gain any benefit from your long rest. On a
successful save, you are shaken by the night-
mares and have disadvantage on ability checks
made within 8 hours of waking up.
This potion has no effect on creatures that do
not sleep or dream.
DISTILLED
NIGHTMARES

CURIOS 219
Dragon Heart Pendant DRAGON HEART
Wondrous item, very rare (requires attunement)
PENDANT
This pendant is a rough red stone encircled by a
golden dragon. While wearing this pendant, you
have resistance to fire damage.
The pendant has 10 charges, and it regains
1d8 + 2 expended charges daily at dawn. While
you are wearing the pendant, you can expend
charges to cause the following effects:
• When you are hit by an attack, you can expend
1 charge as a reaction to change the attack’s
damage type to fire.
• When you hit a creature with an attack, you
can expend 2 charges as a bonus action to deal
an extra 1d10 fire damage to the target.
• As an action, you can expend 7 charges to force

Daria Shesttakova
a creature you can see within 60 feet of you to
make a DC 17 Constitution saving throw. On a
failure, the target becomes vulnerable to fire
damage for 1 minute. If the target is resistant to
fire damage, instead that resistance is removed
for 1 minute. If the target is immune to fire
damage, it is immune to this effect.

Draught of Deathcure
Potion, legendary

This shimmering green elixir comes in a crystal


bottle topped with a winged skull.
You can administer this potion to a creature
that has been dead for no more than ten days
and isn’t undead. If its soul is free and willing, the
creature returns to life with all its hit points. The
draught closes all mortal wounds and restores
any missing body parts, neutralizes any poisons,
and cures any diseases or curses afflicting the
DRAUGHT OF creature when it died.
DEATHCURE For the next ten days, the creature is immune
to magical effects that would kill it instantly and
can’t be killed by massive damage. The creature
does not need to eat, drink, or breathe to survive.
Additionally, if the creature takes damage that
would cause it to drop to 0 hit points, it drops to 1
hit point instead. Once a creature has benefitted
from this effect, it can’t benefit from it again until
it completes a short rest.
Anna (Newt) Doušová

On the dawn of the eleventh day after being


resurrected by this draught, the creature dies
permanently. It can no longer be resurrected
by any means, and its soul is lost forever. If the
creature dies before this eleventh dawn, it cannot
be resurrected by any means.

220 CURIOS
Everdrop Bottle
Wondrous item, uncommon

This ornate translucent bottle is the size and


shape of a hen’s egg. When you put a single drop
EVERDROP
of a liquid into the bottle, the bottle instantly and BOTTLE
magically fills with 1 ½ pints of that liquid. Once
the bottle has been used, it can’t be used again
until the following dawn.
Potions. You can attempt to put a drop of a
magic potion into the everdrop bottle to create
a second potion from a single drop of the first.
Potions duplicated in this way can only be
consumed directly from the everdrop bottle, as
they lose their magic when poured into another
vessel. The magic of the bottle can react in un-
predictable ways with magical liquids. Each time
you use the bottle to duplicate a potion, the GM
chooses from or rolls on the following table to
determine what effect the bottle has on the new
Alyse Stewart

duplicated potion:

d10 Effect
1 The potion turns to an undrinkable gray
sludge inside the bottle. You cannot use
the bottle again until you clean it with
universal solvent.
2-3 The duplicated potion has the effect of
a potion of diminution in addition to its
original effects.
4-5 A creature who drinks this potion be-
comes frightened of all birds for 1d4 days.
6-7 The duplicated potion tastes extremely
bitter but otherwise acts as intended.
8-9 A creature who drinks this potion grows
long ears, similar to a rabbit’s, that last for
2d4 days before dropping off. While they
have these ears, the creature has advan-
tage on Wisdom (Perception) checks that
rely on hearing.
10 A creature who drinks the potion falls
asleep. They can be woken by another EVERFLOWING
creature using an action or if they take
damage. However, if allowed to sleep for 1 DRINKING HORN
minute, the creature gains the benefit of
a long rest and wakes feeling refreshed.
The creature also gains the effects of the
original potion.

Everflowing Drinking Horn


Alyse Stewart

Wondrous item, uncommon

This long, curved horn continuously fills to the


brim with mead. If tipped on its side or upside
down, mead will pour from it at a rate of 1 quart
per minute. The mead stops flowing when the
horn is turned upright.

CURIOS 221
Fang of Woe
Weapon (dagger), legendary (requires attunement) FANG OF WOE
This dagger is said to have belonged to a fallen
god who ripped out one of their own teeth to use
as a weapon against those who deposed them.
Red garnets are set along the edges of its snake-

Alyse Stewart
like silver handle, resembling drops of blood. It
feels cold to the touch.
You gain a +2 bonus to attack and damage
rolls made with this magic dagger. The dag-
ger deals an extra 1d6 cold damage to all
creatures and an additional 2d6 necrotic
damage against celestials.
Dying Blows. The dagger still holds a
vestige of the fallen god’s power and spite. While
attuned to this dagger, while your hit points are
below one-quarter of your hit point maximum,
you have advantage on attacks you make with
the dagger.

Fleet Blade
Weapon (dagger or rapier),
rare (requires attunement)

This slim weapon is perfectly balanced.


You gain a +1 bonus to attack and damage
rolls made with this magic weapon. While hold-
ing this weapon, you have advantage on initiative
rolls. Additionally, your speed increases by 10 feet
on your first turn in combat.

Folding Star
Weapon (dagger),
FLEET BLADE

Daria Shesttakova
rare (requires attunement)

The slender dagger has a paint-


ed bone hilt. You gain a +1 bonus
to attack and damage rolls made
with this magic weapon.
As a bonus action, you can
unfold the dagger into a bladed star
or fold it back into a dagger. While
unfolded, the bladed star can’t be used to
make melee attacks, deals slashing instead of
piercing damage, and has a thrown range
of 60/90 feet, dealing 2d4 + your Dexterity
modifier slashing damage on a hit.
On a hit or a miss, the
bladed star returns to
Anna (Newt) Doušová

your hand immediately


after the attack.

FOLDING STAR

222 CURIOS
Foundation Gem
Wondrous item, rare

This piece of granite is about the size of an adult


human’s fist and has been shaped and polished
as if it were a precious gem.
When this gem’s command word is spoken as
it is buried underneath a building that occupies
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an area no larger than 100 feet by 100 feet and is


no more than 100 feet tall, the walls, roof, doors,
and windows of the building become immune
to all damage for as long as the gem remains in
place. The building cannot be breached by mun-
dane or magical means, and any teleportation
FOUNDATION GEM
magic used to attempt to enter the building fails.
If the command word is spoken again, or if
the gem is removed from the ground beneath
the building, the building loses its immunity to
damage and immediately suffers any damage
that was done to it while it was protected by the
foundation gem.

Ghostly Scarf
Wondrous item, rare

This wispy silk scarf flutters even when there is


no wind. The scarf has 3 charges and regains 1d3
expended charges each evening at dusk. While
wearing the scarf, you can use a bonus action to
expend a charge to cause you and any equip-
ment you are wearing or carrying to become
partially ethereal until the start of your next turn.
In this state, you can move through or occupy
other creatures’ spaces and move through solid
Anna (Newt) Doušová

objects. You can still be perceived by creatures


on the Material Plane, but you can’t affect or
be affected by them. At the end of your turn, if
you occupy the same spot as a solid object or
creature, you are immediately shunted to the
nearest unoccupied space and take force
damage equal to double the number of feet
you are moved.
If you expend the scarf’s last charge, roll a
d20. On a result of 10 or lower, the scarf van-
ishes as it slips fully onto the Ethereal Plane.

Gloves of Draining
Wondrous item, very rare (requires attunement) GHOSTLY SCARF
These look like unassuming leather gloves a thief
might wear but are actually tools for stealthy as-
sassination. While wearing these gloves, you can
touch a living creature as an action and attempt
Alyse Stewart

to drain them of their life and memories. The


creature must make a DC 15 Constitution saving
throw, taking 3d10 necrotic damage on a failure or
half as much on a success. If this damage causes
a creature to die, you learn everything it has seen,
heard, and thought about in the past 24 hours.
Once the gloves have been used in this way, they
can’t be used again until the following dawn.

GLOVES OF DRAINING CURIOS 223


Gravity Boots
Wondrous item, uncommon

These almost weightless boots put


a spring in your step, allowing you GRAVITY
to soar to new heights before you BOOTS

Anna (Newt) Doušová


make a graceful landing.
High Jump. When you make
a high jump while wearing these
boots, you leap into the air a
number of feet equal to 10 + your
Strength modifier (minimum of 10
feet) if you move at least 10 feet on
foot immediately before the jump.
When you make a standing high jump,
you can jump only half that distance.
Soft Landing. When you fall and land in
difficult terrain, you automatically succeed on
ability checks or saving throws to land on your feet.
Additionally, you take no damage from falling.

Guardian’s Glaive
Weapon (glaive), rare (requires attunement)

This elegant weapon has a long reach and allows


you to control a wide area and defend your allies.

Daria Shesttakova
You gain a +1 bonus to attack and damage
rolls made with this magic weapon.
When you use your reaction to make an
opportunity attack with this glaive, you have GUARDIAN'S
advantage on the attack roll. GLAIVE
When a creature you can see and that is with-
in reach of your glaive targets a creature other
than you with an attack, you can use your reac-
tion to make an attack with this glaive against
the attacker. On a hit, the attacker has disadvan-
tage on its attack rolls against creatures other
than you, including on the attack that triggered
your reaction, until the end of your next turn.
HAG STONE
Hag Stone
Wondrous item, uncommon

This small stone with a hole worn through it lets


you peer into other worlds. Holding the stone up
to one eye and closing the other allows you to
see the space you are in as it exists on a dif-
ferent plane. The GM chooses the plane the
stone shows or determines it randomly.

d4 Plane
1 Ethereal
2 Astral
3 Shadowfell
4 Feywild

If the stone is taken to the plane it usually


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shows, it shows the Material Plane instead.

224 CURIOS
Hand of Failure
Wondrous item, very rare (requires attunement) Wisdom saving throws and you must subtract 1d4
from any healing magic you cast. Once all of the
This is the waxed, severed hand of a priest that
digits of the hand have been burned, if you are
brings both great power and bad luck. Each of
attuned to the hand, one of your own hands turns
the waxy fingers can be burned as a candle for a
to wax. You have disadvantage on all attack rolls
different duration in increments of a minimum
and Dexterity checks made using your wax hand,
of 1 minute. Each finger grants a different magic
in addition to the previous effects of this curse.
effect while you hold the hand. If you drop the
After this transformation, greater restoration is
hand, the fingers are instantly extinguished, and
insufficient to lift the curse and only a successful
the active effect ends.
Divine Intervention from a cleric can remove it and
Thumb. While the thumb is lit, your Strength
restore your hand. If you are cursed when you die,
score becomes 22 for the duration. This has no effect
your wax hand becomes a new hand of failure.
on you if your Strength is equal to or greater than 22.
The thumb can burn for a total of 5 minutes.
Index Finger. While this finger is lit, you be-
come invisible and invisible creatures other than
you within a 30-foot radius of the hand become
visible. This finger can burn for a total of 1 hour.
Middle Finger. Each creature of your choice
within 30 feet of the hand while this finger is lit
has disadvantage on its first attack on its turn.
This finger can burn for a total of 3 minutes.
Ring Finger. While the ring finger is lit, your
lies become supernaturally believable. When
you make a Charisma (Deception) check,
you can replace any number you roll with
a 17. Additionally, no matter what you say,
magic that would determine if you are
telling the truth indicates that you are
being truthful. This finger can burn for
a total of 5 minutes.
Little Finger. While this finger is lit,
your body becomes incorporeal and
you gain the ability to walk through
stone, wood, metal, and other non-
magical barriers. While you do so, you
are blinded and deafened. If this effect
ends while you are inside an object,
you take 1d10 force damage, become
restrained, and begin to suffocate. This
finger can burn for a total of 5 minutes.
Five Fingers. Alternatively, if all five
unburned digits are lit at once, you can cast
wish once. Upon making your wish, the hand
is instantly destroyed by flame and you suffer
the consequences as detailed in the hand’s curse.
Curse. The hand is cursed and attuning to it
HAND OF
FAILURE
Alyse Stewart

curses you. You cannot unattune from the hand


until you are targeted by the greater restoration
spell. While you are attuned to the hand, you have
disadvantage on all Wisdom skill checks and

CURIOS 225
Daria Shesttakova
HANDY STAFF

Handy Staff
Staff, uncommon

This simple wooden staff is topped with a carving


of a humanoid hand. While holding the staff, you
can use the staff’s hand to take any action your
hand could with an additional 5 foot reach. This
includes wielding a light or one-handed weapon,
delivering a touch spell, grappling a foe, or any
other action requiring only one hand. The hand
uses your ability scores and proficiencies to make
attack rolls and skill or ability checks.
The hand opens if you drop or sheathe the
staff, releasing its grip and dropping any item it is
currently holding.

Hawkwing Bow
Weapon (shortbow), uncommon

Alyse Stewart
This shortbow allows you to float up to 20 feet
off the ground as if using the levitate spell. To
use this property, you must nock an arrow and
prepare to fire it. Once you fire the arrow, you
float gently to the ground and cannot use this
property again until the following dawn.

Hearth Hammer
HAWKING BOW Weapon (warhammer), rare (requires attunement)

This enchanted stone warhammer is dwar-


ven-made and holds an unquenchable flame in
its fireplace-shaped head.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. Additionally, you
deal an extra 1d6 fire damage to any target you
hit with it.
Hearty Hearth. As an action, you can firm-
ly plant the head of this warhammer in the
ground, causing it to double in size and become
a modestly sized but functional hearth. The first
meal prepared on the hearth after it has been
activated provides 2d6 temporary hit points to
anyone who consumes the meal. Additionally,
when activated in this way, you can cast the
alarm spell centered on the warhammer. You can
Matt Harris

decide whether it is a mental alarm or an audible


alarm at the time of activation. This effect lasts
for 8 hours or until you use an action to end the
effect. Once this effect has been used, it can’t be
used again until the next dawn.

HEARTH HAMMER

226 CURIOS
Heatstone
Wondrous item, common

This fist-sized stone looks like a crystalline glow-


Alyse Stewart

ing ember and is prized for its beauty as well as


its usefulness. Heatstones were created by those
who mined deep into the earth and wanted a
warm meal but couldn’t risk lighting a fire in
volatile mineshafts.
The stone has 6 charges, and it regains 1d4 +
2 expended charges daily at dawn. As an action
you can tap the stone and expend a charge, caus-
ing the heatstone to ignite with a magical flame
that licks from the crystal but will not spread or
cause damage to living beings. This flame can
be used to heat objects such as food. While lit,
the heatstone gives off bright light in a 10-foot
radius, and dim light for an additional 10 feet.
Once ignited, the flame lasts for 1 hour or until it
is extinguished by covering it completely with a HEATSTONE
piece of cloth.

Impossible Ladder
Anna (Newt) Doušová

Wondrous item, uncommon

This ladder that can reach extreme heights can


be stored in the form of three bronze rungs
bound with leather straps at either end.
As an action, you can untie the straps and
place one rung at your feet and hold another
in your hand. The third rung magically floats in
place between them. As you climb up the ladder,
each time you take your foot off the lowest rung,
it disappears then reappears above the highest
rung, or if you climb down, the same occurs in re-
verse. The rungs always appear within your reach.
You can use the ladder to climb directly
upward or downward for as far as you can climb
within 10 minutes. After 10 minutes, the ladder
folds itself up as three rungs snap together and
the straps retie themselves. If you are on the
ladder in the air when this happens, you begin to
fall, as does the ladder. The ladder can hold up to
500 pounds of weight. More weight causes the
ladder to stop working and fold up. If at any time IMPOSSIBLE LADDER
while the ladder is in use, you are not touching
it with at least one hand or foot, it folds itself up.
Once the ladder has folded up, it can only be
used again after one hour.

Instrument of Enthrallment
Wondrous item, very rare
Matt Harris

(requires attunement by a bard)

When you play this musical instrument, you gain


a bonus to your Charisma (Performance) checks
equal to your bard level.
A creature that hears you play this instrument
for at least 10 minutes has disadvantage on any
INSTRUMENT OF
saving throws it makes against being charmed ENTHRALLMENT
by you for the next hour.

CURIOS 227
Invisible Paint Irenic Incense
Wondrous item, rare Wondrous item, varies

This small block of strangely transparent pigment This small cone of incense can pacify monsters
can be mixed with water to create a thin paint with its aromatic smoke. Different blends of rare
that turns things invisible. herbs are used to create different scents, each
You can apply the paint to an object. It takes affecting a different type of monster.
1 minute to apply to a Tiny object, 5 minutes to a The GM chooses which type of monster the
Small object, or 10 minutes to a Medium object. incense affects or determines it randomly.
An object can either be fully or partially covered
with paint, and only the covered areas become d8 Monster Type Rarity
invisible. A single block of pigment can generate 1 Beast Uncommon
enough paint to cover 1 Medium object, 3 Small
objects, or 6 Tiny objects. 2 Dragon Legendary
If you apply the paint to a section of nonmag- 3 Fey Rare
ical floor, ceiling, or wall that is no more than 5

Anna (Newt) Doušová


4 Fiend (demon) Very rare
feet thick, that section
becomes transparent 5 Fiend (devil) Very rare
as glass, allowing you to
6 Monstrosity Very rare
see through it.
7 Ooze Rare
A painted object
remains invisible for 1 8 Plant Uncommon
hour or until the object
takes any damage or As an action, you can light the incense and place
the paint is washed off. it in a space within your reach. Once the incense
has burned for 1 minute, it creates a 30-foot radi-
us sphere of scented smoke that spreads around
corners and lasts for 10 minutes. The sphere of
smoke can be dispersed by a wind of moderate
or greater speed (at least 10 miles per hour),
ending its effect.
Each creature of the monster type affected by
the incense that starts its turn in the smoke must
make a DC 16 Constitution saving throw. A crea-
ture can choose to fail its saving throw against
the incense. On a failure, a creature becomes
charmed for 10 minutes, becoming relaxed,
playful, and indifferent to other creatures. The
charmed effect ends if the creature is targeted
INVISIBLE with an attack or a spell or takes any damage.
PAINT If a charmed creature witnesses any of its allies
being harmed, it can repeat its saving throw
as a reaction. On a successful saving throw, the
creature is immune to the effects of the incense
for 24 hours.
Burning the incense fully consumes it. If the
incense is extinguished before it has burned for 1
minute, it has no effect but is still consumed.

IRENIC INCENSE
Daria Shestakova

228 CURIOS
Kind Fortunes
Wondrous item, uncommon the fortune you draw, roll on the following table.
Each fortune can only be drawn once. A creature
This small purple satchel is filled with paper for-
can only benefit from one fortune per day, and if
tunes folded into the shapes of animals. There are
you try to draw a second fortune within 24 hours,
ten fortunes in total, and each one has a minor
the bag feels empty to you. If the same result is
magical effect.
rolled more than once, reroll until you get a new
As an action, you can reach into the bag with-
one. After all the fortunes have been drawn, the
out looking inside and pull one of the folded piec-
bag becomes a nonmagical satchel.
es of paper from within at random. To determine

d10 Fortune Effect


1 Don’t give up! The first time you drop to 0 hit points in the next 4d4
days, you drop to 1 hit point instead.
2 You will be alert to opportunities. For the next 24 hours, you cannot be surprised and have
advantage on initiative rolls.
3 You will make a good impression. For the next 24 hours you have advantage on all Charis-
ma (Persuasion) checks.
4 Fortune smiles upon you! You find 10 × 1d4 gold pieces among your belongings.
5 You will find it’s alright to go at For the next 24 hours, whenever you make a skill check
your own pace. that takes at least 1 minute, you make the check with
advantage.
6 A light will appear when you need Once in the next 24 hours you can cast light without the
it most. need for components.
7 An enemy will become a friend. For the next 24 hours, your enemies have disadvantage
on checks made to resist enchantment spells cast by
you or your allies.
8 Tomorrow is a good day to pursue The first time you take a long rest after drawing this
your dreams. fortune, you have a cryptic dream or vision that contains
a useful piece of information about the coming day.
9 You will know what to do. Once in the next 24 hours, you can choose to roll one
attack with advantage. If the attack hits, treat the attack
as a critical hit.
10 You can do anything you put your For the next 24 hours, you gain 5 temporary hit points at
mind to. the start of each of your turns.

KIND FORTUNES
Alyse Stewart

CURIOS 229
Lier Lyre Loon Stone
Wondrous item, rare (requires attunement by a bard) Wondrous item, very rare (requires attunement)

This lyre produces a melodious sound and is While you are attuned to it, this golden, coin-like
decorated with icy patterns. stone orbits your head. Etched onto one side of
While you are attuned to this magic instru- the stone is the image of a water bird, and the
ment, you have advantage on Charisma (Decep- reverse shows the faded portrait of a long-forgot-
tion) checks. ten monarch.
When you use this lyre as a spellcasting focus, As an action, you can activate the loon stone
any spells you cast with it that deal psychic dam- and summon three spirits in the form of angry
age deal an additional 1d6 fire damage. loons. For 1 minute, these spectral birds circle
around you, making you more difficult to hit.
You can use the lyre to cast zone of truth with-
out expending a spell slot. When cast in this way, While this effect is active, you have a +2 bonus to
any creature that succeeds on its saving throw your AC. Additionally, whenever a creature misses
against your spell takes 1d6 fire damage each time you with a melee attack, it suffers 1d8 psychic dam-

Anna (Newt) Doušová


it tells a lie inside the area of the spell. Once the age as the loons honk at it in a mocking tone.
lyre has been used in this way, it can’t be used to Once used, you cannot use this effect again
cast this spell again until the following dawn. until the stone has been washed in the water of a
river or a lake.
Living Wand A creature within reach of you can attempt
to snatch the stone from its orbit with a DC 22
Wand, very rare (requires attunement) Dexterity (Sleight of Hand) check,
This wand looks like a simple stick with a single preventing you from activat-
fresh leaf budding from its end. ing it or ending its effect if
Healing. The wand has 7 charges, and it it is already active. If the
regains 1d4 + 3 expended charges daily at dawn. stone is active, this
As an action, you can point this at a creature you check is made at
can see within 100 feet and expend one or more disadvantage.
charges. The target regains 1d4 hit points per
charge expended. If the wand has no charges re-
maining at dawn, roll a d6. On a roll of 1, the wand
withers and is destroyed.
LOON STONE
Planting. When you plant the wand in the
ground as an action, it grows into a 30-foot-tall
spectral tree instantly. For the next minute, the
tree emits a healing aura in a 30-foot-raidus
sphere centered on itself. Creatures of your
choice that start their turns within the sphere
regain 2d4 hit points at the start of each of their
turns. The wand can only be used once in this
way. After 1 minute, the spectral tree disappears,
and its healing aura ends. In the tree’s place is
a small sapling. Over 100 years, this sapling will
grow into a mighty tree, and one of its twigs can
be snapped off to form a new living wand.
Daria Shestakova

LIER LYRE
Alyse Stewart

LIVING WAND

230 CURIOS
Lyre Bow
Weapon (shortbow or longbow),
LYRE BOW
Alyse Stewart

uncommon (requires attunement by a bard)

This beautiful multipurpose weapon can be


used to kick up a tune while firing a missile.
You gain a +1 bonus to attack and damage
rolls made with this magic weapon. When you MAGEKNIGHT
hit with it, the target has disadvantage on the
next saving throw it makes against one of your SHIELD
spells before the end of your next turn.

Mageknight Shield
Armor (shield), rare

This shield uses a barrier of arcane force


to deflect blows and spells.
Daria Shestakova

While holding this shield, you have a


+1 bonus to AC. This bonus is in addition
to the shield’s normal bonus to AC. You
also have advantage on saving throws
against spells and magical effects.

Mask of the Hare


Wondrous item,
very rare (requires attunement)

This mask looks like the face of a hare miss-


ing its eyes. The leather is worn around the
Anna (Newt) Doušová

edges and it seems at one point it was painted


with whiskers, but the decoration has long since
rubbed off.
While wearing the mask, you have advantage
on Wisdom (Perception) checks that rely on
hearing. Once a day, you can use the mask to
cast haste on yourself.

Mirror of Alternate Self


Wondrous item,
very rare (requires attunement)

This ornate silver mirror shows you a vi-


sion of how you would be if you had made
a different decision at a crucial moment in
your life. Once every 30 days, you can ask
the mirror a question. Your question must
make reference to the decision you made,
as well as the decision you could have made,
Daria Shestakova

such as, “Who would I be if I had stayed to fight


instead of choosing to flee?” The more specific
your question, the more detailed the vision is. MASK OF THE HARE
The vision lasts for no longer than 1 minute. The
GM determines the exact nature of the vision.

MIRROR OF
ALTERNATE SELF

CURIOS 231
Necklace of Tiny Treats
Wondrous item, common

This necklace is decorated with beads resembling


extremely realistic pastries, pies, and cheeses.
As a bonus action, you can pluck one bead from
the necklace, which instantly becomes a full-
Necklace Of sized, edible version of the piece of food the

Alyse Stewart
Tiny Treats bead represents. When found, the necklace
has 3d4 + 3 beads on it. Once all the beads are
removed from the necklace, only the nonmagical
golden chain remains.

Nothing
Weapon (shortsword), uncommon

The name ‘Nothing’ was given to this shortsword


by rogues and scoundrels. It appears to be a
sword with no remarkable features. However, it
is enchanted to be uncannily inconspicuous and
easy to hide.
You have a +1 bonus to attack and damage
rolls made with this magic weapon.
Nothing to Hide. You have advantage on
Deception, Sleight of Hand, or Stealth checks

Alyse Stewart
made to hide the sword on your person or in a
NOTHING suitable hiding place. Creatures other than you
have disadvantage on Perception and Investiga-
tion checks made to notice or locate the sword
when it is not being wielded.

Obscuring Ink
Potion, uncommon

This bottle contains dark, oily ink. When applied


to parchment, this ink instantly dries clear,
rendering itself and any text already written on
the parchment invisible. Another message can
be written on top of the ink once it is dry. When
parchment affected by the ink is held over a can-
dle flame or similar source of heat, the obscuring
ink vanishes, along with any message written
on it, leaving the original message underneath
visible once more.
The bottle contains 1d6 + 1 uses of the ink,
and each use is enough to cover a single sheet
of parchment.

OBSCURING INK
Anna (Newt) Doušová

232 CURIOS
Ool Oil
Potion, rare

This dark substance shifts in appearance be-


OOL OIL
tween oil and smoke in its glass jar. It is made
from the inky secretions of ools.
Wall of Darkness. As an action, you can pour
Daria Shestakova

the oil on the ground so that it spreads to cover


up to 15 square feet in any arrangement as long
as each 5-foot square touches another. Dark
smoke rises from the oil to form a 5-foot wide,
30-foot high wall of magical darkness. A creature
with darkvision can’t see through this darkness.
Nonmagical light can’t illuminate the darkness.
If any part of the wall of darkness overlaps with
an area of light created by a spell of 2nd level or
lower, the spell that created the light is dispelled.
The darkness lasts for 10 minutes.
Sphere of Darkness. If the oil is poured into
water, it forms a 15-foot radius sphere with the
effects of the spell darkness.
Sight in Darkness. Alternatively, the oil can be
applied to the eyelids of a creature. An affected
creature is blinded for 1 hour and gains blindsight
to a range of 120 feet for the same duration. A
jar contains three doses of oil when used in this
manner, and if any of these doses are used, the
oil can no longer be used to form a wall or sphere
of darkness.
Owl Eyes
Wondrous item, very rare

These goggles have bulbous lenses of clear crys-


tal. While you wear them, you have darkvision out
to a range of 60 feet. If you already have darkvi-
sion, wearing the goggles increases the range of
OWL EYES your darkvision by 60 feet. While in areas that are
lightly obscured with natural hazards such as fog
or moderate foliage, you do not have disadvan-
tage on your Wisdom (Perception) checks that
rely on sight.
Magnification. As a bonus action, you can
cause the goggles to magnify your vision, allow-
ing you to inspect objects close up. While the
goggles are magnifying your vision, you have
advantage on Wisdom (Perception) and Intelli-
gence (Investigation) checks made to examine
objects within 5 feet of you. However, you have
disadvantage on Wisdom (Perception) checks
made to see anything more than 5 feet from you.
You can turn off the goggles’ magnification with
a bonus action.
Superior Sight. The owl eyes have 3 charges.
While you are wearing the goggles, as an action
you can expend one or more charges to cast the
following spells from them on yourself: see invis-
ibility (1 charge) or true seeing (3 charges). The
goggles regain 1d3 charges daily at midnight.
Alyse Stewart

CURIOS 233
Peerless Etiquette Fork
Wondrous item, common

This small, silver fish fork is enchanted to help


you overcome tricky social situations.
When you hold this fork while eating, you
have advantage on any checks made to appear
knowledgeable about local dining etiquette, and
your dining companions are inclined to consider
you delightful company.
Other creatures pay no attention to the fork and
do not notice that you are using it instead of what-

Matt Harris
ever utensil has been provided, as long as they do
not have truesight. If examined with detect magic,
the fork gives off an aura of enchantment.

PEERLESS Penumbral Parasol


ETIQUETTE Wondrous item, very rare
FORK This large parasol is made from fine black silk
and feels eerily cold to the touch.
When you open the parasol, it sheds darkness
in a 5-foot circle directly beneath it. If you speak
its command word as an action, the opened
parasol stands upright in an unoccupied space
adjacent to you, and the darkness it sheds
becomes a portal to a demiplane. Speaking the
command word again closes the portal.
Any creature that steps into the portal is
immediately transported to the parasol’s demi-
plane, which appears as an endless black void,
though the demiplane extends for only 30 feet
in any direction. While creatures and objects
within the demiplane are starkly visible against
its impenetrable blackness, light sources fail to
illuminate the demiplane itself. The atmosphere
inside the demiplane is breathable air. While
the portal to the demiplane remains open, the
parasol is visible in the center of the demiplane,
PENUMBRAL and a creature can return to the Material Plane
PARASOL by touching the parasol as a bonus action. The
parasol can’t be moved on either the Material
Plane or within its demiplane while the portal is
Daria Shestakova

open. You can speak the command word to close


the portal while inside the demiplane. If closed
in this manner, the portal can only be reopened
from the Material Plane.

Pocket Pipe Organ


Wondrous item, legendary
(requires attunement by a bard)

You can fold out this Tiny object into a full-sized


Huge pipe organ. It takes 10 minutes to unfold
the pocket pipe organ and 10 minutes to fold it
back into its portable form. If there is not enough
space for it, the organ can’t be unfolded.
When unfolded, the pipe organ is a Huge
object (AC 12; 200 hp; immunity to poison
damage). It regenerates 10 hit points at the start
of each round as long as it has 1 hit point. If the
organ drops to 0 hit points, it is destroyed. If there
is no space for it, the organ can’t be unfolded.
234 CURIOS
You can use the organ as a spellcasting focus can’t be used again until the following dawn,
for your bard spells. and only one stop can be used at a time. You can
Stops. The organ has several stops, which can push in a stop and end its effect as a free action.
be pulled out using a bonus action to create Each effect lasts for a maximum of 1 minute or
special effects. Once a stop has been used, it until you move more than 5 feet from the organ
or stop playing it.

Organ Stop Effect


Bombarde The organ bellows out a powerful chorus. Each time you cast a bard spell of at least
2nd level using the organ, you can also cast magic missile at 1st-level at a target of
your choice within range as a bonus action.
Clarion A stirring trumpet-like sound emerges. You can immediately expend one of your bar-
dic inspiration dice, and each of your allies that can hear the organ gains temporary
hit points equal to twice your bard level. You can expend another inspiration die as a
bonus action to repeat this on subsequent turns while this stop is active.
Cymbal Star The star on the top of the organ begins to spin, chiming with angelic bells. Undead crea-
tures must make a Charisma saving throw against your spell save DC at the start of each
of their turns, taking 1d4 radiant damage on a failure.
Thunder The deepest pipes of the organ rumble. Up to five creatures of your choice that can
hear the organ gain vulnerability to thunder damage.
Night Horn The organ plays a soft but persistent sound. A 20-foot radius sphere of magical dark-
ness surrounds the organ. A creature with darkvision can’t see through this darkness,
and nonmagical light can’t illuminate it. The organ console remains lit with a small
glowing light that hovers above the keyboard, allowing you to keep playing and any
creature within 5 feet of you to see you.
Vox Celeste The organ sounds an angelic tone. You and your allies gain resistance to radiant and
necrotic damage for 1 minute, and you can use a bonus action on each of your turns
to cause any bard spell you cast to cause an additional 2d8 radiant damage.

POCKET PIPE
ORGAN
Matt Harris

CURIOS 235
Polyglot Bonnet POLYGLOT
BONNET
Wondrous item, very rare

Anna (Newt) Doušová


This fancy beribboned hat resizes to fit any
wearer. The undersides of the ribbons
have octopus-like suckers, and the
ornamentation around the brim can
open up into a mouth that can
translate any language.
Waking the Bonnet. When you speak
the bonnet’s command word, it wakes
up and will translate any language it sees
or hears into a language of your choice. You
can choose whether you want the bonnet to
speak out loud or telepathically to you alone
when you wake it. If you choose the telepathic
option, two of the bonnet’s ribbons tie them-
selves under your chin, and you cannot take off
the bonnet for one hour. Once woken, the hat
will remain awake for one hour, after which it
cannot be woken again for three hours.
Sentience. The hat is a chaotic neutral sentient
item with an Intelligence of 19, a Wisdom of
10, and a Charisma of 9. The hat can speak and
understand every language, and it loves to talk.
The hat craves conversation, particularly on the
topic of linguistics. If not given instructions or
someone to talk to while it is awake, the
bonnet will translate everything it hears or
reads into various languages to amuse itself
even when it is instructed not to.

Daria Shestakova
Vision. When you wear this hat, it can see
through your eyes. The hat can read one page of POTION OF
written text and translate it in 1 minute.
ELONGATION
Potion of Elongation
Potion, uncommon

This viscous peach potion pours out of its


container in one long gooey strand. When you
drink this potion, your limbs stretch out, becom-
ing long and spindly but losing none of their
strength or stability. Your height, walking speed,
and reach each increase by 5 feet for 1 hour.

Potion of Tirelessness
Potion, uncommon

This flask is filled with a dark brown liquid


that bubbles constantly. When you drink this
potion, you become alert and filled with en-
ergy. For the next 8 hours, you have advantage
on initiative rolls and are immune to any effect
that would put you to sleep.
If you are suffering from up to 5 levels of ex-
Anna (Newt) Doušová

haustion, they have no effect on you for 8 hours.


At the end of this time, you gain an additional
level of exhaustion. POTION OF
TIRELESSNESS

236 CURIOS
Quiver of Renewal
Wondrous item, rare
Anna (Newt) Doušová

This quiver is decorated with patterns of winged


serpents devouring their own tails.
The quiver can hold up to 20 arrows. When
you take a short or long rest, the quiver magically
regenerates any expended arrows.
Arrows generated by the quiver are consid-
ered magic ammunition. Any arrows that have
been removed from the quiver, including those
QUIVER OF that were fired, disintegrate into fine yellow dust
RENEWAL whenever the quiver refills itself.

Rain-bow
Weapon (longbow), rare

This longbow is said to have been crafted by


storm giants to control the weather.
You gain a +1 to attack and damage rolls made
with this magical weapon. Whenever you miss a
target, a rainbow forms, beginning at a point 100
feet above where you fired the missed shot and
ending at the location of the misfired arrow. The
rainbow is blocked by barriers and can’t
travel around corners.
Summon Downpour. The bow has
4 charges, and it regains all expended
charges daily at dawn. Using an action to
expend a charge, you can shoot an arrow
RAIN-BOW straight up from this bow. The arrow evap-
orates, causing a cloud to form 1,000 feet
Alyse Stewart

directly above you or at the highest possible


height in enclosed spaces. For 1 minute, heavy
rain falls from the cloud in a 60-foot diameter
circle, causing the area to be lightly obscured.

Ratcaller
Wondrous item, uncommon

This ivory flute carved with motifs of rats has a


tone that is soft and pleasant but deeply irri-
tating to rodents. Playing the flute as an action
attracts any rodents, such as rats, giant rats,
or swarms of rats, which can hear the music.
Once they arrive in your location, the rodents
attack all creatures within 30 feet of you. If you
have proficiency with flutes and use an action on
each of your turns to continue playing the flute,
the rats will not attack you or your allies. If you
stop playing the flute, the rodents retreat after
1d4 + 1 rounds.

RATCALLER
Alyse Stewart

CURIOS 237
RAVEN'S WING Raven’s Wing Talisman
TALISMAN
Wondrous item, rare (requires attunement)

This talisman is made from a black wing of a


large bird suspended on a bronze chain. This
talisman makes you feel uneasy while you hold
it as if something is watching you. This feeling
dissipates during the daytime once you attune to
it but returns during the night.
Transformation. While holding the talisman

Alyse Stewart
and concentrating as if on a spell, after 1 minute
you are obscured by shadows as you trans-
form into a raven. You retain your alignment,
personality, Wisdom and Intelligence scores, but
all your other statistics and abilities are replaced
with those of a raven. Your equipment merges
into your new form. The transformation lasts for
1 hour. The only way to end the transformation
early is for another creature to target you with
the dispel magic spell or for you to enter an an-
timagic zone. If you are killed in your raven form,
RESOLUTE your deceased body does not revert to its original
BARDING form until the hour elapses. Once you have used
the talisman to transform, you can’t use it again
until the following midnight.

Resolute Barding
Armor (barding, any type), rare

This armor is designed for animals


that are used as mounts and will

Daria Shestakova
resize to fit any suitable creature
that is friendly to you.
While wearing this barding,
your mount has a +1 bonus to AC.
This is in addition to the barding’s
normal bonus to AC.
Additionally, while wearing the
barding your mount has advantage on
saves against falling prone, and once per short
rest, when your mount takes damage that would
cause it to drop to 0 hit points, it drops to 1 hit
point instead.

Reviving Salts
Potion, uncommon

This fragile glass vial in the shape of a fish con-


tains powerful aromatic spirits.
You can use an action to crush the vial and
hold it under the nose of an unconscious crea-
ture. The creature regains consciousness. If the
creature had been knocked unconscious by
dropping to 0 hit points, it gains 1 hit point. The
creature must make a DC 14 Constitution saving
throw. On a successful saving throw, the creature
gains 1 level of exhaustion, and on a failure, it
Daria Shestakova

gains 2 levels of exhaustion.

REVIVING SALTS

238 CURIOS
Ricochet Shield
Armor (shield), rare (requires attunement)
RICOCHET
This sleek shield is made from a single sheet of
polished steel. A ridge around the inside edge al- SHIELD
lows the bearer to get a good grip for throwing.
While attuned to this shield, you can use an
action to make a ranged attack with the shield
by hurling it at an enemy within 30 feet. You
can use either your Dexterity or your Strength
Matt Harris

modifier for this attack, and you are considered


proficient with the ricochet shield while you are
attuned to it. On a hit, the target takes 2d6 plus
your Strength or Dexterity modifier bludgeoning
damage. On a hit or a miss, the shield immediately
returns to your hand.
The ricochet shield has 8 charges, and it regains
1d4 + 4 expended charges daily at dawn. When
you successfully hit a creature with the thrown
shield, you can expend 1 charge to target a second
creature within 30 feet of the original target. The
second target must succeed on a DC 16 Dexterity
saving throw or take 2d6 bludgeoning damage as
the shield bounces off the original target at them.
When a target fails its saving throw, you can con-
tinue expending charges to repeat this effect. The
shield can target a creature it has targeted before,
but only if it has hit at least one other target before
bouncing back to the first. The shield returns to you
when a target succeeds on its saving throw against
Anna (Newt) Doušová

the shield, when it runs out of charges, or when you


choose to end this effect as a free action.

Ring of Bee Secrets


Ring, common RING OF
This golden ring has a design of dancing bees BEE SECRETS
etched into its wide gold band.
While wearing this ring, you can understand
bees, and they can understand you. Any bee or
swarm of bees you encounter will be friendly
toward you. Friendly bees will tell you a secret
they have learned in exchange for one of your
secrets. The ring has no effect on bee-like
creatures that are not beasts.

Ring of Restful Reading


Ring, common

This wide wooden thumb ring that helps hold


pages flat is favored by scholars and booklovers who
wish there were more time in the day for reading.
While wearing this ring, you can read a book
during the time you would normally have to sleep
or trance while taking a long rest and still gain the
benefits of the long rest. While using the ring to
read, you are aware of your surroundings but can’t
RING OF RESTFUL
Daria Shestakova

concentrate on them and have disadvantage on


Wisdom (Perception) checks made during your rest. READING
The magic of spell books and other magical texts in-
terferes with the ring’s magic, so its effect can only
be gained when reading a nonmagical book.
CURIOS 239
Rings of Revenge Seer’s Notebook
Ring, uncommon (requires attunement) Wondrous item, very rare

These rings come in pairs, one red and the other This worn, leather-bound book is partially blank
black. They bind the fates of two creatures, inside. The first half of the book is filled with the
damaging them both as one seeks to ruin the life notes of a mortal trapped in a fey realm. The last
of the other at the cost of their own well-being. note describes making a deal with a powerful fey
Red Ring. The red ring is worn by a creature being in exchange for knowledge.
seeking revenge. While attuned to this ring, you Once per day, you can write a question on a
are constantly aware of the general direction of blank page in the book about a specific goal,
the creature wearing the black ring. Additionally, event, or activity to occur within the next 7 days.
whenever you gain hit points by leveling up, you A truthful but cryptic answer appears under-
gain 1 less than you normally would, and you neath your question in elegant slanted handwrit-
have vulnerability to psychic damage. ing as if you had cast the divination spell.
Black Ring. The black ring is designed to be When found, there are 1d6 + 6 blank pages
worn by the creature hated by whoever is wear- remaining. Once all the blank pages have been
ing the red ring. While wearing the black ring, written on, the book bursts into a cloud of green
you cannot feel any joy or positive emotion, and and gold sparks and is destroyed.
you have disadvantage on all skill checks. Once Seen by The Seer. While you have this book
per long rest, when you take damage that would on your person, the powerful fey creature that is
cause you to drop to 0 hit points from any source answering the questions written in the
other than the creature wearing the red ring, you

Alyse Stewart
notebook knows your
drop to 1 hit point instead. You also have exact location
vulnerability to all damage dealt by the creature no matter what
wearing the red ring. plane of existence
Cursed. These rings are cursed, and this curse you are on.
cannot be detected by the spell identify. If a crea-
ture is already attuned to the red ring, when an- SEER'S
other creature puts on the black ring, it instantly
attunes to it and cannot remove it. The creature NOTEBOOK
attuned to the black ring cannot end the attune-
ment or the curse unless the creature attuned to
the red ring ends its attunement first or dies.

Sandstorm Scythe
Weapon (sickle), uncommon

This scythe made from bones was once used


by farmers in dry climates to chase away insects
from their fields. While they swung the scythe, Matt Harris
it sprayed out sand and wind around the crops,
causing small pests to flee.
This weapon has 5 charges, and it regains 1d4
+ 1 expended charges daily at dawn. When you
make an attack with this magic weapon, you
can expend 1 charge to cause a spray of
sand to shoot outwards in a 15-foot
cone originating from you. Each
creature in the cone must RINGS OF
succeed on a DC 11
Constitution saving REVENGE
throw or become
blinded until the
end of their
next turn.
SANDSTORM
SCYTHE
Alyse Stewart

240 CURIOS
Shleep Wool Scarf
Wondrous item, very rare

This scarf is made from soft woolen yarn that can


only be spun and knitted by elves or others who
are immune to its sleep-inducing effects.
Once a day, you can use your action to place
the scarf around the neck of a creature that is
Medium or smaller within your reach and use the
scarf to cast sleep at 4th level. When cast in this
way, the spell only affects the creature wearing
the scarf.
If you attempt to use the scarf to cast sleep on
an unwilling creature, you must first succeed on
a Dexterity (Sleight of Hand) check contested by
the target’s choice of Strength (Athletics) or Dex-
terity (Acrobatics) to first place the scarf around
the target’s neck.
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Once the spell has been cast, the scarf cannot


be used again until the following dusk.

SHLEEP WOOL
SCARF

Sharpened Wit
Weapon (dagger, rapier, or shortsword), rare
(requires attunement)

This fine blade has an intricate guard that ap-


pears to shift before the gaze of your opponent.
You gain a +1 bonus on attack and damage
rolls made with this magic weapon. While you
are attuned to this weapon, you have advantage
on Charisma (Deception) checks made to exag-
gerate or underplay your skill with weapons and
on Charisma (Persuasion or Intimidation) checks
made while in combat.
Once per turn, when you hit a creature that
can hear and understand you with this weap-
on, you can choose to make a quip, an insult, or SHARPENED WIT
exchange witty banter with the creature you hit
as a bonus action. When you do so, your attack
deals an extra 1d8 psychic damage, and the tar-
get has disadvantage on the next attack it makes
against a creature other than you until the start
of your next turn.
Anna (Newt) Doušová

CURIOS 241
Sky Sentry’s Armor

Anna (Newt) Doušová


Armor (any heavy armor), rare (requires attunement)

You have a +1 bonus to AC while wearing this


armor designed for aerial combat.
While wearing this armor, if you fall more
than 20 feet, your descent halts, causing
you to hover in place for one round, after
which your descent begins again. You also
take no damage from falling.
Additionally, while wearing this armor,
you can understand and be understood by
any creature with a fly speed and an Intelli-
gence of at least 2. You can also understand and
speak Auran.

Slicestich Shears
Weapon (shortsword),
very rare (requires attunement)
SKY SENTRY'S These golden scissors can cut through almost
ARMOR anything and can be turned into a weapon in a
moment of need.
Scissors. You can use the shears to cut through
any nonmagical material with ease. For example,
you can cut through an iron chain as easily as you
can cut through a piece of string. It takes 6 sec-
onds to cut through 1 foot of nonmagical material.
Swords. As a bonus action, while you are hold-
ing the scissors and have a free hand, you can
separate the blades of the scissors, transforming
the item into two magical shortswords.
With the shears in their shortsword form,
you have a +1 bonus to attack and damage rolls
made with these magic weapons. Additionally,
the swords deal an extra 2d6 slashing damage
against constructs and undead. The shortswords

Matt Harris
last for 1 minute or until you reconnect them,
turning back into their scissor form. Once you
have used the swords, you cannot use them
again until you have completed a long rest.

Smoke Rope Pipe


Wondrous item, uncommon

SLICESTICH This long black pipe produces a smoke thick


enough to climb. While using the pipe, you can
SHEARS use an action to exhale a plume of smoke with
a length in feet equal to 10 × your Constitution
modifier (minimum 10 feet). You can continue
to increase the length of the smoke rope using
additional actions to exhale more rope on your
subsequent turns or choose to finish the rope
by closing your lips tightly (costing no action).
Once finished, the plume of smoke becomes
a solid rope with the same properties as a
hempen rope of its length. The rope lasts for
1 hour, after which it dissipates into smoke,
SMOKE ROPE leaving no trace behind.
Matt Harris

PIPE The pipe can produce up to 200 feet of rope


per day, and it recharges each evening at dusk.

242 CURIOS
Sphinx of Black Quartz
Anna (Newt) Doušová

Wondrous item, very rare

This small figurine of a sphinx made from black


SPHINX
quartz emanates a judgmental aura. OF BLACK
You and up to four other willing creatures can
touch the sphinx at the same time, each stating
QUARTZ
a solemn vow that binds you all until death.
If a creature bound in this way willingly breaks
its vow, it instantly takes 10d10 psychic damage
as long as it is on the same plane of existence
as the figurine. Additionally, all creatures who
vowed on the sphinx at the same time as the
target instantly become aware that the creature
has broken its vow.
Once the figurine has been used to
witness a vow, it can’t be used again until
the following dawn.

Spirit Trap
Wondrous item, rare

This trap can be used to capture undead spirits,


such as ghosts, specters, or wraiths. This ornate
SPIRIT TRAP
box weighs 1 pound.
As an action, you can deploy the trap by
throwing it up to 10 feet into a space occupied
by an undead creature that has the incorporeal
movement trait. The target must succeed on a
DC 15 Constitution saving throw or become re-
strained, ignoring any immunity to the restrained
condition, as bars of light shoot from the trap and
impale it. At the start of the target’s next turn, it
must repeat this saving throw. On a success, the
target escapes, and the trap fails to capture it. On
Daria Shestakova

a failure, the target becomes trapped in the spirit


trap, and the lid snaps shut.
If the trap fails to capture a creature, it can’t be
used again until the next dawn. The trap can only
contain one undead creature at a time.
A trapped creature will remain trapped inside
the trap for 30 days, after which it will emerge
from the trap. The trapped creature can also be
released if you use an action to open the lid of the STICKSLIME
trap. Spirits that were tied to a particular location
will feel compelled to return to that location after SHOES
exiting the trap.

Stickslime Shoes
Wondrous item, common

The soles of these shoes are constantly sticky.


While wearing these shoes, you can’t be
knocked prone. You also gain a climb speed
of 10 feet. However, when you take the dash
action, the additional movement you gain is
reduced by 5 feet.
Matt Harris

CURIOS 243
Strikestep Daggers
Weapon (dagger), very rare (requires attunement)

These keen throwing knives come in a matched


set of three.
You have a +1 bonus to attack and damage
STRIKESTEP rolls made with these magic weapons.
DAGGERS Teleportation. You can activate all three
daggers using the command phrase “Swift as a
thought.” Using your action, you can throw two of
the daggers at two objects up to 60 feet from you.
The daggers embed in whatever material they

Anna (Newt) Doušová


strike unless they hit adamantine. For the next
minute, you can use a bonus action to teleport
to the location of either of the two daggers. If the
space is occupied by another creature, the tele-
portation fails. This effect ends if you or another
creature moves either of the thrown daggers or if
you drop or sheathe the third dagger. After 1 min-
ute or if the effect ends, the two thrown daggers
reappear in your hand, and the three daggers fuse
into one until the following dusk.

Sword of Sentience
Weapon (shortsword), very rare (requires attunement)

This single-edged sword has a slightly curved


blade. Its pommel is shaped like a human head.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. When you hit a
construct with this sword, the target takes an
additional 1d8 slashing damage.
Awakening. Once a day, you can use the sword
to cast awaken. When cast in this way, the spell
has a range of touch, a casting time of 1 action,
and can affect objects as well as beasts and plants,
but can only affect targets that are Medium or
smaller. If the target is an object, it forms a mouth
somewhere suitable on its form so that it can
speak, gains senses similar to a human’s, and
can move in a manner that its form allows. An
awakened object also gains an attack based on its
size as if it were animated by the animate objects
spell. The awakened target is not charmed by you
and acts in a manner determined by the GM.
Sentience. The sword is a sentient weapon of
chaotic neutral alignment. It has an Intelligence
of 10, a Wisdom of 12, and a Charisma of 11. It can
hear and see out to a distance of 60 feet. It can
SWORD OF speak all the languages known by whatever
SENTIENCE creature it is attuned to it as well as any lan-
guages known by creatures that were previously
attuned to it.
Personality. The sword is generally courteous
and friendly. It longs to understand the perspec-
tives of the various things it brings to life. It is
cheerfully unconcerned by violence as it consid-
ers itself to be carrying out its natural function as
a sword whenever it is wielded.
Matt Harris

244 CURIOS
TAUNTING
Taunting Shield SHIELD
Armor (shield), very rare (requires attunement)

When you attune to this shield, the featureless


face at its center transforms into an image of
your face, twisted into a sneering expression.
Disdainful Defense. While holding this shield,
each time a melee attack misses you due to the
shield’s bonus to your AC, you gain an additional
+1 bonus to AC, in addition to the shield’s normal
bonus to AC, which lasts until the end of your
next turn, up to a maximum of +3 per round.
Taunt. The shield has 5 charges and regains
1d4 + 1 expended charges daily at midnight.
Daria Shestakova

When a melee attack misses you, you can expend


a charge to use the shield to cast vicious mockery
(DC 13) on the creature that attacked you as a
reaction. The face on the shield comes alive and
mocks the attacker for its failure to hit you.

Tree Flight Shoes


Wondrous item, rare (requires attunement)

While wearing these shoes, you gain a climb


speed equal to your walking speed. You can also
move your speed while jumping from treetop to
treetop without having to make a check as long
as the tree you are jumping to is no further from
the tree you are currently on than your walking
speed. For example, a creature with a walking
speed of 30 can jump between two treetops that
are a maximum of 30 feet apart.

Trickster’s Turncoat
Armor (half plate), uncommon

This plain-looking garment appears to be a


shabby leather coat until it is turned inside
out. You can use an action to turn the coat
inside out, revealing a suit of half plate
that can be donned in 1 minute. You can TRICKSTER'S
Matt Harris

doff the armor and turn it inside out as an


action, returning the garment to its form as TURNCOAT
a leather coat.

TREE FLIGHT
SHOES
Matt Harris

CURIOS 245
Twicestrike Weapon
Weapon (any thrown weapon), rare

When you hit with a ranged attack with this


magic weapon, you can throw it so that it rico-
chets toward a second target within 15 feet of TWICESTRIKE
the first target and make a second ranged attack
against that target. After the second attack, the WEAPON
weapon returns to you, whether it hits or misses.

Unreadable Spellbook
Wondrous item, uncommon

This hefty spellbook is bound with straps that can


be locked for additional security. This spellbook
can only be read by its owner. To all other crea-
tures, the pages appear blank.
To become the owner of an unreadable spell-
book, you must inscribe your name on the first
page in blood. Your ownership of the book
lasts until you die. When you die, the
spells and other notes within the book
become visible to whatever creature
becomes the book’s new owner.

Walking Tent
Wondrous item, uncommon

This waterproof canvas tent is helpful for


travelers on the move.
Quick Set Up. When you say the tent’s first
command word, it unpacks itself and sets itself UNREADABLE
up in 1 minute. Up to four Medium-sized SPELLBOOK
creatures can comfortably rest inside the tent
while it is not moving.
Quick Tear Down. When you speak the
command word again, the tent packs itself away
into a bundle that weighs 10 pounds in 1 minute.
The tent will only pack itself away if there are no
creatures or objects inside it.
Movement. While the tent is
set up, you can speak a second
command word to instruct it to follow
you. The tent’s poles extend into legs,
and it gains a walking speed of 25 feet and a
climbing speed of 20 feet. The tent will follow you
at a distance of 10 feet to the best of its ability.
The tent is a Large object, and it cannot squeeze
through smaller spaces. If you move more than
100 feet from the tent and it cannot follow you,
WALKING TENT
the tent sits down and will not move again until
a creature comes within 5 feet of it and speaks its
command word again, causing it to start follow-
ing that creature. The jerky motion of the tent’s
gait makes it impossible for creatures to take a
long rest inside the tent while it is moving, but it
is possible to take a short rest inside.
Carrying Capacity. The tent has a carrying
capacity of 200 pounds while it is moving.
Matt Harris

If the tent is loaded with more weight, it will


not move until the weight is reduced to
within its carrying capacity.
246 CURIOS
Wand of Simple Comfort
Anna (Newt) Doušová

Wand, uncommon

This wooden Y-shaped wand is warm


to the touch.
This wand has 3 charges and regains
1d3 expended charges daily at dawn. Us-
ing an action, you can expend a charge to
target yourself or another creature within
WAND OF
30 feet of you with all of the following effects: SIMPLE
• You remove the frightened condition COMFORT
from the target.
• The target gains temporary hit points
equal to your proficiency bonus.
• The target experiences the sensation of a
warm hug or an equivalently comforting
sensation if they do not appreciate hugs.

Whistlebow
Weapon (any bow), uncommon

This wooden bow is carved into the shape of a


mythical creature. A metal whistle is attached to
the bow just above the grip.
Attacks made with this bow are
considered magical.
Once per turn, you can blow the whistle as
a bonus action, producing a sound that can be
heard up to 300 feet away and causing one of the
following effects:
• Seek. The next shot you fire from the bow
before the end of your turn ignores half and
three-quarters cover as well as disadvantage
imposed by a target taking the Dodge action.
• Return. The next arrow you fire from this bow
before the end of your turn returns to your
hand at the start of your next turn,
whether it hits or misses. This has
no effect if the arrow is destroyed
before your next turn.

WHISTLEBOW
Matt Harris

CURIOS 247
APPENDIX A

CREATURES BY
TYPE AND CR Frederico Piatti

248 APPENDIX A: CREATURES BY TYPE AND CR


Creatures by Type
Aberration Dragon Hauntlight Ray
Abezrogest Haquatalos Hex Snail
Behind Flayer Armogg Icefall Grub
Brinebound Kelpmouth
Dragon Mount
Cornling Long-Headed Craw
Cornling-Infested Horse Midnight Striker
Eckepula Elemental Ool
Crystalium Eagle Panthrix
Fraggore
Flamtarn Peacat
Psythian Elder
Sublimawl Shleep
Psythian Swarmling
Thunderhead Jelly Toadturtle
Resonant
Serpente d’Axium Trinicorn
Fey
Thrixcaer Vibrant Swarm
Flutter Sprite
Withholder Forget-Me-Gnat Ooze
Gallogriff Burnished Slime
Beast
Marshlighter Slimespawn
Blue-Green Swarmers
Oposse Vivink
Clipper Beetle
Scrummy Scubber
False Deviltail
Spirit of the Hedges Plant
Gecho
Well Dweller Cupiflora
Giant Hare
Wollifom Deepwoods Fox
Giant Hen Devourer
Celestial Fiend Emberspore
Baleful Rabbit Hungered
Bellobus
Nocipetra Metastungus
Cerapter
Viverophid Rolling Moss
Herald
Hand of Ormonas Sporestringer
Indicarum
Zutacovda Wanderbane
Ludifex
Tempramanus Giant Undead
Trinavain Flintbeast Battleshee
Sporogath Corpse Hunter
Construct
Bronze Sparrow Dolgore
Humanoid
Dismantler Swarm Lanternal
Draconologist
Driverless Carriage Quellsapper
Goblin Parade
Felted Friend Shadow of Doubt
Smogger Monstrosity Woodgeist
Thesis of Doom Amanos
Vangourd Caprask
Celestacean
Celestacean Calf
Chelaatel Hulk
Chelaatel Swarm
Choqual
Corisythid
Crabhammer
Globbus

APPENDIX A: CREATURES BY TYPE AND CR 249


Creatures by Challenge Rating
CR 1/8 CR 3 CR 7
Indicarum Amanos Behind Flayer
Shleep Armogg Devourer
Cerapter Draconologist
CR 1/4 Chelaatel Swarm Icefall Grub
Baleful Rabbit Choqual Rolling Moss
Forget-Me-Gnat Crabhammer
Vangourd Crystalium Eagle CR 8
Chelaatel Hulk
CR 1/2 Felted Friend
Hex Snail
Cornling Goblin Parade
Kelpmouth
Flutter Sprite Marshlighter
Wanderbane
Giant Hare Metastungus
Giant Hen Nocipetra CR 9
Long-Headed Craw Ool Abezrogest
Oposse Slimespawn Dragon Mount
Peacat Spirit of the Hedges Globbus
Withholder
CR 1 Woodgeist CR 10
Blue-Green Swarmers Hungered
Bronze Sparrow CR 4 Psythian Swarmling
Burnished Slime Battleshee Sporestringer
Clipper Beetle Bellobus
Cornling-Infested Horse Caprask CR 11
Celestacean Calf Fraggore
Corpse Hunter
Dismantler Swarm Lanternal
Deepwoods Fox
Hauntlight Ray Viverophid
Emberspore
False Deviltail Shadow of Doubt CR 12
Hand of Ormonas Sporogath Celestacean
Serpente d’Axium Well Dweller Thunderhead Jelly
Vivink Wollifom
CR 13
CR 2 CR 5 Zutacovda
Cupiflora Haquatalos
Flamtarn Brinebound CR 14
Gecho Dolgore Thrixcaer
Herald Sublimawl
CR 15
Midnight Striker Gallogriff
Trinicorn
Scrummy Scubber Ludifex
Tempramanus Panthrix CR 16
Toadturtle Resonant Eckepula
Vibrant Swarm
CR 19
CR 6 Trinavain
Corisythid
Driverless Carriage CR 24
Flintbeast Psythian Elder
Quellsapper
Smogger
Thesis of Doom

250 APPENDIX A: CREATURES BY TYPE AND CR


Creatures by Name
A F P
Abezrogest False Deviltail Panthrix
Amanos Felted Friend Peacat
Armogg Flamtarn Psythian Elder
Flintbeast Psythian Swarmling
B Flutter Sprite
Baleful Rabbit Forget-Me-Gnat Q
Battleshee Quellsapper
Fraggore
Behind Flayer
Bellobus G R
Resonant
Blue-Green Swarmers Gallogriff
Rolling Moss
Brinebound Gecho
Bronze Sparrow Giant Hare S
Burnished Slime Giant Hen Scrummy Scubber
Globbus Serpente d’Axium
C Goblin Parade Shadow of Doubt
Caprask
Shleep
Celestacean H
Slimespawn
Celestacean Calf Hand of Ormonas
Smogger
Cerapter Haquatalos
Spirit of the Hedges
Chelaatel Hulk Hauntlight Ray
Sporestringer
Chelaatel Swarm Herald
Sporogath
Choqual Hex Snail
Sublimawl
Clipper Beetle Hungered
Corisythid T
Cornling I
Tempramanus
Icefall Grub
Cornling-Infested Horse Thesis of Doom
Indicarum
Corpse Hunter Thrixcaer
Crabhammer K Thunderhead Jelly
Crystalium Eagle Kelpmouth Toadturtle
Cupiflora Trinavain
L Trinicorn
D Lanternal
Deepwoods Fox Long-Headed Craw V
Devourer Ludifex Vangourd
Dismantler Swarm Vibrant Swarm
Dolgore M Viverophid
Draconologist Marshlighter
Vivink
Dragon Mount Metastungus
Driverless Carriage Midnight Striker W
Wanderbane
E N Well Dweller
Eckepula Nocipetra Withholder
Emberspore Wollifom
O
Ool Woodgeist
Oposse Z
Zutacovda

APPENDIX A: CREATURES BY TYPE AND CR 251


APPENDIX B

CURIOS BY
TYPE AND RARITY
Frederico Piatti

APPENDIX B: CURIOS BY TYPE AND RARITY 252


Curios by Type
Armor Wondrous Item Seer’s Notebook
Armor of Spores Adventurers’ Amazing Rope Shleep Wool Scarf
Mageknight Shield Amulet of Deliverance Smoke Rope Pipe
Resolute Barding Amulet of Storm Weathering Sphinx of Black Quartz
Ricochet Shield Antimagic Pebble Spirit Trap
Sky Sentry’s Armor Banishing Stone Stickslime Shoes
Taunting Shield Bleeding Heart Tree Flight Shoes
Trickster’s Turncoat Blindfold of Justice Unreadable Spellbook
Boots of Boosting Walking Tent
Potion Box of Safekeeping
Bottled Blade
Brooch of Breaching
Distilled Nightmares
Brooch of Riding
Draught of Deathcure
Cap of the Commoner
Obscuring Ink
Cape of Cat Charming
Ool Oil
Circlet of the Sun
Potion of Elongation
Circlet of Vigilance
Potion of Tirelessness
Cloak of Metamorphosis
Reviving Salts
Cloak of Nettles
Ring Coat of Idle Hands
Ring of Bee Secrets Communicuff
Ring of Restful Reading Corme’s Clearsight Mirror
Rings of Revenge Creeping Foilbloom
Cube of Condition
Staff Dragon Heart Pendant
Handy Staff Everdrop Bottle
Wand Everflowing Drinking Horn
Cheerlight Wand Foundation Gem
Living Wand Ghostly Scarf
Wand of Simple Comfort Gloves of Draining
Gravity Boots
Weapon Hag Stone
Bergmonch Hand of Failure
Bindingbolt Net Heatstone
Blade of Silence Impossible Ladder
Fang of Woe Instrument of Enthrallment
Fleet Blade Invisible Paint
Folding Star Irenic Incense
Guardian’s Glaive Kind Fortunes
Handy Staff Lier Lyre
Hawkwing Bow Loon Stone
Hearth Hammer Mask of the Hare
Lyre Bow Mirror of Alternate Self
Nothing Necklace of Tiny Treats
Rain-bow Owl Eyes
Sandstorm Scythe Peerless Etiquette Fork
Sharpened Wit Penumbral Parasol
Slicestich Shears Pocket Pipe Organ
Strikestep Daggers Polyglot Bonnet
Sword of Sentience Quiver of Renewal
Twicestrike Weapon Ratcaller
Whistlebow Raven’s Wing Talisman

253 APPENDIX B: CURIOS BY TYPE AND RARITY


Curios by Rarity
Varies Rare Very Rare
Brooch of Riding Amulet of Storm Weathering Amulet of Deliverance
Irenic Incense Blade of Silence Antimagic Pebble
Boots of Boosting Banishing Stone
Common Bottled Blade Bindingbolt Net
Cape of Cat Charming Box of Safekeeping Circlet of the Sun
Heatstone Cheerlight Wand Circlet of Vigilance
Necklace of Tiny Treats Cloak of Nettles Cloak of Metamorphosis
Peerless Etiquette Fork Coat of Idle Hands Corme’s Clearsight Mirror
Ring of Bee Secrets Creeping Foilbloom Dragon Heart Pendant
Ring of Restful Reading Cube of Condition Gloves of Draining
Stickslime Shoes Fleet Blade Hand of Failure
Uncommon Folding Star Instrument of Enthrallment
Adventurers’ Amazing Rope Foundation Gem Living Wand
Armor of Spores Ghostly Scarf Loon Stone
Blindfold of Justice Guardian’s Glaive Mask of the Hare
Brooch of Breaching Hearth Hammer Mirror of Alternate Self
Cap of the Commoner Invisible Paint Owl Eyes
Communicuff Lier Lyre Penumbral Parasol
Everdrop Bottle Mageknight Shield Polyglot Bonnet
Everflowing Drinking Horn Ool Oil Seer’s Notebook
Gravity Boots Quiver of Renewal Shleep Wool Scarf
Hag Stone Rain-bow Slicestich Shears
Handy Staff Raven’s Wing Talisman Sphinx of Black Quartz
Hawkwing Bow Resolute Barding Strikestep Daggers
Impossible Ladder Ricochet Shield Sword of Sentience
Kind Fortunes Sharpened Wit Taunting Shield
Lyre Bow Sky Sentry’s Armor
Spirit Trap
Legendary
Nothing Bergmonch
Obscuring Ink Tree Flight Shoes
Bleeding Heart
Potion of Elongation Twicestrike Weapon
Distilled Nightmares
Potion of Tirelessness Draught of Deathcure
Ratcaller Fang of Woe
Reviving Salts Pocket Pipe Organ
Rings of Revenge
Sandstorm Scythe
Smoke Rope Pipe
Trickster’s Turncoat
Unreadable Spellbook
Walking Tent
Wand of Simple Comfort
Whistlebow

APPENDIX B: CURIOS BY TYPE AND RARITY 254


APPENDIX C

CURIO RANDOM
ROLL TABLES
Frederico Piatti

APPENDIX C: RANDOM ROLL TABLE 255


Magic Item Roll Tables
Roll on or pick from these tables to choose magic items from this book. Pick the table that is suitable
for your game.
RANDOM CURIOS IN A
RANDOM CURIO WEAPONS WITHHOLDER’S HOARD
d20 Magic Item d100 Magic Item
1 Whistlebow* 01 Stickslime shoes*
2 Twicestrike weapon* 02-10 Cheerlight wand*
3 Blade of silence* 11-20 Everflowing drinking horn*
4 Sharpened wit* 21-30 Necklace of tiny treats*
5 Handy staff* 31-40 Taunting shield*
6 Fleet blade* 41-50 Corme’s clearsight mirror*
7 Folding star* 51-60 Sword of sentience*
8 Strikestep daggers* 61-70 Sharpened wit*
9 Guardian’s glaive* 71-75 Sky sentry’s armor*
10 Sandstorm scythe* 76-80 Dragon heart pendant*
11 Rain-bow* 81-85 Amulet of storm weathering*
12 Bindingbolt net* 86-90 Strikestep daggers*
13 Lyre bow* 91-95 Bleeding heart*
14 Hawkwing bow* 96-99 Amulet of deliverance*
15 Nothing* 100 Pocket pipe organ*
16 Slicestich shears*
17 Sword of sentience* RANDOM CURIOS IN A DRAGON’S HOARD
18 Bergmonch* d100 Magic Item

19 Hearth hammer* 01 Smoke rope pipe*


20 Fang of woe* 02-10 Hawkwing bow*
11-20 Slicestich shears*
RANDOM CURIOS TO QUEST FOR 21-30 Banishing stone*
d10 Magic Item 31-40 Sky sentry’s armor*
1 Seer’s notebook* 41-50 Reviving salts*
2 Raven’s wing talisman* 51-60 Gravity boots *
3 Sphinx of black quartz* 61-70 Trickster’s turncoat*
4 Cloak of metamorphosis* 71-75 Brooch of breaching*
5 Irenic incense (legendary)* 76-80 Sandstorm scythe*
6 Everflowing drinking horn* 81-85 Unreadable spellbook*
7 Draught of deathcure* 86-90 Lier lyre*
8 Fang of woe* 91-95 Resolute barding*
9 Bleeding heart* 96-99 Ricochet shield*
10 Foundation gem* 100 Dragon heart pendant*

256 APPENDIX C: RANDOM ROLL TABLE


RANDOM CURIOS IN A HUMBLE STORE RANDOM CURIOS IN A
POTION EMPORIUM
d20 Magic Item
d10 Magic Item
1 Ring of bee secrets*
1 Obscuring ink*
2-3 Heatstone*
2 Potion of elongation*
4-5 Stickslime shoes*
3 Potion of tirelessness*
5-6 Adventurers’ amazing rope*
4 Reviving salts*
7-8 Irenic incense (uncommon)*
5 Ool oil*
9-10 Impossible ladder*
6 Bottled blade*
11-13 Necklace of tiny treats*
7 Creeping foilbloom*
14-15 Wand of simple comfort*
8 Distilled nightmares*
16-17 Cape of cat charming*
9 Draught of deathcure*
18 Brooch of riding (uncommon)*
10 Everdrop bottle*
19 Cap of the commoner*
20 Walking tent* RANDOM CURIOS IN A
WIZARD’S WORKSHOP
RANDOM CURIOS IN A LAVISH BOUTIQUE d12 Magic Item
d20 Magic Item
1 Ring of restful reading*
1 Peerless etiquette fork*
2 Sprirt trap*
2-3 Brooch of riding (rare)*
3 Hag stone*
4-5 Irenic incense (very rare)*
4 Handy staff*
5-6 Foundation gem*
5 Cube of condition*
7-8 Mageknight shield*
6 Shleep wool scarf*
9-10 Owl eyes*
7 Mirror of alternate self*
11-13 Loon stone*
8 Mageknight shield*
14-15 Polyglot bonnet*
9 Penumbral parasol*
16-17 Corme’s clearsight mirror*
10 Communicuff*
18 Sphinx of black quartz*
11 Seer’s notebook*
19 Quiver of renewal*
12 Coat of idle hands*
20 Circlet of the sun*
RANDOM CURIOS TO INHERIT UNDER
RANDOM CURIOS IN A SHADY MARKET MYSTERIOUS CIRCUMSTANCES
d20 Magic Item d12 Magic Item
1 Nothing* 1 Guardian’s glaive*
2-3 Invisible paint* 2 Raven’s wing talisman*
4-5 Ratcaller* 3 Hand of failure*
5-6 Instrument of enthrallment* 4 Mask of the hare*
7-8 Trickster’s turncoat* 5 Brooch of riding (rare)*
9-10 Gloves of draining* 6 Nothing*
11-13 Taunting shield* 7 Sword of sentience*
14-15 Box of safekeeping* 8 Unreadable spellbook*
16-17 Blade of silence* 9 Living wand*
18 Rings of revenge* 10 Armor of spores*
19 Strikestep daggers* 11 Cloak of nettles*
20 Hand of failure* 12 Ghostly Scarf*

APPENDIX C: RANDOM ROLL TABLE 257


ONE HUNDRED RANDOM CURIOS
d100 Magic Item d100 Magic Item
01 Penumbral parasol* 51 Folding star*
02 Blade of silence* 52 Gravity boots*
03 Lier lyre* 53 Nothing*
04 Dragon heart pendant* 54 Cape of cat charming*
05 Creeping foilbloom* 55 Mask of the hare*
06 Potion of elongation* 56 Armor of spores*
07 Shleep wool scarf* 57 Brooch of breaching*
08 Hag stone* 58 Amulet of deliverance*
09 Wand of simple comfort* 59 Pocket pipe organ*
10 Smoke rope pipe* 60 Taunting shield*
11 Invisible paint* 61 Gloves of draining*
12 Seer’s notebook* 62 Foundation gem*
13 Living wand* 63 Irenic incense*
14 Quiver of renewal* 64 Potion of tirelessness*
15 Rings of revenge* 65 Bergmonch
16 Slicestich shears* 66 Box of safekeeping*
17 Unreadable spellbook* 67 Raven’s wing talisman*
18 Cap of the commoner* 68 Whistlebow
19 Resolute barding* 69 Peerless etiquette fork*
20 Impossible ladder* 70 Ghostly scarf*
21 Ricochet shield* 71 Hawkwing bow*
22 Handy staff* 72 Lyre bow*
23 Stickslime shoes* 73 Cloak of nettles*
24 Fleet blade* 74 Amulet of storm weathering*
25 Instrument of enthrallment* 75 Loon stone*
26 Antimagic pebble* 76 Mageknight shield*
27 Bindingbolt net* 77 Cube of condition*
28 Bottled blade* 78 Mirror of alternate self*
29 Ring of restful reading* 79 Adventurers’ amazing rope*
30 Polyglot bonnet* 80 Communicuff*
31 Ratcaller 81 Everflowing drinking horn*
32 Heatstone 82 Necklace of tiny treats*
33 Sword of sentience 83 Brooch of riding*
34 Owl eyes 84 Circlet of the sun*
35 Banishing stone* 85 Sky sentry’s armor*
36 Ring of bee secrets* 86 Guardian’s glaive*
37 Sharpened wit* 87 Twicestrike weapon*
38 Cloak of metamorphosis* 88 Walking tent*
39 Hand of failure* 89 Obscuring ink*
40 Ool oil* 90 Strikestep daggers*
41 Sandstorm scythe* 91 Blindfold of justice*
42 Trickster’s turncoat* 92 Coat of idle hands*
43 Reviving salts* 93 Rain-bow*
44 Draught of deathcure* 94 Kind fortunes*
45 Everdrop bottle* 95 Corme’s clearsight mirror*
46 Bleeding heart* 96 Distilled nightmares*
47 Circlet of vigilance* 97 Hearth hammer*
48 Sphinx of black quartz* 98 Spirit trap*
49 Tree flight shoes* 99 Cheerlight wand*
50 Boots of boosting* 100 Fang of woe*

258 APPENDIX C: RANDOM ROLL TABLE


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