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HB TerrorUntoMadness

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```metadata

title: Terror Unto Madness


description: ''
tags: ''
systems: []
renderer: legacy
theme: 5ePHB

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<img
src='https://i.imgur.com/S41xKNT.png'
style='position:absolute;bottom:00px;right:-2px;width:819px;
transform:scaleX(1)'/>

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src='https://www.gmbinder.com/images/UNR8ilF.png'
style='position:absolute;top:900px;right:530px;width:300px;' />

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\page

### Art Credits

* Spellweaver by Rae Elderidge @elffucker


* Mind Flayer copyright Wizards of the Coast
* Aboleth by Mark Behm
* Miniature by Rocket Pig Games
* Photograph/Mini Painted by Oh_Hi_Mark_
* Balhannoth by Brynn Metheney
* Balhannoth by Carl Frank
* Beholders by Doug Stewart
* Gazer by Christopher Burdett
* Spectator by Jim Nelson
* Mindwitness copyright Wizards of the Coast
* Eye of the Deep by Mitch Cotie
* Gouger by Sam Wood
* Beholder by Skip Williams
* Director copyright Wizards of the Coast
* Doomsphere by Jim Nelson
* Death Kiss by Cory Trego-Erdner
* Death Tyrant by Kieran Yanner
* Overseer by Colin Fix
* Elder Orb by Wayne England
* Miniature by Rocket Pig Games
* Photograph/Mini Painted by Oh_Hi_Mark_
* Berbalang copyright Wizards of the Coast.
* Illithid Tadpole about to perform cerromorphosis by Christopher Burdett
* Gnome ceremorph by Shawn Wood
* Mozgriken by Larry Smith
* Tzakandi by Larry Smith
* Uchuulon copyright Wizard of the Coast
* Urophion by Wayne Reynolds
* Two Chokers by Izzy Medrano
* Chuul by Kate Pfeilschiefter
* Chuul by Francis Tsai
* Cloaker by Ben Wootten
* Cloaker by Larry Elmore
* Darkweaver by Kevin McCann
* Derro by Ben Wootten
* Elder Brain by Nino Is
* Ephemeral Hangman by Daarken
* Flumph by Conceptopolis
* Gibberers by Pete Ventner
* Grell copyright Wizards of the Coast
* Grell Patriarch by Dan Scott
* Hagunemnon copyright Wizards of the Coast
* Illithidae by Ron Spencer
* Kythons Copyright Wizards of the coast
* A group of mind flayers by Fred Hooper
* Ulitharid by Scott Murphy
* The dwarves of Clan Duergar fall to the power of the elder brain of Oryndoll by
Cladio Pozas
* An alhoon by Wayne Reynolds
* Neogi by Warren Mahy
* Neogi Raid by Ron Spencer
* Neogi Master copyright Wizards of the Coast
* Neogi Great Old Master by Mitch Cotie
* Neothelid copyright Wizards of the Coast
* Nothic by Chippy
* A Nothic by Des Hanley
* Otyugh by Arnie Swekel
* Phaerimm ritual by Ciruelo Cabral
* Running phaerimm by Richard Sardinha
* Quori copyright Wizards of the Coast
* Tsucora Quori by Dave Allsop
* Tsoreva Quori by Cory Trego-Erdner
* Uvaspena Quori by Eric Deschamps
* Dal Quor by Thomas Bourdon
* Du'ulora Quori copyright Wizards of the Coast
* Hashalaq Quori by Cory Trego-Erdner
* Kalaraq Quori by Christopher Burdett
* Thought Scour by Julie Dillon
* Roper by Andrew Mar
* Prismatic Roper copyright Wizards of the Coast
* Slaad Assembly by James Zhang
* Slaad Tadpole by Mark Behm
* Red Slaad by Conceptopolis
* Blue Slaad by Conceptopolis
* Green Slaad by Conceptopolis
* Grey Slaad by Conceptopolis
* Death Slaad by Conceptopolis
* White Slaad by Richard Sardhina
* Black Slaad by Richard Sardhina
* Silthilar by Michael Phillippi
* Spellweaver by Rae Eldridge
* Star Spawn copyright Wizards of the Coast
* Far Realm copyright Wizard of the Coast
* Tsochari by Chuck Lukacs
* Uvuudaum by Wayne Reynolds

[<img
src='https://i.imgur.com/mBQyUus.png'
style='position:absolute;bottom:390px;right:60px;width:350px;mix-blend-
mode:multiply;
transform:scaleX(1)'/>](https://www.patreon.com/confluxcreatures)

### The Part Where I Shill My Patreon


Want to support the creation of content like this? I post new monsters with lore
and tactics to my patreon five times a week, joining the more than 1000 already
there, indexed in a big PDF along with formats for Foundry and 5eTools.

<div style='margin-top:120px'></div>

Also check out my [website](https://www.conflux-art.com/5e-resources) and


[instagram](https://www.instagram.com/confluxart/), where my wife and I make
handmade dice and dice bags, and where I post free books as I get them polished up.
I'm trying to get a new free book like this out every other month or so.

If you've got any monsters you'd like to see statted up by me, leave me a comment
over in the permanent thread in
[r/bettermonsters](https://www.reddit.com/r/bettermonsters) and I'll put something
together for you.

### License
Terror Unto Madness is unofficial Fan Content permitted under the Fan Content
Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.

\page

<div class='toc'>
##### Monsters
- **[Aboleths](#p4)**
- [Aboleth Hatchling](#p5)
- [Aboleth Lasher](#p6)
- [Aboleth Behemoth](#p6)
- [Aboleth Overseer](#p7)
- [Aboleth Mindtaker Overlord](#p8)
- **[Balhannoth](#p9)**
- **[Beholders](#p11)**
- [Gazer](#p12)
- [Spectators](#p13)
- [Mindwitness](#p15)
- [Eye of the Deep](#p16)
- [Gouger](#p17)
- [Eye Tyrant](#p19)
- [Director](#p20)
- [Doomsphere](#p22)
- [Death Kiss](#p23)
- [Death Tyrant](#p25)
- [Overseer](#p26)
- [Elder Orb](#p28)
- [Hive Mother](#p29)
- **[Berbalang](#p30)**
- **[Ceremorphs](#p31)**
- [Gnome Ceremorph](#p32)
- [Mozgriken](#p33)
- [Tzakandi](#p34)
- [Uchuulon](#p35)
- [Urophion](#p36)
- **[Chokers](#p37)**
- [Cave Choker](#p38)
- [Feygrove Choker](#p38)
- **[Chuuls](#p39)**
- [Chuul](#p39)
- [Chuul Juggernaut](#p40)
- **[Cloakers](#p41)**
- [Cloaker Ambusher](#p42)
- [Cloaker Lord](#p42)
- [Shadowcloak Elder](#p43)
- **[Darkweaver](#p44)**
- **[Derro](#p45)**
- [Derro Crawler](#p46)
- [Derro Quarreller](#p46)
- [Derro Savant](#p47)
- **[Elder Brain](#p48)**
- **[Ephemera](#p50)**
- [Ephemeral Accretor](#p50)
- [Ephemeral Hangman](#p51)
- **[Flumphs](#p52)**
- [Monastic Flumph](#p52)
- [Flumph Infiltrator](#p53)
- [Venerable Flumph](#p53)
- **[Gibbering Beasts](#p54)**
- [Gibbering Mouther](#p55)
- [Gibbering Abomination](#p56)
- [Gibbering Orb](#p57)
- **[Grell](#p58)**
- [Grell Philosopher](#p59)
- [Grell Venom Mind](#p59)
- [Grell Patriarch](#p60)
- **[Hagunemnon](#p61)**
- **[Illithidae](#p62)**
- [Saltor](#p63)
- [Kigrid](#p63)
- [Embrac](#p64)
- **[Illithiliches](#p65)**
- [Alhoon](#p66)
- [Illithilich](#p67)
- **[Intellect Devourers](#p68)**
- [Ustilagor](#p68)
- [Intellect Devourer](#p69)
- **[Kythons](#p70)**
- [Kython Broodling](#p71)
- [Kython Juvenile](#p71)
- [Kython Adult](#p72)
- [Kython Impaler](#p72)
- **[Mind Flayers](#p73)**
- [Mind Flayer Hive Tender](#p75)
- [Mind Flayer Infiltrator](#p76)
- [Mind Flayer Arcanist](#p77)
- [Ulitharid](#p78)
- **[Neogi](#p79)**
- [Neogi Hatchling](#p79)
- [Neogi Hatchling Swarm](#p80)
- [Neogi Adult](#p80)
- [Neogi Master](#p81)
- [Neogi Grand Old Master](#p82)
- **[Neothelid](#p83)**
- **[Nothics](#p85)**
- [Nothic Cackler](#p86)
- [Nothic Mindblight](#p86)
- [Nothic Eye of Vecna](#p87)
- **[Otyugh](#p88)**
- [Cesspit Otyugh](#p89)
- [Neo-Otyugh](#p89)
- [Charnel Otyugh](#p90)
- **[Phaerimm](#p91)**
- **[Quori](#p93)**
- [Tsoreva Quori](#p94)
- [Tsucora Quori](#p95)
- [Uvaspena Quori](#p96)
- [Du'ulora Quori](#p97)
- [Hashalaq Quori](#p99)
- [Kalaraq Quori](#p100)
- **[Ropers](#p101)**
- [Roper](#p102)
- [Storoper](#p102)
- [Prismatic Roper](#p103)
- **[Silthilar](#p104)**
- [Silthilar (Coalesced)](#p105)
- [Silthilar (Dispersed)](#p105)
- **[Slaadi](#p107)**
- [Slaad Tadpole](#p108)
- [Red Slaad](#p110)
- [Blue Slaad](#p110)
- [Green Slaad](#p111)
- [Grey Slaad](#p112)
- [Death Slaad](#p113)
- [Chronos Slaad](#p115)
- [Void Slaad](#p116)
- **[Spellweaver](#p117)**
- **[Star Spawn](#p119)**
- [Star Spawn Grue](#p119)
- [Star Spawn Mangler](#p120)
- [Star Spawn Hulk](#p120)
- [Star Spawn Seer](#p121)
- [Star Spawn Larva Mage](#p122)
- **[Tsochari](#p123)**
- [Tsochar Parasite](#p124)
- [Tsochar Noble](#p125)
- **[Uvuudaum](#p126)**

<div style='margin-top:140px'></div>
##### Spells
- [Astral Maelstrom](#p123)
- [Blood to Vitriol](#p123)
- [Chaos Flame](#p123)
- [Crumple Space](#p123)
- [Dematerialize](#p123)
- [Eye of Rot](#p123)
- [Eye of Veiling](#p123)
- [Fold Space](#p124)
- [Force Rift](#p124)
- [Lightning Burst](#p124)
- [Mental Scourge](#p124)
- [Music of the Spheres](#p124)
- [Untether Mind](#p124)
- [Window to Madness](#p124)

</div>

<img
src='https://i.imgur.com/OeC4sY8.png'
style='position:absolute;bottom:-0px;right:-30px;height:590px;mix-blend-
mode:darken;
transform:scaleX(-1)'/>

\page

# Aboleths

It is ordinary, perhaps even inevitable, that the intelligent races of the material
plane imagine and investigate the circumstances of their species' origin, and the
origin of their plane more broadly. Creation myths vary across cultures, but such
disagreements are dismissed easily enough by those devoutly convinced of one story
or another. The aboleths have no such creation myths. They do not speculate. They
remember.

They remember the arrival of each sapient species that has arisen on the material
plane, along with the unremarkable extinction of the overwhelming majority of them.
They remember mountains rising and crumbling, seas forming. They remember the
creation of the gods themselves. Each of these is a mere passing curiosity to the
aboleths, a dream melting into the ether. Each creation of this world will pass in
time, and the aboleths will persist.

The aboleths live in memory as much as they do in physical space, and in their
memories they find the final repugnant truth of reality; that most creatures of
this world are purposeless accidents, and those created with purpose are no better
off, slaves to the meaningless whims of their creators. The aboleths have an
alternative to offer. Their whims are far from meaningless.

<div style='margin-top:10px'></div>

<div style='margin-top:640px'></div>
### Aboleth Lore

**Arcana DC 15**: As with creatures native to the outer planes, aboleths do not
truly die when killed. Instead, they are born into a new aboleth body in the
elemental plane of water.
**Arcana DC 20**: Aboleths are powerful telepaths and can learn a creature's
deepest desires through even the most casual telepathic communication. Their mind
control abilities require concentration in the early phases of enslavement, but
they have a way of discharging this need if given time.
**History DC 15**: Aboleths are intelligent amphibious creatures that predate
humanoid creatures in the material plane. They are known to have powerful mind
control abilities.
**History DC 25**: Aboleths report having no memory of the origin of the Ilithid
race, leading some to theorize that the Ilithid are time travelers from some far
future, perhaps even descendants of aboleths themselves, or a creation of theirs.
**Nature DC 15**: Aboleths are coated in a slimy mucous that immediately begins to
transform the bodies of creatures exposed to it, making them more suited to aquatic
life as enslaved servitors. This disease can be cured only by magical means once it
has taken hold.
**Nature DC 20**: Larger, more powerful aboleths are able to mintuely control the
pigmentation of their skin, making them extremely difficult to spot at a distance,
particularly underwater.
**Nature DC 25**: Despite their amphibious nature, an aboleth deprived of water
will dry to a leathery texture over the course of 24 hours, entering a state of
torpor called "The Long Dreaming". Aboleths in this state can lay dormant for
decades, returning to full vigor when submerged in water.
**Religion DC 15**: Aboleths once ruled the world before the rise of gods, and hope
to one day reclaim it. They hold the gods in extreme disdain.
**Religion DC 20**: Aboleths have an eidetic memory, and pass down all of their
memories to their offspring. They report recollections of events that predate all
known creation myths, though religious scholars typically lend these assertions
little credence.

<div style='margin-top:470px'></div>

<img
src='https://i.imgur.com/qi2JyYr.jpg'
style='position:absolute;bottom:-105px;right:30px;width:850px;mix-blend-
mode:multiply'/>

\page

### Aboleth Hatchling Tactics


The hatchling cannot effectively defend itself outside of its defensive telepathy,
so if encountered alone will try to appear cute and nonthreatening, even friendly.
When supporting a more mature aboleth, it uses its weaken mind on whichever PC the
aboleth is going to target on the following turn, or attempts to dash out of harm's
way otherwise.

### Aboleth Lasher Tactics


Aboleths open engagements first socially, attempting to coax creatures into
telepathic communication so they can learn and exploit their deepest desires,
seeking either to gain voluntary service, or to lure the creatures into the water
where they can be subdued and controlled.

In combat, an aboleth opens with its Dominate ability against the PC with the
lowest Wisdom saving throw, or against the one with the greatest faculty at
fighting underwater. It will attempt to use its range, mucous and swim speed to
stay out of melee range, taking attacks of opportunity if necessary. Early in the
fight, the aboleth will attempt to infect whichever PC it is most interested in
acquiring with its tentacles, ensuring that if the party retreats they must leave
the aboleth's prize behind.

### Aboleth Behemoth Tactics


Like the lasher, the behemoth wants to make use of its range and swim speed to
protect it from melee attacks. Unlike the lasher, however, the behemoth the
behemoth wants to lure the PCs into bunching up so it can affect as many of them as
possible with its Tentacle Whirlwind, so rather than fleeing directly away it may
be wiser to circle around, keeping backliners close with the threat of opportunity
attacks and getting the frontliners to double back, ideally needing to dash to
reach the aboleth. When its Reactive Camouflage triggers, the aboleth will usually
flee.

### Aboleth Overseer Tactics


The overseer wants to leave as much of the fighting to its dominated creatures as
possible, and whenever it can will alternate between Dominate and Enslave while
staying as far away from the fight as it can. If it feels like it has the fight in
hand and is particularly interested in an acquisition, it may direct a Dominated
and infected PC to swim into the deepest, darkest corner of its lair to prevent the
possiblity of the party freeing them, particularly if the party can not breathe
underwater.

### Aboleth Mindtaker Tactics


The mindtaker combines traits and tactics of the behemoth and overseer. It prefers
to let its servitors do most of the fighting for it, but will stay close enough
that it can dive into combat if it sees a good opportunity to use its tentacle
whirlwind.

<div style='margin-top:140px'></div>

### Encounter Groups


A typical encounter might include an Aboleth Lasher and its coterie of ensnared
adventurers; or an Aboleth Overseer, the kuo-toa that worship it, and a Chuul
servitor.
<div style='margin-top:10px'></div>

**CR 11 Encounter 3,350 XP**


* 1 Aboleth Lasher (CR 6)
* 1 Warlock Initiate (CR 2)
* 1 Barbarian Initiate (CR 1)
* 1 Bard Initiate (CR 1)
* 1 Rogue Initiate (CR 1)
<a>

**CR 19 Encounter 8,000 XP**


* 1 Aboleth Overseer (CR 10)
* 1 Chuul (CR 4)
* 3 Kuo-Toa Cutters (CR 1)
* 2 Kuo-Toa Drowners (CR 1)
</a>

___
> ## Aboleth Hatchling
>*Tiny aberration, lawful evil*
> ___
> - **Armor Class** 14
> - **Hit Points** 7 (1d10 + 1)
> - **Speed** fly 20 ft., swim 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3 (-4)|9 (-1)|12 (+1)|18 (+4)|15 (+2)|18 (+4)|
>___
> - **Skills** Perception +4
> - **Senses** Darkvision 120 ft, Passive Perception 14
> - **Languages** Deep Speech, Telepathy 120 ft
> - **Challenge** 1 (200 XP)
> ___
> ***Amphibious.*** The aboleth can breathe air and water.
>
>
>***Defensive Telepathy.*** A creature that attempts to harm the hatchling must
succeed on a DC 14 Wisdom saving throw or be Charmed by the hatchling for the next
minute. A creature Charmed by the hatchling has disadvantage on Wisdom saving
throws.
>
> ### Actions
>
>***Weaken Mind.*** One creature within 30 ft. that the hatchling can see must make
a DC 14 Charisma saving throw. On a failure, the target must roll a d4 and subtract
it from the total of the next saving throw it makes before the end of the
hatchling's next turn.

\page
___
> ## Aboleth Lasher
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 17
> - **Hit Points** 135 (18d10 + 36)
> - **Speed** 10 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|9 (-1)|15 (+2)|18 (+4)|15 (+2)|18 (+4)|
>___
> - **Saving Throws** CON +6, INT +5, WIS +6
> - **Skills** Perception +10
> - **Senses** Darkvision 120 ft, Passive Perception 20
> - **Languages** Deep Speech, Telepathy 120 ft
> - **Challenge** 6 (2,300 XP)
> ___
> ***Amphibious.*** The aboleth can breathe air and water.
>
> ***Mucous Cloud.*** While underwater, the area in a 10 foot radius around the
Aboleth counts as difficult terrain for non-aberrations.
>
>***Probing Telepathy.*** If a creature communicates telepathically with the
aboleth, the aboleth learns, in broad terms, the creature's greatest desires.
>
> ### Actions
> ***Multiattack.*** The aboleth makes three tentacle attacks. It may replace one
of these with a use of its compel.
>
>***Tentacle.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12
(2d6 + 5) bludgeoning damage and the target must make a DC 14 Constitution saving
throw or become diseased. A diseased creature can only breathe water and can't
regain hit points while outside of water. After 1 minute, a diseased creature's
skin begins to turn slimy and translucent. A creature that fails this save by 5 or
more gains vulnerability to the next source of bludgeoning damage it takes in the
next minute.
>
>***Compel.*** One creature charmed by the aboleth makes a weapon attack or casts a
cantrip, targeting a creature of the Aboleth's choice.
>
>***Dominate (Recharge 5-6, concentration).*** 30 ft. range, targets 1 creature the
aboleth can see. The target must succeed on a DC 14 Wisdom saving throw or be
magically charmed and under the aboleth's control. Whenever the charmed target
takes damage, the target can repeat the saving throw, ending the effect on a
success.

___
> ## Aboleth Behemoth
>*Huge aberration, lawful evil*
> ___
> - **Armor Class** 17
> - **Hit Points** 190 (20d10+80)
> - **Speed** 10 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|9 (-1)|18 (+4)|18 (+4)|15 (+2)|18 (+4)|
>___
> - **Saving Throws** CON +9, INT +6, WIS +7
> - **Skills** Perception +10, Stealth +7
> - **Senses** Darkvision 120 ft, Passive Perception 20
> - **Languages** Deep Speech, Telepathy 120 ft
> - **Challenge** 10 (5,900 XP)
> ___
> ***Amphibious.*** The aboleth can breathe air and water.
>
>
>***Probing Telepathy.*** If a creature communicates telepathically with the
aboleth, the aboleth learns, in broad terms, the creature's greatest desires.
>
>
> ### Actions
> ***Multiattack.*** The aboleth makes four tentacle attacks.
>
>***Tentacle.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16
(3d6 + 6) bludgeoning damage and the target must make a DC 16 Constitution saving
throw or become diseased. A diseased creature can only breathe water and can't
regain hit points while outside of water. After 1 minute, a diseased creature's
skin begins to turn slimy and translucent. A creature that fails this save by 5 or
more gains vulnerability to the next source of bludgeoning damage it takes in the
next minute.
>
>***Tentacle Whirlwind (Recharge 5-6).*** Each creature in a 15 foot radius around
the aboleth must succed on a DC 16 Dexterity saving throw or take 35 (10d6)
bludgeoning damage and be shoved 20 feet back, or take half as much damage on a
success.
>
> ### Reactions
>***Reactive Camoflauge (1/Day).*** As a reaction to being reduced below 50 hit
points, the aboleth becomes invisible to creatures more than 30 feet away from it.
This invisibility lasts for 1 hour, or until the aboleth regains any hit points.

\page
___
___
> ## Aboleth Overseer
>*Huge aberration, lawful evil*
> ___
> - **Armor Class** 17
> - **Hit Points** 173 (18d10 + 74)
> - **Speed** 10 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|9 (-1)|18 (+4)|18 (+4)|15 (+2)|18 (+4)|
>___
> - **Saving Throws** CON +9, INT +6, WIS +7
> - **Skills** Perception +10
> - **Senses** Darkvision 120 ft, Passive Perception 20
> - **Languages** Deep Speech, Telepathy 120 ft
> - **Challenge** 10 (5,900 XP)
> ___
> ***Amphibious.*** The aboleth can breathe air and water.
>
> ***Viscous Mucous.*** While underwater, the area in a 10 foot radius around the
Aboleth counts as difficult terrain for non-aberrations. A creature affected by the
mucous that attempts to make an attack other than its first on a turn must first
make a DC 12 Strength saving throw. On a failure, the attack fails.
>
>***Probing Telepathy.*** If a creature communicates telepathically with the
aboleth, the aboleth learns, in broad terms, the creature's greatest desires.
>
> ### Actions
> ***Multiattack.*** The aboleth makes three tentacle attacks. It may replace one
of these with a use of its Compel or its Dominate ability.
>
>***Tentacle.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12
(2d6 + 5) bludgeoning damage and the target must make a DC 16 Constitution saving
throw or become diseased. A diseased creature can only breathe water and can't
regain hit points while outside of water. After 1 minute, a diseased creature's
skin begins to turn slimy and translucent.
>
>***Compel.*** A creature charmed by the Aboleth makes a weapon attack or casts a
cantrip targeting a creature of the aboleth's choice.
>
>***Dominate (Concentration).*** 30 ft. range, targets 1 creature the aboleth can
see. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed
and under the aboleth's control. Whenever the charmed target takes damage, the
target can repeat the saving throw, ending the effect on a success.
>
>***Enslave (Recharge 5-6).*** One creature charmed by the aboleth must succeed on
a DC 16 Wisdom saving throw or take 55 (10d10) psychic damage, or half as much on a
success. If this damage reduces the charmed creature to 0 HP, it gains 55 (10d10)
hit points and the aboleth no longer requires Concentration to Dominate it.

> ***Miniature Recommendation.*** Archvillain Games, Mini Monster Mayhem and Rocket
Pig Games (pictured here) all have gorgeous sculpts available as STLs. WizKids has
one in their Nolzur's line that is passable, though has the benefit of being more
durable than a 3D printed model.
<div style='margin-top:40px'></div>

> ***Aboleth Servitor Template.*** The aboleth servitor template can be applied to
any creature without proficiency in Wisdom saving throws. An aboleth servitor has:
> * **Creature Type** The creature's type changes to aberration.
> * **Swim Speed** The creature gains a swim speed equal to its movement speed.
> * **Water Breathing** The creature gains the ability to breathe water and loses
the ability to breathe air.
> * **Vulnerability** The creature gains Vulnerability to Bludgeoning damage.

<img
src='https://i.imgur.com/hRfjjDN.jpg'
style='position:absolute;bottom:-220px;right:-15px;width:450px;mix-blend-
mode:multiply'/>

\page
___
___
> ## Aboleth Mindtaker Overlord
>*Gargantuan aberration, lawful evil*
> ___
> - **Armor Class** 19
> - **Hit Points** 370 (20d20 + 160)
> - **Speed** 10 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|9 (-1)|26 (+8)|21 (+5)|15 (+2)|18 (+4)|
>___
> - **Saving Throws** CON +10, INT +11, WIS +8
> - **Skills** Perception +14, Stealth +11
> - **Senses** Darkvision 120 ft, Passive Perception 24
> - **Languages** Deep Speech, Telepathy 120 ft
> - **Challenge** 20 (25,000 XP)
> ___
> ***Amphibious.*** The aboleth can breathe air and water.
>
> ***Viscous Mucous.*** While underwater, the area in a 10 foot radius around the
Aboleth counts as difficult terrain for non-aberrations. A creature affected by the
mucous that attempts to make an attack other than its first on a turn must first
make a DC 16 Strength saving throw. On a failure, the attack fails.
>
>***Probing Telepathy.*** If a creature communicates telepathically with the
aboleth, the aboleth learns, in broad terms, the creature's greatest desires.
>
>***Mindtaker Resilience (3/Day).*** If the aboleth fails a saving throw, it can
choose to succeed instead. When it does, each creature dominated by the aboleth may
make a DC 19 Wisdom saving throw at advantage, freeing itself on a success.
>
> ### Actions
> ***Multiattack.*** The aboleth makes four tentacle attacks. It may replace up to
two of these with its Compel or Dominate abilities.
>
>***Tentacle.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19
(4d6 + 5) bludgeoning damage and the target must make a DC 22 Constitution saving
throw or become diseased. A diseased creature can only breathe water and can't
regain hit points while outside of water. After 1 minute, a diseased creature's
skin begins to turn slimy and translucent. A creature that fails this save by 5 or
more gains vulnerability to the next source of bludgeoning damage it takes in the
next minute.
>
>***Compel.*** One creature charmed by the Aboleth makes a weapon attack or casts a
cantrip, targeting a creature of the aboleth's choice.
>
>***Dominate (Concentration).*** 60 ft. range, targets 1 creature the aboleth can
see. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed
and under the aboleth's control. Whenever the charmed target takes damage, the
target can repeat the saving throw, ending the effect on a success. A creature that
fails this save by 5 or more is additionally stunned until the end of its next
turn.
>
>***Enslave (Recharge 5-6).*** One creature Charmed by the aboleth must succeed on
a DC 19 Wisdom saving throw or take 110 (20d10) psychic damage, or half as much on
a success. If this damage reduces the Charmed creature to 0 hit points, it gains
110 (20d10) hit points and the aboleth no longer requires Concentration to Dominate
it.
>
>***Tentacle Whirlwind (Recharge 5-6).*** Each creature in a 15 ft. radius must
succed on a DC 22 Dexterity saving throw or take 49 (14d6) bludgeoning damage and
be shoved 20 feet back, or half damage on a success.
>
> ### Reactions
>***Reactive Camoflauge (1/Day).*** As a reaction to being reduced below 100 hit
points, the aboleth becomes invisible to creatures more than 30 feet away from it.
This invisibility lasts for 1 hour, or until the aboleth regains any hit points.
>
> ### Legendary Actions
>
>The aboleth 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 aboleth regains spent legendary actions at the start of its
turn.
>
>***Dive.*** The aboleth moves up to half its movement speed without provoking
attacks of opportunity. If its Reactive Camoflauge is active, it may then attempt
to Hide as part of this action.
>
>***Compel.*** The aboleth uses its Compel ability.
>
>***Mental Fog (Costs 2 Actions).*** One creature within 120 feet of the aboleth
must make a DC 19 Intelligence saving throw. On a failed save, the target takes 14
(4d6) psychic damage and subtracts 1d6 from the next saving throw it makes before
the end of the aboleth's next turn.

\page

# Balhannoth
Hope is a deadly poison in the shadowfell, inimical as the plane is to it.
Everwhere <br>lurk dangers ready to punish the <br>optimistic and the credulous,
but none <br>seem to disdain the notion of hope so <br>much as the balhannoth, an
ambush <br>predator whose trap always <br>contains precisely what a traveler most
desires,<br> whose very presence inexorably infects them with <br>hope.

There is no adequate way to guard against such <br>treachery, other than adopting
the equally <br>dangerous nihilistic cynicism commom to <br>longtime travelers of
the shadowfell, who have been <br>known to starve to death with food in reach due
to sheer <br>refusal to believe that anything could ever break <br>their way.

### Balhannoth Lore

**Arcana DC 15**: Despite its limited understanding of the world, the balhannoth's
ability to telepathically eavesdrop gives it a cutting emotional intelligence that
it exploits to present its prey with a trap the creature, deep down, truly wants to
believe in.
**Arcana DC 20**: Though the balhannoth has nearly unbounded powers to warp the
local environment, their creations are generally simplistic and unmoving.
**History DC 20**: Many creatures of the underdark have found that balhannoths make
excellent guards, as they are mostly stationary, easily lured with magical items,
and generally self-sufficient.
**Nature DC 15**: A powerful mage wandering the shadowfell alone is a walking feast
to a balhannoth, as they must regularly consume raw magic to sustain themselves.
**Survival DC 20**: In the deep reaches of the shadowfell and underdark lurks a
creature that can befuddle even the most accomplished survivalist, causing them to
cast aside their hard-won knowledge and go on gut feeling for navigation; gut
feelings that the balhannoth telepathically puppeteers right into its clutches.

### Balhannoth Tactics


Balhannoths warp the landscape into the image of whatever the party will find most
plausible and appealing as a place to rest within its limitations. Once it has
lured them in, it will contrive to separate them if possible, but if it cannot, it
begins combat by trying to grapple as many spellcasters as it can, then teleporting
to a location hidden from the rest of the party, perhaps the roof or cellar of a
building.

From there, it uses its Drain Magic as much as possible until its prey is drained
completely dry. The balhannoth never attacks an unconscious creature that still has
spell slots.

<div style='margin-top:1140px'></div>
<div style='padding-top:540px'></div>

### Balhannoth Traps


* A a lovely cottage with the door removed from its hinges and carpentry tools
scattered around. The motionless, wheelchair-bound woman by the fire assures the
party that her son will be home soon to finish fixing it, but they are welcome to
stay for dinner.

* A dry, secluded cave with an entrance concealed so well that only the most
observant in the party can see it. A firepit within with large sitting stones
around it shows that others have camped here recently, though the stones seem
cemented in place, almost.

* A doddering old wizard, meditating in the center of a dome of force, who


telepathically invites the party to share his shelter for the night. The wizard
does not need to recast his tiny hut to permit them entrance.

* An inn with sounds of raucus laughter and musc from within. Once inside, the
sounds abruptly stop and the party surveys patrons apparently frozen in a rictus of
merrymaking.

<img
src='https://i.imgur.com/sDGfVoR.png'
style='position:absolute;top:-0px;right:0px;width:486px;mix-blend-
mode:darken;transform:scalex(-1)'/>

\page

<div style='height:790px'></div>

___
___
> ## Balhannoth
>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 17 (Natural Armor)
> - **Hit Points** 199 (19d10 + 95)
> - **Speed** 25 ft., climb 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|8 (-1)|21 (+5)|6 (-2)|15 (+2)|8 (-1)|
>___
> - **Saving Throws** CON +8
> - **Skills** Perception +6, Stealth +7
> - **Condition Immunities** Blinded
> - **Senses** Blindsight 500 ft. (blind beyond this radius), Passive Perception 16
> - **Languages** understands Deep Speech, Telepathy 1 mile
> - **Challenge** 11 (7200 XP)
> ___
>
> ***Dead Magic Grip.*** A creature grappled by the balhannoth that attempts to
cast a spell with a casting time of one Action must first roll a d20. On an 11 or
higher, the spell doesn't take effect until the creature's next turn, and the
creature must use its action on that turn to complete the spell.
>
> ***Superior Camouflage.*** The balhannoth is invisible to creatures more than 10
feet away from it. It may attempt to hide without cover.
>
> ***False Hope.*** The landscape in a 500 ft. radius around the balhannoth warps
to fit ideas of safety and security it gleans from passing creatures through
telepathic eavesdropping.
>
> The balhannoth cannot create functional or moving objects in this way, and close
inspection of objects created in this way reveals them to be facsimiles.
>
><div style='margin-top:40px'></div>
> ***Legendary Resistance (2/Day).*** If the balhannoth fails a saving throw, it
can choose to succeed instead.
>
>
> ### Actions
> ***Multiattack.*** The balhannoth makes a bite attack and up to two tentacle
attacks, or it makes up to four tentacle attacks.
>
> ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25
(4d10 + 3) piercing damage.
>
> ***Tentacle.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10
(2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is
moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is
restrained, and the balhannoth can’t use this tentacle against other targets. The
balhannoth has four tentacles.
>
>
> ### Legendary Actions
> The balhannoth can take 3 legendary actions, choosing from the options below.
>
>
> ***Drain Magic.*** Each creature grappled by the balhannoth must succeed on a DC
15 Constitiution saving throw or lose its highest level unexpended spell slot. The
balhannoth gains 4 (1d8) temporary hit points for each spell level expended this
way.
>
>***Teleport.*** The balhannoth magically teleports, along with each creature it
has grappled, up to 30 ft. to an unoccupied space.
>
> ***Bite (Costs 2 Actions).*** The balhannoth makes a bite attack against a
creature it has grappled.

<img
src='https://i.imgur.com/Q9jTcer.jpg'
style='position:absolute;top:0px;right:0px;width:816px;mix-blend-
mode:darken;transform:scalex(-1)'/>

\page

# Beholders
One factor above all others defines the beholdor: unrelating, all-encompassing
paranoia. The mind of a beholder is a vast, multitrack tangle of plots to undermine
all of its rivals, real and imagined, and plots to sabotage their plots, and plots
to counter their counter-plots, and so on to a level of recursion incomprehensible
to creatures adapted to a saner plane of existence.
<div style='margin-top:10px'></div>

>***What Makes a Good Beholder Fight?*** The fun of a beholder fight as a player is
in gradually working out what each eye beam does, and in the terror that comes when
you get hit with one that you know is one of the bad ones, having brilliantly
worked out for yourself how absolutely screwed you are. To that end, I recommend
describing the appearance and effect of each ray, only using the ray's name once
you're sure the players have figured it out.
>

<div style='margin-top:940px'></div>

### Beholder Lore

**Arcana DC 15**: A defining characteristic of beholders is the magical fields they


project from their central eye, which have a number of deleterious effects on those
caught in their sight.
**History DC 15**: Beholders are, almost without exception, paranoid to the point
of madness. A typical beholder spends hours each day imagining plots against them
and developing counter-plots and strategems and wild gambits.
**History DC 20**: While the combat behavior of beholders appears erratic and
random, this is only a product of the alien nature of their minds and the wheels-
within-wheels of nested plots they imagine, explained perfectly by the genius plot
they imagined their assailant had thought of.
**Nature DC 15**: Beholders are deeply alien creatures that hail from the Far
Realm, inasmuch as the terrain of that place is reducible to a location where
events transpire.
**Nature DC 20**: The nervous system of a mature beholder is distributed throughout
its body, allowing it to shunt debilitating effects into one of its eye stalks, to
a limited extent.
**Nature DC 25**: Beholders reproduce by dreaming one another into existence, the
specifics of the dream determining the characteristics of the beholder's offspring.
**Religion DC 15**: Beholders tepidly revere something they call The Great Mother,
the deity that supposedly created them.
**Religion DC 20**: The Outer Entity that spawned the beholders from its shed flesh
is not a god at all, and in fact in terms relatable to the material plane is only
definable in negation. Any attempt to relate such a creature to mundane experience
is doomed to failure.

<img
src='https://i.imgur.com/iZMQYdJ.jpg'
style='position:absolute;bottom:-10px;right:30px;width:730px;mix-blend-
mode:multiply'/>

\page
<style> .phb blockquote ul+p { text-indent: 0em; } </style>
___

> ## Gazer
>*Tiny aberration, neutral evil*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 13 (3d4 + 6)
> - **Speed** fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|16 (+3)|15 (+2)|15 (+2)|13 (+1)|
>___
> - **Saving Throws** Wisdom +2
> - **Skills** Perception +4, Intimidation +3, Stealth +5
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Languages** None, but can poorly mimic any language it has heard.
> - **Challenge** 1/2 (100 XP)
> ___
>
> ***Flghty.*** An incapacitated gazer subjected to the Find Familiar ritual is
transformed into a familiar spirit. Its alignment changes to match that of its new
master.
>
>If a gazer made into a familiar in this way fails an Intelligence, Wisdom, or
Charisma saving throw, it regains its original alignment.
>
>
> ***Born Fink.*** Each beholder within a 5 mile radius hears and sees everything
the gazer sees.
>
>
> ### Actions
> ***Eye Rays.*** The gazer shoots two of the following magical eye rays at random
(reroll duplicates), choosing one or two targets it can see within 60 feet of it:
>
>
>
> * ***Dazing Ray.*** The target must succeed on a DC 12 Wisdom saving throw or be
Charmed until the end of the gazer's next turn. While Charmed, a creature's speed
is halved and it has disadvantage on attack rolls.
>
> * ***Fear Ray.*** The target must succeed on a DC 12 Wisdom saving throw or be
Frightened until the end of the gazer's next turn.
>
> * ***Cold Ray.*** The target must succeed on a DC 12 Dexterity saving throw or
take 10 (3d6) cold damage.
>
> * ***Telekinetic Ray.*** The target must succeed on a DC 12 Strength saving throw
or be pushed 30 ft. away from the gazer.
>
<div style='margin-top:140px'></div>

### Gazer Lore


**Arcana DC 15**: Gazers are dimunitive, hyper-aggressive beholder-spawn that lurk
in the lairs of greater beholders, babbling incoherently as they cower from their
larger kin and bully any creatuer weak enough to push around with their
telekinesis.
**Arcana DC 20**: A gazer subdued and subjected to the Find Familiar ritual may be
transformed into a particularly efficacious familiar spirit. Through a similar
mechanism, gazers can act as conduits for the awareness of nearby beholders.
**Arcana DC 25**: Certain beholder surgeons are <br> capable of non-lethally
disintegrating a portion of a <br> creature's skull and brain and implanting a
gazer in<br> the cavity, granting a number of powerful abilities to the creature
in exchange for somewhat diminished motor and language functions.
**Nature DC 15**: It is thought that gazers are spawned when a beholder dreams of
shrinking or being threatened by giants.

### Gazer Tactics


Unlike other beholders, gazers are characterized <br>by agression, rather than
paranoia. They'll try to <br>get directly in the PCs face while babbling at
<br>full-volume like a barking dog, firing their <br>eye rays at the nearest
creatures. If it <br>takes a hit, it flees and cowers.
<div style='margin-top:105px'></div>

### Spectator Lore


**Arcana DC 10**: Spectators are a useful sort of beholderkin distantly related to
the better known sorts that can be summoned and compelled to guard locations. They
have the ability to reflect weaker spells back at their casters.
**Arcana DC 15**: Spectators hail from Mechanus, the plane of order, where their
role in the Great Machine is to hunt malfunctioning modrons and return them for
reprogramming.
**History DC 15**: It is difficult to compel a promise from a spectator, but once
obtained can be trusted implicitly due to their innately lawful nature.
**Nature DC 15**: When spectators die, each of their eyestalks tear free, grwoing
into new adult spectators within a year.
**Nature DC 20**: As spectators approach a thousand years of age, each of their
eyestalks sprouts four eyestalks of its own. From there, they age in reverse,
gradualy retracting their budded eyestalks. At two thousand years of age, they are
said to poof out of existence.

### Spectator Tactics


A spectators highest priority is protecting whatever it is guarding, and it won't
be lured away from its charge. It attempts to fight nonlethaly if it can. If it
seems to be losing, it will flee rather than fight to the death so it can report
back.

<img
src='https://i.imgur.com/PUDTQPr.jpg'
style='position:absolute;bottom:790px;right:40px;width:70px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/YEOs5QH.jpg'
style='position:absolute;bottom:435px;right:-10px;width:220px;mix-blend-
mode:multiply'/>

\page

<style> .phb blockquote ul+p { text-indent: 0em; } </style>


___
> ## Spectator Guardian
>*Medium aberration, lawful neutral*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 91 (14d8 + 28)
> - **Speed** fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|14 (+2)|14 (+2)|13 (+1)|14 (+2)|11 (+0)|
>___
> - **Skills** Perception +6
> - **Senses** Darkvision 120 ft., Passive Perception 16
> - **Languages** Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 3 (700 XP)
> ___
>
> ***Honor-Bound.*** The spectator speaks only the truth, makes only promises that
it intends to keep, and kills only in self-defense.
>
> ***Budding Demise.*** When the spectator dies, each of its peripheral eyes tears
free and levitates away as a newborn spectator (size Tiny, AC 12, 4 hit points)
with only a single eye ray that acts on its parent's initiative.
>
> ***Eyestalks.*** When the spectator is dealt a critical hit, the spectator must
succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the
attacker's choice that it has seen the spectator use.
>
> ### Actions
>
> ***Bite.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 9 (3d6
− 1) piercing damage.
>
> ***Eye Rays.*** The spectator shoots two of the following magical eye rays,
choosing up to two creatures within 90 ft. The target of each ray must succeed on a
DC 13 Wisdom saving throw or suffer the ray's effects. The spectator may choose
each ray no more than once.
>
> * ***Confusion Ray.*** The target selects targets at random on its following
turn.
>
> * ***Paralyzing Ray.*** The target is Paralyzed until the end of the spectator's
next turn.
>
> * ***Fear Ray.*** The target is Frightened of the spectator until the end of its
next turn.
>
> * ***Wounding Ray.*** The target takes 22 (4d10) psychic damage.
>
> ### Reactions
> ***Spell Turning.*** As a reaction to succeeding on a saving throw against a
spell of 5th level or lower that targets only it, the spectator avoids all effects
from the spell and instead causes the spell to target the caster.

___

> ## Spectator Venerable Sage


>*Medium aberration, lawful neutral*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 135 (18d8 + 54)
> - **Speed** fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|16 (+3)|17 (+3)|15 (+2)|14 (+2)|11 (+0)|
>___
> - **Skills** Perception +8
> - **Senses** Darkvision 120 ft., Passive Perception 16
> - **Languages** Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 7 (2,900 XP)
> ___
>
> ***Honor-Bound.*** The spectator speaks only the truth, makes only promises that
it intends to keep, and kills only in self-defense.
>
> ***Budding Demise.*** When the spectator dies, each of its peripheral eyes tears
free and levitates away as a newborn spectator (size Tiny, AC 12, 4 hit points)
with only a single eye ray that acts on its parent's initiative.
>
>
> ***Eyestalks.*** When the spectator is dealt a critical hit, the spectator must
succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the
attacker's choice that it has seen the spectator use.
>
> ### Actions
> ***Bite.*** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 9 (3d6
− 1) piercing damage.
>
> ***Eye Rays.*** The spectator shoots four of the following magical eye rays,
choosing up to two creatures within 90 ft. The target of each ray must succeed on a
DC 13 Wisdom saving throw or suffer the ray's effects. The spectator may choose
each ray no more than twice.
>
> * ***Confusion Ray.*** The target selects targets at random on its following
turn.
>
> * ***Paralyzing Ray.*** The target is Paralyzed until the end of the spectator's
next turn.
>
> * ***Fear Ray.*** The target is Frightened of the spectator until the end of its
next turn.
>
> * ***Wounding Ray.*** The target takes 22 (4d10) psychic damage.
>
> ### Reactions
> ***Spell Turning.*** As a reaction to succeeding on a saving throw against a
spell that targets only it, the spectator avoids all effects from the spell and
instead causes the spell to target the caster.

\page

### Mindwitness Lore


**Arcana DC 15**: Mindwitnesses act as psionic hubs, amplifying and projecting any
information conveyed to them telepathically for incredible distances.
**History DC 15**: Areas home to a mindwitness are often found barren of other non-
illithid life, as most creatures find the psionic presence of the mindwitness
intollerable.
**Nature DC 20**: Mindwitnesses are formed when an illithid tadpole infests a
beholder's mind, taming its madness in service of an Elder Brain.
**Nature DC 25**: The process of ceromorphosis impedes the beholder's brain
function, making it innately subservient. If separated from its elder brain, the
mindwitness seeks out another psionically talented creature to serve, adopting its
goals and alignment.

### Mindwitness Tactics


The mindwitness opens with its tentacles, switching to its bite once it manages to
grapple a creature. From there, it tries to drag the creature away while using its
eye rays to keep the creature's allies at bay. It tries to keep as many enemies in
its psychic tether cone as it can, preferrentially targeting spellcasters whose
concentration might be broken by it. Unless directed otherwise, the mindwitness
flees after claiming a single victim.

### Mindwitness Encounter Groups


A mindwitness is typically found in the company of other psionically empowered
creatures, either an expedition of the illithid enclave that spawned it, or some
other telepathic creatures that have adopted it.
<div></div>

**CR 15 Encounter 5,450 XP**


* 1 Githzerai Zerth (CR 6)
* 1 Mindwitness (CR 5)
* 3 Githzerai Cenobites (CR 2)

<a>

**CR 19 Encounter 7,900 XP**


* 1 Mind Flayer Thrall Master (CR 7)
* 1 Mindwitness (CR 5)
* 2 Intellect Devourers (CR 3)
* 4 Quaggoths (CR 2)
</a>

<div style='margin-top:330px'></div>

<div style='padding-top:680px'></div>

### Eye of the Deep Lore


**Arcana DC 20**: The eye of the deep can use its eye rays in concert to produce
massive and complex illusions, which it uses both for its own entertainment and to
lure, trap, and confound prey.
**History DC 15**: Deep sea fishermen occasionall report recovering from their nets
the bloated corpses of chitinous creatures that seem to be a hybrid of beholder and
lobster.
**Nature DC 15**: The eye of the deep can strobe bright lights from its central
eye, blinding or stunning prey and predators that rely on sight in the dark depths
of the ocean.
**Nature DC 25**: Eyes of the deep seem related only distantly, if at all, to their
terrestrial beholder kin, as they reproduce through spawning, releasing clusters of
eggs that are later fertilized by another eye, rather than through the ordinary
method of dreaming other beholders into existence.

<img
src='https://i.imgur.com/FRM0Mno.jpg'
style='position:absolute;top:5px;right:50px;width:320px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/SzikRwX.jpg'
style='position:absolute;bottom:35px;left:60px;width:300px;mix-blend-
mode:multiply'/>

\page

___
___
> ## Mindwitness
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 133 (14d10 + 56)
> - **Speed** fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|18 (+4)|15 (+2)|15 (+2)|17 (+3)|
>___
> - **Saving Throws** INT +5, WIS +5
> - **Skills** Perception +8
> - **Senses** Darkvision 120 ft., Passive Perception 18
> - **Languages** Deep Speech, Telepathy 600 ft.
> - **Challenge** 5 (1,800 XP)
> ___
> ***Telepathic Hub.*** When the receives a telepathic message, each other creature
within 600 ft. receives the same message.
>
> ***Psychic Tether Cone.*** The mindwitness' central eye creates an area of
psychic intermingling in a 150-foot cone. Whenever the mindwitness makes an
Intelligence, Wisdom, or Charisma saving throw against a magical effect, each
creature in the cone must make the same saving throw against the effect. At the
start of each of its turns, the mindwitness decides which way the cone faces and
whether the cone is active.
>
> ***Eyestalks.*** When the mindwitness is dealt a critical hit, the mindwitness
must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of
the attacker's choice that it has seen the mindwitness use.
>
>
> ### Actions
> ***Multiattack.*** The mindwitness makes three attacks, one of which may be with
its bite, or uses three of its its eye rays, chosen at random (reroll duplicates).
>
> ***Oral Disk Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled
target. Hit: 16 (4d6 + 2) piercing damage.
>
> ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:
6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 13). A
creature grappled in this way takes 9 (2d8) psychic damage at the start of each of
its turns and has its Intelligence score reduced by the same amount until the
grapple ends. A creature with an Intelligence of 0 is Stunned.
>
> ***Eye Rays.*** The mindwitness shoots one of its eye rays, choosing a target it
can see within 120 ft.:
>
> * ***1. Telekinetic Ray (Opalescent White).*** If the target must succeed on a DC
13 Strength saving throw or be moved up to 30 ft. in any direction. An object
weighing 300 lbs or less is moved 30 ft. in any direction.
>
> * ***2. Apathy Ray (Fuzzy Grey).*** The target must succeed on a DC 13 Dexterity
Saving Throw. On a failed save, the target’s speed is halved until the end of its
next turn. In addition, the creature can’t take reactions, and it can take either
an action or a bonus action on its turn, not both.
>
> * ***3. Stunning Ray (Pulsing Maroon).*** The target must succeed on a DC 13
Constitution saving throw or be Stunned until the end of its next turn.
>
> * ***4. Psychic Disruption Ray (Pale Silver).*** The target must succeed on a DC
13 Intelligence saving throw or take 27 (6d8) psychic damage and lose
concentration, if it was holding it.
>
> * ***5. Paranoia Ray (Wavy Purple.)*** The target must succeed on a DC 13 Wisdom
saving throw or become Frightened of one of its allies until the end of its next
turn. While Frightened in this way, it cannot willingly accept assistance from that
ally.
>
> * ***6. Aversion Ray (Sickly Yellow).*** The target must succeed on a DC 13
Charisma saving throw or be unable to use an object it carries of the mindwitness'
choice without mental anguish for the next minute. If the mindwitness chooses a
weapon or spell focus, whenever the creature uses the object to cast a spell or
make an attack, the creature takes 1d6 psychic damage. If the mindwitness chose a
shield, whenever an attack misses the creature, the creature takes 1d6 psychic
damage.

\page
___
___
> ## Eye of the Deep
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 152 (16d10 + 64)
> - **Speed** 10 ft., swim 20 ft., fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|18 (+4)|14 (+2)|15 (+2)|14 (+2)|
>___
> - **Saving Throws** CON +7, INT +5, WIS +5
> - **Skills** Perception +8
> - **Senses** Darkvision 120 ft, Passive Perception 18
> - **Languages** Aquan, Deep Speech, Telepathy 120 ft.
> - **Challenge** 7 (2,900 XP)
> ___
> ***Stunning Strobe Cone.*** At the beginning of each of the eye's turns, each
creature in a 30 ft. cone must succeed on a DC 15 Constitution saving throw or be
Blinded until the beginning of the eye's next turn. A creature that fails this save
by 5 or more is instead Stunned until the beginning of the eye's next turn.
>
> ***Eyestalks.*** When the eye is dealt a critical hit, the eye must succeed on a
DC 10 Constitution saving throw or lose the use of an eye ray of the attacker's
choice that it has seen the eye use.
>
> ***Magic Resistance.*** The eye has advantage on saving throws against spells and
other magical effects.
>
>
>***Many Eyes (2/Day).*** If the eye fails a saving throw against an effect that
would blind it, it may choose to succeed instead. The eye takes one fewer legendary
actions each turn for each time it has used this ability.
>
><div style='margin-top:70px'></div>
> ### Actions
> ***Multiattack.*** The eye makes two attacks with its claws.
>
> ***Claw.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16
(2d10 + 5) bludgeoning damage and the target is grappled (escape DC 14).
>
> ***Crushing Bite.*** One creature grappled by the eye must succeed on a DC 14
Constitution saving throw or take 36 (8d8) bludgeoning damage and suffer
disadvantage on attack rolls that use Strength until it completes a short or long
rest.
>
> ***Project Illusion.*** The eye creates an illusory image in a 100 ft. cube that
lasts for 24 hours and may include creatures, structures, and terrain. The eye's
vision is not obscured by the illusion. The illusion ends early if the eye uses a
legendary action or moves more than 120 ft. away from it.
>
> ### Legendary Actions
> The eye can take 2 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 eye regains spent legendary actions at the start of its turn.
>
>
> ***Glacial Shard Ray.*** One creature the eye can see within 60 ft. must succeed
on a DC 15 Dexterity saving throw or be take 9 (2d8) cold damage and have its speed
reduced by 10 until the end of its next turn.
>
> ***Paralyzing Ray.*** One creature the eye can see within 60 ft. must succeed on
a DC 13 Wisdom saving throw or be Paralyzed until the end of the eye's next turn.
>
> ***Abyssal Mirage (Costs 2 Actions).*** The eye fills the water around it with an
illusory effect of its choice. Until the beginning of its next turn, attacks
against the eye are made at disadvantage.
>

>***Shifting the Balance.*** Minions can be a lot to manage with a high-complexity


monster like the beholder. You can tweak the difficulty of a beholder fight in two
key ways without needing to alter the stat block or add more creatures:
* Make its lair more hazardous and generally unfriendly to people bound by gravity.
Give it traps it can fling the PCs into, awkward geometry, high-up hidey-holes to
seek cover in.
* Have it choose targets after rolling the eye rays. Part of the fun of a beholder
fight is the anticipation after being targeted but before the ray is rolled, and
the gambling element of occasionally getting a save you are good at. However, it
can be worth giving that up in exchange for the increased challenge and more
mastermind-y flavor that comes with always targeting saves your players are bad at.

\page

___
> ## Gouger
>*Large aberration, neutral evil*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 142 (15d10 + 60)
> - **Speed** 40 ft., climb 40 ft., fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|17 (+3)|18 (+4)|6 (-2)|15 (+2)|11 (+0)|
>___
> - **Saving Throws** CON +7, WIS +5
> - **Skills** Perception +8
> - **Senses** Darkvision 120 ft., Passive Perception 18
> - **Languages** Common, Undercommon, Deep Speech, but usually just screams
incoherently.
> - **Challenge** 7 (2,900 XP)
> ___
>
> ***Eye Hunter.*** The gouger's melee attacks score a critical on an 17-20 against
any creature with more than one eye, or on a 15-20 against any creature with more
than two eyes.
>
>
> ***Antimagic Cone.*** The gouger's central eye creates an area of antimagic, as
in the antimagic field spell, in a 150-foot cone. At the start of each of its
turns, the gouger decides which way the cone faces and whether the cone is active.
>
> ### Actions
> ***Multiattack.*** The gouger makes two attacks with its barbed tongue gouge, one
of which it may replace with its staggering lash, if available.
>
> ***Barbed Tongue Gouge.*** Melee Weapon Attack: +6 to hit, reach 15 ft. Hit: 17
(4d6 + 3) piercing damage. On a critical hit, the target must succeed on a DC 14
Constitution saving throw or be Blinded until the end of its next turn. A creature
that fails this save by 5 or more permanantly loses an eye.
>
> ***Staggering Lash (Recharge 5-6).*** The gouger whips its tongue in a 15 ft.
cone. Each creature in the area must succeed on a DC 14 Dexterity saving throw or
take 10 (3d6) slashing damage and fall prone.
<div style='margin-top:340px'></div>

### Gouger Lore


**Arcana DC 15**: Like some other beholders, gougers project an antimagic field
from their central eye. Their peripheral eyes, however, are non-magical in nature.
**History DC 15**: Gougers, though natural predators of other beholders, typically
roam the deep places of the world, scavenging whatever prey they can find. Unlike
other beholders, their intelligence seems to be rdimentary at best.
**History DC 20**: Gougers are thought to have been created by by an ancient race
from the far realm as a cruel novelty, but reportedly were intermittently deployed
to depopulate beholder enclaves by those who knew the secret of their creation.
**Nature DC 15**: Gougers are a species of beholderkin adapted to hunt other
beholders, though they are relatively indiscriminate in their hunting.

### Gouger Tactics


While roaming the underdark, gouger's typically hover around, but drop to the
ground and run on their hands when they are made aware of threats or potential
prey. Gougers open with their staggering lash, then prioritize attacking a prone
creature while keeping as many foes in its antimagic cone as it can. When it downs
a creature, it grapples it and attempts to drag it away, using its climb speed to
reach places the party will have difficulty following and either dashing or using
its staggering lash to slow pursuers on its turn.

<img
src='https://i.imgur.com/z3t1Wws.jpg'
style='position:absolute;bottom:15px;right:10px;width:520px;mix-blend-
mode:multiply'/>

\page

### Eye Tyrant Lore


**Arcana DC 15**: A simple counter to the eye tyrant's suite of abilities is the
Antimagic Field spell, which can negate the effects of most of their eye rays.
**Arcana DC 20**: The central eye of the eye tyrant projects a field of antimagic
which also disrupts its other magical eye rays. The boundaries of an antimagic
field can be detected fairly simply through the use of any light-emitting magical
object or enchantment.
**History DC 10**: It is considered common wisdom among adventurers to cluster
close together when attacking a beholder, as this offers some limited protection
from both the eye rays and the central cone.
**History DC 15**: The successful beholder-hunting adventuring group known as The
Flamewardens are known for applying enchantments of Continual Flame to their
cloaks, giving them the appearance of incandescent collumns of flame.
**History DC 20**: The even more successful beholder-hunting adventuring group
known as Ruck Turner's Beholder and Wasp Disposal had a closely guarded secret said
to completely trivialize beholder-hunting, though none could get them to share it.
**Nature DC 15**: Eye tyrants, like many of their beholder kin, are extraordinarily
hampered by being Blinded through either magical or mundane means.

### Eye Tyrant Tactics


The eye tyrant retreats continuously from melee threats, centering its antimagic
cone on whichever spell caster it believes most capable of Blinding it or allowing
melee allies to fly while trying to stay far enough that the cone is too wide to
escape easily. It focuses its eye rays on whichever creatures seem most capable of
presenting a melee threat, or any spellcaster concentrating on a spell otherwise.
When its Telekinesis Ray comes up, it uses it to fling enemies into traps it has
prepared.

<div style='margin-top:840px'></div>

<div style='padding-top:500px'></div>

### Director Lore


**Arcana DC 15**: The director's central eye deflects projectiles, both mundane and
magical, and its peripheral rays produce primarily evocation-adjacent effects.
**History DC 15**: Unusually for beholderkin, directors are usually found in
communities of other beholderkin, even when not forced to. They are typically found
riding fell beasts of the underdark, though how they control them is somewhat of a
mystery.
**Nature DC 20**: The barbed tentacles of a director contain neural spikes that
short-circuit a grappled creature's nervous system, allowing it to meld minds with
less willful "mounts".
### Director Tactics
The director ordinarily relies heavily on its mount's attack capabilities, often
riding in on bulettes, giant centipedes, purple worms or any other Large or larger
denizens of the underdark with low Wisdom modifiers. As much as possible, it tries
to direct agression away from itself and toward its mount, then when its mount dies
attempts to take control of the PC that presents the greatest melee threat. If it
is ever without a mount and without a good prospect to acquire a new one, the
director forgoes its multiattack in exchange for selecting its translocation ray to
aid in escaping combat.

<img
src='https://i.imgur.com/I3C0epa.jpg'
style='position:absolute;top:-90px;right:15px;width:450px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/m1FQLMa.jpg'
style='position:absolute;bottom: 35px;left:-14px;width:250px;mix-blend-
mode:multiply'/>
\page
___
___
> ## Eye Tyrant
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 180 (19d10 + 76)
> - **Speed** fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|18 (+4)|17 (+3)|15 (+2)|17 (+3)|
>___
> - **Saving Throws** INT +6, WIS +5
> - **Skills** Perception +8
> - **Senses** Darkvision 120 ft., Passive Perception 18
> - **Languages** Deep Speech, Telepathy 120 ft.
> - **Challenge** 8 (3,900 XP)
> ___
> ***Antimagic Cone.*** The eye tyrant's central eye creates an area of antimagic,
as in the antimagic field spell, in a 150-foot cone. At the start of each of its
turns, the eye tyrant decides which way the cone faces and whether the cone is
active. The area works against the eye tyrant's own eye rays.
>
>
> ***Eyestalks.*** When the eye tyrant is dealt a critical hit, the eye tyrant must
succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the
attacker's choice that it has seen the eye tyrant use.
>
> ***Magic Resistance.*** The eye tyrant has advantage on saving throws against
spells and other magical effects.
>
>***Many Eyes (3/Day).*** If the eye tyrant fails a saving throw against an effect
that would blind it, it may choose to succeed instead. The eye tyrant takes one
fewer legendary actions each turn for each time it has used this ability.
>
> ### Actions
> ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14
(4d6) piercing damage.
>
> ***Eye Rays.*** The eye tyrant shoots three of the following magical eye rays at
random (reroll duplicates), choosing one to three targets it can see within 120 ft.
of it:
>
> * ***1. Charm Ray.*** The target must succeed on a DC 14 Wisdom saving throw or
be charmed by the eye tyrant for 1 hour, or until the eye tyrant harms the
creature.
>
> * ***2. Paralyzing Ray.*** The target must succeed on a DC 14 Constitution saving
throw or be paralyzed 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.
>
> * ***3. Fear Ray.*** The target must succeed on a DC 14 Wisdom saving throw or be
frightened 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.
>
> * ***4. Slowing Ray.*** The target must make a DC 14 Dexterity saving throw. On a
failed save, the target's speed is halved for 1 minute. In addition, the creature
can't take reactions, and it can take either an action or a bonus action on its
turn, not both. The creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
>
> * ***5. Enervation Ray.*** The target must make a DC 14 Constitution saving
throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on
a successful one.
>
> * ***6. Telekinetic Ray.*** The target must succeed on a DC 14 Strength saving
throw or be moved up to 30 ft. in a direction of the eye tyrant's choice. It is
restrained by the ray's telekinetic grip until the start of the eye tyrant's next
turn or until the eye tyrant is incapacitated.
>
>
> * ***7. Sleep Ray.*** The target must succeed on a DC 14 Wisdom saving throw or
fall asleep and remain unconscious for 1 minute. The target awakens if it takes
damage or another creature takes an action to wake it. This ray has no effect on
constructs and undead.
>
> * ***8. Petrification Ray.*** The target must make a DC 14 Dexterity saving
throw. On a failed save, the creature begins to turn to stone and is restrained. It
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 freed by the greater
restoration spell or other magic.
>
> * ***9. Disintegration Ray.*** The target must succeed on a DC 14 Dexterity
saving throw or take 27 (6d8) force damage. If this damage reduces the creature to
0 hit points, its body becomes a pile of fine gray dust.
> If the target is a Large or smaller nonmagical object or creation of magical
force, it is disintegrated without a saving throw. If the target is a Huge or
larger object or creation of magical force, this ray disintegrates a 10-foot cube
of it.
>
> * ***10. Death Ray.*** The target must succeed on a DC 14 Dexterity saving throw
or take 27 (5d10) necrotic damage. The target dies if the ray reduces it to 0 hit
points.
>
> ### Legendary Actions
> The eye tyrant can take 3 legendary actions, choosing from the options below.
>
> ***Eye Ray.*** The eye tyrant uses one random eye ray.

\page

___
___
> ## Director
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 178 (21d10 + 63)
> - **Speed** fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|15 (+2)|17 (+3)|14 (+2)|15 (+2)|19 (+4)|
>___
> - **Saving Throws** WIS +5, CHA +4
> - **Skills** Athletics +7, Perception +8
> - **Senses** Darkvision 120 ft., Passive Perception 18
> - **Languages** Common, Undercommon, Deep Speech, Telepathy 120 ft.
> - **Challenge** 8 (3,900 XP)
> ___
>
> ***Deflection Cone.*** The director's central eye creates an area of telekinetic
deflection. A creature that makes a ranged attack that passes through the cone
subtracts 1d4 from its attack roll.
>
> ***Eyestalks.*** When the director is dealt a critical hit, the director must
succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the
attacker's choice that it has seen the director use.
>
> ***Vermin Master.*** While attached to a creature, the director moves with the
attached creature, and acts on the attached creature's initiative, instead of its
own.
>
>
> ### Actions
> ***Multiattack.*** The director makes two melee attacks, one of which may be with
its bite, or uses two of its its eye rays, chosen at random (reroll duplicates).
>
> ***Vicious Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
18 (4d6 + 4) piercing damage.
>
> ***Verminbond Barbs.*** Melee Weapon Attack: +7 to hit, reach 15 ft., one
creature. Hit: 13 (2d8 + 4) bludgeoning damage and the director attaches itself to
the target (escape DC 15). The director may attach itself to only a single creature
at a time.
>
>At the beginning of each of its turns, a creature the director is attached to must
make a DC 15 Wisdom saving throw. On a failed save, a creature acts under the
director's control until the beginning of its next turn.
>
> ***Eye Rays.*** The director shoots one of its eye rays, choosing a target it can
see within 120 ft.:
>
> * ***1. Searing Ray.*** The target must succeed on a DC 15 Dexterity saving throw
or take 21 (6d6) fire damage.
>
> * ***2. Rotting Ray.*** The target must succeed on a DC 15 Constitution saving
throw or take 22 (4d10) necrotic damage, plus an additional 11 (2d10) necrotic
damage if it has fewer than half its hit points.
>
> * ***3. Freezing Ray.*** The target must succeed on a DC 15 Constitution saving
throw or take 18 (4d8) cold damage and have its speed reduced by 5 ft. until the
end of its next turn.
>
> * ***4. Shocking Ray.*** The target and each other creature within 5 ft. of it
must succeed on a DC 15 Dexterity saving throw or take 19 (3d12) lightning damage.
>
> * ***5. Dimensional Lock Ray*** The targeted creature must succeed on a DC 15
Dexterity saving throw or take 16 (3d10) force damage. Whenever the creature
teleports before the end of the director's next turn, it takes an additional 16
(3d10) force damage.
>
> * ***6. Translocation Ray.*** The target must succeed on a DC 15 Charisma saving
throw or be teleported up to 30 ft. to an unoccupied space the director can see.
> ### Reactions
> ***Bleed for Your Master.*** As a reaction to being targeted with an attack, the
director forces its mount to succeed on a DC 15 Wisdom saving throw or become the
new target of the attack.

\page

### Doomsphere Lore


**Arcana DC 15**: Unlike quasi-undead beholders such as death tyrants, doomspheres
are true undead, created when the cruelty, ambition, and avarice of a beholder lash
its spirit inextricably to the material world.
**History DC 20**: The most feared ability of the doomsphere is its capacity to
possess for a short time nearly any creature that falls under its gaze, though
beating the tar out of the possessed creature is usually sufficient to knock the
doomsphere loose.
**Nature DC 15**: The central eye of the doomsphere causes the spirits of living
creatures to levitate off the ground, carrying the creatures with them.
**Religion DC 15**: The usual methods of encouraging spirits to pass on to their
final reward, such as resolving unfinished business, are typically ineffective on
the ghosts of beholders. Fortunately, their spirits can be forcibly discorporated
through the simple application of blessed or magical weaponry.
### Doomsphere Tactics
The doomsphere retreats continuously during combat, firing every ray it can at any
Clerics or Paladins, while keeping melee threats at bay with its Levitation cone.
Whenever it can use its Dritfting Apparition, it does, retreating into the ground
or another solid surface regardless of the force damage. If Blinded, it sinks into
the ground until the effect passes, unless doing so would destroy it.
<div style='margin-top:1140px'></div>

<div style='padding-top:500px'></div>

### Death Kiss Lore


**Arcana DC 20**: The blood of a death kiss, if transfused into a creature in
sufficient quantity, allows the death kiss to control the creature through a sort
of hemokinesis.
**History DC 15**: Death kisses are known to leave entire villages in the Underdark
exsanguinated, some victims apparently having bled out entirely from apparently
minor wounds.
**History DC 20**: The brain of death kiss, upon the creature's death, crystalizes
into a valuable red gemstone known as "bloodeye" that luminesces in the presence of
strong emotions.
**Nature DC 20**: Death kisses generate powerful electrical charges in their bodies
which are discharged in a small radius when their blood is shed.
### Death Kiss Tactics
The death kiss grabs the weariest-looking party member, or the one furthest from
the rest of its allies, and attacks with its feeding tendrils, then drags the
creature slowly up, swinging it just out of reach of the ground-bound party members
as it uses its Thin Blood until the creature is fully drained. If the death kiss
feels confident, it tries to ensnare two more of the party simultaneously, this
time leaving them on the ground as it drains them. If the death kiss feels
threatened, however, it uses its Corrupted Blood Infusion on the first creature
drained before proceeding to the rest.

<img
src='https://i.imgur.com/HpPvJp1.jpg'
style='position:absolute;bottom:15px;left:80px;width:350px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/2oHqPJw.jpg'
style='position:absolute;top:-25px;right:-10px;width:430px;mix-blend-
mode:multiply'/>

\page
# Doomsphere

___
___
> ## Doomsphere
>*Large aberration/undead, neutral evil*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 173 (21d10 + 63)
> - **Speed** fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2 (-4)|14 (+2)|17 (+3)|18 (+4)|14 (+2)|18 (+4)|
>___
> - **Saving Throws** INT +8, WIS +6
> - **Skills** Perception +10
> - **Damage Resistances** Acid, Fire, Lightning, Thunder
> - **Damage Immunities** Cold, Necrotic, Poison; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
> - **Condition Immunities** Charmed, Exhaustion, Frightened, Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained
> - **Senses** Darkvision 120 ft., Passive Perception 20
> - **Languages** The languages it knew in life, Telepathy 120 ft.
> - **Challenge** 9 (5,000 XP)
> ___
> ***Spirit Levitation Cone.*** The doomsphere's central eye creates an area of
spirit levitation in a 150-foot cone. A creature that starts its turn in the area
is wreathed in luminous vapors, and must succeed on a DC 15 Constitution saving
throw or be levitated 5 ft. off the ground. At the start of each of its turns, the
doomsphere decides which way the cone faces and whether the cone is active.
>
>
> ***Ethereal Sight.*** The doomsphere can see 60 feet into the Ethereal Plane when
it is on the Material Plane.
>
> ***Incorporeal Movement.*** The doomsphere 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.
>
> ***Spectral Weapons.*** The doomsphere's attacks treat all creatures as unarmored
(an unarmored creature's AC is usually 10 plus its Dexterity modifier.)
>
> ***Turn Resistance.*** The doomsphere has advantage on saving throws against any
effect that turns undead.
> ### Actions
> ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 24
(4d10 + 2) psychic damage and the creature must succeed on a DC 15 Charisma saving
throw or age a number of years equal to the damage taken.
>
> ***Eye Rays.*** The doomsphere shoots two of the following magical eye rays at
random, choosing one target it can see within 120 ft. of it:
>
> * ***1. Etherealness Ray (Concentration).*** The target must succeed on a DC 17
Charisma saving throw or be shunted into the Ethereal plane. An unwilling creature
repeats this saving throw at the end of each of its turns, returning to the space
it left, or the nearest unoccupied space, on a success.
>
>
>
> * ***2. Grave Chill Ray.*** The target must succeed on a DC 15 Constitution
saving throw or take 27 (6d8) cold damage and be unaffected by magical healing
until the end of the doomsphere's next turn.
>
> * ***3. Necrotic Suffusion Ray.*** The target must succeed on a DC 15
Constitution saving throw or take 33 (6d10) necrotic damage and lose one unexpended
hit die, if it can. A corpse targeted with this ray rises as a Wight at the
beginning of the doomsphere's next turn.
>
> * ***4. Killing Thought Ray.*** The target must succeed on a DC 15 Intelligence
saving throw. On a failed save, the target is Frightened for the next minute. A
Frightened creature repeats this saving throw at the beginning of each of its
turns, ending the effect on a success, or using its reaction to make a melee attack
against itself on a failure.
>
> * ***5. Boneshatter Ray.*** The target must succeed on a DC 15 Constitution
saving throw or have one of its bones break. Until the target completes a long
rest, it takes 10 (2d6) slashing damage whenever it moves more than half of its
speed in a turn, and whenever it makes more than a single attack in a turn.
>
> * ***6. Posession Ray.*** The target must make a DC 15 Charisma saving throw. On
a failed save, the target is posessed by the doomsphere for the next minute. The
doomsphere disappears into the creature and controls it for the duration. A
possessed creature repeats this save whenever it takes damage, ending the effect on
a success.
>
>
> ### Reactions
> ***Drifting Apparition.*** As a reaction to being missed with a melee attack, the
doomsphere moves up to half its speed.
>
> ***Eternal Malice (1/Day).*** As a reaction to being reduced below 87 hit points,
the doomsphere uses its Posession Ray.
\page

___
___
> ## Death Kiss
>*Large aberration, neutral evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 224 (24d10 + 92)
> - **Speed** fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|14 (+2)|18 (+4)|10 (+0)|12 (+1)|10 (+0)|
>___
> - **Saving Throws** CON 8, WIS +5
> - **Skills** Perception +5
> - **Damage Immunities** Lightning
> - **Condition Immunities** Prone
> - **Senses** Darkvision 120 ft., Passive Perception 15
> - **Languages** Deep Speech, Telepathy 120 ft.
> - **Challenge** 10 (5,900 XP)
> ___
> ***Hemmoraging Cone.*** The death kiss's eye creates a field that draws out a
creature's blood through its wounds, in a 150-foot cone. At the start of each of
its turns, the death kiss decides which way the cone faces. Each creature that does
not have all of its hit points that starts its turn in the area loses 5 (2d4) hit
points and makes death saving throws at disadvantage.
>
> ***Lightning Blood.*** Whenever the death kiss takes piercing or slashing damage,
each other creature within 5 ft. takes 5 (1d10) lightning damage. A creature that
that takes this damage while wearing metal armor can't take reactions until the
start of its next turn.
>
> ***Tendrils.*** When the death kiss is dealt a critical hit, the death kiss must
succeed on a DC 10 Constitution saving throw or make one fewer attack with its
multiattack until it completes a long rest.
>
> ***Magic Resistance.*** The death kiss has advantage on saving throws against
spells and other magical effects.
>
>
> ### Actions
> ***Multiattack.*** Th Death Kiss makes six attacks with its feeding tendrils. If
more than one of them target a single creature, attacks beyond the first are made
at advantage.
>
> ***Feeding Tendril.*** Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16). The
death kiss has ten tendrils, each of which may grapple a single creature. A
creature grappled by two or more tendrils is restrained.
>
> ***Thin Blood.*** Each creature grappled by the deathkiss must succeed on a DC 16
Constitution saving throw or one lose one unexpended hit die for each tendril
grappling it, or half as many on a success, and the death kiss gains 10 temporary
hit points for each hit die expended in this way. A creature that cannot instead
drops to 0 hit points.
>
> ***Corrupted Blood Infusion.*** One creature with zero unexpended hit die
grappled by the death kiss must make a DC 16 Constitution saving throw. On a failed
save, the creature gains 55 (10d10) temporary hit points. While it has these
temporary hit points, a creature has immunity to lightning damage, remains
conscious even if at 0 hit points, and acts under the death kiss' control. A
creature that succeeds on this save instead takes 27 (5d10) lightning damage.
>
> ### Reactions
> ***Blood Rejection.*** As a reaction to being forced to make a saving throw
against a spell or magical effect, the death kiss changes the effect's target to a
creature it is grappling. If it does, the death kiss releases the creature from
each tendril grappling it, and the creature gains 11 (2d10) temporary hit points.
\page
<div style='margin-top:450px'></div>
### Overseer Lore
**Arcana DC 15**: Overseers are reknowned for their ability to disrupt and even
destroy magical items. For this reason above all else, most archmages try to avoid
any sort of direct conflict with beholder hives.
**History DC 20**: Overseers are rarely found in isolation, typically serving as
envoys and enforcers of a hive mother. Like a hive mother, they seem to have a way
of reconciling the differences between beholders, a feat once considered blessedly
impossible.
**Nature DC 20**: Overseers are covered in a fascinating symbiotic fungus that
appears to feed off the transdimensional radiation overseers absorb while in the
Far Realm, granting them a great deal of resilience, though the fungus contracts
and retreat when exposed to fire.

### Overseer Tactics


Overseers typically open by teleporting into range of as many enemies as possible,
then trying lash as many of them as <br> it can close enough to trigger attacks of
opportunity <br>from its bite, the goal being to keep them clustered for
<br>Epidemic of Despair or Arc Lightning. From there, it <br>uses random eye rays,
preferentially targeting any <br>creature that demonstrates an ability to do fire
<br>damage.

<div style='margin-top:840px'></div>

### Death Tyrant Lore


**Arcana DC 10**: The central eye of a death tyrant neutralizes any healing
received by those under its gaze, and imbues those that die in its sight with
undeath.
**Arcana DC 15**: A beholder dreaming of death may awake to find its flesh
sloughing off, leaving only its naked skull behind.
**Arcana DC 20**: Alternately, a beholder may dream of another beholder it has
killed returning to life to torment it, in which case the death tyrant springs into
existence fully formed, with whatever memories and intentions its creator imagined
it having. Some elder orbs reportedly can provoke such nightmares in themselves
intentionally, thus creating death tyrant thralls.
**History DC 15**: Death tyrants are known to marshall vast armies of undead, far
beyond the few hundred that the greatest humanoid necromancers can keep enthralled.
**Nature DC 15**: One of the death tyrant's eyes binds a target in chains of
shadow, which greatly weaken when exposed to bright light.

### Death Tyrant Tactics


The death tyrant tries to keep its most injured foes centered in its negative
energy cone. After being reduced below half HP, it switches from using random rays
with its legendary actions to targeting its most injured enemy with its Death Ray
each turn, provided it hasn't lost any legendary actions to its Many Eyes ability.

<img
src='https://i.imgur.com/ioLj2Dk.jpeg'
style='position:absolute;top:-15px;left:-30px;width:480px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/tPi85sY.png'
style='position:absolute;bottom: 25px;right:10px;width:480px;mix-blend-
mode:multiply'/>

\page

___
___
> ## Death Tyrant
>*Large aberration/undead, lawful evil*
> ___
> - **Armor Class** 19 (Natural Armor)
> - **Hit Points** 253 (22d10 + 132)
> - **Speed** fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|22 (+6)|19 (+4)|15 (+2)|19 (+4)|
>___
> - **Saving Throws** STR +5, INT +9, WIS +7, CHA +9
> - **Skills** Perception +12
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Exhaustion, Paralyzed, Petrified, Poisoned,
Prone
> - **Senses** Darkvision 120 ft., Passive Perception 22
> - **Languages** Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 14 (11,500 XP)
> ___
> ***Negative Energy Cone.*** The death tyrant’s central eye emits an invisible,
magical 150-foot cone of negative energy. At the start of each of its turns, the
tyrant decides which way the cone faces and whether the cone is active.
>
> Any creature in that area can’t regain hit points. Any humanoid that dies there
becomes a zombie under the tyrant’s command. The dead humanoid retains its place in
the initiative order and animates at the start of its next turn, provided that its
body hasn’t been completely destroyed.
>
> ***Magic Resistance.*** The death tyrant has advantage on saving throws against
spells and other magical effects.
>
>***Many Eyes (3/Day).*** If the death tyrant fails a saving throw against an
effect that would blind or incapacitate it, it may choose to succeed instead. The
death tyrant takes one fewer legendary action each turn for each time it has used
this ability.
>
> ### Actions
> ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14
(4d6) piercing damage.
>
> ***Eye Rays.*** The death tyrant shoots three of the following magical eye rays
at random (reroll duplicates), choosing one to three targets it can see within 120
ft. of it:
>
> ***1. Decay Ray (Luminescent Green).*** The target must succeed on a DC 17
Dexterity saving throw or have its maximum hit points reduced to its current hit
points until it completes a long rest.
>
> ***2. Compulsion Ray (Wispy Red).*** The target must succeed on a DC 17 Wisdom
saving throw or take 33 (6d10) psychic damage and be unable to voluntarily leave
the death tyrant's eye cone until the end of its next turn.
>
> ***3. Terror Ray (Wavy Purple.)*** The target must succeed on a DC 17 Wisdom
saving throw or become Frightened for the next minute. The creature repeats this
save at end of each of its turns, ending the effect on a success or taking 22
(4d10) psychic damage on a failure.
>
> ***4. Dispel Ray (Pale Silver).*** The death tyrant ends one spell affecting the
target.
>
> ***5. Seizure Ray (Mottled Green).*** The target must succeed on a DC 17
Constitution saving throw or be Poisoned for the next minute. While Poisoned in
this way, whenever the creature casts a spell it is Stunned until the beginning of
its next turn. A Poisoned creature repeats this saving throw at the end of each of
its turns, ending the effect on a success.
>
> ***6. Blood Ray (Sludgy Crimson).*** The target must succeed on a DC 17
Constitution saving throw or become succeptible to bleeding for the next minute.
Whenever the afflicted character takes damage, it begins bleeding, losing 10 hit
points at the start of each of its turns. The creature stops bleeding when
magically healed, or with a successful DC 17 Wisdom (Medicine) check, but retains
its susceptibility. This can be applied to the same creature multiple times, with
its effects applied cumulatively.
>
> ***7. Etherealness Ray (Diaphanous White).*** The targeted creature must succeed
on a DC 17 Dexterity saving throw. On a failed save, the target is shunted
partially into the ethereal plane, gaining a 30 ft. fly speed and dealing half as
much damage with attacks that use Strength for the next minute, or until the death
tyrant uses this ability again.
>
> ***8. Enchaining Ray (Gleaming Blue-Grey).*** The targeted creature must succeed
on a DC 17 Strength saving throw or be restrained (escape DC 16) as chains of
seething shadow envelop its body. A creature in bright light may attempt to escape
as a bonus action.
>
> ***9. Doom Ray (Shivering Marroon).*** The target must succeed on a DC 17
Charisma saving throw or be cursed. While cursed, the creature acquires a Doom
counter each time it takes necrotic damage. If the creature drops to 0 hit points
while cursed, it immediately fails one Death Save for each Doom counter it has.
>
> ***10. Death Ray (Streaky Black).*** The targeted creature must succeed on a DC
17 Dexterity saving throw or take 44 (8d10) necrotic damage. The target dies if the
ray reduces it to 0 hit points.
>
> ### Legendary Actions
> The death tyrant can take 3 legendary actions, choosing from the options below.
>
> ***Eye Ray.*** The death tyrant uses one random eye ray.
>
> ***Death Ray (Costs 3 actions).*** The death tyrant uses its Death Ray.

\page

# Overseer

___
___
> ## Overseer
>*Huge aberration, lawful evil*
> ___
> - **Armor Class** 19 (Fungal Armor)
> - **Hit Points** 180 (19d10 + 76)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|14 (+2)|19 (+4)|22 (+6)|16 (+3)|16 (+3)|
>___
> - **Saving Throws** STR +10, CON +9, INT +11, WIS +8
> - **Skills** Perception +13
> - **Damage Resistances** Bludgeoning, Slashing
> - **Senses** Darkvision 120 ft., Passive Perception 23
> - **Languages** Common, Undercommon, Deep Speech, Telepathy 1 mile
> - **Challenge** 15 (13,000 XP)
> ___
>
> ***Fungal Armor.*** If the overseer takes any fire damage, it loses its damage
resistances and has its AC reduced to 16 until the beginning of its next turn.
>
> ***Magic Resistance.*** The overseer has advantage on saving throws against
spells and other magical effects.
>
> ***Beholderkin Dominator.*** A beholderkin of CR 8 or lower that starts its turn
within 1 mile of the overseer must succeed on a DC 19 Wisdom saving throw or be
magically Charmed by the overseer and placed under its control. The overseer hears
and sees anything that a beholderkin under its control does.
>
> ### Actions
> ***Multiattack.*** The overseer makes three melee attacks and chooses one of its
eye rays, or uses two of its eye rays, chosen at random (reroll duplicates).
>
> ***Gnashing Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (5d6 + 5) piercing damage.
>
> ***Tentacle Lash.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage and the creature must succeed on a DC 18
Strength saving throw or be pulled up to 10 ft. toward the overseer and knocked
prone.
>
> ***Eye Rays.*** The overseer chooses one of the following effects, targeting a
creature or object it can see within 120 ft. of it:
>
> * ***1. Disjunction Ray.*** The target must succeed on a DC 19 Dexterity saving
throw or have each spell affecting it end, and have each of its non-artifact
magical items become nonmagical and inert for the next minute.
>
> * ***2. Arc Lightning Ray.*** The target must make a DC 19 Dexterity saving
throw. On a failed save, the creature takes 45 (10d8) lightning damage and the
overseer uses this ability again, targeting a new creature within 10 ft. of the
previous one. The overseer may not target a single creature more than once in a
turn with this ability.
>
> * ***3. Polar Frost Ray.*** The target must succeed on a DC 19 Constitution
saving throw or take 52 (8d12) cold damage and have its movement speed reduced by
half.
>
> * ***4. Epidemic of Despair Ray.*** The target must succeed on a DC 19 Charisma
saving throw or be afflicted with crushing despair. For the next minute the target
and each of its allies within 20 ft. of it subtract 1d4 from the result rolled for
attacks and saving throws.
>
> * ***5. Teleportation Ray.*** The target teleports up to 60 ft. to a location the
overseer can see. An unwilling target makes a DC 19 Charisma saving throw,
resisting the effect on a success.
>
> * ***6. Temporal Stasis Ray.*** The target must succeed on a DC 19 Charisma
saving throw or be frozen in time. Until the end of the overseer's next turn, the
creature is incapacitated and immune to all damage and conditions.
>
> * ***7. Death Ray.*** The target must succeed on a DC 19 Dexterity saving throw
or take 44 (8d10) necrotic damage. The target dies if the ray reduces it to 0 hit
points.
>
> * ***8. Disintegration Ray.*** The target must succeed on a DC 19 Dexterity
saving throw or take 36 (8d8) force damage. If this damage reduces a creature to 0
hit points, its body becomes a pile of fine gray dust.
>

\page

### Elder Orb Lore


**Arcana DC 15**: Elder orbs are known to be capable of creating and controlling
Death Tyrants and other lesser undead.
**Arcana DC 20**: The elder orb has the power to create shadowy duplicates of its
foes, which retain all of the creature's intellect and abilities, but are
dispatched relatively easily. This ability is incredibly dangerous if left
unchecked.
**History DC 15**: Elder orbs, despite the name, are not universally older than
other beholders. Rather, they are just a subset of beholder that do not appear to
suffer the effects of aging, and are thus capable of living extremely long lives.
**Nature DC 15**: The central eye cone of the elder orb is known to distort space,
allowing the beholder to redirect attacks that pass through it.
**Nature DC 20**: Elder orbs are capable of using their distortion cone as a prism,
scattering the rest of their eye rays in all directions. This often reveals the
contours of distorting effect, allowing an observer to account for it, at least
until the cone shifts.

### Elder Orb Tactics


Elder orbs use their ray burst each turn unless its enemies are making a great many
ranged attacks. It keeps its spacial distortion cone centered on whichever enemies
are making the greatest effort to maintain distance from it, circling enemies with
its movement to get them in each other's way. It preferentially targets melee
threats with its eye rays, but directs all of its focus on destroying a single PC
if that PC demonstrates the ability to cast Blindness.

<div style='margin-top:840px'></div>
<div style='padding-top:540px'></div>

### Hive Mother Lore


**Arcana DC 15**: The central eye of a hive mother extends the distorted reality of
the hive mother's dreams into the material plane, increasing the power of its
abilities to a frightening degree.
**Arcana DC 20**: The hive mother can induce magical mutations in those it abducts
into its dreams, able to make them thralls in her service given time. This process
can be disrupted by simply cutting or burning away the affected tissues.
**History DC 15**: Hive mothers are enormous beholders, able to keep hundreds or
thousands of lesser beholders under their sway.
**Nature DC 15**: Despite the name, "hive mothers", like all beholders, are
genderless and asexual, and have no particular tendency to reproduce more
frequently than other beholders.
### Hive Mother Tactics.
The hive mother tries to keep as many minions as it can between it and any enemies,
using its telekinetic shove or taking attacks of opportunity to do so if
neccessary. It uses its bite only on an unconscious creature or weak-looking
spellcaster, otherwise preferring to use as many eye rays as possible.
<img
src='https://i.imgur.com/j8VSmS9.jpg'
style='position:absolute;top:-35px;right:-80px;width:550px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/oFTFXzh.jpg'
style='position:absolute;bottom:-255px;left:-10px;width:450px;mix-blend-
mode:multiply'/>

\page
___
___
> ## Elder Orb
>*Huge aberration, lawful evil*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 345 (30d10 + 180)
> - **Speed** fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|13 (+1)|22 (+6)|21 (+5)|15 (+2)|17 (+3)|
>___
> - **Saving Throws** DEX +7, INT +11, WIS +8, CHA +9
> - **Skills** Perception +14
> - **Condition Immunities** Poisoned
> - **Senses** Darkvision 120 ft., Passive Perception 24
> - **Languages** Deep Speech, Telepathy 120 ft.
> - **Challenge** 19 (22,000 XP)
> ___
> ***Spacial Distortion Cone.*** The elder orb's central eye creates an area of
spacial distortion in a 150 ft. cone. A creature attempting a ranged attack that
passes through the cone must succeed on a DC 19 Wisdom saving throw or have its
attack immediately redirected to another target of the elder orb's choice that
shifts its trajectory no more than 90 degrees. Melee attacks made from within the
cone have disadvantage.
>
>
> ***Eyestalks.*** When the elder orb is dealt a critical hit, the elder orb must
succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of the
attacker's choice that it has seen the elder orb use.
>
> ***Magic Resistance.*** The elder orb has advantage on saving throws against
spells and other magical effects.
>
>***Many Eyes (4/day).*** If the elder orb fails a saving throw against an effect
that would Blind or incapacitate it, it may choose to succeed instead. The elder
orb takes one fewer legendary actions each turn for each time it has used this
ability.
>
> ### Actions
>
> ***Eye Rays.*** The elder orb shoots three of the following magical eye rays at
random (reroll duplicates), choosing one to three targets it can see within 120 ft.
of it:
>
> ***1. Gravity Shift Ray (Opalescent White).*** The target must succeed on a DC 19
Dexterity saving throw or fall 100 ft. in a direction of the elder orb's choice as
gravity shifts for it until the end of the elder orb's next turn.
>
> ***2. Psychic Blast Ray (Swirling Red).*** The target must succeed on a DC 19
Intelligence saving throw or take 33 (6d10) psychic damage and have its
Intelligence score reduced by 1d6 until it completes a Short or Long Rest, or take
half as much damage on a success. A creature is Stunned if reduced to 0
Intelligence until it regains at least one point of Intelligence.
>
> ***3. Mind Killer Ray (Wavy Purple.)*** The target must succeed on a DC 19 Wisdom
saving throw or become Frightened for the next minute, or until the elder orb uses
this ability again. The creature repeats this save at end of each of its turns,
ending the effect on a success or taking 27 (5d10) psychic damage on a failure.
>
> ***4. Dispel Ray (Pale Silver).*** The elder orb ends one spell affecting the
target.
>
> ***5. Melt Flesh Ray (Mottled Green).*** The target must succeed on a DC 19
Constitution saving throw or have its current and maximum hit points reduced by 22
(4d10) and its flesh begin to melt, giving it disadvantage on Charisma-based skill
checks until cured by a Greater Restoration or similar magic.
>
> ***6. Blood Ray (Sludgy Crimson).*** The target must succeed on a DC 19
Constitution saving throw or become succeptible to bleeding for the next minute.
Whenever the afflicted character takes damage, they begin bleeding, losing 10 hit
points at the start of each of their turns. The creature stops bleeding when
magically healed, or with a successful DC 19 Wisdom (Medicine) check, but retain
their susceptibility. This can be applied to the same creature multiple times, with
its effects applied cumulatively.
>
> ***7. Slowing Ray (Sickly Yellow).*** The target must make a DC 19 Dexterity
saving throw. On a failed save, the target’s speed is halved for 1 minute. In
addition, the creature can’t take reactions, and it can take either an action or a
bonus action on its turn, not both. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
>
> ***8. Entomb Ray (Jagged Blue).*** The target must succeed on a DC 19 Strength
saving throw or be restrained as the floor beneath it begins to churn and grasping
stony hands reach out to drag it down. A creature that fails this saving throw
repeats it at the end of its next turn, freeing itself and ending the effect on a
success. On a second failure, the creature is buried alive. A buried creature is
freed when it or another creature succeeds on a DC 19 Strength (Athletics) check to
drag it out as an action.
>
> ***9. Betrayal Ray (Blotchy Gray).*** The target must make a DC 19 Charisma
saving throw. On a failed save, a shadowy simulacra of the target is created in an
unoccupied space adjacent to it. The simulacra acts on the target's initiative
directly after it and has the same statistics and abilities as the target, except
that it has 15 maximum hit points. If a character's shadow simulacra reduces it to
zero hit points with a melee attack, it gains control of the creature's body.
>
> ***10. Death Ray (Streaky Black).*** The target must succeed on a DC 19 Dexterity
saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces
it to 0 hit points.
>
> ### Legendary Actions
> The elder orb can take 4 legendary actions, choosing from the options below.
>
> ***Eye Ray.*** The elder orb uses one random eye ray.
>
> ***Ray Burst (Costs 3 actions).*** The elder orb focuses all of its eye rays into
its distortion cone, scattering them all at random. Each other creature within 120
ft. is targeted with a random eye ray (rerolling duplicates), but with the save DC
reduced to 14. Until the beginning of the elder orb's next turn, creatures have
advantage on the Wisdom saving throw imposed by the beholder's distortion cone.

\page

___
___
> ## Hive Mother
>*Huge aberration, lawful evil*
> ___
> - **Armor Class** 20 (Natural Armor)
> - **Hit Points** 525 (30d20 + 210)
> - **Speed** fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|11 (+0)|25 (+7)|22 (+6)|19 (+4)|21 (+5)|
>___
> - **Saving Throws** DEX +7, INT +13, WIS +11, CHA +12
> - **Skills** Perception +18
> - **Condition Immunities** Charmed, Frightened, Poisoned
> - **Senses** Darkvision 120 ft., Passive Perception 28
> - **Languages** Common, Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 23 (50,000 XP)
> ___
> ***Waking Dream Cone.*** The hive mother's central eye creates an area of
dreamlike unreality in a 150 ft. cone. A creature that starts its turn in the cone
gains a 20 ft. fly speed and subtracts 1d4 from Dexterity and Wisdom saving throws
it makes before the beginning of its next turn.
>
>
> ***Eyestalks.*** When the hive mother is dealt a critical hit, the hive mother
must succeed on a DC 10 Constitution saving throw or lose the use of an eye ray of
the attacker's choice that it has seen the hive mother use.
>
> ***Beholderkin Sovreign.*** A beholderkin of CR 20 or lower that starts its turn
within 5 miles of the hive mother must succeed on a DC 21 Wisdom saving throw or be
magically Charmed by the hive mother and placed under its control. The hive mother
hears and sees anything that a beholderkin under its control does.
>
> At the beginning of each of its turns, each creature under the hive mother's
control loses any legendary actions it has, and the hive mother gains an equal
number of legendary actions.
>
>
> ***Magic Resistance.*** The hive mother has advantage on saving throws against
spells and other magical effects.
>
>***Distributed Nervous System (4/day).*** If the hive mother fails a saving throw,
it may choose to succeed instead. The hive mother takes one fewer legendary actions
each turn for each time it has used this ability.
>
> ### Actions
> ***Bite.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 39
(6d10 + 6) piercing damage. If the target is a Large or smaller creature, it must
succeed on a DC 21 Dexterity saving throw or be swallowed and restrained (escape DC
21) inside the hive mother. A swallowed creature takes 21 (6d6) acid damage at the
start of each of the hive mother's turns, and its attacks bypass the hive mother's
damage resistances.
>
> ***Eye Rays.*** The hive mother shoots one of the following magical eye rays,
choosing one target it can see within 120 ft. of it:
>
> * ***1. Disjunction Ray.*** The target must succeed on a DC 21 Dexterity saving
throw or have each spell affecting it end, and have each of its non-artifact
magical items become nonmagical and inert for the next minute.
>
> * ***2. Sprouting Gift Ray.*** The target must succeed on a DC 21 Charisma saving
throw or sprout an eyestalk from an exposed point on its body. While a creature has
an eyestalk on its body, it has disadvantage on attacks against the hive mother,
and the hive mother can see everything it sees. The eyestalk can be destroyed (AC
20, 10 HP), but any damage dealt to the eyestalk is also dealt to the creature it
is growing from.
>
>
> * ***3. Searing Slice Ray*** The target must succeed on a DC 21 Dexterity saving
throw or take 88 (16d10) radiant damage. A creature that fails this save by 5 or
more loses a limb (target's choice).
>
>
>
>
> * ***4. Death Ray.*** The target must succeed on a DC 21 Dexterity saving throw
or take 66 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit
points.
>
> * ***5. Disintegration Ray.*** The target must succeed on a DC 21 Dexterity
saving throw or take 54 (12d8) force damage. If this damage reduces a creature to 0
hit points, its body becomes a pile of fine gray dust.
>
>
> * ***6. Far Sojurn Ray (Concentration).*** The target must succeed on a DC 21
Charisma saving throw or be banished to the far realm for the next minute. While
there, a creature is incapacitated and repeats this saving throw at the end of each
of its turns, ending the effect on a success or taking 26 (4d12) slashing plus 26
(4d12) psychic damage on a failure. A creature that dies in the far realm returns
with its body horiffically warped and distorted.
>
>
> ### Legendary Actions
> The hive mother can take 4 legendary actions, choosing from the options below.
>
>
> ***Eldritch Influence.*** One creature affected by the hive mother's sprouting
gift ray must succeed on a DC 21 Wisdom saving throw or act under the hive mother's
control until the end of its following turn, or until the eye is destroyed.
>
> ***Telekinetic Shove.*** One creature the hive mother can see within 60 ft. must
succeed on a DC 21 Strength saving throw or be pushed up to 30 ft. in a direction
of the hive mother's choice.
>
> ***Eye Ray (Costs 2 Actions).*** The hive mother uses one random eye ray.
>
> ***Regenerate (Costs 3 Actions).*** The hive mother regains 100 hit points. If it
is missing one or more of its eyestalks, it regrows one of its choice.

\page

# Berbalang

<img
src='https://i.imgur.com/oeuRJwE.jpg'
style='position:absolute;bottom:40px;right:20px;width:400px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

___
> ## Berbalang
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 84 (24d8 - 24)
> - **Speed** 30 ft., fly 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|16 (+3)|9 (-1)|17 (+3)|11 (+0)|10 (+0)|
>___
> - **Saving Throws** DEX +5, INT +5
> - **Skills** Arcana +5, History +5, Insight +2, Perception +2, Religion +5
> - **Senses** Truesight 120 ft., Passive Perception 12
> - **Languages** All, but rarely speaks
> - **Challenge** 4 (1,100 XP)
> ___
> ***Read Bones.*** By carefully examining the bones of a creature, the berbalang
can extract any secrets it knew in life.
>
> ***Dream Travel.*** While the berbalang sleeps, its spirit leaves its body. In
spirit form, the berbalang has the same statistics, except that its attacks deal
psychic damage instead of any other type and it can teleport to another plane as an
action. If the berbalang dies in spirit form, its body dies.
>
> ***Weak Flier.*** While grappling a creature larger than size Small, the
berbalang cannot fly unless the creature is also grappled by one of its duplicates.
>
>
> ### Actions
>
> ***Bonegnaw Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage and the target must succeed on a DC 13 Charisma
saving throw or reveal one of its secrets to the berbalang.
>
> ***Grasping Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) piercing damage and the target is grappled (escape DC 13).
>
> ***Absorb Duplicate.*** The berbalang absorbs one of its duplicates, destroying
it and gaining 20 Temporary hit points.
>
> ***Detonate Duplicate.*** The berbalang detonates one of its duplicates. Each
creature within 15 ft. of the duplicate must succeed on a DC 13 Intelligence saving
throw or take 11 (2d10) psychic damage.
>
> ### Bonus Actions
> ***Duplicate Self (Original Only).*** If the berbalang has at least 20 hit
points, the berbalang creates a duplicate of itself, reducing its current hit
points by 1/4. The duplicate has hit points equal to those lost in its creation,
and acts on the berbalang's initiative.

### Berbalang Lore

**Arcana DC 15**: A sage's secrets rest in their bones, stories say. While certain
necromantic rituals can evoke shadows of these lost secrets, the astral denizens
known as berbalangs can extract them directly, sustaining themselves on the secrets
of the dead and living.
**Arcana DC 20**: Berbalang's can project their spirit across the multiverse,
taking apparent corporeal form without incurring the full risks thereof and
allowing them to venture into realms of extreme danger in their quest for hidden
knowledge.
**History DC 15**: Unbound by material constraints, berbalangs are able to
duplicate themselves with terrifying speed, one rapidly turning to several. These
duplicates are fragile, but just as dangerous, and if countermeasures are not taken
can grow rapidly out of control.
### Berbalang Tactics

Berbalangs use their duplicate self ability each turn if available; early in the
fight they look for opportunities to use their bonegnaw bite, but once they have a
few duplicates active prioritize defensive actions like their Absorb Duplicate and
the Dodge action.

Whenever a duplicate is reduced below 10 hit points, the berbalang uses its Absorb
Duplicate, or Detonates it if it can hit at least three enemies with the explosion.

\page

# Ceremorphs
The Illithid reproduce by implanting a larvae through the eye, nose or ear of a
suitable host, where it burrows into the brain over the course of a few hours,
attaching itself to the host's brainstem and gaining control of its motor
functions. From there, the second phase of transformation begins, reshaping the
host's organs and tissues into a new and aberrant form.

Not all hosts are suitable, however. Most often, the result of an illithid tadpole
being implanted in an improper host is a slow and painful death for both of them,
but occasionally through luck, resilience, or precise magical and scientific
procedures, a twisted and novel offspring is produced; called a half-illithid or
ceremorph. These creatures are despised and denigrated within illithid society, but
neverthless use is found for them in the Illithid drive to reclaim their lost
empire.

<div style='margin-top:1140px'></div>

### Cerromorph Lore


**History DC 10**: Illithid tadpoles are usually not selected for implantation for
the first ten years of their life, and after implantation usually stay within
cloistered illithid enclaves for at least 20 years more. These adolescent mind
flayers are less formidable than their mature kin, though still posessed of power
psionic abilities.
**Medicine DC 15**: Within the first few hours after implantation, an illithid
tadpole can be killed with any magic that cures disease, though the corpse must
still be removed surgically or it will decay within the host's head. Once it has
merged fully with the host, however, the creature is lost beyond the reach of magic
or medicine.
**Nature DC 15**: During the week-long process of ceremorphosis, burgeoning
illithids and ceremorphs are uncoordinated to the point of helplessness.

<img
src='https://i.imgur.com/fGAHSl8.jpg'
style='position:absolute;bottom:-150px;right:0px;width:816px;mix-blend-
mode:multiply;
transform:scaleX(-1)'/>

<img
src='https://i.imgur.com/WQXIOUB.png'
style='position:absolute; top:-150px; right:0px; width:816px;
transform:scaleY(-1)' />
\page

___
> ## Gnome Ceremorph
>*Small aberration (gnome), neutral good*
> ___
> - **Armor Class** 16 (Breastplate)
> - **Hit Points** 99 (18d8 + 18)
> - **Speed** 25 ft., fly 5 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|14 (+2)|12 (+1)|19 (+4)|17 (+3)|17 (+3)|
>___
> - **Saving Throws** INT +7, WIS +6, CHA +6
> - **Skills** Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6,
Stealth +5
> - **Senses** Darkvision 120 ft., Passive Perception 16
> - **Languages** Common, Deep Speech, Gnomish, Telepathy 120 ft.
> - **Challenge** 5 (1,800 XP)
>
> ___
> ***Misfit Host.*** The ceremorph retains its previous self's alignment and dim
fragments of its memories. These memories clarify for the next hour if it fails an
Intelligence or Wisdom saving throw.
>
> ***Frantic Cranker.*** If the ceremorph uses its Action to recharge its laser
pistol, it may Dodge as a Bonus Action this turn.
>
> ***Magic Resistance.*** The ceremorph has advantage on saving throws against
spells and other magical effects.
>
>
>
> ### Actions
> ***Multiattack.*** The ceremorph makes two attacks with its laser pistol.
>
> ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:
15 (2d10 + 4) psychic damage.
>
> ***Laser Pistol (2 Shots/Charge).*** Ranged Weapon Attack: +5 to hit, range
40/120 ft., one creature. Hit: 16 (4d6 + 2) radiant damage and the target must
succeed on a DC 14 Intelligence saving throw or be Stunned until the end of the
ceremorph's next turn.
>
>On a roll of 1, the pistol explodes, dealing 7 (2d6) radiant damage to the
ceremorph.
>
>
> ***Extract Brain.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one
incapacitated humanoid grappled by the ceremorph. Hit: The target takes 55 (10d10)
piercing damage. If this damage reduces the target to 0 hit points, the ceremorph
begins to extract and devour the target's brain. At the beginning of the
ceremorph's next turn if the target is still unconscious and grappled, the target
dies and the ceremorph gains 40 temporary hit points.
>
> ***Recharge.*** The ceremorph furiously rotates a hand-cranked charger,
recharging its laser pistol.
>

<div style='margin-top:240px'></div>

### Gnome Ceremorph Lore


**Arcana DC 15**: Perhaps due to the natural resistance to magic that gnomes
possess, ceremorphosis inevitably fails to take full effect, leaving vestiges of
the gnome's original personality and memories intact.
**Arcana DC 20**: Certain mind-affecting magics have been known to clarify and
restore the memories of gnome ceremorphs, though only temporarily.
**History DC 15**: Gnome ceremorphs are often unceremoniously abandoned by mind
flayer cabals, apparently unworthy or unsuitable for exploitation or resorbtion
into the Elder Brain.
**Nature DC 10**: Due to the incomplete dissolution of their oral cavity, gnome
ceremorphs retain the ability to speak aloud, though they do so with what has been
described as a "gooey" affect.
**Nature DC 15**: Gnome ceremorphs occasionally are known to die from malnutrition,
too ethically conflicted to effectively hunt the humanoid prey they need to
survive.

<img
src='https://i.imgur.com/MK1WTte.jpg'
style='position:absolute;top:345px;right:-15px;width:450px;mix-blend-
mode:multiply'/>
<div style='margin-top:540px'></div>

> My man looks like his gun shoots mustard.

\page
___
> ## Mozgriken
>*Medium aberration (svirfneblin), true neutral*
> ___
> - **Armor Class** 12
> - **Hit Points** 78 (12d8 + 24)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|14 (+2)|12 (+1)|10 (+0)|9 (-1)|
>___
> - **Skills** Sleight of Hand +6, Stealth +4
> - **Senses** Darkvision 120 ft. (penetrates magical darkness), Passive Perception
10
> - **Languages** Gnomish, Undercommon, Telepathy 120 ft.
> - **Challenge** 1 (200 XP)
>
> ___
> ***Shapechanger.*** As a bonus action, the mozgriken can polymorph into any Small
beast or transform one of its limbs into a natural weapon. If it does, the
mozgriken takes 5 (1d10) necrotic damage. This altered form lasts for one minute,
or until the mozgriken dies.
>
> ***Pyschic Eavesdropper.*** The mozgriken can hear the surface thoughts of
creatures within 30 ft. of it, and is aware of what they see.
>
> ***Shadow Stealth.*** While in Dim Light or Darkness, the mozgriken can take the
Hide action as a Bonus Action.
>
> ***Magic Resistance.*** The mozgriken has advantage on saving throws against
spells and other magical effects.
>
>
>
> ### Actions
> ***Natural Weapon (Only when Shapechanged).*** Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning, piercing, or slashing damage
(mozgriken's choice) plus 5 (1d10) psychic damage.
>
> ***Brain Drain.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one unconscious
target. Hit: The target's intelligence score is reduced by 1 until it completes a
Short or Long Rest, to a minimum of 6. A sleeping target then makes a DC 14
Perception check at disadvantage, waking on a success.
>
> ### Reactions
> ***Cower.*** As a reaction to being targeted with a melee attack, the mozgriken
forces the attacker to succeed on a DC 12 Wisdom saving throw or deal half as much
damage with attacks made against the mozgriken this turn.
<div style='margin-top:240px'></div>

### Mozgriken Lore


**Arcana DC 15**: The three tentacles of the mozgriken are composed partially of
seething shadow magic, keeping them in a state of ambiguous corporeality that
allows them to reach into complex mechanisms and through armor.
**Arcana DC 20**: The shadow magic infused in the mozgriken's creation allows it a
limited form of shapeshifting, though doing so seems to be distressing or painful
for them.
**Nature DC 10**: Lacking a mouth, mozgriken seem incapable of devouring brains as
an ordinary ceremorph would. It has been speculated that they subsist on brains
liquefied for them by their illithid masters, or on small amouonts of cerebrospinal
fluid harvested from illithid captives.
**Nature DC 15**: Ordinarily the implantation of an illithid tadpole in a
svirfneblin gnome results in the death of both the host and the tadpole, but some
illithid hives seem to have found a method to channel raw Shadowfell energy into
the process to produce the mozgriken, though such creations are still widely
considered a failed result.

<img
src='https://i.imgur.com/e1WOYjX.jpg'
style='position:absolute;top:345px;right:-15px;width:450px;mix-blend-
mode:darken'/>

\page

### Tzakandi Lore


**History DC 15**: Tzakandi, lacking the telepathic capacity of their illithid
counterparts, cannot easily maintain a constant connection to an Elder Brain to
ensure their loyalty. Rather, they imprint on the first Illithid they see,
developing bond of unshakeable loyalty and following the commands that illithid
relays from the Elder Brain.
**History DC 20** When a tzakandi's bonded illithid dies, the tzakandi often soon
follows it. Tzakandi that do not are known to attach themselves to other illithids,
or even non illithid creatures in a similar fashion.
**Nature DC 10**: Tzakandi are formed from lizardfolk subjected to ceremorphosis,
leading some to believe that the illithid insistence that the process is only
possible with mammals to aesthetic preference, rather than anything biological.
**Nature DC 15**: Tzakandi display a wide range of outcomes from the ceremorphosis
process, some growing two long tendrils from the back of their heads, others
displaying the more traditional illithid arrangement of four tendrils spilling out
from where the mouth would once have been.
**Nature DC 20**: Tzakandi are formed from tadpoles that display unusual agression
or attachment, traits usually considered unbecoming of an illithid that would
ordinarily relegate those tadpoles to be resorbed by the elder brain.
**Religion DC 15**: Unlike most illithid-kin, tzakandi are prone to bouts of
religious fervor. Mind flayers periodically find the need to stamp out tzakandi
cults on general principle, despite the fact that their object of worship is the
elder brain, more often than not.
<img
src='https://i.imgur.com/vdAqLkE.jpg'
style='position:absolute;bottom:45px;left:-15px;width:450px;mix-blend-
mode:multiply;transform:scalex(-1)'/>

___
> ## Tzakandi
>*Medium aberration (lizardfolk), neutral*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 30 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|13 (+1)|17 (+3)|14 (+2)|16 (+3)|15 (+2)|
>___
> - **Saving Throws** INT +4, WIS +5, CHA +4
> - **Skills** Perception +3, Stealth +4, Survival +5
> - **Senses** Passive Perception 13
> - **Languages** Common, Draconic, Telepathy 60 ft.
> - **Challenge** 4 (1,100 XP)
> ___
>
> ***Cold Blooded.*** If the tzakandi takes cold damage, it cannot make more than
one attack on its next turn.
>
> ***Magic Resistance.*** The tzakandi has advantage on saving throws against
spells and other magical effects.
>
> ### Actions
> ***Multiattack.*** The tzakandi makes three attacks, one of which may be with its
tentacles.
>
> ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6
+ 2) piercing damage.
>
> ***Tentacles.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) psychic damage and the target is grappled (escape DC 14).
>
> ***Hooked Pike.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit:
7 (1d10 + 2) slashing damage. If the target is mounted, it must succeed on a DC 12
Dexterity saving throw or be dragged from its mount and takes an additional 3 (1d6)
bludgeoning damage.
>
>
>
> ***Extract Brain.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one
incapacitated humanoid grappled by the tzakandi. Hit: The target takes 33 (6d10)
piercing damage. If this damage reduces the target to 0 hit points, the tzakandi
begins to extract and devour the target's brain. At the beginning of the tzakandi's
next turn if the target is still unconscious and grappled, the target dies and the
tzakandi gains 20 temporary hit points.
>
> ***Haywire Spit (Recharge 5-6).*** The tzakandi spits a globule of psychoactive
acid. One creature within 30 ft. must succeed on a DC 13 Constitution saving throw
or take 14 (4d6) acid damage and be Stunned until the end of the tzakandi's next
turn.
>
> ### Reactions
> ***Telekinetic Outburst.*** As a reaction to being reduced below 49 hit points,
the tzakandi lashes out telekinetically. Each creature within 20 ft. must succeed
on a DC 13 Strength saving throw or be knocked prone.

\page

### Uchuulon Lore


**Arcana DC 15**: Uchuulon, like their chuul relatives, have weak latent psionic
powers. When distressed, they release an uncontrolled burst of psychic energy that
is particularly unpleasant for psychically sensitive creatures.
**History DC 15**: Uchuulons can innately sense magic. Those attempting to avoid
their notice are advised to leave their magic items behinid, or otherwise mask
their presence.
**History DC 20**: Uchuulons are the result of incomplete ceremorphosis, tadpoles
implanted in mature chuul and killed by its natural defenses before the process is
complete.
**Nature DC 10**: Uchuulon produce a thick mucous that covers their shells, imbued
with a powerful paralytic that helps the slower chuuls subdue prey.
**Nature DC 15**: The translucent shells of uchuulon are much softer and more
flexible than that of the common chuul. If a bright light is held up to them, the
individual ganglia that form up the uchuulon's nervous system can be seen spreading
beneath the surface.

<img
src='https://i.imgur.com/lMvKz9G.jpg'
style='position:absolute;top:5px;right:10px;width:450px;mix-blend-
mode:multiply'/>

<div style='margin-top:400px'></div>

___
___
> ## Uchuulon
>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 97 (13d10 + 26)
> - **Speed** 20 ft., swim 30 ft..
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|10 (+0)|15 (+2)|9 (-1)|11 (+0)|5 (-3)|
>___
> - **Skills** Athletics +5, Perception +4
> - **Damage Immunities** Poison
> - **Condition Immunities** Poisoned
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Languages** Deep Speech
> - **Challenge** 3 (700 XP)
>
> ___
> ***Amphibious.*** The uchuulon can breathe air and water
>
>
> ***Sense Magic.*** The uchuulon senses magic within 120 feet of it. It can't be
surprised by creatures carrying magic items.
>
> ***Translucent Shell.*** While the uchuulon is illuminated in bright light,
attacks made against the uchuulon score a critical hit on an 18-20.
>
> ***Paralytic Mucous.*** A creature that hits the uchuulon with a melee attack
must succeed on a DC 12 Constitution saving throw or have its movement speed
reduced by 10 ft. for the next minute A creature that has its movement speed
reduced to 0 in this way is Paralyzed for the next minute.
><div style='margin-top:140px'></div>
>
>
> ### Actions
> ***Multiattack.*** The chuul makes two melee attacks, one of which it may replace
with a use of its Tentacles.
>
> ***Seizer Claw.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13) and dragged
up to 5 feet towards the uchuulon. The uchuulon can grapple only a single target at
a time.
>
> ***Crusher Claw.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 13 (3d6 + 3) piercing damage and the target must succeed on a DC 13
Constitution saving throw or suffer disadvantage on attack rolls that use Strength
until it completes a short or long rest.
>
> ***Tentacles.*** One creature grappled by the chuul must succeed on a DC 12
Constitution saving throw or be poisoned for 1 minute. While Poisoned in this way,
the target has its movement speed reduced by 10 and repeats the saving throw at the
end of each of its turns, ending the effect on itself on a success.
>
> ### Reactions
> ***Slippery Deflection.*** As a reaction to being hit with a melee attack, the
uchuulon halves the attacks damage against it.
>
> ***Psychic Static (1/Day).*** As a reaction to being reduced below 49 hit points,
the chuul forces each creature within 10 feet of it to succeed on a DC 12
Intelligence saving throw or take 11 (2d10) psychic damage. A creature with
telepathy makes this saving throw at disadvantage.

\page

### Urophion Lore


**History DC 20**: Despite being of near equal intelligence and capability as their
true Illithid kin, urophions are treated as little better than thralls in Illithid
society, relegated to guarding little-traveled passages.
**Nature DC 15**: The ceremorphosis process converts the stony skin of the roper
into something thinner, denser, and more flexible, allowing the urophion a greater
range<br> of movement. It also appears to act as a mild psychic dampener,
diminishing the urophions innate telepathic abilities while also providing it a
layer of protection<br> against psychic assaults.
**Nature DC 20**: Because of their natural psychic<br> resistance, urophions
maintain only a tennuous<br> connection to their controlling Elder Brain,<br> often
leading to garbled or misunderstood <br>commands.

<img
src='https://i.pinimg.com/564x/2a/d9/df/2ad9dfc9c6eceabebe739dd24d9004c9.jpg'
style='position:absolute;top:-15px;right:-10px;width:540px;mix-blend-
mode:multiply'/>

<div style='margin-top:370px'></div>

___
___
> ## Urophion
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 161 (19d10 + 57)
> - **Speed** 20 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|13 (+1)|16 (+3)| 17 (+3)|16 (+3)|15 (+2)|
>___
> - **Skills** Perception +6, Stealth +5
> - **Senses** Darkvision 60 ft., Passive Perception 16
> - **Damage Resistances** Lightning, Psychic
> - **Languages** Common, Deep Speech, Undercommon, Telepathy 5 ft.
> - **Challenge** 8 (3,900 XP)
> ___
>
>
> ***False Appearance.*** While the urophion remains motionless, it is
indistinguishable from a normal cave formation, such as a stalagmite.
>
> ***Grasping Tendrils.*** The urophion can have up to six tendrils at a time. Each
tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic
damage). Destroying a tendril deals no damage to the urophion, which can extrude a
replacement tendril on its next turn. A tendril can also be broken as an action
with a successful DC 15 Strength check.
>
> ***Spider Climb.*** The urophion can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
>
> ***Voice of Many Mouths.*** The urophion's mouth is incapable of speech. When it
speaks, it does so through the mouths of each creature it has grappled.
><div style='margin-top:40px'></div>
> ### Actions
>
> ***Multiattack.*** The urophion makes six stupefying tendril attacks, up to one
of which it may replace with its Bite, Reel, or Extract Brain.
>
> ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8
+ 4) piercing damage. This attack is made with advantage against a grappled
creature. On a critical hit, the target is Stunned until the end of the urophion's
next turn.
>
> ***Stupefying Tendril.*** Melee Weapon Attack: +7 to hit, reach 50 ft., one
creature. Hit: The target is grappled (escape DC 15). A creature that starts its
turn grappled by one or more tendrils has its Intelligence score reduced by 7 (2d6)
until the grapple is released. A creature that has its Intelligence reduced to 0 in
this way is Stunned until the grapple is released.
>
> ***Reel.*** The urophion pulls each creature grappled by it up to 25 feet
straight toward it.
>
> ***Extract Brain.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
incapacitated humanoid grappled by the urophion. Hit: The target takes 55 (10d10)
piercing damage. If this damage reduces the target to 0 hit points, the urophion
begins to extract and devour the target's brain. At the beginning of the urophion's
next turn if the target is still unconscious and grappled, the target dies and the
urophion gains 40 temporary hit points.
>
> ***Haywire Mind Blast (Recharges when the urophion uses its Extract Brain).***
The urophion magically emits psychic energy in a 30-foot cone. Each creature in
that area must succeed on a DC 14 Intelligence saving throw or take 21 (4d8 + 3)
psychic damage and subtract 1d6 from attack rolls and saving throws it makes for
the next minute.
>
>An affected creature repeats this saving throw at the end of each of its turns,
ending the effect on itself on a success.

\page

# Chokers

### Choker Lore

**History DC 15**: The favored tactic of a choker is to grab a creature by the


throat with its barbed tentacles and drag it up a cliff face while it strangles,
using its long reach to avoid reprisals.
**Nature DC 10**: The flesh of a choker is dotted with chromataphores that it can
use to mimic the appearance of stone, earth, or sand, making them devilishly hard
to spot at a distance. When not hunting, chokers are known to use these shifting
patterns flamboyant mating displays.
**Nature DC 15**: Certain surface-dwelling chokers display a wider range of colors,
able to blend in among dense foliage and canopies.
**Nature DC 20**: Despite being commonly referred to as "tentacles" the limbs of a
choker actually contain no less than six cartilaginous joints, allowing a truly
unsettling range of motion.
**Survival DC 15**: Choker nests are found in hollows high on cave walls, usually
accessable only through narrow fissures in the rock. Such nests often are filled
with shiny objects recovered from their victims, as despite their subterranean
nature chokers frequently have a fixation with light and objects that produce or
reflect it.

### Cave Choker Tactics


Cave chokers typically attack only if they outnumber their prey, lying in wait with
their camouflage until their foes get close. Each will try to grapple a different
foe and drag them apart from one another, pulling them up walls or stalagmites once
separated and relying on their 10 ft. reach to protect them from melee reprisals.
If possible, a choker will try to jam most of its body into a crevasse while
strangling its prey, gaining half or three-quarters cover.

### Vine Choker Tactics

Vine chokers are often solitary creatures, and will drop down from tree canopies
onto scouts or stragglers, attempting to silence them to prevent them from alerting
their allies. If discovered, they will use their Vine Fetters on the nearest foe
and try to drag their prey somewhere secluded to finish it off, ideally through a
hazard that its allies will fear to follow through, such the territory of a
dangerous predator or a treacherous quagmire.

### Encounters
**CR 6 Encounter 900 XP**
* 6 Chokers (CR 1/2)
* 1 Darkmantle (CR 1/2)
* 2 Piercers (CR 1/2)
<a>

**CR 13 Encounter 3,600 XP**


* 1 Giant Crocodile (CR 5)
* 2 Feygrove Chokers (CR 3)
* 4 Vine Blights (CR 1/2)
</a>

<img
src='https://i.imgur.com/DhHuVNm.jpg'
style='position:absolute;bottom:140px;right:-50px;width:496px;mix-blend-
mode:darken; transform:scaleX(-1)'/>

\page
___
> ## Cavern Choker
>*Small aberration, chaotic evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 27 (6d6 + 6)
> - **Speed** 30ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|13 (+1)|12 (+1)|14 (+2)|7 (-2)|
>___
> - **Skills** Athletics + 7, Stealth +6
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** Deep Speech
> - **Challenge** 1/2 (100 XP)
> ___
>
>
> ***Aberrant Quickness.*** The choker may dash as a bonus action while it has a
creature grappled.
>
>
> ***Boneless.*** The choker can move through and occupy a space as narrow as 4
inches wide without squeezing.
>
> ***Camouflage.*** The choker is invisible to creatures more than 30 feet away
from it.
>
> ***Spider Climb.*** The choker can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
> ### Actions
>
>
> ***Multiattack.*** The choker makes two barbed tentacle attacks.
>
> ***Barbed Tentacle.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 5 (1d4 + 3) piercing damage and the target is grappled (escape DC 15). Until
this grapple ends, the target is restrained, can't speak or breathe, and the choker
can’t grapple another target.
>
> ***Throttle.*** One creature grappled by the choker must succeed on a DC 13
Constitution saving throw or take 14 (4d6) bludgeoning damage, lose its held
breath, and begin to suffocate.

___
> ## Feygrove Choker
>*Medium aberration, chaotic evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 60 (11d8 + 11)
> - **Speed** 30ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|15 (+2)|13 (+1)|12 (+1)|14 (+2)|14 (+2)|
>___
> - **Skills** Athletics + 7, Stealth +6
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** Deep Speech
> - **Challenge** 3 (700 XP)
> ___
>
>
> ***Aberrant Quickness.*** The choker may dash as a bonus action while it has a
creature grappled.
>
>
> ***Boneless.*** The choker can move through and occupy a space as narrow as 4
inches wide without squeezing.
>
> ***Camouflage.*** The choker is invisible to creatures more than 30 feet away
from it.
>
> ***Spider Climb.*** The choker can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
> ### Actions
>
>
> ***Multiattack.*** The choker makes two barbed tentacle attacks and uses its vine
fetter.
>
> ***Barbed Tentacle.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 15). Until
this grapple ends, the target is restrained, can't speak or breathe, and the choker
can’t use this tentacle on another target. The choker has two tentacles.
>
> ***Vine Fetter.*** One creature within 30 ft. of the choker must succeed on a DC
12 Strength saving throw or be restrained (escape DC 14) in place as vines loop
around its extremeties.
>
> ***Throttle.*** One creature grappled by the choker must succeed on a DC 14
Constitution saving throw or take 21 (6d6) bludgeoning damage, lose its held
breath, and begin to suffocate.
>
> ### Reactions
> ***Body Shield.*** As a reaction to being targeted with an attack while grappling
a creature, the choker adds +2 to its AC. If the attack misses, the attacker makes
a new attack roll, targeting the grappled creature instead.

\page

# Chuuls

### Chuul Lore

**Arcana DC 15**: Chuul are posessed of a base sort of psionic ability, which
though unfocused increases in power as they age. Creatures with telepathic
potential are particularly vulnerable to the bursts of psychic static that a chuul
exudes when distressed.
**History DC 20**: Chuul are often found near the edges of mind flayer septs, used
for disposal of the expended husks of consumed thralls.
**Nature DC 10**: Chuul are amphibious by nature and often take prey considerable
distances from water, their paralytic tentacles rendering most small terrestrial
creatures unable to resist as they are vivisected.
**Nature DC 15**: Chuul eat every part of their prey but the brain, which is
incredibly toxic to them. Some chuul have a way of inducing a sort of psychic
awakening in their prey, allowing them to precisely strip away skull matter while
avoiding the poisonous cerebral tissue.

<img

src='https://www.dndbeyond.com/avatars/thumbnails/0/241/1000/1000/63625276712265635
5.jpeg'
style='position:absolute;bottom:30px;left:-20px;width:476px;mix-blend-
mode:multiply'/>

___
> ## Chuul
>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 16 (Natural Armor), 13 while reduced
> - **Hit Points** 93 (11d10 + 33)
> - **Speed** 30 ft., swim 30 ft..
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|10 (+0)|16 (+3)|5 (-3)|11 (+0)|5 (-3)|
>___
> - **Skills** Athletics +6, Perception +4
> - **Damage Immunities** Poison
> - **Condition Immunities** Poisoned
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Languages** Understands Deep Speech but can't speak
> - **Challenge** 4 (1,100 XP)
>
> ___
>
>
> ***Sense Magic.*** The chuul senses magic within 120 feet of it. It can't be
surprised by creatures carrying magic items.
>
> ***Brittle Shell.*** If the chuul takes 15 or more bludgeoning damage from a
single source, its AC is reduced to 13 until it completes a Short or Long Rest.
>
>
> ### Actions
> ***Multiattack.*** The chuul makes two attacks: one with its seizer claw and one
with its crusher claw, then uses it tentacles, if available.
>
> ***Seizer Claw.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14) and dragged
up to 5 feet towards the chuul. The chuul can grapple only a single target at a
time.
>
> ***Crusher Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 14 (3d6 + 4) piercing damage and the target must succeed on a DC 14
Constitution saving throw or suffer disadvantage on attack rolls that use Strength
until it completes a short or long rest.
>
> ***Tentacles.*** One creature grappled by the chuul must make a DC 13
Constitution saving throw. On a failure, a creature is Poisoned and attacks against
it score a critical on a 15-20 until the end of the chuul's next turn.
>
> ### Reactions
> ***Psychic Static (1/Day).*** As a reaction to being reduced below 46 hit points,
the chuul forces each creature within 10 ft. to succeed on a DC 13 Intelligence
saving throw or take 11 (2d10) psychic damage. A creature with telepathy makes this
saving throw at disadvantage.

\page
___
___
> ## Chuul Juggernaut
>*Huge aberration, chaotic evil*
> ___
> - **Armor Class** 19 (Natural Armor), 14 while reduced
> - **Hit Points** 218 (19d12 + 95)
> - **Speed** 30 ft., swim 30 ft..
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|10 (+0)|20 (+5)|9 (-1)|16 (+3)|6 (-2)|
>___
> - **Skills** Athletics +6, Perception +4
> - **Damage Immunities** Poison
> - **Condition Immunities** Poisoned
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Languages** Understands Deep Speech but can't speak, Telepathy 120 ft.
> - **Challenge** 11 (7,200 XP)
>
> ___
>
> ***Huge Stature.*** A creature adjacent to the chuul may spend half of its
movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature
climbs onto the chuul. While climbing on the chuul, a creature has advantage on
melee attacks against the giant, and the chuul has disadvantage on melee attacks
against it.
>
> ***Sense Magic.*** The chuul senses magic within 120 feet of it. It can't be
surprised by creatures carrying magic items.
>
> ***Brittle Shell.*** If the chuul takes 20 or more bludgeoning damage from a
single source, its AC is reduced to 14 until it completes a Short or Long Rest.
>
> ***Psychic Awakening.*** A non-telepathic creature wtihin 5 ft. of the chuul that
takes any psychic damage must succeed on a DC 15 Intelligence saving throw or take
an additional 22 (4d10) psychic damage and gain Telepathy 30 ft.
>
> ### Actions
> ***Multiattack.*** The chuul makes three attacks: one of which may be with each
of its claws, then uses its tentacles, if available.
>
> ***Seizer Claw.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 19 (3d8 + 6) piercing damage and the target is grappled (escape DC 18) and
dragged up to 10 feet towards the chuul. The chuul can grapple only a single target
at a time.
>
> ***Crusher Claw.*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 24 (4d8 + 6) piercing damage and the target must succeed on a DC 18
Constitution saving throw or suffer disadvantage on attack rolls that use Strength
until it completes a short or long rest.
>
> ***Psychic Lure.*** Ranged Spell Attack: +7 to hit, reach 60 ft., one target.
Hit: 14 (2d10 + 3) pyschic damage and the target is pulled 30 ft. toward the chuul.
A creature climbing on the chuul must succeed on a DC 15 Strength saving throw or
fall off.
>
> ***Tentacles.*** One creature grappled by the chuul must make a DC 17
Constitution saving throw. On a failure, a creature is Poisoned and attacks against
it score a critical on a 15-20 until the end of the chuul's next turn.
>
> ### Reactions
> ***Psychic Groan (1/Day).*** As a reaction to being reduced below 110 hit points,
the chuul forces each creature within 20 ft. it to succeed on a DC 15 Intelligence
saving throw or take 33 (6d10) psychic damage. A creature with telepathy makes this
saving throw at disadvantage.

<img
src='https://i.imgur.com/VMBL9LI.jpg'
style='position:absolute;bottom:-20px;right:-10px;width:496px;mix-blend-
mode:multiply'/>

### Chuul Tactics


The chuul attempts to ambush from the water's edge, grabbing a creature with its
seizer claw and using its crusher claw to try to cripple an ally (ideally one with
a bludgeoning weapon) before dragging its prey into the water. Once a creature
submits to the chuul's poison, the chuul focuses <br> all of its attacks on it
while continuing to drag it away <br>from its allies. If its shell is damaged, it
instead tries to <br> dash away into the water with its prey before finishing it
off.

### Chuul Juggernaut Tactics


The chuul juggernaut uses its psychic lure to pull a creature away from its allies
before seizing it. It focuses its claw attacks on its chosen prey, while always
trying to use its psychic lure against a creature within 5 ft. that has not yet
suffered a psychic awakening.

The chuul immediately switches focus to removing any creature climbing on it that
can deal bludgeoning daamge.

\page

# Cloakers

### Cloaker Lore

**Arcana DC 15**: Certain cloakers have been said to augment their natural sonic
abilities with magical potency, a dreadful prospect tempered only slightly by the
boon it grants to those resistant to such magics.
**History DC 10**: Juvenile cloakers near settlements of humanoids will often lie
in wait hoping to be mistaken for a leather cloak by an unsuspecting adventurer,
though this strategy grows less effective as the cloaker grows larger.
**History DC 15**: Cloakers generally live in isolation, but are rarely encountered
alone. Rather, the cloaker's preferred strategy is to find an incipient conflict of
some sort and stalk its edges, waiting for its prey to drop away from its allies so
the cloaker can take it unnoticed in the fray.
**Nature DC 10**: Obligate denizens of the dark, cloakers are distressed and
repelled by any form of light.
**Nature DC 15**: Few cloakers actually reach full maturity, but those who do gain
finer control over their sonic abilities, often able to use circular breathing to
produce a continuous, discomfiting sound that distracts and unsettles any who<br>
can hear it.
**Nature DC 20**: Elderly cloakers, upon reaching the end <br>of their natural
lifespan, instictively seek out a vortice to <br>the Shadowfell to pass into. Those
who find one <br>presumably die in the passage, but some have posited a further
stage of life that a cloaker might enter into upon suffusion in the dark echoes of
the plane of shadow.

### Cloaker Ambusher Tactics


Despite the name, cloakers rarely attempt to pass themselves off as cloaks, as they
are intelligent enough to recognize when a random cloak would draw more attention
and suspicion than it averted. Rather, cloakers hide most commonly by pressing
themselves flat against a dark surface such as a stone wall and relying on darkness
to cloak them as they prey on adventurers that rely on darkvision for sight.

A cloaker will ordinarily avoid a party that carries bright light with them, but if
prompted to attack by desperation follows at a distance and attempts to pick off a
ranged combatant while the party is engaged with another threat.

### Cloaker Lord Tactics


The cloaker lord is somewhat less afraid of direct conflict than the ambusher, but
still prefers to wait until the party is distracted with some other threat or
hazard before making its move. It uses its tail to shove if it is trying to avoid
opportunity attacks while it carries off a grappled creature, or if there are
hazards or precipitous drops nearby it can push its foes into.
<div style='margin-top:140px'></div>

### Shadowcloak Elder Tactics


Once the shadowcloak elder has a creature grappled with its enveloping bite, it
uses its subsonic moan each turn. If the party are distracted with other foes, it
starts with Nausea then alternates between Fear and Stupor, otherwise skipping the
nausea step. Once reduced below 1/2 HP, the shadowcloak elder uses its shadow shift
to carry its prey to a safer and more secluded location.

### Encounters
**CR 18 Encounter 6,900 XP**
* 1 Drow Arachnomancer (CR 7)
* 1 Cloaker Ambusher (CR 5)
* 1 Drow Blademaster (CR 5)
* 4 Drow (CR 1/2)
<a>

**CR 19 Encounter 9,700 XP**


* 1 Cloaker Lord (CR 8)
* 2 Storoper (CR 7)
</a>

<img
src='https://i.imgur.com/I7PCfzi.jpg'
style='position:absolute;bottom:20px;right:0px;width:500px;mix-blend-
mode:multiply; transform:scaleX(-1)'/>
\page
___
> ## Cloaker Ambusher
>*Medium aberration, chaotic neutral*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 71 (13d8 + 13)
> - **Speed** 10 ft., fly 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|15 (+2)|12 (+1)|13 (+1)|12 (+1)|14 (+2)|
>___
> - **Skills** Stealth +5
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** Deep Speech, Undercommon
> - **Challenge** 5 (1,800 XP)
> ___
> ***Damage Transfer.*** While grappling a creature, the cloaker takes only half
the damage dealt to it (rounded down), and that creature takes the other half.
>
> ***False Appearance.*** While the cloaker remains motionless without its
underside exposed, it is indistinguishable from a dark leather cloak.
>
> ***Light Sensitivity.*** While in bright light, the cloaker has disadvantage on
attack rolls and Wisdom (Perception) checks that rely on sight and can't use its
Phantasms ability.
>
>
>
> ### Actions
> ***Multiattack.*** The cloaker makes two attacks, one of which may be with its
enveloping bite.
>
> ***Enveloping Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 14). While
grappled, the target is Blinded and can't breathe, and the cloaker has advantage on
attacks against it and cannot bite another target. If this attack was made with
advantage, the creature loses its breath if it was holding it.
>
> ***Tail Lash.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit:
7 (1d8 + 3) slashing damage.
>
>
> ### Reactions
> ***Phantasms.*** As a reaction to being hit with an attack or harmful spell, the
cloaker rolls a D20. On a roll of 11-20, the attack or spell hits an illusory echo
of the cloaker instead.
>
> ***Moan (1/Day).*** As a reaction to being reduced below 39 hit points, the
cloaker forces each non-aberration creature within 60 feet that can hear it to
succeed on a DC 13 Wisdom saving throw or become Frightened until the end of the
cloaker's next turn.
___
> ## Cloaker Lord
>*Large aberration, chaotic neutral*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 120 (16d10 + 32)
> - **Speed** 10 ft., fly 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|16 (+3)|15 (+2)|13 (+1)|12 (+1)|17 (+3)|
>___
> - **Skills** Perception +4, Stealth +6
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Languages** Deep Speech, Undercommon
> - **Challenge** 8 (3,900 XP)
> ___
> ***Damage Transfer.*** While grappling a creature, the cloaker takes only half
the damage dealt to it (rounded down), and that creature takes the other half.
>
>
> ***Light Sensitivity.*** While in bright light, the cloaker has disadvantage on
attack rolls and Wisdom (Perception) checks that rely on sight and can't use its
Phantasms ability.
>
> ***Unceasing Moan.*** While the cloaker has fewer than 61 hit points, it
continuously releases an unsettling, breathless moan. Each non-aberration creature
within 10 ft. of the cloaker subtracts 1d4 from any attack rolls it makes.
>
> ### Actions
> ***Multiattack.*** The cloaker makes four attacks, one of which may be with its
enveloping bite.
>
> ***Enveloping Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 14 (3d6 + 4) piercing damage and the target is grappled (escape DC 15). While
grappled, the target is Blinded and can't breathe, and the cloaker has advantage on
attacks against it and cannot bite another target. If this attack was made with
advantage, the creature loses its breath if it was holding it.
>
> ***Tail Lash.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit:
9 (1d10 + 4) slashing damage. Instead of dealing damage, the cloaker may push the
target 5 ft. away.
>
>
> ### Reactions
> ***Phantasms.*** As a reaction to being hit with an attack or harmful spell, the
cloaker rolls a D20. On a roll of 11-20, the attack or spell hits an illusory echo
of the cloaker instead.
>
> ***Terrifying Moan (1/Day).*** As a reaction to being reduced below 61 hit
points, the cloaker may force each non-aberration creature within 60 feet that can
hear it to succeed on a DC 14 Wisdom saving throw or use its reaction to move half
its speed directly away from the cloaker.
>
>

<img
src='https://i.imgur.com/Ep7vaL7.jpg'
style='position:absolute;bottom:-30px;left:140px;width:150px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

\page

___
___
> ## Shadowcloak Elder
>*Huge aberration, chaotic neutral*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 189 (18d12 + 72)
> - **Speed** 20 ft., fly 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|16 (+3)|19 (+4)|15 (+2)|17 (+3)|18 (+4)|
>___
> - **Saving Throws** DEX +7, WIS +7, CHA +8
> - **Skills** Arcana +6, History +6, Perception +7, Stealth +7
> - **Damage Resistances** Cold, Necrotic
> - **Senses** Darkvision 60 ft. (penetrates magical darkness), Passive Perception
17
> - **Languages** Deep Speech, Undercommon
> - **Challenge** 11 (7,200 XP)
> ___
> ***Damage Transfer.*** While grappling at least one creature, the shadowcloak
elder takes only half the damage dealt to it (rounded down), and a creature
grappled by it of the shadowcloak elder's choice takes the other half.
>
>
> ***Light Sensitivity.*** While in bright light, the shadowcloak elder has
disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight and
can't use its Phantasms ability.
>
> ***Unceasing Moan.*** While the shadowcloak elder has fewer than 95 hit points,
it continuously releases an unsettling, breathless moan. Each non-aberration
creature within 30 ft. of the cloaker subtracts 1d4 from any attack rolls it makes.
>
> ### Actions
> ***Multiattack.*** The shadowcloak elder makes four attacks, one of which may be
with its enveloping bite. It may replace its bite with a use of its Shadow Shift or
Subsonic Moan.
>
> ***Enveloping Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 19 (4d6 + 5) piercing plus 11 (2d10) necrotic damage and the target is
grappled (escape DC 17). While grappled, the target is Blinded and can't breathe,
and the cloaker has advantage on attacks against it. If this attack was made with
advantage, the creature loses its breath if it was holding it.
>
> ***Tail Lash.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit:
9 (1d10 + 5) slashing plus 5 (1d10) necrotic damage and the target is pushed 5 ft.
away.
>
>
> ***Shadow Shift.*** If the shadowcloak elder is in dim light or darkness, it and
each creature it is grappling teleport to another area of dim light or darkness the
shadowcloak elder can see within 60 ft.
>
> An unwilling creature makes a DC 16 Charisma saving throw to resist this effect,
and is left behind on a successful save.
>
>
> ***Subsonic Moan.*** The shadowcloak elder releases a thunderous blast of
magically augmented, subonic energy in a 30 ft. cone, choosing one of the following
effects. Each creature in the area must succeed on a DC 16 Constitution saving
throw or suffer the chosen effect.
>
> * **Nausea.** The creature is Poisoned for the next minute. A poisoned creature
repeats this saving throw at the end of each of its turns, ending the effect on a
success.
> * **Fear.** The creature is Frightened until the end of the shadowcloak elder's
next turn.
> * **Stupor.** The creature drops anything it is holding. If the creature was
Frightened, it is additionally Stunned until the end of the shadowcloak elder's
next turn.
>
> ### Reactions
> ***Phantasms.*** As a reaction to being hit with an attack or harmful spell, the
cloaker rolls a D20. On a roll of 11-20, the attack or spell hits an illusory echo
of the cloaker instead.
>
> ***Dousing Hiss.*** As a reaction to being hit with an attack or harmful spell,
the shadowcloak elder reduces a source of light it can see within 60 ft. by one
level, either reducing bright light to dim light, or extinguishing a source of dim
light.

\page

# Darkweaver

### Darkweaver Lore


**Arcana DC 15**: Darkweavers are natives of the shadowfell, though they slip
through vortices whenever possible to seek the more plentiful prey of the material
plane. Like many denizens of shadow, they are weakened by bright light, though the
protective cocoon of darkness they exude shields them from it ordinarily.
**Nature DC 20**: Despite the enormity of its appearance, the true creature at the
heart of a darkweaver is no larger than a bear, the writhing mass of tendrils
simply a defensive mechanism to shield it from the light of the material plane.
They do, however, produce the added benefit of trapping potential prey, parting
easily for those moving towards the darkweaver and tangling those attempting to
retreat.

### Darkweaver Tactics


Darkweavers cannot effectively hide their presence entirely, both because of the
enormous visual indicator of their shadow strands and the fact that a creature
within their aura can feel their presence by determining which direction their
movement is not hampered in. Despite this, they are masters of stealth, carrying
obscurement with them wherever they go.

When attacking a group, the darkweaver approaches slowly, to all appearances a


gigantic mass of impenetrable writhing tendrils, to prompt its prey to flee, then
once the slowest have lagged behind teleports with its Shadow Slip and closes the
distance, using Consume Vigor repeatedly once the target is grappled.

If a creature within ten feet of it is carrying a source of bright light, it puts


all other considerations aside and focuses purely on attacking the creature until
it is unconscious or dead. If two creatres within ten feet of it are carring bright
light, the darkweaver disengages and then flees.
___
> ## Darkweaver
>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 14 (18 if in Dim Light or Darkness))
> - **Hit Points** 171 (18d10 + 72)
> - **Speed** 30 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|18 (+4)|18 (+4)|15 (+2)|16 (+3)|17 (+3)|
>___
> - **Saving Throws** CON +8, WIS +7, CHA +7
> - **Skills** Animal Handling +11, Athletics +7, Persuasion +11, Stealth +8
> - **Damage Resistances** Cold, Necrotic
> - **Senses** Blindsight 10 ft., Darkvision 60 ft. (penetrates magical darkness),
Passive Perception 10
> - **Languages** Abyssal, Common, Infernal
> - **Challenge** 10 (5,900 XP)
> ___
>
> ***Spider Climb.*** The darkweaver can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
>
> ***Shadow Slip.*** As a Bonus Action, the darkweaver teleports up to 30 ft. to a
location it can see that is not brightly illuminated.
>
> ***Shadow Strands.*** The dark weaver is surrounded in a 30 ft. radius by a
tangle of slithering, web-like strands of shadowstuff, gaining the following
benefits:
> * Other creatures cannot see more than 10 ft. through the area.
> * Light cannot extend more than 10 ft. through the area.
> * The area is difficult terrain for any creature trying to move away from the
darkweaver.
>
>
> ### Actions
> ***Multiattack.*** The darkweaver makes six melee attacks.
>
> ***Tentacle Rake.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
Hits: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 16).
While grappled in this way, a creature in Dim Light or Darkness is Blinded and
Restrained.
>
> ***Consume Vigor.*** One creature grappled by the darkweaver must succeed on a DC
16 Constitition saving throw or have its Constitution score reduced by 5 (2d4) for
the next minute. The target dies if this reduces its Constittuion to 0.
>
>Additionally on a failure, the radius of the darkweaver's shadow strands trait
expands by 5 ft. for the next minute.

<img
src='https://i.imgur.com/bf7GoIb.png'
style='position:absolute;bottom:-10px;left:-60px;width:550px;mix-blend-
mode:darken;
transform:scaleX(-1)'/>

\page
# Derro
The underdark offers no shortage of incomprehensible terrors, but perhaps the
greatest fear of those who delve is not that they might become prey to one of the
creatures of the dark, but that they might become one of them; that some horrid
insight awaits them that will twist their minds to the evil ends of those that lurk
in the hidden places of the world. The derro are frighteneing not because of how
alien they are, but because of how familiar.

### Derro Lore


**Arcana DC 10**: Like the duergar they occasionally cohabitate with, derro are
known to be somewhat resistant to magic.
**History DC 10**: Among the derro, sudden bouts of mania or obsession are
considered divinely inspired and encouraged by broader derro society. Few can match
the intensity and devotion of derro hobbyists and fanatics.
**History DC 15**: Derro mythology is fluid and ever-changing, but a common theme
among stories they tell of their origin involves stealing the magic of a great evil
to free their race from some worldy hardship.
**Nature DC 15**: The white cataract-like growths over their eyes seem to block
most of the visible light spectrum, indicating that the derro are wholely adapted
to living in complete darkness.
<div style='margin-top:1140px'></div>

### Derro Crawler Tactics


The crawler advances while prone, firing its crossbow as it darts from cover to
cover. Before closing to melee, it will use its uncanny fixation, then single-
mindedly chase down its quarry with its hooked spear, standing from prone the turn
after it closes to melee range. It chooses to knock its target down rather than
deal damage if it has at least two nearby allies, or if it is trying to retreat.

### Derro Quarreller Tactics


If one of the party is carrying a source of bright light, the quarreller tries to
focus them down with its repeating crossbow. If more or less than one are carrying
light, the quareller instead uses its uncanny fixation to cancel out the
disadvantage and just focuses fire on the target of its fixation. Once its Madness
Unleashed is active, it charges into melee with its ear-taker blade.

### Derro Savant Tactics


The savant opens with its Window to Madness and Draw of the Far Realm, then uses
its Mental Scourge with its Draw of the Far Realm if at least one creature is
within 10 ft. of the window, or with its Searing Focus otherwise. It uses Refuge in
Madness whenever it makes a saving throw against an effect that would incapacitate
it, then uses Uncanny Fixation on the following turn.

<img
src='https://i.imgur.com/7RlF50r.jpg'
style='position:absolute;bottom:-15px;right:0px;width:816px;mix-blend-
mode:darken'/>

\page

___
> ## Derro Crawler
>*Medium humanoid (derro), lawful evil*
> ___
> - **Armor Class** 13 (Leather Armor)
> - **Hit Points** 13 (4d8 + 8)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|12 (+1)|11 (+0)|5 (-3)|9 (-1)|
>___
> - **Skills** Stealth +4
> - **Senses** Darkvision 120 ft. (penetrates magical darkness), Passive Perception
7
> - **Languages** Dwarvish, Undercommon
> - **Challenge** 1/4 (50 XP)
>
> ___
>
> ***Sunlight Sensitivity.*** While in sunlight, the derro has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ***Scuttling Advance.*** The derro can crawl at its full movement speed, and does
not suffer disadvantage on attack rolls as a result of being prone.
>
> ***Magic Resistance.*** The derro has advantage on saving throws against spells
and other magical effects.
>
> ### Actions
>
> ***Hooked Spear.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose
to deal no damage and knock it prone.
>
> ***Crossbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
>
> ***Uncanny Fixation (1/Day).*** The derro chooses one hostile creature it can see
at random. For the next hour or until the creature dies, the derro has advantage on
attack rolls and Wisdom-based checks directed at the creature, and disadvantage on
attack rolls on attack rolls that target any other creature.
>
> ### Reaction
> ***Mad Lunge.*** As a reaction to missing with a melee attack, the derro may add
5 to its attack roll. If it does, the target may make an attack of opportunity
against the derro.
___
> ## Derro Quarreller
>*Medium humanoid (derro), lawful evil*
> ___
> - **Armor Class** 14 (Leather Armor)
> - **Hit Points** 85 (10d10 + 30)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|17 (+3)|15 (+2)|12 (+1)|5 (-3)|9 (-1)|
>___
> - **Skills** Stealth +5
> - **Senses** Darkvision 120 ft. (penetrates magical darkness), Passive Perception
7
> - **Languages** Dwarvish, Undercommon
> - **Challenge** 2 (450 XP)
>
> ___
>
> ***Sunlight Sensitivity.*** While in sunlight, the derro has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ***Madness Unleashed.*** While the derro has fewer than 43 hit points, it has
disadvantage on attack rolls and its melee attacks deal an additional 7 (2d6)
psychic damage.
>
> ***Magic Resistance.*** The derro has advantage on saving throws against spells
and other magical effects.
>
> ### Actions
> ***Multiattack.*** The derro makes three attacks with its ear-taker blade, or two
attacks with its repeating hand crossbow.
>
> ***Ear-Taker Blade.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage. This attack scores a critical on an 18-20 against
a prone creature.
>
> ***Repeating Hand Crossbow.*** Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
>
> ### Bonus Actions
> ***Uncanny Fixation (1/Day).*** The derro chooses one hostile creature it can see
at random. For the next hour or until the creature dies, the derro has advantage on
attack rolls and Wisdom-based checks directed at the creature, and disadvantage on
attack rolls on attack rolls that target any other creature.
>
> ### Reaction
> ***Mad Lunge.*** As a reaction to missing with a melee attack, the derro may add
5 to its attack roll. If it does, the target may make an attack of opportunity
against the derro.

\page

___
___
> ## Derro Savant
>*Medium humanoid (derro), lawful evil*
> ___
> - **Armor Class** 15 (Studded Leather Armor)
> - **Hit Points** 136 (16d10 + 48)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|16 (+3)|16 (+3)|12 (+1)|4 (-3)|19 (+4)|
>___
> - **Saving Throws** DEX +6, WIS +0
> - **Skills** Arcana +9, Religion +6, Stealth +6
> - **Senses** Darkvision 120 ft. (penetrates magical darkness), Passive Perception
7
> - **Languages** Dwarvish, Undercommon
> - **Challenge** 5 (1,800 XP)
>
> ___
>
> ***Sunlight Sensitivity.*** While in sunlight, the derro has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
>
> ***Magic Resistance.*** The derro has advantage on saving throws against spells
and other magical effects.
>
> ### Actions
> ***Multiattack.*** The derro makes three attacks with its barbed lash.
>
> ***Barbed Lash.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
10 (2d6 + 3) slashing damage and the target is moved 5 ft. in a direction of the
savant's choice.
>
> ***Mental Scourge (3rd Level Spell).*** One creature the derro can see within 60
ft. must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic
damage, or half as much on a success.
>
> A creature that fails by 5 or more has its movement controlled by the derro on
its following turn. The creature can take its action before or after moving.
><div style='margin-top:140px'></div>
>
>
> ***Window to Madness (4th Level Spell, Concentration).*** The derro creates an 10
ft. by 10 ft. illusory portal to the far realm in an unoccupied space within 60 ft.
that lasts for a minute. Each non-derro creature within 30 ft. of the portal that
can see it takes 1d4 psychic damage at the start of each of its turns. A creature
that starts its turn within the area of the portal itself must succeed on a DC 15
Intelligence saving throw or take 36 (8d8) psychic damage and be Stunned until the
beginning of its next turn.
>
> ### Bonus Actions
> ***Draw of The Far Realm.*** Each creature within 60 ft. of the derro's Window to
Madness must succeed on a DC 15 Strength saving throw or be drawn 10 ft. towards
it.
>
> ***Searing Focus.*** The derro gives one creature within 60 ft. that it can see
disadvantage on the next saving throw it makes this turn. The derro takes 7 (2d6)
psychic damage.
>
> ***Uncanny Fixation (1/Day).*** The derro chooses one hostile creature it can see
at random. For the next hour or until the creature dies, the derro has advantage on
attack rolls and Wisdom-based ability checks directed at the creature, and
disadvantage on attack rolls on attack rolls that target any other creature.
>
> ### Reactions
> ***Refuge in Madness.*** As a reaction to being forced to make an Intelligence,
Wisdom, or Charisma saving throw, the savant may gain advantage on the saving
throw. If it does, it cannot cast spells on its following turn.

### Encounter Groups


Derro have no willing allies in the underdark outside their own race, as few are
able to even tolerate their presence for any length of time. They are typically
found in the company of their own mutated slaves, or in the service of a creature
they see as an expression of the will of the Far Realm.
<div style='margin-top:180px'></div>

**CR 12 Encounter 3,300 XP**


* 1 Derro Savant (CR 5)
* 2 Derro Quarrellers (CR 2)
* 2 Dolgrim (CR 1)
* 4 Derro Crawlers (CR 1/4)
<a>

**CR 19 Encounter 24,000 XP**


* 1 Aboleth Overseer (CR 10)
* 1 Derro Savant (CR 5)
* 6 Derro Crawlers (CR 1/4)

</a>

\page

<div style='height:940px'></div>

# Elder Brain

### Elder Brain Lore


**Arcana DC 15**: Resting anywhere near a potential illithid enclave can be
dangerous, as an elder brain can worm its way into any unguarded mind and form an
exploitable link with it.
**Arcana DC 20**: Elder brains are protected by a telekinetic field that blunts
most form of direct damage. If the creature's concentration can be broken, however,
the field loses its effectiveness.
**History DC 20**: Elder brains introduce an inherent tension to the communities of
mind flayers they rule over; while a small cabal of mind flayers can go unnoticed
for a long while in a large city, eating only the occasional brains they require,
mind flayers cannot reproduce and continue on without an elder brain. An elder
brain, however, needs a great many more brains to sustain itself, so inevitably a
growing enclave of illithids must declare some form of open dominion over a society
to sustain its elder brain, often resulting in their annihilation.

<div style='margin-top:140px'></div>

### Elder Brain Tactics


If unsupported by mind flayer allies, the elder brain immediately attempts to flee
with its plane shift. If supporting allies, or if forced to fight, the elder brain
uses its Mind Blast whenever available, and tries to tether as many melee threats
with its synaptic tendrils as it can.

The elder brain takes any opportunity it can to form a Psychic Link when a creature
drops unconscious, and uses its Mind Master ability whenever it has a loose
legendary action to give its allies the chance to reposition or make attacks of
opportunity, otherwise making tendril attacks with its legendary actions.

### Elder Brain Social Encounters


* An elder brain's control of its illithid sept has been overthrown by an upstart
ulitharid, and it has begun surreptitiously leaving clues to lure adventurers near.
Once within range of its telepathy, the elder brain attempts to enlist the party to
assassinate the ulitharid and its private guards, and in exchange is willing to
move the sept once it regains control, along with sharing some of their magitech
with the party.
* A psychic storm has left an elder brain posessed by the lingering spirit of one
of the brain's victims. The spirit wishes to engineer the downfall of the brain's
colony, but can't act openly lest the colony discover it's presence, and must
enlist outside aid.

<img
src='https://i.imgur.com/YW4Mjjh.jpg'
style='position:absolute;top:-0px;right:0px;width:816px'/>

<!-- Full page stain -->


<img src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0003.png'
style='position:absolute; top:210px; left:0px; width:816px'/>

\page
___
___
> ## Elder Brain
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 10
> - **Hit Points** 210 (20d10 + 100)
> - **Speed** 5ft., swim 10ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|10 (+0)|20 (+5)| 21 (+5)|19 (+4)|24 (+7)|
>___
> - **Saving Throws** CON +10, INT +10, WIS +9, CHA +12
> - **Skills** Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion
+12
> - **Damage Resistances** All but psychic
> - **Senses** Blindsight 5 miles (blind beyond this radius), Passive Perception 14
> - **Languages** Understands Common, Deep Speech, and Undercommon but cant speak,
Telepathy 5 miles.
> - **Challenge** 14 (11,500 XP)
> ___
>
>
>
> ***Non-Euclidian.*** The space in a 15 foot radius around the elder brain is
difficult terrain, as the elder brain's presence warps it into incomprehensible
geometries.
>
> ***Tendrils.*** The elder brain can have up to six tendrils at a time. Each
tendril can be attacked (AC 10; 10 hit points), or destroyed by forcing the
tethered creature to move more than 30 feet from the elder brain. Destroying a
tendril deals no damage to the elder brain, which can extrude a replacement tendril
as part of an attack.
>
> ***Exposed Brain.*** The elder brain has a telepathic field that grants it
resistace to all damage but psychic, which it must concentrate on as though
concentrating on a spell. If it loses concentration, until the beginning of its
next turn it loses its damage resistances.
>
> ***Magic Resistance.*** The elder brain has advantage on saving throws against
spells and other magical effects.
>
> ***Legendary Resistance (3/Day).*** If the elder brain fails a saving throw, it
can choose to succeed instead.
>
> ### Actions
>
> ***Synaptic Tendril.*** Melee Weapon Attack: +7 to hit, reach 30 ft., one
creature. Hit: 18 (4d8) psychic damage and the target must succeed on a DC 15
Strength saving throw or be tethered by it.
>
>
> A creature tethered to the elder brain is unable to move more than 30 feet away
from it, is Dominated by the elder brain, and has its Wisdom score reduced by 9
(2d8), to a minimum of 1, until it is released.
>
> A creature that has its Wisdom score reduced to 1 in this way remains Dominated
after the tether is removed, but may make a DC 18 Wisdom saving whenever it takes
damage, ending the effect on a success.
>
>
><div style='margin-top:140px'></div>
>
>
> ***Mind Blast (Recharge 5-6).*** The elder brain radiates a blast of psychic
energy in a 60-foot cone. Each creature of the elder brain's choice in that area
must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic
damage and have its proficiency bonus reduced to 0 for 1 minute (Save Ends at end
of turn).
>
> ***Plane Shift (7th level spell, 1/Day).*** The elder brain teleports to another
plane of existence.
>
> ### Reactions
> ***Die For Your Master.*** As a reaction to being targeted with an attack or
spell, the elder brain may force a creature within 15 feet that it has under its
control to use its reaction to move up to half its speed toward the elder brain,
becoming the new target of the attack or spell if it ends this movement adjacent to
the elder brain.
>
> ***Psychic Keen (1/Day).*** As a reaction to being reduced below 106 hit points,
the elder brain lets out a telepathic wail. Each creature within 60 ft. with a
proficiency bonus of 0 must succeed on a DC 18 Intelligence saving throw or be
Stunned until the end of the elder brain's next turn.
>
> ### Legendary Actions
The elder brain can take 4 legendary actions, choosing from the options below.
>
> ***Form Psychic Link.*** One incapacitated creature within 5 miles must succeed
on a DC 18 Charisma saving throw or have the elder brain form a psychic link to it.
This link ends if the creature leaves the radius, or with a Remove Curse or similar
magic. While linked, the elder brain can see through the creature's eyes and read
its surface thoughts.
>
> ***Mind Master.*** The elder brain causes any number of creatures it has a
psychic link to use their reactions to move up to 15 ft. in the same direction. A
creature directed to move into damaging terrain may first attempt a DC 18 Wisdom
saving throw, ending the link and taking 10 (3d6) psychic damage on a success.
>
> ***Break Concentration.*** One creature the elder brain has a psychic link to
loses concentration on a spell it has cast.
>
>
>
> ***Tendril (Costs 2 Actions).*** The elder brain makes a synaptic tendril attack.

\page

# Ephemera

### Ephemeral Accretor Lore

**Arcana DC 15**: Though native to the astral plane, ephemeral accretors can be
found across the planes around gravitational rifts, and are particularly prevalant
in areas where gravity operates on subjective or object-relative principles such
Acheron or the Elemental Plane of Air, though they retain their innate control of
gravitational forces even in more conventional environs.
**Arcana DC 20**: Accretors are of particular danger to mages, able to sieze upon
spell energy that targets them to drag a spell caster towards them.
**Nature DC 10**: Much like constrictor snakes, accretors don't actually crush
their prey ordinarily. Rather, they wait for a trapped creature to exhale, then
tighten their grip so it cannot take in another breath.

### Ephemeral Accretor Tactics

Ephemeral accretors use their Gravity Dancer ability to drop onto a group of
enemies, then grab one of them and try to send each other foe falling away with
their accretor tendrils. Once it has an enemy isolated, the accretor alternates
between its Gnashing Bite and its Sudden Reversal, trying to keep melee threats
from closing with it and staying behind cover using its Gravity Dancer ability.

___

> ## Ephemeral Accretor


>*Large aberration, unaligned*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 143 (14d12 + 52)
> - **Speed** 30 ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|15 (+2)|18 (+4)|8 (-1)|14 (+2)|13 (+1)|
>___
> - **Saving Throws** STR +8, DEX +5
> - **Skills** Perception +5, Stealth +6
> - **Damage Resistances** Bludgeoning, Force
> - **Condition Immunities** Prone
> - **Senses** Darkvision 60 ft., Passive Perception 15
> - **Challenge** 6 (2,300 XP)
> ___
>
> ***Gravity Dancer.*** As a Bonus Action, the accretor can change the orientation
of gravity for itself and for each Medium or smaller creature it is holding toward
a creature or surface within 30 ft.
>
> ### Actions
> ***Multiattack.*** The accretor makes two attacks with its accretor tendrils.
>
> ***Accretor Tendrils.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC
17) and restrained. Instead of grappling a creature, the accretor may change the
orientation of gravity for the target toward a creature or surface within 30 ft.
for the next minute.
>
> ***Gnashing Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled
creature. Hit: 15 (2d8 + 6) piercing damage plus 22 (4d10) force damage.
>
> ***Sudden Reversal (Recharge 5-6).*** Each object and creature affected by the
accretor's tendrils must succeed on a DC 17 Dexterity saving throw or have the
accretor change the orientation of gravity for the target toward a new creature or
surface within 30 ft. for the next minute.
>
>
> ### Reactions
> ***Dweomer Attraction.*** As a reaction to being targeted by a spell or magical
ability, the accretor forces the spellcaster to succeed on a DC 17 Dexterity saving
throw or have the orientation of gravity for itself changed towards the accretor
for the next minute.
>
> ***Crush.*** As a reaction to a creature the accretor has grappled speaking or
casting a spell with a verbal component, the accretor crushes the air out of its
lungs. The creature cannot breathe until it is released from the grapple and
immediately begins to suffocate.

<img
src='https://i.imgur.com/DPTP8u5.jpg'
style='position:absolute;bottom:-40px;left:20px;width:400px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

\page
___
___
> ## Ephemeral Hangman
>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 161 (14d12 + 70)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|16 (+3)|20 (+5)|8 (-1)|14 (+2)|16 (+3)|
>___
> - **Saving Throws** DEX +6, WIS +5
> - **Skills** Perception +5, Stealth +6
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder; Bludgeoning,
Piercing, and Slashing from Nonmagical Attacks
> - **Condition Immunities** Charmed, Prone, Restrained
> - **Senses** Darkvision 60 ft., Passive Perception 15
> - **Challenge** 7 (2,900 XP)
> ___
>
>
> ***Amorphous*** While in Dim Light or Darkness, the hangman can move through a
space as narrow as 1 ft. wide without squeezing.
>
> ***Shadow Regeneration.*** While in Darkness, the hangman regains 20 hit points
at the start of each of its turns if it has at least 1 hit point.
>
> ***Light Vulnerability.*** While in bright light, the hangman loses its damage
resistances. If the hangman starts its turn in bright light, it must succeed on a
DC 10 Wisdom saving throw or use its action to dash away from the source.
>
> ### Actions
> ***Multiattack.*** The hangman makes three attacks with its tendril scourge.
>
> ***Tendril Scourge.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 13 (2d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) and
restrained. Instead of grappling a creature, the hangman may force it to succeed on
a DC 17 Strength saving throw or be knocked prone and drop what it's holding.
>
> ***Gnashing Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled
creature. Hit: 15 (2d8 + 6) piercing damage plus 33 (6d10) necrotic damage.
>
> ***Dexterity Drain (Darkness only).*** One creature grappled by the hangman has
its speed reduced by 10 for the next minute, then must succeed on a DC 16
Constitition saving throw or have its Dexterity reduced by 5 (2d4) for the next
minute. The target dies if this reduces its Dexterity to 0, and falls prone if this
reduces its speed to 0.
>
>
> ### Reactions
> ***Shadow Step.*** As a reaction to taking damage of a type it is resistant to,
the hangman may teleport up to 30 feet to a location it can see and turn invisible
until the end of its next turn, or until it makes an attack.
>
> ***Crush.*** As a reaction to a creature the hangman has grappled speaking or
casting a spell with a verbal component, the hangman crushes the air out of its
lungs. The creature cannot breathe until it is released from the grapple and
immediately begins to suffocate.

### Ephemeral Hangman Lore

**Arcana DC 10**: As with many creatures of the shadowfell, ephemeral hangmen exist
in a strange state of unreality, their forms bleeding out into their surroundings
while enshrouded in gloom. Bright light, however, forces their bodies to assume a
more corporeal form, making them easier to harm.
**History DC 15**: When an ephemeral hangman slips through a portal to the material
plane, it looks for a cramped, dark location to lair in, such as a chest or
wardrobe, or under a bed.
**Nature DC 15**: Ambush predators born of the undifferentiated gloom that marks
the blurred edges of the Shadowfell, ephemeral hangmen prey upon wandering
petitioners, bursting from tree hollows and animal burrows.
<div style='margin-top:240px'></div>

### Ephemeral Hangman Tactics


Hangmen cram themselves into small, dark spaces from which they can leap out,
ordinarily avoiding creatures that carry bright light. When it attacks, it tries to
grab and restrain as many creatures as it can with its Tendril Scourge, then
focuses on draining one of them with its Dexterity Drain each turn. If subjected to
bright light, it switches to its gnashing bite, trying to down the creature
carrying the light as quicky as it can. It ordinarily uses its Shadow Step only if
it does not have a creature grappled, or if it is attempting to flee.

\page

# Flumphs

Those who encounter the majestic and peaceful flumph in the savage depths of the
underdark inevitably find themselves compelled to ask "...how does this survive?"
and the question is a fair one. Though the flumph is posessed of some natural
defenses, its greatest adaptation is simply that other creatures, no matter how
evil or ravenous, don't seem to feel great about killing them.
___
> ## Monastic Flumph
>*Small aberration, lawful good*
> ___
> - **Armor Class** 12
> - **Hit Points** 17 (5d6)
> - **Speed** 5 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|15 (+2)|10 (+0)|14 (+2)|14 (+2)|11 (+0)|
>___
> - **Skills** Arcana +4, History +4, Religion +4
> - **Damage Vulnerabilities** psychic
> - **Senses** Darkvision 60 ft.
> - **Languages** Understands Undercommon but can't speak, telepathy 60 ft.
> - **Challenge** 0
> ___
> ***Advanced Telepathy.*** The flumph can perceive the content of any telepathic
communication used within 60 feet of it, and it can't be surprised by creatures
with any form of telepathy.
>
> ***Prone Deficiency.*** If the flumph is knocked prone, it must succeed on a DC
10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the
flumph can repeat this save, righting itself and ending the incapacitated condition
if it succeeds.
>
>
>***Peaceful Aura.*** A creature that attempts to harm the flump must succeed on a
DC 12 Wisdom saving throw or be charmed by it for the next minute, or until it
takes any damage.
>
> ### Actions
> ***Blissful Apathy (recharge 6).*** Each creature of the flumph's choice within
30 feet must make a DC 12 Wisdom saving throw or become charmed and incapacitated
for the next minute.
>
> ***Stench Spray (1/Day).*** Each creature in a 15-foot cone originating from the
flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-
smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The
coated creature is Poisoned as long as the stench lasts, and other creatures are
Poisoned while within 5 feet of the coated creature. A creature can remove the
stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

### Flumph Lore

**Arcana DC 10**: Natural psionic eavesdroppers, captive flumphs are fantastic


tools for those coordinating assaults on illithid colonies.
**Arcana DC 15**: The weak-willed often find themselves reticent to harm flumphs,
but this is purely due to a low-grade psionic field they project, which can be
easily defeated with spells that hit a wide area-of-effect, such as fireball, so
long as the spell caster takes care not to think about the flumph's cute face and
goggly eyes while casting the spell.
**History DC 15**: Many flumphs pursue a monastic life, spending their time in the
underdark meditating upon great truths. When questioned about these great truths
they are rarely willing to share, however, ostensably because they haven't quite
worked out the details yet.
**Nature DC 10**: When threatened, flumphs can release a gout of foul-smelling musk
that sickens and deters most predators. Certain flumphs, through intense
meditation, can increase the potency of this musk to truly revolting levels.
**Nature DC 15**: Flumphs feed parasitically on siphoned psionic energy, and are
often found on the periphery of the lairs of powerful psionic creatures such as
aboleths and illithids, or following in the wake of powerful psionic migratory
creatures such as neothelids.

<div style='margin-top:470px'></div>

<img
src='https://i.imgur.com/qIybxEP.jpg'
style='position:absolute;bottom:45px;right:0px;width:430px;mix-blend-
mode:multiply'/>

\page

___
> ## Flumph Infiltrator
>*Small aberration, lawful good*
> ___
> - **Armor Class** 12
> - **Hit Points** 28 (8d6)
> - **Speed** 5 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|15 (+2)|10 (+0)|14 (+2)|14 (+2)|11 (+0)|
>___
> - **Skills** Arcana +4, History +4, Religion +4, Stealth +4
> - **Damage Vulnerabilities** psychic
> - **Senses** Darkvision 60 ft.
> - **Languages** Understands Undercommon but can't speak, telepathy 60 ft.
> - **Challenge** 1/4 (50 XP)
> ___
> ***Advanced Telepathy.*** The flumph can perceive the content of any telepathic
communication used within 60 feet of it, and it can't be surprised by creatures
with any form of telepathy.
>
> ***Prone Deficiency.*** If the flumph is knocked prone, it must succeed on a DC
10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the
flumph can repeat this save, righting itself and ending the incapacitated condition
if it succeeds.
>
>
>***Indifferent Aura.*** A creature that attempts to look at the flump must succeed
on a DC 12 Wisdom saving throw or be compelled to avert its gaze. A creature that
fails this save becomes indifferent to the flumph's presence for the next minute,
and retains no memory of the actions the flumph takes while the creature is
affected.
>
> ### Actions
> ***Spiny Drop.*** One creature that the Flumph is flying over must succeed on a
DC 10 Dexterity saving throw or be Poisoned until the end of its next turn. While
Poisoned in this way, the creature takes 7 (2d6) acid damage at the start of its
turn. A creature that passes the saving throw by 5 or more knocks the flumph prone
in an adjacent space.
>
> ***Stench Spray (1/Day).*** Each creature in a 15-foot cone originating from the
flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-
smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. A
creature can remove the stench on itself by using a short rest to bathe in water,
alcohol, or vinegar.

### Flumph Tactics


Flumphs just try to look cute and stupid and helpless in combat while running and
hiding, and hope that you feel too bad to kill them. It usually works. If a
creature seems determined to attack the flumph regardless, it uses its stench
spray, which is usually fatal to the target, as every flumph-lover in the underdark
now knows what they did.

___
> ## Venerable Flumph
>*Huge aberration, lawful good*
> ___
> - **Armor Class** 13 (Natural Armor
> - **Hit Points** 59 (7d12 + 14)
> - **Speed** 5 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|13 (+1)|15 (+2)|15 (+2)|17 (+3)|12 (+0)|
>___
> - **Skills** Arcana +4, History +4, Religion +4
> - **Damage Vulnerabilities** psychic
> - **Senses** Darkvision 60 ft.
> - **Languages** Understands Undercommon but can't speak, telepathy 60 ft.
> - **Challenge** 2 (450 XP)
> ___
> ***Advanced Telepathy.*** The flumph can perceive the content of any telepathic
communication used within 60 feet of it, and it can't be surprised by creatures
with any form of telepathy. It is immune to any effect that would sense its
emotions or read its thoughts, as well as all divination spells.
>
> ***Prone Deficiency.*** If the flumph is knocked prone, it must succeed on a DC
10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the
flumph can repeat this save, righting itself and ending the incapacitated condition
if it succeeds.
>
>
> ***Empathic Aura.*** Creatures within 30 ft. of the flumph have advantage on
Insight checks to determine emotional states.
>
> ### Actions
> ***Multiattack.*** The flumph makes three attacks with its tendril prod.
>
> ***Tendril Prod.*** Melee Weapon Attack: +4 to hit, reach 15 ft., one target.
Hit: The target is pushed 5 ft. away. On a critical hit, the target is knocked
prone.
>
> ***Spiny Drop.*** One creature that the Flumph is flying over must succeed on a
DC 12 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be Poisoned
for the next minute. While poisoned in this way, the creature takes 7 (2d6) acid
damage at the start of each of its turns. A creature that passes the initial save
by 5 or more knocks the flumph prone in an adjacent space. A poisoned creature
repeats the save at the end of each of its turns, ending the effect on a success.
>
> ***Stench Spray (1/Day).*** Each creature in a 30-foot cone originating from the
flumph must succeed on a DC 12 Dexterity saving throw or be coated in a foul-
smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. A
creature can remove the stench on itself by using a short rest to bathe in water,
alcohol, or vinegar.

\page

# Gibbering Beasts
There are few things in this wide multiverse so disturbing and unpleasant as the
gibbering beast. A soupy, flowing morass of flesh in which screaming, shrieking,
muttering, chattering mouths and pleading eyes bubble up, roll around, and sink
away, the gibbering beast prompts pressing questions that have no ready answer to
those who value their sanity.

### Gibbering Beast Lore


**Arcana DC 20**: Gibbering beasts are created by the utter dislocation of a
creature from its Ideal Form. This can be achieved through certain magics, though
by far the most reliable way to produce this outcome is through unshielded exposure
to the Far Realm.
**History DC 20**: Gibbering mouthers are occasionally sold on the black market as
dungeon guardians. Those who transport them apparently have ways of protecting
themselves from the horrid noise made by these creatures.
**Nature DC 10**: Gibbering beasts grow additional eyes and mouths whenever they
consume a creature, though the actual form they take usually appears to have no
direct connection to the creature consumed.
**Nature DC 15**: The disjointed and distributed nature of the gibbering beast's
consciousness acts as an echo chamber for psychic disruptions, making them
particularly vulnerable to attacks from that vector.
**Nature DC 15**: Spit from a gibbering beast is highly volatile and incandesces
brightly when it strikes a surface, potentially Blinding those not averting their
eyes.

### Gibbering Orb Lore


**Arcana DC 15**: Some who have encountered gibbering orbs report feelings of
having been replaced with an imposter from the far realm. There is probably no
validity to these claims.
**Arcana DC 20**: Gibbering orbs have some arcane method of stealing knowledge from
those mages who attempt to cast spells within their reach.
**Nature DC 15**: Given the propensity of mouthers to incorporate anything they can
absorb into their bodies, most who study the topic are of the opinion that the
gibbering orb is the result of a gibberer absorbing one or more beholders, perhaps
even a Hive Mother.
**Nature DC 20**: Given the morphological differences to other gibbering beasts,
however, it actually seems more <br>probable that the gibbering orb represents a
common ancenstor of gibbering beasts and beholders.
<div style='margin-top:140px'></div>

### Gibbering Mouther Tactics


Mouthers are near mindless and move toward the nearest creature with no regard for
their own safety, attacking with their Gibbering Feast and Blinding Spittle at
range but switching to their Lunging Bite in melee. They continue attacking the
closes creature until it is dead and absorbed before moving on to the next.

### Gibbering Abomination Tactics


The abomination is more able to take into account tacitical considerations than the
mouther, so may continue using gibbering feast in melee if a target is heavily
armored. It tries to position itself near spellcasters to make use of its tentacle
delve, and begins to retreat upwards if brought below 50 hit points.

### Gibbering Orb Tactics


The orb prioritizes keeping a good vantage point to use its Merciless Eyes reaction
on, and opens with a use of its Far Sojurn ray. If cover is limited, it closes to
melee to use its multiattack, preferrably with a spellcaster. It makes use of its
Depserate Spawning ability against any effect that would Blind or Incapacitate it.
### Encounter Groups
Lesser gibbering beasts typically are only found in the company of those who
create, capture, or control them, whereas greater ones may associate with other
aberrations. The gibbering orb travels alone.

<div style='margin-top:10px'></div>

**CR 14 Encounter 4,000 XP**


* 1 Transmuter (CR 5)
* 2 Gibbering Mouthers (CR 2)
* 2 Thug Enforecers (CR 2)
* 4 Thugs (CR 1/2)

<img
src='https://i.imgur.com/YUkQ41r.png'
style='position:absolute;bottom:20px;left:65px;width:1050px;mix-blend-
mode:multiply'/>

\page
___
___
> ## Gibbering Mouther
>*Medium aberration, neutral*
> ___
> - **Armor Class** 9
> - **Hit Points** 67 (9d8 + 27)
> - **Speed** 20 ft., swim 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|8 (-1)|16 (+3)| 3 (-4)|10 (+0)|6 (-2)|
>___
> - **Condition Immunities** Prone
> - **Damage Vulnerabilities** Psychic
> - **Senses** Darkvision 60 ft., Passive Perception 10
> - **Challenge** 2 (450 XP)
> ___
>
>
> ***Aberrant Ground.*** The ground in a 10-foot radius around the mouther is
doughlike difficult terrain. Each creature that starts its turn in that area must
succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the
start of its next turn. A creature in this area rolls Charisma and Wisdom saving
throws at disadvantage.
>
> ***Gibbering.*** The mouther babbles incoherently while it can see any creature
and isn't incapacitated. A creature that starts its turn within 30 feet of one or
more gibberers and can hear the gibbering makes a DC 10 Wisdom saving throw. On a
failure, a creature must take the Attack action this turn. A creature that fails by
5 or more chooses targets at random among the creatures it can reach with its
movement.
> ### Actions
>
> ***Multiattack.*** The gibbering mouther makes one lunging bite attack and uses
its blinding spittle, if available. It may replace its bite attack with its
gibbering feast ability.
>
> ***Lunging Bite.*** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed
on a DC 10 Strength saving throw or be knocked prone. If the target is killed by
this damage, it is absorbed into the mouther.
>
> ***Gibbering Feast.*** One creature the mouther can see within 30 feet must
succeed on a DC 10 Charisma saving throw or take 17 (5d6) piercing damage as
unnatural mouths grow from their body and bite them, after which they fall off and
rot away immediately.
>
> ***Blinding Spittle (Recharge 5–6).*** The mouther spits a chemical glob at a
point it can see within 15 feet of it. The glob explodes in a blinding flash of
light on impact. Each creature within 5 feet of the flash must succeed on a DC 10
Dexterity saving throw or be Blinded until the end of the mouther's next turn.
>
> ### Reactions
> ***Desperate Shrieking.*** As a reaction to taking damage, the mouther lets out a
human-sounding cry of pain. The next attack made against it before the beginning of
its next turn is made with disadvantage.

> ***Gibbering Beast Template.*** You can use a gibbering beast template to
represent any monster that has been absorbed into a gibbering mouther. A gibbering
beast has:
* **Save DC** The save DC for the creature's new abilities equals 8 + the
creature's Wisdom modifier + the creature's Proficiency Bonus
* **Aberrant Ground** The ground in a 10-foot radius around the beast is doughlike
difficult terrain. Each creature that starts its turn in that area must succeed on
a Strength saving throw or have its speed reduced to 0 until the start of its next
turn. A creature in this area rolls Charisma and Wisdom saves at disadvantage.
* **Gibbering** The mouther babbles incoherently while it can see any creature and
isn't incapacitated. Each creature that starts its turn within 30 feet of the
mouther and can hear the gibbering makes a Wisdom saving throw. On a failure, a
creature must take the Attack action this turn. A creature that fails by 5 or more
chooses targets at random among the creatures it can reach with its movement.
> ***Pseudonatural Creature Template.*** You can use this template to represent
creatures warped by the strange energies of the Far Realm. A pseudonatural creature
has:
* **Tentacles** The creature sprouts tentacles that are natural weapons. They deal
bludgeoning damage equal to 1d10 + the creature's Strength modifier.
* **Amorphous** The creature can move through a space as narrow as 1 inch wide
without squeezing.
* **Blindsight** The creature has blindsight out to 10 ft.
* **Charisma** The creature has disadvantage on Charisma-based ability checks, and
on saving throws against any effect that would alter its form.
\page

___
___
> ## Gibbering Abomination
>*Large aberration, neutral*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 170 (20d10 + 60)
> - **Speed** 20 ft., fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|14 (+2)|16 (+3)| 11 (+0)|16 (+3)|9 (-1)|
>___
> - **Damage Vulnerabilities** Psychic
> - **Condition Immunities** Charmed, Grappled, Prone, Stunned
> - **Senses** Darkvision 60 ft., Passive Perception 13
> - **Challenge** 6 (2,300 XP)
> ___
>
>
> ***Aberrant Ground.*** The ground in a 10-foot radius around the abomination is
doughlike difficult terrain. Each creature that starts its turn in that area must
succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the
start of its next turn. A creature in this area rolls Charisma and Wisdom saving
throws at disadvantage.
>
> ***Gibbering.*** The abomination babbles incoherently while it can see any
creature and isn't incapacitated. A creature that starts its turn within 30 feet of
one or more gibberers and can hear the gibbering makes a DC 10 Wisdom saving throw.
makes a DC 14 Wisdom saving throw. On a failure, a creature must take the Attack
action this turn. A creature that fails by 5 or more chooses targets at random
among the creatures it can reach with its movement, itself included.
><div style='margin-top:86px'></div>
> ### Actions
>
> ***Multiattack.*** The gibbering abomination makes two attacks with its slavering
bite or uses its gibbering feast twice, and uses its blinding spittle, if
available.
>
> ***Slavering Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 20 (5d6 + 3) piercing damage. A target killed by this damage is absorbed into
the abomination.
>
>
> ***Gibbering Feast.*** One creature the mouther can see within 30 feet must
succeed on a DC 10 Charisma saving throw or take 20 (5d6 + 3) piercing damage as
unnatural mouths grow from their body and bite them, after which they fall off and
rot away immediately.
>
> ***Blinding Spittle (Recharge 5–6).*** The mouther spits a chemical glob at a
point it can see within 15 feet of it. The glob explodes in a blinding flash of
light on impact. Each creature within 5 feet of the flash must succeed on a DC 14
Dexterity saving throw or be blinded until the end of the mouther's next turn.
>
> ### Reactions
> ***Desperate Shrieking.*** As a reaction to taking damage, the mouther lets out a
human-sounding cry of pain. The next attack made against it before the beginning of
its next turn is made with disadvantage.
>
> ***Tentacle Delve.*** As a reaction to a creature within 10 ft. casting a spell
with a verbal component, the abomination forces it to succeed on a DC 14
Constitution saving throw or have a tentacle invade its mouth. A creature with a
tentacle in its mouth is grappled (escape DC 14), can't speak or breath, and at the
end of each of its turns forgets one language or spell that it knows of its choice,
until restored by Greater Restoration or similar magic.
>
>While it has a creature grappled in this way, the mouther may speak the languages
that the creature knows and cast the spells that the creature knows, using the
creature's spell slots.

\page

___
___
> ## Gibbering Orb
>*Huge aberration, neutral*
> ___
> - **Armor Class** 17 (Natural Armor)
> - **Hit Points** 427 (25d20 + 175)
> - **Speed** 20 ft., fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|14 (+2)|25 (+7)| 16 (+3)|19 (+4)|9 (-1)|
>___
> - **Damage Vulnerabilities** Psychic
> - **Condition Immunities** Charmed, Grappled, Prone, Stunned
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Challenge** 21 (33,000 XP)
> ___
>
>
> ***Aberrant Ground.*** The ground in a 10-foot radius around the orb is doughlike
difficult terrain. Each creature that starts its turn in that area must succeed on
a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its
next turn. A creature in this area rolls Charisma and Wisdom saving throws at
disadvantage.
>
> ***Gibbering.*** The orb babbles incoherently while it can see any creature and
isn't incapacitated. A creature that starts its turn within 30 feet of one or more
gibberers and can hear the gibbering makes a DC 10 Wisdom saving throw. On a
failure, a creature must take the Attack action this turn. A creature that fails by
5 or more chooses targets at random among the creatures it can reach with its
movement, itself included.
>
> ### Actions
>
> ***Multiattack.*** The gibbering orb makes three attacks with its slavering bite.
>
> ***Slavering Bite.*** Melee Weapon Attack: +12 to hit, reach 15 ft., one
creature. Hit: 20 (5d6 + 3) piercing damage and the target is dragged up to 5 ft.
toward the orb. A target killed by this damage is absorbed into the orb.
>
>
>
> ***Eye Rays.*** The orb chooses one of the following effects, targeting a
creature within 60 ft.
> * **1. Sprouting Gift Ray.** The target must succeed on a DC 19 Charisma saving
throw or sprout an additional mouth from an exposed point on its body. While a
creature has this mouth, creatures within 10 ft. of the target are subject to the
orb's gibbering, and whenever the orb uses its multiattack it makes an additional
slavering bite attack with the mouth. The mouth can be destroyed (AC 17, 10 HP),
but any damage dealt to the mouth is also dealt to the creature it is growing from.
> * **2. Pseudonaturalize Ray.** The target must succeed on a DC 19 Charisma saving
throw or have its form distort and lose cohesion, giving the creature disadvantage
on attack rolls and on saving throws against any effect that would alter its form.
The creature repeats this saving throw at the end of each of its turns, ending the
effect on a success. If the creature fails three of these saves, it becomes a
psuedonatural creature (see Pseudonatural Creature Template)
> * **3. Orbital Ray.** The target must succeed on a DC 19 Constitution saving
throw or be levitated 10 ft. off the ground for the next minute. At the end of each
of a levitating creature's turns, it may repeat this saving throw, ending the
effect on a success or moving 20 ft. clockwise around the orb on a failure.
> * **4. Impostor Ray.** The target must succeed on a DC 19 Wisdom saving throw or
be unattuned from any magic items they are attuned to. A creature that fails by 5
or more is Charmed by the orb and believes that it is a body-snatching imposter
from the far realm until the end of its next turn.
> * **5. Bonewarping Ray.** The target must make a DC 19 Constitution saving throw.
On a failure, for the next minute the creature takes 14 (4d6) piercing damage
whenever it takes an action.
> * **6. Far Sojurn Ray (Concentration).** The target must succeed on a DC 19
Charisma saving throw or be banished to the far realm for the next minute. While
there, a creature is incapacitated and repeats this saving throw at the end of each
of its turns, ending the effect on a success or taking 26 (4d12) slashing plus 26
(4d12) psychic damage on a failure. A creature that dies in the far realm returns
with its body horiffically warped and distorted.
>
> ### Legendary Reactions
>The orb may make a legendary reaction whenever its conditions are met, without
using its reaction.
>
> ***Merciless Eyes.*** As a reaction to a creature ending its turn within 60 ft.
of the orb, the orb targets it with a randomly chosen Eye Ray.
>
> ***Desperate Spawning.*** As a reaction when the orb is targeted with a spell or
magical effect, the orb may spawn a gibbering mouther with 25 hit points in the
nearest unoccupied space. The mouther becomes the new target of the spell or
effect, and the orb loses 25 hit points.
>
> ***Tentacle Delve.*** As a reaction to a creature within 15 ft. casting a spell
with a verbal component, the abomination forces it to succeed on a DC 14
Constitution saving throw or have a tentacle invade its mouth. A creature with a
tentacle in its mouth is grappled (escape DC 14), can't speak or breath, and at the
end of each of its turns forgets one language or spell that it knows of its choice,
until restored by Greater Restoration or similar magic.
>
>While it has a creature grappled in this way, the mouther may speak the languages
that the creature knows and cast the spells that the creature knows, using the
creature's spell slots.

\page

# Grell

One could be forgiven for, in the course of observing a lone grell, coming to the
conclusion that it was of perhaps slightly greater than animal intelligence, as few
pursuits of a grell in isolation rise beyond the satisfaction of immediate needs.
The grell's lack of ambition, however, is caused not by a lack of ingenuity,
however, but by a deep and inescapable ennui, one brought on by how utterly
detestable they find this plane and its inhabitants. It is unclear from whence the
grell came, but it is clear they have lost the ability to return there, as no grell
would spend an instant longer in the senseless filth of this place than was
required of it.

### Grell Lore

**Arcana DC 20**: Though eyeless, grell are thought to sense the presence of other
creatures through a combination of electrical fields and telepathic intrusion.
Those who can keep their minds empty of thoughts while approaching a grell are
often treated with indifference.
**Nature DC 15**: The venomous barbs that line a grell's tendrils are retractible,
allowing it a high degree of precision and control when manipulating delicate
objects.
**Nature DC 20**: Despite their brain-like appearance, the wrinkled membrane that
acts as the outer skin of a grell is actually quite tough and leathery, the
wrinkled appearance derived from thick, heavily insulated conduits that conduct
powerful electrical charges between the nerve clusters that control each of its
tendrils.

### Grell Philosopher Tactics


The grell philosopher tries to remain hidden for as long as is feasible, keeping
creatures within the radius of its telepathy while stalking them. Once spotted, it
stays on the edge of their range, dodging until an enemy closes the distance, at
which points it grapples the nearest foe while trying to drag it further away from
its ranged allies, ideally behind full cover.

### Grell Venom Mind Tactics

The venom mind opens with its psychic storm at a choke point of some kind with
walls that can restrict the possible directions of movement. It then tries to
grapple any melee threats that close with it, preventing them from standing once
knocked down with Crushing Telepathy.

### Grell Patriarch Tactics


The patriarch stays high and far back, making its opponents come to it as it
alternates between its Psychic Storm and Lightning Burst. It usually refrains from
using its Dematerialize while it has more than half its hit points and creatures
are within range of its Oppressive Telepathy, which it uses to push those that
escape its Psychic storm back in if there are no melee threats with allies in
range.

In melee, the patriarch grapples as many creatures as it can, then alternates


between its Jolting Slam and Beak attacks while seeking cover from any ranged
attackers.

<img
src='https://i.imgur.com/mGGMyIP.jpg'
style='position:absolute;bottom:0px;right:0px;width:430px;mix-blend-mode:darken;
transform:scaleX(1)'/>

\page
___
> ## Grell Philosopher
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 74 (12d8 + 20)
> - **Speed** 10 ft., fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|14 (+2)|12 (+1)|11 (+0)|9 (-1)|
>___
> - **Skills** History +3, Perception +4, Stealth +6
> - **Damage Immunities** Lightning
> - **Condition Immunities** Blinded, Prone
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
> - **Languages** Grell, Telepathy 60 ft.
> - **Challenge** 3 (700 XP)
> ___
> ***Intrusive Telepathy.*** A conscious creature that starts its turn within 60
feet of the grell must make a DC 11 Wisdom saving throw or take 1d4 psychic damage.
A creature that succeeds on this save by 5 or more becomes invisible to the grell
until the beginning of its next turn.
>
> ***Distributed Nervous System.*** The grell makes saving throws to end an ongoing
effect at the beginning of its turn, rather than at the end.
>
> ### Actions
> ***Multiattack.*** The grell makes two melee attacks, one of which may be with
its beak.
>
> ***Spined Tendrils.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage and the target is grappled (escape DC
12).
>
>A creature that starts its turn grappled in this way must succeed on a DC 11
Constitution saving throw or be Poisoned until the beginning of its next turn.
>
> ***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled target.
Hit: 7 (2d4 + 2) piercing damage and 3 (1d6) poison damage.
>
> ### Reactions
> ***Existential Crisis.*** As a reaction to being missed with a melee attack, the
grell forces the attacker to make a DC 11 Wisdom saving throw. On a failed save,
the target is Paralyzed until the beginning of its next turn as it is overwhelmed
with confusion and despair at its inability to make sense of the universe.

___
> ## Grell Venom Mind
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 112 (15d8 + 45)
> - **Speed** 10 ft., fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|17 (+3)|16 (+3)|17 (+3)|11 (+0)|9 (-1)|
>___
> - **Skills** Nature +6, Perception +6, Stealth +6
> - **Damage Immunities** Lightning
> - **Condition Immunities** Blinded, Prone
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
> - **Languages** Grell, Telepathy 60 ft.
> - **Challenge** 6 (2,300 XP)
> ___
> ***Crushing Telepathy.*** A creature that starts its turn within 60 ft. of the
grell must succeed on a DC 14 Wisdom saving throw fall prone. A creature that
succeeds on this save by 5 or more becomes invisible to the grell until the
beginning of its next turn.
>
> ***Distributed Nervous System.*** The grell makes saving throws to end an ongoing
effect at the beginning of its turn, rather than at the end.
>
> ### Actions
> ***Multiattack.*** The grell makes two melee attacks, one of which may be with
its beak.
>
> ***Spined Tendrils.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. Hit: 8 (1d10 + 3) piercing damage and the target is grappled (escape DC
13).
>
>A creature that starts its turn grappled in this way must succeed on a DC 14
Constitution saving throw or be Poisoned until the beginning of its next turn.
>
> ***Beak.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled target.
Hit: 10 (2d6 + 3) piercing damage and 7 (2d6) poison damage.
>
> ***Psychic Storm (Concentration).*** The grell creates a 10 ft. radius area of
psychic instability within range that lasts for 1 minute. A creature in the area
moves in a random direction for each 5 feet they attempt to move. Creatures in the
area are immune to the telepathic effects of any grell.
>
> ### Reactions
> ***Existential Crisis.*** As a reaction to being missed with a melee attack, the
grell forces the attacker to make a DC 14 Wisdom saving throw. On a failed save,
the target is Paralyzed until the beginning of its next turn as it is overwhelmed
with confusion and despair at its inability to make sense of the universe.

\page
___
___
> ## Grell Patriarch
>*Large aberration, neutral evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 224 (24d10 + 92)
> - **Speed** 10 ft., fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|15 (+2)|19 (+4)|21 (+5)|14 (+2)|9 (-1)|
>___
> - **Skills** Arcana +9, History +9, Nature +9
> - **Damage Immunities** Lightning
> - **Condition Immunities** Blinded, Prone
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
> - **Languages** Grell, Telepathy 60 ft.
> - **Challenge** 12 (8,400 XP)
> ___
> ***Oppressive Telepathy.*** A conscious creature that starts its turn within 60
feet of the grell must succeed on a DC 17 Wisdom saving throw or use its reaction
to move up to 10 ft. and make a melee attack against a creature in range of the
grell's choice. A creature that succeeds on this save by 5 or more becomes
invisible to the grell until the beginning of its next turn.
>
> ***Distributed Nervous System.*** The grell makes saving throws to end an ongoing
effect at the beginning of its turn, rather than at the end.
>
> ### Actions
> ***Multiattack.*** The grell makes three attacks, one of which may be with its
beak.
>
> ***Spined Tendrils.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one
creature. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC
16). A creature grappled by two or more tentacles is additionally restrained.
>
>A creature that starts its turn grappled in this way must succeed on a DC 15
Constitution saving throw or be Poisoned until the beginning of its next turn.
>
><div style='margin-top:140px'></div>
>
> ***Jolting Slam.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one grappled
target. Hit: 17 (3d8 + 4) bludgeoning damage plus 7 (2d6) lightning damage.
>
> ***Beak.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one grappled target.
Hit: 14 (3d6 + 4) piercing damage and 10 (3d6) poison damage.
>
>
> ***Lightning lance.*** Ranged Spell Attack: +9 to hit, range 60 ft., one target.
Hit: 15 (3d6 + 5) lightning damage.
>
> ***Psychic Storm (Concentration).*** The grell creates a 10 ft. radius area of
psychic instability within range that lasts for 1 minute. A creature in the area
moves in a random direction for each 5 feet they attempt to move. Creatures in the
area are immune to the telepathic effects of any grell.
>
> ***Lightning Burst (3rd Level Spell, Recharge 5-6).*** Each creature in a 20 ft.
radius centered on a point the grell can see within 120 ft. must succeed on a DC 17
Dexterity saving throw or take 28 (8d6) lightning damage, or half as much on a
success.
>
> ### Reactions
> ***Existential Crisis.*** As a reaction to being missed with a melee attack, the
grell forces the attacker to make a DC 17 Wisdom saving throw. On a failed save,
the target is Paralyzed until the beginning of its next turn as it is overwhelmed
with confusion and despair at its inability to make sense of the universe.
>
> ***Dematerialize (3rd Level Spell).*** As a reaction to being targeted with an
attack or harmful spell, the grell attempts to dodge across the border ethereal.
Roll a d20. On an 11-20, the grell disappears until the beginning of its turn, when
it reappears in an unoccupied space within 10 ft. of where it departed.

### Encounters
**CR 16 Encounter 6,400 XP**
* 2 Grell Venom Minds (CR 6)
* 4 Quaggoths (CR 2)
<a>

**CR 21 Encounter 10,200 XP**


* 1 Grell Patriarch (CR 12)
* 2 Grell Philosophers (CR 3)
* 8 Derro Crawlers (CR 1/4)
</a>

<img
src='https://i.imgur.com/yJxPdRx.jpg'
style='position:absolute;bottom:-10px;right:50px;width:440px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

\page

# Hagunemnon

The creatures known as hagunemnons look upon those confined to a single form with
pity and disgust, tinged with a kind of existential terror at what they see as a
foul perversion of nature, like a creature posessed of language but able to say
only a single word. Bodies are adopted by a hagunemnon as easily as it breathes,
for at the core of their roiling flesh is a shard of pure and untainted chaos.

### Hagunemnon Lore


**History DC 20**: Hagunemnons crave novelty, and travel seeking new forms to
disect and adopt.
**Nature DC 15**: The hagunemnon is nature's purest shapeshifter, adopting chimeric
hybrids of every kind of creature without apparent exertion. Their language is an
incredibly complex multisensory barrage unintelligible even with magical aid.
**Nature DC 20**: Hagunemnons have no true form, or have forgotten it, and are
greatly distressed by any attempt to force them to revert to it.
### Hagunemnon Tactics
Hagunemnons prioritize Recharge or 1/Day abilities, typically cycling between
different sorts of AoE's and debilitating effects and trying to catch as many foes
as possible in them, adopting forms with movement speeds that aid in that. If a
creature triggers its Reversion Weakness, it instead goes purely after them,
flailing towards it with a double-multiattack.
> **Designer Note.** This is an exceptionally difficult monster to run without a
fair amount of prep. Plan out 5-10 combinations in advance. You really don't want
to be browsing the monster manual on each of the hagunemnon's turns.

<img
src='https://i.imgur.com/8KvdmNS.jpg'
style='position:absolute;bottom: -40px;left:-120px;width:590px;mix-blend-
mode:darken;
transform:scaleX(-1)'/>

<img
src='https://i.imgur.com/JIbLHii.png'
style='position:absolute; bottom:-120px; left:0px; width:906px;
transform:rotate(180deg)' />

<div style='margin-top:140px'></div>

___
> ## Hagunemnon
>*Huge aberration (shapechanger), chaotic evil*
> ___
> - **Armor Class** 19 (Natural Armor)
> - **Hit Points** 495 (30d12 + 300)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|18 (+4)|30 (+10)|19 (+4)|13 (+1)|21 (+5)|
>___
> - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Attacks that
aren't Silvered
> - **Senses** Passive Perception 11
> - **Languages** Deep Speech, Hagunemnon
> - **Challenge** 23 (50,000 XP)
> ___
> ***Protean Shapechanger.*** As a Bonus Action, the hagunemnon can polymorph into
a Huge hybrid of any two creatures of CR 10 or below, gaining the speeds,
resistances, immunities, traits, and actions of the chosen creatures, in addition
to its own.
>
>Its statistics are otherwise the same in any form, and it uses its own attack
bonus and save DC, rather than that of the chosen form.
>
> ***Formless Chaos.*** If the hagunemnon ends its turn without using its Protean
Shapechanger trait, or if it uses its Protean Shapechanger trait to adopt the forms
of one or more creatures it has used in the last minute, the hagunemnon must
succeed on a DC 20 Constitution saving throw or be Stunned until the end of its
next turn.
>
> ***Reversion Weakness.*** The hagunemnon has no true form and cannot be forced to
revert to it. If it would be forced to its true form, it instead must succeed on a
DC 20 Intelligence saving throw or take 55 (10d10) psychic damage.
>
> ***Implacable.*** If the hagunemnon fails a saving throw, it can choose to
succeed instead. If it does, it loses 25 hit points.
>
> ### Actions
> ***Multiattack.*** The Hagunemnon takes two actions other than this one (Other
multiattacks count as different actions).
>
> ***Chaotic Slam.*** Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 39 (5d12 + 7) damage of a type chosen by the hagunemnon.
>
> ***Destabilize Form.*** One creature within 15 ft. must succeed on a DC 20
Charisma saving throw or have its Constitution score reduced by 1d4 until it
completes a Short or Long Rest. A creature reduced to 0 Constitution in this way
dies, its body collapsing into a mass of clear fluid.
>

\page

# Illithidae

In much the same way that humans and bears are close cousins in the grand view of
the multiverse, comparisons can be drawn between the Illithids and other creatures
of the foul world that spawned them.

<div style='margin-top:10px'></div>

### Illithidae Lore


**History DC 10**: Illithidae are often found lurking at the outskirts of illithid
cities and enclaves. It is unclear whether they are cultivated for some purpose, or
simply drawn to others of their world.
**Nature DC 15**: Much like mind flayers, illithidae seem to be out of place in the
material plane, to the extent that nature appears to warp itself around them in
ways that make traversal for material natives difficult and distressing.

### Saltor Lore


**History DC 15**: Despite their bestial appearance, Saltors speak Undercommon and
are often willing to negotiate in exchange for rations or metal weapons.
**Nature DC 15**: A saltor screech is a painful and deafening thing, even moreso
due to its tendency to ripple out throughout a troop of them.

### Saltor Tactics


A troop of saltors typically attacks a group of adventurers with the intent to
steal food or weapons. Several will try to mob one party member, then upon bringing
it down will steal as much gear as they can and flee. If they seem to have the
upper hand, they will attempt to drag the PC away while harrying pursuers. Whenever
one screeches, each saltor that can catch at least one foe with it also screeches,
though they don't make much effort to coordinate this. A saltor with an expended
Screech normally uses its Energizing Chatter, but if taking ranged fire uses its
Concealing Amorphia.

### Kigrid Lore


**Nature DC 15**: Kigrids are obligate pack hunters. When one is found alone, it is
almost invariably as bait or a distraction from encircling ambushers.
**Nature DC 20**: A kigrid's hind legs feature venomous spurs, which sensitize a
creature to their psionic abilities. A creature suffering from their poison must at
all cost be kept out of melee range of them, as their mental assaults are known to
threaten even mature Mind Flayers.

### Kigrid Tactics


Kigrids circle around foes, trying to back them <br>against a wall or drop while
using their Concealing <br>Amorphia. When an enemy breaks forward to <br>attack,
they all cluster around it, using their <br>Frenzy and multiattack until it is
Poisoned, then <br>hammering it with Mental Jolts until rendered <br>unconscious.
They then attempt to drag the <br>downed character away, using their Hem In to
<br>both speed their escape and to frustrate pursuers.
<div style='margin-top:140px'></div>

### Embrac Lore


**Arcana DC 15**: Embracs are draped in a layer of psionically active flesh that
protects them from most forms of magic and psionics. This layer does not protect
their exposed tentacles however, nor their underbelly, if exposed.
**Arcana DC 20**: The embrac produces a form of psionic poison that impedes a mage
or psion's capacity to concentrate.
**Nature DC 15**: Embracs burrow bolt-holes into underwater lakebeds, where they
hide until prey comes nearby, then attempt to drag them in.
**Nature DC 20**: Embracs use their tentacles for a number of purposes, including
establishing leverage and keeping their balance while attacking.

### Embrac Tactics


Embracs attempt to attack from hiding, ideally from underwater, to make up for
their low movement. They dash toward the nearest foe, grappling it with the first
attack and using the rest to try to subdue it. On subsequent turns, the embrac
attempts to drag its prey deeper into the water. It waits until its last tentacle
is destroyed, or until there are no hostile creatures in range, to use its
Regenerate. It uses its Ego-Rot Spray if it can catch at least three creatures in
it, or if a creature it can see is concentrating on a powerful spell or ability. If
pressed, it flees into one of many underwater bolthole that it generally remains
nearby, kicking up silt as it goes to obscure the entrance.

<img
src='https://i.imgur.com/wtk6FuP.jpg'
style='position:absolute;bottom:-5px;right:-95px;width:626px;mix-blend-
mode:multiply'/>

\page

___
> ## Saltor
>*Small aberration, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 68 (12d8 + 12)
> - **Speed** 30 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|17 (+3)|12 (+1)| 9 (-1)|12 (+1)|11 (+0)|
>___
> - **Saving Throws** INT +1
> - **Skills** Athletics +3 Perception +3, Insight +3
> - **Damage Resistances** Thunder
> - **Senses** Darkvision 60 ft., Passive Perception 13
> - **Languages** Undercommon
> - **Challenge** 3 (700 XP)
> ___
>
>
>
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the saltor is difficult
terrain for non-aberrations, as the saltor's presence warps it into
incomprehensible geometries.
>
> ***Psionic Empowerment.*** As a Bonus Action, the saltor gains one of the
following benefits until the beginning of its next turn.
> * ***Energizing Chatter.*** The saltor rolls to recharge its Screech.
>
> * ***Concealing Amorphia.*** Ranged attacks against the saltor are made at
disadvantage.
>
>
> ### Actions
> ***Multiattack.*** The saltor makes two attacks, one of which may be with its
bite.
>
> ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7
(1d8 + 3) piercing damage.
>
> ***Handaxe.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6
(1d6 + 3) slashing damage.
>
> ***Screech (Recharge 5-6).*** Each creature in a 15 ft. cone must succeed on a DC
11 Constitution saving throw or take 9 (2d8) nonlethal thunder damage, or half as
much on a success.
>
> ### Reactions
> ***Troop Screech.*** As a reaction to a friendly saltor within 60 ft. using its
screech, the saltor uses its Screech, if available.

___
> ## Kigrid
>*Medium aberration, unaligned*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 104 (16d8 + 32)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|13 (+1)|14 (+2)| 7 (-2)|14 (+2)|11 (+0)|
>___
> - **Saving Throws** INT +1, WIS +5
> - **Skills** Athletics +6, Perception +8, Stealth +4
> - **Senses** Darkvision 60 ft., Passive Perception 18
> - **Languages** Understands all languages, but speaks only Undercommon
> - **Challenge** 5 (1,800 XP)
> ___
>
>
>
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the kigrid is difficult
terrain for non-aberrations, as the kigrid's presence warps it into
incomprehensible geometries.
>
>
> ***Psionic Empowerment.*** As a Bonus Action, the kigrid gains one of the
following benefits until the beginning of its next turn.
>
> * ***Frenzy.*** The kigrid's attacks deal an additional 9 (2d8) damage.
>
> * ***Concealing Amorphia.*** Ranged attacks against the kigrid are made at
disadvantage.
>
>
> ### Actions
> ***Multiattack.*** The kigrid makes two attacks, one of which may be with its
locking bite.
>
> ***Locking Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) piercing damage and the target is grappled (escape DC 14).
>
> If the target was already grappled, it must succeed on a DC 14 Strength saving
throw or fall prone.
>
> ***Venomspur Rake.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) poison damage and the target must
succeed on a DC 13 Constitution saving throw or be Poisoned until the end of the
kigrid's next turn.
>
>
> ***Mental Jolt (Recharge 5-6).*** One Poisoned creature within 5 ft. that the
kigrid can see must succeed on a DC 12 Intelligence saving throw or take 35 (10d6)
psychic damage and be knocked prone, or half as much damage on a success.
>
> ### Reactions
> ***Hem In.*** As a reaction to a creature moving within 15 ft. of it, the kigrid
moves up to half its speed.
\page

___
___
> ## Embrac
>*Large aberration, unaligned*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 142 (19d10 + 38)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|8 (-1)|15 (+2)| 4 (-3)|13 (+1)|9 (-1)|
>___
> - **Saving Throws** CON +5, INT +0
> - **Skills** Perception +4, Stealth +2
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Challenge** 7 (2,900 XP)
> ___
>
>
> ***Dampening Shroud.*** While it is not prone, the embrac has advantage on saving
throws against spells and other magical or psionic effects.
>
>
> ***Feeding Tentacles.*** The embrac has 8 tentacles, each of which can attacked
(AC 16; 10 hit points; immunity to poison and psychic damage). Whenever a tendril
is destroyed, the embrac takes 5 damage. If the embrac has four or fewer tentacles,
it has disadvantage on Strength and Dexterity saving throws.
>
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the embrac is difficult
terrain for non-aberrations, as the embrac's presence warps it into
incomprehensible geometries.
>
>
> ***Psionic Empowerment.*** As a Bonus Action, the embrac gains one of the
following benefits until the beginning of its next turn.
>
> * ***Id Torment.*** One creature grappled by the embrac is beset by crippling
indecision. Whenever the creature takes an Action, Bonus Action, or Reaction, it
takes 13 (2d12) psychic damage. This damage cannot reduce a creature below 1 hit
point.
> * ***Concealing Amorphia.*** Ranged attacks against the embrac are made at
disadvantage.
><div style='margin-top:140px'></div>
>
> ### Actions
> ***Multiattack.*** The embrac makes up to five attacks, one of which may be with
its bite. If the embrac makes more tentacle attacks than it has tentacles, it must
succeed on a DC 10 Dexterity saving throw or fall prone.
>
> ***Shredding Mouthparts.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
grappled creature. Hit: 15 (2d10 + 4) slashing damage.
>
>
> ***Hooked Tentacles.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 4) piercing damage. Instead of dealing damage the embrac
may grapple the target (escape DC 14).
>
>
> ***Regenerate.*** The embrac regenerates all of its tentacles, then must succeed
on a DC 15 Constitution saving throw or be Stunned until the beginning of its next
turn.
>
> ***Ego-Rot Spray (1/Day).*** Each creature in a 30 ft. cone must succeed on a DC
13 Constitution saving throw or be Poisoned for the next minute. A Poisoned
creature cannot concentrate, and repeats this saving throw at the end of each of
its turns, taking 13 (2d12) psychic damage on a failure or ending the effect on a
success.
> ### Reactions
> ***Tentacle Barrier.*** As a reaction to being forced to make a Dexterity saving
throw, the embrac may gain resistance to the effect's damage. If it does, 1d4-1 of
its tentacles are destroyed.
<div style='margin-top:140px'></div>

\page

# Illithiliches

The Elder Brains fear what they cannot control. An illithid awakened to the power
of the arcane is the true master of its own destiny, and in illithid society there
is no greater crime. Thus are the exceptional pruned from the tree of mediocrity,
denied the rapture of resorbtion. No matter. Death will be made to wait, and the
secrets of mind-melding guarded so jealously by the Elder Brains are not so secure
as they might imagine. All things true are revealed in time, after all.

### Illithilich Lore


**Arcana DC 25**: Rather than an ordinary phylactery, illithiliches achieve their
form of undeath through something called a pariah crystal, which by some means
stores the minds of other illithid as they are slowly drained to sustain the
illithilich, exhausted at a rate of about one per year. Similarities have been
drawn to the method by which the archmage Ioulaum purportedly sustained his own
life.
**History DC 20**: Illithiliches are despised my nearly all creatures of the
underdark, most especially by living illithids, yet crave a community of
intellectual equals to share consciousness with. Because of this, it is relatively
common to discover two or more illithiliches lairing together, at least compared to
other varieties of lich.
**History DC 25**: According to his apprentice Tabra, the great archmage Ioulaum
was slain by a cabal of what were later discovered to be illithiliches, leading
some to believe they may have extracted the means of achieving undeath from the
sage's mind.
**Nature DC 15**: In undeath, illithiliches are relieved of the need to feed on
living brains, but most do so anyways for nostalgia or pleasure.
**Nature DC 20**: The flesh of an illithilich is pale, dry and cracked, its undead
body unable to produce the mucous that keeps healthy mind flayers moist. Many
illithiliches go to great lengths to keep their skin moist, from lairing in sauna-
like underground volcanic springs to harvesting and injecting the mucous of living
mind flayers.
**Religion DC 10**: Unlike ordinary liches, illithiliches do <br> not employ a
phylactery or consume souls, implying that <br> the source of their undeath is
something more esoteric <br> than entreating gods or demons of undeath. What such a
source could be has remained a great mystery.

### Illithilich Tactics


An illithilich's primary concerns are getting <br> counterspelled and getting
bogged down in <br> melee. To this end, it first positions itself <br> within 60
ft. of only a single creature <br> capable of casting counterspell and casts <br>
Blood to Vitriol on it, counterspelling the <br> creature's counterspell. It
teleports with Fold Space <br> whenever a melee threat closes with it, particularly
if the threat is a paladin. It uses Mind Blast whenever it can catch 3 or more
creatures at once with it, and prioritizes Dominating Fighters, Rogues, and
Barbarians whenever they are present.

### Illithilich Encounter Groups

**CR 20 Encounter 11,700 XP**


* 1 Alhoon (CR 10)
* 2 Nyraala Golems (CR 7)

<a>

**CR 24 Encounter 16,200 XP**


* 2 Alhoons (CR 10)
* 1 Gibbering Abomination (CR 6)
* 2 Gibbering Mouther (CR 2)
* 6 Voidmind Thralls (CR 1)
</a>

<a>

**CR 28 Encounter 48,300 XP**


* 1 Illithilich (CR 22)
* 1 Balhannoth (CR 7)
* 4 Tzakandi (CR 4)
</a>

<style> .phb blockquote ul+p { text-indent: 0em; } </style>

<img
src='https://i.imgur.com/fMVebdu.jpg'
style='position:absolute;bottom:-20px;right:-25px;width:590px;mix-blend-
mode:multiply;
transform:scaleX(-1)'/>

\page

___
___
> ## Alhoon
>*Medium undead (aberration), lawful evil*
> ___
> - **Armor Class** 15 (breastplate)
> - **Hit Points** 165 (22d8 + 66)
> - **Speed** 30ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|12 (+1)|16 (+3)|19 (+4)|17 (+3)|17 (+3)|
>___
> - **Saving Throws** CON +7, INT +8, WIS +7, CHA +7
> - **Skills** Arcana +8, History +12, Nature +8, Perception +7
> - **Damage Resistances** Necrotic, Psychic; Bludgeoning, Piercing, and Slashing
from Nonmagical Weapons.
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Darkvision 120 ft., Passive Perception 17
> - **Languages** Common, Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 10 (5,900 XP)
> ___
>
>
> ***Pariah Crystal.*** If it has a pariah crystal with minds remaining, a
destroyed alhoon gains a new body in 1d10 days, regaining all its hit points and
becoming active again, and its pariah crystal loses one of the minds it contains.
The new body appears within 5 feet of the phylactery.
>
>
> ***Impossible Angles.*** The space in a 5 ft. radius around the alhoon is
difficult terrain for non-aberrations, as the alhoon's presence warps it into
incomprehensible geometries, additionally causing the following effects:
> * A non-aberration creature that starts its turn in the area, or enters it for
the first time on a turn, must succeed on a DC 16 Wisdom saving throw or take 1d10
psychic damage and be Poisoned until the beginning of its next turn.
> * Ranged attacks made by non-aberrations that pass through the area are made at
disadvantage.
>
>
> ***Magic Resistance.*** The alhoon has advantage on saving throws against spells
and other magical effects.
>
> ***Legendary Resistances (1/Day).*** If the alhoon fails a saving throw, it can
choose to succeed instead.
>
> ### Actions
> ***Multiattack.*** The alhoon makes two attacks, one of which it may replace with
a spell of 1st level or above.
>
> ***Icy Tentacles.*** Melee Spell Attack: +8 to hit, reach 5 ft., one creature.
Hit: 15 (2d10 + 4) psychic plus 9 (2d8) cold damage and the target is grappled
(escape DC 16).
>
>A creature that starts its turn grappled by the alhoon must succeed on a DC 16
Intelligence saving throw or be Paralyzed until the beginning of its next turn.
>
> ***Nerve Rot Bolt.*** Ranged Spell Attack: +8 to hit, reach 60 ft., one creature.
Hit: 18 (4d8) necrotic damage plus 11 (2d10) psychic damage.
>
> ***Extract Brain.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one
incapacitated humanoid grappled by the alhoon. Hit: The target takes 55 (10d10)
piercing damage. If this damage reduces the target to 0 hit points, the alhoon
begins to extract and devour the target's brain. At the beginning of the alhoon's
next turn if the target is still unconscious and grappled, the target dies and the
alhoon gains 40 temporary hit points.
>
>
>
> ***Mind Blast (Recharge 5-6).*** The alhoon magically emits psychic energy in a
30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence
saving throw or take 36 (8d8 + 4) psychic damage and be Stunned until the end of
the alhoon's next turn.
>
>
> ***Force Rift (3rd Level Spell).*** The alhoon wrenches gravity in a line
extending from itself. Each creature in a 60 ft. line that is 5 ft. wide must
succeed on a DC 16 Strength saving throw or take 27 (5d10) force damage and be
knocked prone, or take half as much damage on a success. A creature that fails by 5
or more is additionally pushed 15 ft. away.
>
> ***Fold Space (4th Level Spell).*** The alhoon teleports to an unoccupied
location it can see within 30 feet. Each creature within 15 ft. of the space it
departed must succeed on a DC 16 Strength saving throw or be pulled up to 10 ft.
toward the space it departed and take 22 (4d10) psychic damage.
>
> ***Dominate (5th Level Spell, Concentration).*** One creature within 30 ft. that
the alhoon can see must succeed on a DC 16 Wisdom saving throw or be magically
Charmed and under the alhoon's telepathic control. Whenever the charmed target
takes damage, the target can repeat the saving throw, ending the effect on a
success.
>
> ***Blood to Vitriol (1/Day, 6th Level Spell, Concentration).*** One creature
within 60 ft. the alhoon can see must succeed on a DC 16 Constitution saving throw
or be Stunned for 1 minute. A Stunned creature repeats this saving throw at the end
of each of its turns, taking 22 (5d8) acid damage on a failure, or ending the
effect on a success.
> ### Reactions
> ***Shield (1st Level Spell).*** As a reaction to being targeted with an attack,
the alhoon may add 5 to its AC until the beginning of its next turn.
>
> ***Counterspell (3rd Level Spell).*** As a reaction to seeing a creature cast a
spell within 60 feet, the alhoon may make an Intelligence check with DC equal to 10
plus the spell's level, negating the spell on a success. If the spell is 3rd level
or below, the alhoon succeeds automatically.

\page

___
___
> ## Illithilich
>*Medium undead (aberration), lawful evil*
> ___
> - **Armor Class** 15 (breastplate)
> - **Hit Points** 221 (26d8 + 104)
> - **Speed** 30ft., fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|15 (+2)|18 (+4)|23 (+6)|18 (+4)|17 (+3)|
>___
> - **Saving Throws** CON +11, INT +13, WIS +11, CHA +10
> - **Skills** Arcana +20, History +20, Nature +13, Perception +11
> - **Damage Resistances** All but Poison and Radiant
> - **Damage Immunities** Poison
> - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Truesight 120 ft., Passive Perception 21
> - **Languages** Common, Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 22 (41,000 XP)
> ___
>
> ***Pariah Crystal.*** If it has a pariah crystal with minds remaining, a
destroyed illithilich gains a new body in 1d10 days, regaining all its hit points
and becoming active again, and its pariah crystal loses one of the minds it
contains. The new body appears within 5 feet of the phylactery.
>
>
> ***Impossible Angles.*** The space in a 10 ft. radius around the illithilich is
difficult terrain for non-aberrations, as the illithilich's presence warps it into
incomprehensible geometries, additionally causing the following effects:
> * A non-aberration creature that starts its turn in the area, or enters it for
the first time on a turn, must succeed on a DC 16 Wisdom saving throw or take 1d10
psychic damage and be Poisoned until the beginning of its next turn.
> * Ranged attacks made by non-aberrations that pass through the area are made at
disadvantage.
>
>
> ***Magic Resistance.*** The illithilich has advantage on saving throws against
spells and other magical effects.
>
> ***Legendary Resistances (3/Day).*** If the illithilich fails a saving throw, it
can choose to succeed instead.
>
> ### Actions
>
> ***Icy Tentacles.*** Melee Spell Attack: +12 to hit, reach 5 ft., one creature.
Hit: 15 (2d10 + 4) psychic plus 9 (2d8) cold damage and the target is grappled
(escape DC 16).
>
>A creature that starts its turn grappled by the illithilich must succeed on a DC
16 Intelligence saving throw or be Paralyzed until the beginning of its next turn.
>
> ***Nerve Rot Bolt.*** Ranged Spell Attack: +12 to hit, reach 60 ft., one
creature. Hit: 18 (4d8) necrotic damage plus 11 (2d10) psychic damage.
>
> ***Extract Brain.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one
incapacitated humanoid grappled by the alhoon. Hit: The target takes 55 (10d10)
piercing damage. If this damage reduces the target to 0 hit points, the alhoon
begins to extract and devour the target's brain. At the beginning of the
illithilich's next turn if the target is still unconscious and grappled, the target
dies and the illithilich gains 40 temporary hit points.
>
>
>
>
>
>
> ***Dominate (5th Level Spell, Concentration).*** One creature within 30 ft. that
the alhoon can see must succeed on a DC 21 Wisdom saving throw or be magically
Charmed and under the illithilich's telepathic control. Whenever the charmed target
takes damage, the target can repeat the saving throw, ending the effect on a
success.
>
> ***Blood to Vitriol (6th Level Spell, Concentration).*** One creature within 60
ft. the alhoon can see must succeed on a DC 21 Constitution saving throw or be
Stunned for 1 minute. A Stunned creature repeats this saving throw at the end of
each of its turns, taking 22 (5d8) acid damage on a failure, or ending the effect
on a success.
>
> ***Mind Blast Overcharge (Recharge 5-6).*** The illithilich magically emits
psychic energy in a 90-foot cone. Each creature in the area must succeed on a DC 21
Intelligence saving throw or take 76 (8d8 + 40) psychic damage and be Stunned until
the end of the illithilich's next turn, or half as much damage on a success.
>
> ### Reactions
> ***Shield (1st Level Spell).*** As a reaction to being targeted with an attack,
the illithilich may add 5 to its AC until the beginning of its next turn.
>
> ***Counterspell (3rd Level Spell).*** As a reaction to seeing a creature cast a
spell within 60 feet, the illithilich may make an Intelligence check with DC equal
to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd
level or below, the illithilich succeeds automatically.
>
> ***Psychic Annihilation (1/Day, 9th Level Spell).*** As a reaction to being
reduced below 111 hit points, the illithilich forces one creature it can see within
60 ft. to succeed on a DC 21 Intelligence saving throw or have its head explode,
killing it instantly. On a successful save, the creature instead takes 66 (12d10)
psychic damage.
>
> ### Legendary Actions
> ***Icy Tentacles.*** The illithilich makes an attack with its icy tentacles.
>
> ***Nerve Rot Bolt.*** The illithilich makes an attack with its nerve rot bolt.
>
> ***Fold Space (Costs 2 Actions, 4th Level Spell).*** The alhoon teleports to an
unoccupied location it can see within 30 feet. Each creature within 15 ft. of the
space it departed must succeed on a DC 16 Strength saving throw or be pulled up to
10 ft. toward the space it departed and take 22 (4d10) psychic damage.
>

\page

# Intellect Devourers
Among the many ill fates that mind flayers visit upon those that fall prey to them,
one of the most horrific is that of the intellect devourer. The host's brain is
removed, still living, seeded with parasitic fugus and bathed in mutagens, warped
into a creature of unlimited cruelty and hideous vulnerability; an exposed brain
loping about on stubby, bestial legs.

### Intellect Devourer Lore


**Arcana DC 15**: Mature intellect devourers are protected by a telekinetic field
that blunts most form of direct damage. If the creature's concentration can be
broken, however, the field loses its effectiveness.
**History DC 15**: Ustilagors are primarily raised by the illithid as a non-
perishable food source. Only occasionally are they allowed to grow to maturity.
**Nature DC 10**: Intellect devourers are seeded with a symbiotic fungus that
protects them from infection and keeps them from drying out.
**Nature DC 15**: The juvenile form of the intellect devourer, called an ustilagor,
is less mobile and is posessed of only rudimentary psionic abilities. Nevertheless,
their ribbonlike tendrils are capable of smearing a creature with caustic fluid
which is usually enough to deter lesser predators.

___
> ## Ustilagor
>*Tiny aberration, lawful evil*
> ___
> - **Armor Class** 11
> - **Hit Points** 24 (4d4 + 4)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4 (-3)|13 (+1)|12 (+1)|5 (-3)|13 (+1)|10 (+0)|
>___
> - **Skills** Stealth +5
> - **Condition Immunities** Blinded, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Blindsight 30 ft., Passive Perception 11
> - **Challenge** 1/2 (100 XP)
> ___
> ***Exposed Brain.*** The ustilagor has a telepathic field that grants it
resistace to all damage but psychic, which it must concentrate on as though
concentrating on a spell. If it loses concentration, until the beginning of its
next turn it loses its damage resistances and gains vulnerability to all damage but
psychic.
>
> ***Amorphous.*** The ustilagor can move through a space as narrow as 1 inch wide.
>
> ### Actions
>
> ***Acidic Tendril.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) acid damage. For the next minute, or until a creature takes an
action to clear the acid, the target takes 3 (1d6) acid damage at the beginning of
each of its turns.
>
> ***Telempathic Assault.*** One creature within 30 ft. must succeed on a DC 11
Intelligence saving throw or be Charmed by the ustilagor for the next minute, or
until it takes damage. While Charmed in this way, a creature subtracts 1d4 from
Wisdom saving throws it makes.
>

### Ustilagor Tactics


If the ustilagor is uninjured, it uses its Telempathic Assault and takes no other
hostile action as long as it is not attacked. If it takes damage, it uses its
acidic tendril then flees.
### Intellect Devourer Tactics
Intellect Devourers hunt in packs, continually using their Rend Mind on a single
creature until a it is Stunned or knocked unconscious, then trying to bore a hole
and climb through. If an intellect devourer is already attempting to displace a
creature's brain, others will seek a new target.

<img
src='https://i.imgur.com/lFBFhpP.jpg'
style='position:absolute;bottom:-30px;left:-50px;width:450px;mix-blend-
mode:multiply;
transform:scaleX(-1)'/>

<img
src='https://i.imgur.com/5PSCQzJ.png'
style='position:absolute; top:0px; right:0px; width:816px' />

\page
___
___
> ## Intellect Devourer
>*Tiny aberration, lawful evil*
> ___
> - **Armor Class** 13
> - **Hit Points** 56 (16d4 + 16)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4 (-3)|16 (+3)|12 (+1)|12 (+1)|14 (+2)|10 (+0)|
>___
> - **Saving Throws** CON +3, INT +3
> - **Skills** Stealth +5
> - **Condition Immunities** Blinded, Exhaustion, Frightened, Paralyzed, Poisoned
> - **Senses** Blindsight 60 ft., Passive Perception 12
> - **Languages** Understands Deep Speech but can’t speak, Telepathy 60 ft.
> - **Challenge** 3 (700 XP)
> ___
> ***Mindsense.*** The intellect devourer is aware of the presence of creatures
within 300 feet of it that have an Intelligence of 3 or higher. It knows the
relative distance and direction of each creature, regardless of physical barriers.
Creatures under the effects of magic that protects the mind cannot be detected by
the intellect devourer.
>
> ***Exposed Brain.*** The intellect devourer has a telepathic field that grants it
resistace to all damage but psychic, which it must concentrate on as though
concentrating on a spell. If it loses concentration, until the beginning of its
next turn it loses its damage resistances and gains vulnerability to all damage but
psychic.
>
>
>
> ### Actions
>
> ***Trepanation Claws.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage. This attack deals an additional 21 (6d6) damage
to an incapacitated target and bores a small hole in its skull.
>
> ***Rend Mind.*** The intellect devourer chooses one creature it can see within 30
feet of it that has an Intelligence of 3 or higher The target must succeed on a DC
13 Intelligence saving throw or take 16 (3d10) psychic damage. A creature that
fails this saving throw by 5 or more has its Intelligence score reduced to 0 and is
Stunned. The target may repeat this saving throw at the end of each of its turns,
ending the effect on a success.
>
> ***Displace Brain.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target
with a hole in its skull. Hit: The creature is grappled (escape DC 13) and Blinded
as the intellect devourer latches onto it. If the intellect devourer begins its
turn grappling a creature in this way, it forces its way into the creature's skull,
consumes and displaces the creature's brain, and takes full control of its body.
>
>> While inside the creature’s skull, the intellect devourer has total cover
against attacks and other effects outside of the host. The intellect devourer
retains its Intelligence, Wisdom, and Charisma scores, as well as its comprehension
of language, its telepathy, and its traits. Otherwise, it inherits the target’s
statistics, memories and knowledge, including spells and languages. If the host
body drops to 0 hit points, the intellect devourer must leave the host. It can also
be magically forced from the host’s body by means of a protection from evil and
good spell being cast on the host.
>
> ### Reactions
> ***Scuttle.*** As a reaction to being subjected to an Effect that allows it to
make a saving throw to take only half damage, the intellect devourer may move up to
half its speed. If it ends this movement outside the effect's area, range, or line-
of-sight, the intellect devourer takes no damage.

\page

# Kythons

Spawned by a failed demonic attempt to birth more of their kind on the material
plane, kythons are a race of cruel and voracious expansionists, single-minded in
their pursuit of biomass to consume and convert into more kythons.

Kythons have been known to colonize even extremely harsh environments, their wildly
plastic genetics helping them to rapidly mutate and adapt to nearly any conditions.
Within a single short generation, kythons have been known to develop total immunity
to tactics that once cut them down with ease.

Not only this, but they seem to have innate and conscious control over this
mutative process, able to give birth to living tools and weapons formed to solve
immediate and complex problems, an adaptation seen nowhere else in the natural
world or elsewhere.

### Kython Lore


**History DC 15**: Ironically, weapons made from the bones of kythons are
remarkably well-suited to hunting them, as they resist the corrosion that ordinary
arms suffer when contacting the kython's highly acidic blood. Such weapons are also
much sought-after by veteran ooze-hunters, and for similar reasons.
**Nature DC 10**: Before their carapaces fully harden as, juvenile kythons have
been known to have their natural armor broken by sufficiently heavy impacts,
leaving them vulnerable.
**Nature DC 15**: Kythons often carry living armaments, naturally bio-engineered
weapons that they can seemingly give birth to at will as needed. Such weapons can
be claimed and wielded by non-kythons, though they are usually short-lived without
a symbiotic kython to leech nourishment from.
**Nature DC 20**: Labyrinthine kython hives are constructed into caves and
abandoned buildings using their own saliva, which slowly hardens into an incredibly
durable resin when oxidized. Such resins also coat the exoskeletons of adult
kythons, making them incredibly resilient. Despite this, these resins are
vulnerable to rapid temperature shocks, and sufficient cold and heat applied
together has been known to shatter their structures and even, at times, their
bodies.
<div style='margin-top:340px'></div>

### Kython Grafts


Non-broodling kythons often are grafted with a living weapon, and some few
specimens are capable of supporting two or more. When separated from its kython
wielder, such weapons survive for 1d4 weeks before withering and dying, though they
will readily latch onto non-kython creatures.

| Graft | Effect |
|:----:|:-------------|
| Acid Spitter | The wielder may activate this item to cast Caustic Brew at 1st
level without requiring concentration once per Short Rest. The save DC is 14.|
| Boneshard Crossbow | This heavy crossbow produces its own ammunition, and each
attack made with it deals an additional 1d6 piercing damage. |
| Mucous Pod | Once per short rest as a reaction when hit with a melee attack, the
wielder may cover the attacker in sticky mucous, reducing its movement speed by 15
ft. until a creature takes an action to clean it off.|
| Phase Organ | Once per short rest, the wielder may step into the Border Ethereal
as an action, where it stays for 1 hour, or until it returns as an action. While
there, the wielder can see and hear the plane it originated from.|
| Disruption Field | Each creature within 30 ft. of the wielder makes saving throws
against spells and magical effects at advantage. |
| Pharyngeal Jaws | Whenever the wielder hits a creature with a bite attack, it may
make a second bite attack against the same creature as a Bonus Action. |

<img
src='https://i.imgur.com/4A8JFf8.png'
style='position:absolute;bottom:15px;right:-0px;width:816px;mix-blend-
mode:multiply'/>
\page
___
> ## Kython Broodling
>*Tiny aberration, neutral evil*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 7 (2d4 + 2)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|15 (+2)|12 (+1)| 7 (-2)|12 (+1)|9 (-1)|
>___
> - **Damage Resistances** Acid
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
> - **Languages** Understands Kython but can't speak
> - **Challenge** M1 (40 XP)
> ___
>
>
>
>
> ***Minion.*** If the creature takes damage from an attack or as the result of a
failed saving throw, its hit points are reduced to 0. If the creature takes damage
from another effect, it dies if the damage equals or exceeds its hit point maximum,
otherwise it takes no damage.
>
> ***Piling Mass.*** A creature's speed is reduced by 5 ft. for each broodling
attached to it. As an action, a creature may make a Strength saving throw with DC
equal to 8 plus the number of attached broodlings. On a success, each attached
broodling falls prone in the nearest unoccupied space.
>
> ### Actions
> ***Leaping Bites (Group Attack).*** Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 2 piercing damage and the broodling latches on to the target. The
broodling can detach itself by spending 5 feet of its movement.
>
>
> ***Tail Thrash (Group Attack).*** Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target the broodling is attached to. Hit: 3 bludgeoning damage and the target
is knocked prone.

### Kython Juvenile Tactics

Kythons in groups try to approach from several angles at once, cutting off routes
of retreat and limiting options for wide area of effect attacks. Juveniles use hit-
and-run tactics, stinging and then fleeing to cover if alone, and using Rip and
Tear only on a downed creature. If accompanied by other kythons, they are more
aggressive, detaching their tail barbs and then using Rip and Tear.

### Kython Adult/Impaler Tactics


Adults are much more aggressive than juveniles, though they still make use of
stealth in their initial approach if alone. They switch to skirmisher tactics if
fighting creatures wielding fire or cold, however, returning to stealth to try to
lure their most dangerous foes into a position where they can be ambushed alone.

___
> ## Kython Juvenile
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 17 (Natural Armor)
> - **Hit Points** 78 (12d8 + 24)
> - **Speed** 30 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|15 (+2)|14 (+2)| 10 (+0)|13 (+1)|9 (-1)|
>___
> - **Saving Throws** DEX +4
> - **Skills** Stealth +4
> - **Damage Resistances** Acid, Cold
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
> - **Languages** Kython
> - **Challenge** 3 (700 XP)
> ___
>
>
> ***Fragile Exoskeleton.*** If the kython takes 10 or more bludgeoning damage from
a single source, its AC is reduced to 14 until it completes a Short or Long Rest.
>
> ***Acid Blood.*** A creature that touches the kython or hits it with a melee
attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon
that hits the kython corrodes. After dealing damage, the weapon takes a permanent
and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon
is destroyed.
>
> ### Actions
> ***Fleshtearer Jaws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d12 + 2) piercing damage. A prone or poisoned creature takes an additional
7 (2d6) slashing damage.
>
>
> ***Tail Barb.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4
(1d4 + 2) piercing plus 10 (3d6) poison damage and the kython may detach its tail
barb.
>
>If it does, the kython cannot use this attack again until it completes a Short or
Long rest, and the creature must succeed on a DC 12 Constitution saving throw or be
Poisoned until a creature takes an action to remove the barb.
>
> ***Rip and Tear (Recharge 5-6).*** The kython makes three Fleashtearer Jaws
attacks against a Prone or Poisoned creature within 5 ft.
>
> ### Reactions
> ***Smell Fear.*** As a reaction to a creature within 60 ft. falling prone or
failing a saving throw against being Frightened, the kython moves up to half its
speed towards the creature.

\page

___
> ## Kython Adult
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 20 (Natural Armor)
> - **Hit Points** 105 (14d8 + 42)
> - **Speed** 30 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|15 (+2)|16 (+3)| 10 (+0)|14 (+2)|11 (+0)|
>___
> - **Saving Throws** DEX +5
> - **Skills** Perception +5, Stealth +3
> - **Damage Resistances** Acid, Cold
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
> - **Languages** Kython
> - **Challenge** 5 (1,800 XP)
> ___
>
>
> ***Hardened Exoskeleton.*** If the kython takes both cold and fire damage in the
same turn, it must succeed on a DC 15 Constitution saving throw or drop to 0 hit
points as its exoskeleton shatters.
>
> ***Acid Blood.*** A creature that touches the kython or hits it with a melee
attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon
that hits the kython corrodes. After dealing damage, the weapon takes a permanent
and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon
is destroyed.
>
> ***Spider Climb.*** The kython can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
>
>
>
> ### Actions
> ***Multiattack.*** The kython makes five attacks, one of which may be with its
pharyngeal jaws.
>
> ***Pharyngeal Jaws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) piercing damage and the kython immediately makes a second bite
attack against the same target.
>
> ***Rending Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage. This attack scores a critical on a 19-20. Instead
of dealing damage, the kython may grapple the target (escape DC 14).
>
>
> ### Reactions
> ***Smell Fear.*** As a reaction to a creature within 60 ft. falling prone or
failing a saving throw against being Frightened, the kython moves up to half its
speed towards the creature.

___
> ## Kython Impaler
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 20 (Natural Armor)
> - **Hit Points** 142 (19d8 + 56)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|20 (+5)|17 (+3)| 12 (+1)|15 (+2)|15 (+2)|
>___
> - **Saving Throws** DEX +8, CON +6
> - **Skills** Perception +5, Stealth +11
> - **Damage Resistances** Acid, Cold
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
> - **Languages** Kython
> - **Challenge** 8 (3,900 XP)
> ___
>
>
> ***Hardened Exoskeleton.*** If the kython takes both cold and fire damage in the
same turn, it must succeed on a DC 10 Constitution saving throw or drop to 0 hit
points as its exoskeleton shatters.
>
> ***Acid Blood.*** A creature that touches the kython or hits it with a melee
attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon
that hits the kython corrodes. After dealing damage, the weapon takes a permanent
and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon
is destroyed.
>
> ***Spider Climb.*** The kython can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
>
>
>
> ### Actions
> ***Multiattack.*** The kython makes five attacks, one of which may be with its
pharyngeal jaws.
>
> ***Pharyngeal Jaws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (1d12 + 5) piercing damage and the kython immediately makes a second bite
attack against the same target.
>
>
> ***Rending Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage. This attack scores a critical on a 19-20. Instead
of dealing damage, the kython may grapple the target (escape DC 14).
>
> ***Impale.*** One creature grappled by the kython must succeed on a DC 16
Constitution saving throw or take 55 (10d10) piercing damage, or half as much on a
success.
>
> If the creature is reduced to 0 hit points by this damage, each of its allies
that can see it must succeed on a DC 16 Wisdom saving throw or be Frightened until
the end of the kython's next turn.
>

\page

# Mind Flayers

Few species across the cosmos can match the baleful intellect and utter lack of
compassion that characterize the Illithid. Better known as mind flayers, the
illithid are psions of incredible power, capable of surgically carving through bone
and plucking out a living creature's brain in seconds with laser-focus telekinesis,
of carving out a person's fears and desires, leaving them only the compulsion to
serve.

Though reduced to a faint shadow of the former might and glory of the Illithid
empire, even a lone mind flayer is a serious threat, and they are rarely found
alone. Illithid hives in the deep places of the world can be incredibly expansive,
with dozens or hundreds of illithids and thralls serving the cruel machinations of
a malign greater will, seeking to reclaim their lost dominion.

<div style='margin-top:10px'></div>

### Mind Flayer Lore


**Arcana DC 15**: The innate psionic abilities of mind flayers, though well
divorced from any arcane tradition, still often require a degree of concentration
comparable to that of powerful spells.
**Arcana DC 20**: While arcane magic is considered anathema among most mind flayer
cabals, mind flayer mages are not unheard of, though most seem to be reviled among
wider illithid society.
**History DC 15**: Despite their current affinity for the Underdark, it is said
that the empire of the mind <br>flayers was once incredibly extensive, spanning
<br>across much of the known cosmos. Modern Illithid <br>collectives ever have an
eye on reclaiming that lost <br>glory, taming the chaos of the rogue multiverse to
their psychic lash.
**History DC 20**: The empire of the mind flayers was built upon the toil of the
Gith, an extraplanar race endemic to <br>the Astral Sea, though where they might
have <br>resided before their enslavement is unknown. <br>In a mass revolt, the
Gith tore the foundations <br>of the great empire apart, driving mind <br>flayers
near to the point of extinction as they <br>hunted their former captors across the
<br>planes.

**History DC 25**: Aboleths, creatures that predate all other known life forms and
maintain perfect racial memories going back to the dawn of creation, assert that
they have no knowledge of the origins of the Illithid. They simply appeared, fully
formed, and set about establishing their great empire. This has led certain
scholars to surmise that they may be intruders from a different multiverse
entirely, or from a dead branch of this one's future timeline.
**Nature DC 10**: Mind flayers are known to exhude a faint but unmistakable odor,
reminiscent of garlic and vanilla.
**Nature DC 10**: Mind flayers seem to be out of place in the material plane, to
the extent that nature appears to warp itself around them in ways that make
traversal for material natives difficult and distressing.
**Nature DC 15**: Mind flayers are among the most strictly lawful of creatures,
their very thoughts subject to constant surveilance and manipulation by their
fellow mind flayers and the elder brain that spawned them.
**Nature DC 20**: Despite typically displaying an outward appearance of utter
impassivity, the default state of the mind flayer is awash in a torrent of emotion,
comprising almost entirely of anger, fear, shame, hate, envy, indignation,
contempt, pride, and anxiety, stoked as tools of coercion and control by its
superiors within the colony.
**Religion DC 20**: While mind flayers are incapable of true worship due to their
inconquerable egos, they are occasionally known to show <br>deference to beings of
great <br>knowledge, to recognize <br>superiors within their own <br>domain of
excellence.
<img
src='https://i.imgur.com/4u6wgki.jpg'
style='position:absolute;bottom:-115px;right:0px;width:816px;mix-blend-
mode:darken'/>

\page

### Mind Flayer Hive Tender Tactics


The hive tender opens with its haywire mind blast, then attempts to dominate an
affected creature to keep its other allies occupied while it seeks to grapple
another creature with its tentacles and extract its brain. If the odds seem to be
against it, it instead stays at least 30 ft. away from the party after Dominating
one of them, luring one of them into breaking from the group and hopefully having
its charge stymied by the mind flayer's Non-Euclidian feature.

### Mind Flayer Infiltrator Tactics


The infiltrator will usually be caught out in a surveilance role, and its primary
goal will be to escape and relay what information it has that cannot be conveyed
through simple telepathy. If only one creature can see it, it dominates it and
compels it to try to convince its companions that there is nothing there. If more
than one appear to see it, it instead triest to catch as many of them as it can in
its Insensate Mind Blast, then Dominate a creature to keep its allies busy while it
flees behind full cover so it can use its Plane Shift without fear of counterspell.

### Mind Flayer Arcanist Tactics


The arcanist teleports with Fold Space whenever more than one creature closes to
melee with it, otherwise opening with its Mind Blast or Dominate and alternating
between its Force Rift and Mind Blast, when available. If it can separate a single
creature from its allies, it uses its Tentacles and Extract Brain on it.

### Ulitharid Tactics


The Ulitharid stays as far away from direct conflict as it can manage, willingly
closing to melee only when it can strike an unconscious creature with its Skulltap
Staff. If enemies are tied up with its minions, it alternates between its
Enthralling Mind Blast and Break Will, Plane Shifting away when reduced below half
HP unless it is defending its Elder Brain.

### Mind Flayer Social Encounters


* A mind flayer arcanist clandestinely seeks out the assistance of a cleric in
forgetting the heretical thoughts that have divided it from its hive.
* A mind flayer hive is seeking materials to repair an ancient nautiloid
spelljammer so they can escape the plane before some great Elder Evil awakens. They
are willing to share their people's recollection of its abilities and intentions in
exchange for assistance.
* A colony of myconids has adopted an injured mind flayer, and psychic communion
with them has really mellowed it out. It is starving however, and has only a few
days to choose between seeking sapient prey or starving if an ethical substitute
cannot be found.
* A mind flayer infiltrator living in a drow city has <br> taken suddenly ill, and
is faced with the possibility <br>of a true and lasting death, unable to rejoin its
consciousness with the elder brain. In desperation <br>it offers what wealth and
secrets it has accumulated <br>to any who will escort it back to its people
discreetly,<br> or ensure its brain makes the journey if its body cannot.

<div style='margin-top:140px'></div>

### Encounter Groups


<div style='margin-top:10px'></div>

**CR 14 Encounter 4,000 XP**


* 2 Mind Flayer Hive Tenders (CR 4)
* 4 Intellect Devourers (CR 3)

**CR 19 Encounter 8,800 XP**


* 1 Mind Flayer Arcanist (CR 8)
* 2 Umber Hulks (CR 5)
* 2 Derro Quarreler (CR 2)
* 8 Derro Crawlers (CR 1/4)
<a>

**CR 25 Encounter 25,300 XP**


* 1 Elder Brain (CR 14)
* 1 Ulitharid (CR 11)
* 6 Mind Flayer Hive Tenders (CR 4)
</a>

<img
src='https://i.imgur.com/8NJ9AWM.jpg'
style='position:absolute;bottom:-20px;right:-20px;width:496px;mix-blend-
mode:darken'/>

\page
___
___
> ## Mind Flayer Hive Tender
>*Medium aberration, lawful evil*
> ___
> - **Armor Class** 15 (Breastplate)
> - **Hit Points** 71 (13d8 + 13)
> - **Speed** 30ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|12 (+1)|12 (+1)| 18 (+4)|17 (+3)|17 (+3)|
>___
> - **Saving Throws** INT +6, WIS +6
> - **Skills** Deception +5, Insight +5, Perception +5, Persuasion +5, Stealth +3
> - **Senses** Darkvision 120 ft., Passive Perception 15
> - **Languages** Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 4 (1,100 XP)
> ___
>
>
> ***Magic Resistance.*** The mind flayer has advantage on saving throws against
spells and other magical effects.
>
> ***Psychic Overload.*** Whenever the mind flayer takes psychic damage from a
source other than this ability, each friendly mind flayer and Charmed creature
within 20 ft. takes half as much psychic damage.
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the mind flayer is
difficult terrain for non-aberrations, as the mind flayer's presence warps it into
incomprehensible geometries.
> ### Actions
>
> ***Tentacles.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
15 (2d10 + 4) psychic damage and the target is grappled (escape DC 14).
>
>A creature that starts its turn grappled by the mind flayer must succeed on a DC
15 Intelligence saving throw or be Stunned until the beginning of its next turn.
>
> ***Extract Brain.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one
incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55
(10d10) piercing damage. If this damage reduces the target to 0 hit points, the
mind flayer begins to extract and devour the target's brain. At the beginning of
the mind flayer's next turn if the target is still unconscious and grappled, the
target dies and the mind flayer gains 40 temporary hit points.
>
>
> ***Dominate (Recharge 5-6, Concentration).*** One creature within 30 ft. that the
mind flayer can see must succeed on a DC 14 Wisdom saving throw or be magically
Charmed and under the mind flayer's telepathic control. Whenever the charmed target
takes damage, the target can repeat the saving throw, ending the effect on a
success.
>
> ***Haywire Mind Blast (Recharges when the mind flayer uses its Extract Brain).***
The mind flayer magically emits psychic energy in a 30-foot cone. Each creature in
that area must succeed on a DC 14 Intelligence saving throw or take 22 (4d8 + 4)
psychic damage and subtract 1d6 from attack rolls and saving throws it makes for
the next minute.
>
> An affected creature repeats this saving throw at the end of each of its turns,
ending the effect on itself on a success.
>
>
> ### Reactions
> ***Telekinetic Shove.*** As a reaction to being hit with a melee attack, the mind
flayer forces the attacker to succeed on a DC 14 Strength saving throw or be pushed
15 feet away.

<img
src='https://i.imgur.com/Tvx5JKI.jpg'
style='position:absolute;bottom:-15px;right:0px;width:816px;mix-blend-
mode:darken'/>

<!-- Full page stain -->


<img src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0003.png'
style='position:absolute; top:-40px; left:0px; width:816px' />

\page
___
___
> ## Mind Flayer Infiltrator
>*Medium aberration, lawful evil*
> ___
> - **Armor Class** 15 (breastplate)
> - **Hit Points** 88 (16d8 + 16)
> - **Speed** 30ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|14 (+2)|12 (+1)|19 (+4)|17 (+3)|17 (+3)|
>___
> - **Saving Throws** DEX +5, INT +7
> - **Skills** Deception +6, Sleight of Hand +7, Stealth +7
> - **Senses** Darkvision 120 ft., Passive Perception 16
> - **Languages** Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 7 (2,900 XP)
> ___
>
>
> ***Magic Resistance.*** The mind flayer has advantage on saving throws against
spells and other magical effects.
>
>
> ***Psychic Overload.*** Whenever the mind flayer takes psychic damage from a
source other than this ability, each friendly mind flayer and Charmed creature
within 20 ft. takes half as much psychic damage.
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the mind flayer is
difficult terrain for non-aberrations, as the mind flayer's presence warps it into
incomprehensible geometries.
>
> ***Stalker of the Senseless.*** The mind flayer is invisible to creatures without
proficiency in Perception. It uses its Intelligence modifier for Stealth and
Sleight of Hand checks, rather than Dexterity, and can attempt to hide without
being obscured.
>
> ### Actions
>
> ***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:
15 (2d10 + 4) psychic damage and the target is grappled (escape DC 15).
>
>A creature that starts its turn grappled by the mind flayer must succeed on a DC
15 Intelligence saving throw or be Stunned until the beginning of its next turn.
>
> ***Extract Brain.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55
(10d10) piercing damage. If this damage reduces the target to 0 hit points, the
mind flayer begins to extract and devour the target's brain. At the beginning of
the mind flayer's next turn if the target is still unconscious and grappled, the
target dies and the mind flayer gains 40 temporary hit points.
>
>
> ***Dominate (Recharge 5-6, Concentration).*** One creature within 30 ft. that the
mind flayer can see must succeed on a DC 15 Wisdom saving throw or be magically
Charmed and under the mind flayer's telepathic control. Whenever the charmed target
takes damage, the target can repeat the saving throw, ending the effect on a
success.
>
> ***Insensate Mind Blast (Recharges when the mind flayer uses its Extract
Brain).*** The mind flayer magically emits psychic energy in a 30-foot cone. Each
creature in that area must succeed on a DC 15 Intelligence saving throw or take 31
(6d8 + 4) psychic damage and be Blinded for the next minute. A creature that fails
by 5 or more is additionally Deafened until the end of its next turn.
>
> An affected creature repeats this saving throw at the end of each of its turns,
ending the effect on itself on a success.
>
>
>
> ***Plane Shift (6th Level Spell, 1/Day).*** The mind flayer teleports to another
plane of existence.
>
> ### Reactions
> ***Telekinetic Shove.*** As a reaction to being hit with a melee attack, the mind
flayer forces the attacker to succeed on a DC 15 Strength saving throw or be pushed
15 feet away.
>
> ***Telekinetic Deflection.*** As a reaction to being hit with an attack, the mind
flayer halves the attack’s damage against it.

\page

___
___
> ## Mind Flayer Arcanist
>*Medium aberration, lawful evil*
> ___
> - **Armor Class** 15 (breastplate)
> - **Hit Points** 143 (22d8 + 44)
> - **Speed** 30ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|14 (+2)|14 (+2)|20 (+5)|17 (+3)|17 (+3)|
>___
> - **Saving Throws** INT +8, WIS +6, CHA +6
> - **Skills** Arcana +8, History +8, Nature +8, Perception +6
> - **Damage Resistances** Psychic
> - **Senses** Darkvision 120 ft., Passive Perception 16
> - **Languages** Common, Deep Speech, Undercommon, Telepathy 120 ft.
> - **Challenge** 8 (3,900 XP)
> ___
>
>
> ***Magic Resistance.*** The mind flayer has advantage on saving throws against
spells and other magical effects.
>
>
> ***Psionic Pariah.*** The mind flayer is immune to any effect that would sense
its emotions or read its thoughts, divination spells, and the Charmed condition. A
telepathic creature that starts its turn within 10 ft. of the mind flayer takes 5
(1d10) psychic damage.
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the mind flayer is
difficult terrain for non-aberrations, as the mind flayer's presence warps it into
incomprehensible geometries.
>
>
> ### Actions
> ***Multiattack.*** The mind flayer makes two melee attacks, one of which it may
replace with a spell.
>
> ***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:
16 (2d10 + 5) psychic damage and the target is grappled (escape DC 15).
>
>A creature that starts its turn grappled by the mind flayer must succeed on a DC
15 Intelligence saving throw or be Stunned until the beginning of its next turn.
>
> ***Extract Brain.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one
incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55
(10d10) piercing damage. If this damage reduces the target to 0 hit points, the
mind flayer begins to extract and devour the target's brain. At the beginning of
the mind flayer's next turn if the target is still unconscious and grappled, the
target dies and the mind flayer gains 40 temporary hit points.
>
>
>
> ***Mind Blast (Recharge 5-6).*** The mind flayer magically emits psychic energy
in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence
saving throw or take 31 (6d8 + 4) psychic damage and be Stunned until the end of
the mind flayer's next turn.
>
>
> ***Force Rift (3rd Level Spell).*** The mind flayer wrenches gravity in a line
extending from itself. Each creature in a 60 ft. line that is 5 ft. wide must
succeed on a DC 16 Strength saving throw or take 27 (5d10) force damage and be
knocked prone, or take half as much damage on a success. A creature that fails by 5
or more is additionally pushed 15 ft. away.
>
> ***Fold Space (4th Level Spell).*** The mind flayer teleports to an unoccupied
location it can see within 30 feet. Each creature within 15 ft. of the space it
departed must succeed on a DC 16 Strength saving throw or be pulled up to 10 ft.
toward the space it departed and take 22 (4d10) psychic damage.
>
> ***Dominate (5th Level Spell, Concentration).*** One creature within 30 ft. that
the mind flayer can see must succeed on a DC 15 Wisdom saving throw or be magically
Charmed and under the mind flayer's telepathic control. Whenever the charmed target
takes damage, the target can repeat the saving throw, ending the effect on a
success.
>
> ### Reactions
> ***Shield (1st Level Spell).*** As a reaction to being targeted with an attack,
the mind flayer may add 5 to its AC until the beginning of its next turn.
>
> ***Counterspell (3rd Level Spell).*** As a reaction to seeing a creature cast a
spell within 60 feet, the mind flayer may make an Intelligence check with DC equal
to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd
level or below, the mind flayer succeeds automatically.

\page
___
___
> ## Ulitharid
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 15 (Breastplate)
> - **Hit Points** 195 (30d8 + 60)
> - **Speed** 30ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|12 (+1)|15 (+2)| 21 (+5)|19 (+4)|21 (+5)|
>___
> - **Saving Throws** CON +6, INT +9, WIS +8
> - **Skills** Arcana +9, Insight +8, Perception +8, Stealth +5
> - **Senses** Darkvision 120 ft., Passive Perception 18
> - **Languages** Deep Speech, Undercommon, Telepathy 2 miles
> - **Challenge** 11 (7,200 XP)
> ___
>
>
> ***Magic Resistance.*** The ulitharid has advantage on saving throws against
spells and other magical effects.
>
>
> ***Psychic Overload.*** Whenever the ulitharid takes psychic damage from a source
other than this ability, each friendly mind flayer and Charmed creature within 60
ft. takes half as much psychic damage.
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the ulitharid is
difficult terrain for non-aberrations, as the ulitharid's presence warps it into
incomprehensible geometries.
>
> ***Thrall-Master Resistance (3/Day).*** If the ulitharid fails a saving throw
against a spell or magical effect, it can choose to transfer the saving throw's
effect to a friendly or Charmed creature within 60 ft.
> ### Actions
> ***Multiattack.*** The ulitharid makes two melee attacks.
>
>
> ***Tentacles.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit:
27 (4d10 + 5) psychic damage and the target is grappled (escape DC 17).
>
>A creature that starts its turn grappled by the ulitharid must succeed on a DC 17
Intelligence saving throw or be Stunned until the beginning of its next turn.
>
> ***Skulltap Staff.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Hit: 14 (2d8 + 5) bludgeoning plus 22 (4d10) psychic damage. On a critical hit, the
target must succeed on a DC 17 Constitution saving throw or die as the staff splits
its skull open and extracts its brain.
>
> ***Extract Brain.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one
incapacitated humanoid grappled by the ulitharid. Hit: The target takes 55 (10d10)
piercing damage. If this damage reduces the target to 0 hit points, the ulitharid
begins to extract and devour the target's brain. At the beginning of the
ulitharid's next turn if the target is still unconscious and grappled, the target
dies and the mind flayer gains 40 temporary hit points.
>
>
>
>
> ***Enthralling Mind Blast (Concentration, Recharge 5-6).*** The mind flayer
magically emits psychic energy in a 60-foot cone. Each creature in that area must
succeed on a DC 17 Intelligence saving throw or take 44 (6d12 + 5) psychic damage.
A creature that fails by 5 or more is magically Charmed and under the ulitharid's
telepathic control. Whenever the charmed target takes damage, the target can repeat
the saving throw, ending the effect on a success.
>
> ***Break Will.*** One creature charmed by the ulitharid must succeed on a DC 17
Wisdom Saving Throw or take 11 (2d10) psychic damage and have its Wisdom score
reduced by the same amount, to a minimum of 1, until it completes a Short or Long
Rest. If this reduces the charmed creature to 0 Wisdom, the ulitharid no longer
requires Concentration to Charm it.
>
> ***Plane Shift (7th Level Spell, 1/Day).*** The ulitharid and up to eight willing
creatures within 10 feet teleport to another plane of existence.
>
> ### Reactions
> ***Telekinetic Shove.*** As a reaction to being hit with a melee attack, the
ulitharid forces the attacker to succeed on a DC 17 Strength saving throw or be
pushed 15 feet away.
>
> ***Telekinetic Deflection.*** As a reaction to being hit with an attack, the
ulitharid halves the attack’s damage against it.

\page

# Neogi
Itinerant raiders, pockets of neogi rove across the land and sea, seeking treasure
and captives to fill their holds with. To the neogi, the world is comprised of two
funademental forces; the totality of that which can be owned, and the power to
assert that ownership, by trade or speech or violence.

___
> ## Neogi Hatchling
>*Tiny aberration, neutral evil*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 7 (2d6)
> - **Speed** 20 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3 (-4)|13 (+1)|10 (+0)|6 (-2)|10 (+0)|9 (-1)|
>___
> - **Condition Immunities** Charmed, Frightened, Unconscious
> - **Senses** Darkvision 60 ft., Passive Perception 10
> - **Challenge** 1/8 (25 XP)
> ___
> ***Spider Climb.*** The neogi can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
>
>
> ***Pharyngeal Jaws.*** When the neogi hits a creature with a bite attack, it may
make another bite attack against the same creature as a Bonus Action. If it does,
it latches on to the creature. While latched, the swarm moves with the target and
cannot use its bite on another creature until it uses an action to free itself.
>
> ### Actions
>
> ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 3
(1d4 + 1) piercing plus 3 (1d6) poison damage.

### Neogi Hatchling Tactics


Neogi swarm over the nearest creature, heedless of their own safety, attempting to
surge around and surround it, while others of their kind approach on the walls and
ceiling to drop down onto it.

If they cannot easily reach a foe, they may pause to eat their dead or fight among
each other.

<div style='margin-top:1140px'></div>

### Neogi Lore


**History DC 15**: While the neogi engage in trade of all kinds in their travels,
they are creatures of convenience, and it is essential when dealing with them not
to present them with the opportunity to simply murder you and take what they wish.
**History DC 20**: Neogi lairs, in the rare instances that they settle in a place
for any time, are unforgiving to any creature that lacks their innate climbing
abilities, frequently featuring pits, chasms, and precarious bridges meant to be
traversed from beneath.
**Nature DC 15**: Neogi posess a second set of jaws that rests at the back of their
throat and can be sprung forward to latch onto a victim, though they lack the fine
precision to quickly release a target once grasped.
**Nature DC 20**: The venom of a neogi causes a creature to swell and bloat to the
point of immobility. This is not a hunting or defensive adaptation, but a
reproductive one, as when a fellow neogi reaches the end of their useful lifespan
they are immobilized so they can be filled with eggs and eaten from inside by the
next generation.

### Encounter Groups

**CR 18 Encounter 7,200 XP**


* 1 Neogi Great Old Master (CR 9)
* 2 Neogi Adults (CR 3)
* 4 Neogi Hatchling Swarms (CR 1)

<a>
**CR 20 Encounter 10,800 XP**
* 4 Umber Hulks (CR 5)
* 2 Neogi Master (CR 4)
* 2 Neogi (CR 3)

</a>

<img
src='https://i.imgur.com/z4y9UT4.png'
style='position:absolute;bottom:30px;right:-20px;width:460px;mix-blend-
mode:darken'/>

\page
___
> ## Neogi Hatchling Swarm
>*Medium swarm of tiny aberrations, neutral evil*
> ___
> - **Armor Class** 12 (Natural Armor)
> - **Hit Points** 70 (20d6)
> - **Speed** 20 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|13 (+1)|10 (+0)|6 (-2)|10 (+0)|9 (-1)|
>___
> - **Condition Immunities** Charmed, Frightened, Unconscious
> - **Senses** Darkvision 60 ft., Passive Perception 13
> - **Challenge** 1 (200 XP)
> ___
> ***Spider Climb.*** The neogi can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
>
> ***Swarm.*** The swarm can occupy another creature's space and vice versa, and
the swarm can move through any opening large enough for a small creature. The swarm
can't regain hit points or gain temporary hit points.
>
>
> ### Actions
>
> ***Flurry of Bites.*** *Melee Weapon Attack:* +3 to hit, reach 0 ft., one target.
*Hit* 6 (2d4 + 1) piercing plus 7 (2d6) poison damage, or 3 (1d4 +1) piercing plus
3 (1d6) poison damage if the swarm has fewer than half its hit points.

### Neogi Tactics


Neogi use their Dominate ability whenever available, preferentially targeting
frontline combatants and using their spider climb to reach areas inaccessible to
their foes. If they have a defensible position to retreat to and they would provoke
no more than one attack of opportunity by doing so, they always pull back after
attacking. Otherwise, they use their pharyngeal jaws, focusing their attacks on
single opponent before moving on to the next.

They typically do not attack unconscious creatures, preferring to take captives for
later use as hostages or chattel.
___
> ## Neogi Adult
>*Small aberration, neutral evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 88 (16d6 + 32)
> - **Speed** 30 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|16 (+3)|14 (+2)|13 (+1)|12 (+1)|15 (+2)|
>___
> - **Skills** Intimidation +4, Perception +3
> - **Condition Immunities** Charmed, Frightened, Unconscious
> - **Senses** Darkvision 60 ft., Passive Perception 13
> - **Languages** Common, Deep Speech, K'azz'jak'n
> - **Challenge** 3 (700 XP)
> ___
> ***Spider Climb.*** The neogi can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
>
> ***Pharyngeal Jaws.*** When the neogi hits a creature with a bite attack, it may
make another bite attack against the same creature as a bonus action. If it does,
it latches on to the creature. While latched, the neogi moves with the target and
cannot use its bite until it uses an action to free itself.
>
> ### Actions
> ***Multiattack.*** The Neogi makes two attacks; one with its bite and one with
its claws.
>
> ***Bloating Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target.
*Hit* 6 (1d6 + 3) plus 7 (2d6) poison damage and must succeed on a DC 12
Constitution saving throw or be Poisoned for 1 minute.
>
>A Poisoned creature repeats this saving throw at the end of each of its turns,
ending the effect on a success or having its movement reduced by a cumulative 5 ft.
for as long as it is Poisoned on a failure. A creature that has its movement speed
reduced to 0 in this way has its size category increase by one and is immobilized
for the next hour.
>
> ***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 8
(2d4 + 3).
>
> ***Dominate (Recharge 5-6).*** One creature within 60 ft. must succeed on a DC 11
Wisdom saving throw or act under the neogi's control on its following turn. A
creature with a Wisdom score of 7 or lower that fails this save instead acts under
the neogi's control for the next 24 hours, or until the neogi dies.

<img
src='https://i.imgur.com/dAcM95Y.jpg'
style='position:absolute;bottom:-10px;left:-40px;width:600px;mix-blend-
mode:darken'/>

<!-- Full page stain -->


<img src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0003.png'
style='position:absolute; top:120px; left:0px; width:816px'/>
\page

___
___
> ## Neogi Master
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 88 (16d6 + 32)
> - **Speed** 30 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|16 (+3)|14 (+2)|16 (+3)|18 (+4)|15 (+2)|
>___
> - **Saving Throws** WIS +6
> - **Skills** Arcana +5, Deception +4, Intimidation +4, Persuasion +4, Perception
+6
> - **Condition Immunities** Charmed, Frightened, Unconscious
> - **Senses** Darkvision 120 ft. (penetrates magical darkness), Passive Perception
16
> - **Languages** Common, Deep Speech, K'azz'jak'n, Undercommon, Telepathy 30 ft.
> - **Challenge** 4 (1,100 XP)
> ___
> ***Spider Climb.*** The neogi can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
>
>
> ***Pharyngeal Jaws.*** When the neogi hits a creature with a bite attack, it may
make another bite attack against the same creature as a Bonus Action. If it does,
it latches on to the creature. While latched, the swarm moves with the target and
cannot use its bite on another creature until it uses an action to free itself.
>
> ### Actions
> ***Multiattack.*** The Neogi makes two attacks; one with its bite and one with
its claws.
>
> ***Bloating Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target.
*Hit* 6 (1d6 + 3) plus 7 (2d6) poison damage and must succeed on a DC 12
Constitution saving throw or be Poisoned for 1 minute.
>
>A Poisoned creature repeats this saving throw at the end of each of its turns,
ending the effect on a success or having its movement reduced by a cumulative 5 ft.
for as long as it is Poisoned on a failure. A creature that has its movement speed
reduced to 0 in this way has its size category increase by one and is immobilized
for the next hour.
>
> ***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 8
(2d4 + 3).
>
> ***Strange Geometries (2nd level spell, Concentration).*** Space warps in a 20
ft. radius centered on a point within 60 ft. that the neogi can see for the next
minute. A non-aberration creature that starts its turn in the area or enters it for
the first time on a turn must succeed on a DC 14 Intelligence saving throw or have
its movement speed halved and its Wisdom score reduced by 1d4 until the end of its
next turn.
>
> ***Dominate (Recharge 5-6).*** One creature within 60 ft. must succeed on a DC 14
Wisdom saving throw or act under the neogi's control on its following turn. A
creature with a Wisdom score of 13 or lower that fails this save instead acts under
the neogi's control for the next 24 hours, or until the neogi dies.
>
> ### Reactions
> ***Revelation of the Gate.*** As a reaction to a creature within 60 ft. casting a
spell, the neogi forces the spell caster to succeed on a DC 14 Wisdom saving throw
or be Frightened for the next minute. While Frightened in this way, a creature
cannot cast spells of 1st level or higher. A Frightened creature repeats this
saving throw at the end of each of its turns, ending the effect on a success.

<div style='padding-top:340px'></div>

### Neogi Master Lore


**Religion DC 20**: As in all things, neogi approach religious devotion with a sort
of mercenary opportunism, paying at least lip service to every god that they know
of in exchange for whatever boons they can extract. While most deities pay such
insincere platitudes no mind, certain foul eldritch beings of ancient evil take
notice, as under ordinary circumstances no sane creature seeks audience with them.

### Neogi Master Tactics


Neogi masters begin combat with their Strange Geometries, either sealing a
bottleneck or dropping directly on the greatest concentration of foes. They follow
up by using their Dominate, preferentially targeting creatures with Wisdom reduced
by their Strange Geometries.

While they have anything productive to do at range, they avoid closing to melee,
instead preferring to use any entralled servants as meat shields to hide behind.

<img
src='https://i.imgur.com/rmlhahm.jpg'
style='position:absolute;bottom:20px;left:20px;width:390px;mix-blend-
mode:darken'/>

\page

___
___
> ## Neogi Great Old Master
>*Large aberration, neutral evil*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 221 (26d10 + 78)
> - **Speed** 5 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|12 (+1)|17 (+3)|7 (-2)|18 (+4)|15 (+2)|
>___
> - **Saving Throws** INT +8, WIS +8
> - **Skills** Arcana +8, Deception +6, Intimidation +6, History +8, Persuasion +4,
Perception +8
> - **Condition Immunities** Charmed, Frightened, Unconscious
> - **Senses** Darkvision 120 ft. (penetrates magical darkness), Passive Perception
16
> - **Languages** Common, Deep Speech, K'azz'jak'n, Undercommon, Telepathy 30 ft.
> - **Challenge** 9 (5,000 XP)
> ___
> ***Bloated Body.*** The neogi is ordinarily prone, and cannot stand without
assistance. While prone, its movement speed is 0.
>
> ***Hatchling Host.*** When the neogi dies, a neogi hatchling swarm emerges from
its body.
>
> ***Pharyngeal Jaws.*** When the neogi hits a creature with a bite attack, it may
make another bite attack against the same creature as a Bonus Action. If it does,
it latches on to the creature. While latched, the swarm moves with the target and
cannot use its bite on another creature until it uses an action to free itself.
>
>
> ### Actions
> ***Multiattack.*** The Neogi makes two attacks, one of which may be with its
bite. It can replace its bite with a use of its Strange Geometries or its Dominate.
>
> ***Bloating Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target.
*Hit* 11 (2d6 + 4) plus 14 (4d6) poison damage and must succeed on a DC 15
Constitution saving throw or be Poisoned for 1 minute.
>
>A Poisoned creature repeats this saving throw at the end of each of its turns,
ending the effect on a success or having its movement reduced by a cumulative 5 ft.
for as long as it is Poisoned on a failure. A creature that has its movement speed
reduced to 0 in this way has its size category increase by one and is immobilized
for the next hour.
>
> ***Implant Hatchling.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
target. *Hit* 11 (2d6 + 4) and a neogi hatchling is implanted in the wound. The
hatchling acts on initiative count 0 and is latched to the target, per its
Pharyngeal Jaws ability.
>
> ***Strange Geometries (2nd level spell, Concentration).*** Space warps in a 20
ft. radius centered on a point within 60 ft. that the neogi can see for the next
minute. A non-aberration creature that starts its turn in the area or enters it for
the first time on a turn must succeed on a DC 14 Intelligence saving throw or have
its movement speed halved and its Wisdom score reduced by 1d4 until the end of its
next turn.
>
>
>
>
> ***Dominate.*** One creature within 60 ft. must succeed on a DC 15 Wisdom saving
throw or act under the neogi's control on its following turn. A creature with a
Wisdom score of 13 or lower that fails this save instead acts under the neogi's
control for the next 24 hours, or until the neogi dies.
>
> ***Semblance of the Gate (Recharge 5-6).*** The neogi opens a momentary portal to
an incomprehensible reality. Each creature within 30 ft. that can see it must
succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage, or
half as much on a success. A creature that fails by 5 or more is Stunned until the
end of the neogi's next turn.
>
> ### Reactions
> ***Revelation of the Gate.*** As a reaction to a creature within 60 ft. casting a
spell, the neogi forces the spell caster to succeed on a DC 14 Wisdom saving throw
or be Frightened for the next minute. While Frightened in this way, a creature
cannot cast spells of 1st level or higher. A Frightened creature repeats this
saving throw at the end of each of its turns, ending the effect on a success.

### Neogi Great Old Master Lore


**Arcana DC 20**: While their intellect degrades sharply as the venom of their
spawn works on them, Great Old Masters retain all of their faculty with eldritch
magics, able to forge momentary connections to incomprehensible and hostile
realities.

### Neogi Great Old Master Tactics


Great old masters are driven by hunger and madness. They use their Semblance of the
Gate whenever available, afterwards charging in to implant hatchlings. If under
serious threat, it will replace its bite with a use of its Dominate to turn the
tide or its Strange Geometries to aid its retreat.

<img
src='https://i.imgur.com/SNKrqyZ.jpg'
style='position:absolute;bottom:20px;right:-20px;width:480px;mix-blend-
mode:darken;transform:scaleX(-1)'/>

\page

# Neothelid

In the ordinary course of things, an illithid tadpole matures in an elder brain's


brine pool for near a decade before being selected for implantation, after which it
spends another 20 years developing within its host to reach full maturity. When
this life cycle is interrupted, however; when the elder brain is killed or flees
and the tadpoles are left to their own devices, a bloodbath ensues. Weeks or months
of cannibalistic fervor overtake the pool, and at the end a single, overgrown
tadpole emerges, feeding on vermin until it grows large enough to take its
preferred prey of sentient brain matter.
<div style='margin-top:10px'></div>

### Neothelid Tactics

The neothelid opens with its breath weapon, then tries to swallow the most
intelligent creature it can sense. It saves its Telekinetic Draw for the most
intelligent spellcaster present. It tries to trap any melee threats between its
body and the walls of its tunnel or cavern to maximize the effect of Wild Thrash.

<div style='margin-top:1140px'></div>

### Neothelid Lore


**History DC 15**: Though their thick hide is difficult to pierce with ordinary
weaponry, the interior of a neothelid is not so protected.
**History DC 20**: Neothelids are often known to lair in tunnels burrowed by purple
worms, as they are unable to effectively burrow themselves.
**Nature DC 15**: Neothelids are the result of illithid tadpoles that have
undergone neotony; unable to continue their natural life cycle through
ceremorphosis and left to grow unchecked in their perpetually juvenile state.
**Nature DC 20**: Neothelids produce a sticky enzyme that disolves flesh and bone,
leaving only fat and nervous tissue behind. A creature covered in it has only
seconds to scrape or wash it off before being reduced to gelatinous mess.
**Religion DC 20**: It has been proposed that the neothelid stage of life, rather
than being an evolutionary defect, may be an adaptation to some past environment
where the illithid regularly infected titanic or godlike beings, though this is
pure conjecture.

<div style='margin-top:470px'></div>

<img
src='https://www.aidedd.org/dnd/images/neothelid.jpg'
style='position:absolute;bottom:-05px;right:0px;width:850px;mix-blend-
mode:darken'/>

\page

___
___
> ## Neothelid
>*Gargantuan aberration, chaotic evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 232 (15d20 + 75)
> - **Speed** 30 ft., fly 10 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|27 (+8)|7 (-2)|21 (+5)|16 (+3)|16 (+3)|12 (+1)|
>___
> - **Saving Throws** INT +8, WIS +8, CHA +6
> - **Damage Resistances** Weapon attacks not made from inside it
> - **Senses** Blindsight 120 ft. (blind beyond this radius), Passive Perception 13
> - **Challenge** 13 (10,000 XP)
> ___
>
> ***Mind Sense.*** The neothelid knows the number and direction of each creature
with an Intelligence score of 4 or higher within 1 mile of it.
>
>
> ***Non-Euclidian.*** The space in a 5 foot radius around the neothelid is
difficult terrain for non-aberrations, as the neothelid's presence warps it into
incomprehensible geometries.
>
> ***Magic Resistance.*** The neothelid has advantage on saving throws against
spells and other magical effects.
>
> ***Implacable.*** If the neothelid fails a saving throw, it can choose to succeed
instead. If it does, it loses 25 hit points.
>
> ### Actions
> ***Multiattack.*** The neothelid makes four attacks with its tentacles, one of
which it may replace with a swallow.
>
>***Tentacles.*** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
17 (2d8 + 8) bludgeoning damage plus 4 (1d8) psychic damage, and the target is
grappled (escape DC 21).
>
>
>
> ***Swallow.*** One creature grappled by two or more tentacles must succeed on a
DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature
is Blinded and restrained, it has total cover against attacks and other effects
outside the neothelid, and it takes 21 (6d6) acid damage at the start of each of
the neothelid's turns.
>
> If the neothelid takes 30 damage or more on a single turn from a creature inside
it, the neothelid must succeed on a DC 21 Constitution saving throw at the end of
that turn or regurgitate all swallowed creatures, which fall prone in the nearest
unoccupied spaces. If the neothelid dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 20 feet of movement,
exiting prone.
>
>
>
> ***Brain-Stripper Enzyme Breath (Recharge 5-6).*** The neothelid disgorges a
torrent of acid in a 60 ft. cone that dissolves bone and flesh but leaves fat and
nerves behind. Each creature in the area must succeed on a DC 18 Dexterity saving
throw or be covered in the enzyme until a creature uses its action to scrape or
wash it off. A creature covered in the enzyme takes 35 (10d6) acid damage at the
start of each of its turns.
>
> ### Reactions
>
> ***Telekinetic Draw.*** As a reaction to passing a saving throw against a spell,
the neothelid forces the spell's caster to succeed on a DC 16 Strength saving throw
or be pulled 15 ft. toward the neothelid.
>
>
> ***Wild Thrash.*** As a reaction to taking 30 or more damage in a turn, the
neothelid thrashes about. Each creature within 15 ft. of it is pushed up to 15 ft.
away. A creature that cannot move the full 15 ft. additionally takes 18 (4d8)
bludgeoning damage.
>
> ***Psychic Crush.*** As a reaction a creature reducing it below 80 hit points,
the neothelid attempts to crush its mind with brute psionic force. The creature
must succeed on a DC 16 Intelligence saving throw or drop to 0 hit points, or take
21 (6d6) psychic damage on a success.

\page

# Nothics

Some may marvel at the apparent incuriosity of many archmages when it comes to
delving into the greater mysteries of the world, but this is a caution borne by all
survivors of the path of true knowledge. An archmage of a mere thirty years in the
practice is likely to have seen many within their sphere utterly undone by
uncovering knowledge too terrible to be borne. Such is the curse of the nothic.

### Nothic Lore

**Arcana DC 10** Nothics are hoarders of great arcane knowledge that they can be
convinced to share for a price.
**Arcana DC 15** Nothics were once humanoid, degenerated through the aquisition of
terrible arcane knowledge in a process similar to the creation of some undead.
Fortunately, they seem unwilling or incapable of sharing this secret.
**History DC 15** Nothics, despite being completely and irredeemably evil, are
often quite friendly and willing to trade secrets. Some few brave students of
wizardry have sought out nothic tutors for their famed talents, though not all
survive the process.
**Nature DC 15** Nothics are possessed of such powerful insight and intuition that
they can learn a creature's deepest secrets merely by meeting its gaze.
**Religion DC 20** The schemes of Vecna, the god of secrets, often seem to hinge on
the actions of nothics, though few nothics are known to profess any kinship or
worship of him.
**Religion DC 25** Vecna is thought to be the creator and disseminator of the dread
secret that warps mages into nothics, set as a trap in the hidden places of the
world where those hungry for hidden knowledge delve.

<div style='margin-top:1140px'></div>

### Nothic Tactics


Nothics use their Tempt with Knowledge whenever possible, preferentially targeting
creatures with poor Wisdom and Intelligence saving throws and offering the least
powerful spell it thinks will be tempting enough to get the creature to take the
deal. If it targets a creature with good Intelligence saves, it offers better
spells and bigger secrets.

### Nothic Eye of Vecna Tactics


The eye of vecna tries to position itself to make use of its soul decay each turn
if corpses are available, and tries to focus creature Stunend by its Tempt With
Knowledge or those affected by its Eye of Veiling before they can recover. It
switches unpredictably between its Eye of Veiling and Eye of Vanishing, preferring
the Eye of Veiling if it is concentrating on its Eye of Rot already.

<img

src='https://images.squarespace-cdn.com/content/v1/5bd88db093a6320f071b1a50/1584477
026425-PRSO6I96KRKUUQNV5QD8/image-asset.png?format=500w'
style='position:absolute;bottom:15px;right:30px;width:400px;mix-blend-
mode:multiply'/>

<img

src='https://images.squarespace-cdn.com/content/v1/5bd88db093a6320f071b1a50/1584476
968795-64579TAA5SVOPQD2CVZW/Nothic_3e.png?format=500w'
style='position:absolute;bottom:15px;left:0px;width:400px;mix-blend-
mode:multiply'/>

\page
___
> ## Nothic Cackler
>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 85 (10d8 + 30)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|16 (+3)|16 (+3)|13 (+1)|15 (+2)|8 (-1)|
>___
> - **Skills** Arcana +3, Insight +6, Perception +4, Stealth +5
> - **Senses** Truesight 120 ft., Passive Perception 14
> - **Languages** Common, Undercommon, Telepathy 30 ft.
> - **Challenge** 2 (450 XP)
>
> ___
>
>
> ***Keen Sight.*** The nothic has advantage on Wisdom (Perception) checks that
rely on sight.
>
> ***Weirding Gaze.*** When a creature that can see the nothic's eye starts its
turn within 30 feet of the nothic, the nothic can force it to make a DC 12 Charisma
saving throw. On a failed save, the nothic magically learns one key fact or secret
about the target. The target automatically succeeds if it is immune to being
charmed.
> ### Actions
>
> ***Multiattack.*** The nothic makes two claw attacks.
>
> ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6
+ 3) slashing damage.
>
> ***Tempt With Knowledge (Recharge 5-6).*** The nothic targets one creature it can
see within 30 feet that has been affected by its weirding gaze. The target must
succeed on a DC 15 Intelligence saving throw or take 21 (6d6) psychic damage.
>
>A creature that fails this save voluntarily is additionally Stunned for the next
minute, and learns a 1st level wizard spell of the nothic's choice, which it may
cast once per long rest without expending a spell slot. A Stunned creature repeats
this save at the end of each of its turns, ending the stun effect on a success.
>
>
> ### Reactions
***Cackling Caprice.*** As a reaction to being missed with a melee attack, the
nothic forces the creature to succeed on a DC 12 Dexterity saving throw or be
knocked prone.

___
> ## Nothic Mindblight
>*Medium aberration, any alignment*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 120 (16d8 + 48)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|18 (+4)|17 (+3)|16 (+3)|18 (+4)|8 (-1)|
>___
> - **Skills** Arcana +6, Insight +10, Perception +7, Stealth +7
> - **Senses** Truesight 120 ft., Passive Perception 17
> - **Languages** Common, Undercommon, Telepathy 30 ft.
> - **Challenge** 7 (2,900 XP)
>
> ___
>
>
> ***Keen Sight.*** The nothic has advantage on Wisdom (Perception) checks that
rely on sight.
>
> ***Mesmeric Gaze.*** When a creature that can see the nothic's eye starts its
turn within 30 feet of the nothic, the nothic can force it to make a DC 15 Wisdom
saving throw. On a failed save, the creature is Charmed by the nothic until the end
of its next turn. While Charmed in this way, a creature freely reveals its secrets
to the nothic.
> ### Actions
>
> ***Multiattack.*** The nothic makes two blighted claw attacks uses its tempt with
knowledge, if available.
>
> ***Blighted Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (2d6 + 4) slashing damage plus 6 (1d10) necrotic damage.
>
> ***Eye of Rot (4th Level Spell, Concentration).*** One creature the nothic can
see within 120 ft. must make a DC 15 Charisma saving throw. On a failure, a
creature is Poisoned for the next minute, and while Poisoned in this way takes 22
(4d10) necrotic damage at the beginning of each of its turns.
>
>A Poisoned creature repeats this saving throw at the end of each of its turns,
with disadvantage if the nothic can see it, ending the effect on a success.
>
> ***Tempt With Knowledge (Recharge 5-6).*** The nothic targets one creature it can
see within 30 feet that has been affected by its mesmeric gaze. The target must
succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage.
>
>A creature that fails this save voluntarily is additionally Stunned for the next
minute, and learns a 1st or 2nd level wizard spell of the nothic's choice, which it
may cast once per long rest without expending a spell slot. A Stunned creature
repeats this save at the end of each of its turns, ending the stun effect on a
success.
>

\page

___
___
> ## Nothic Eye of Vecna
>*Medium aberration, any alignment*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 190 (20d10 + 80)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|18 (+4)|19 (+4)|18 (+4)|20 (+5)|8 (-1)|
>___
> - **Saving Throws** CON +8, INT +8, WIS +9
> - **Skills** Arcana +8, Insight +13, Perception +9, Stealth +8
> - **Senses** Truesight 120 ft., Passive Perception 19
> - **Languages** Common, Undercommon, Telepathy 30 ft.
> - **Challenge** 11 (7,200 XP)
>
> ___
>
>
> ***Keen Sight.*** The nothic has advantage on Wisdom (Perception) checks that
rely on sight.
>
> ***Mesmeric Gaze.*** When a creature that can see the nothic's eye starts its
turn within 30 feet of the nothic, the nothic can force it to make a DC 17 Wisdom
saving throw. On a failed save, the creature is Charmed by the nothic until the end
of its next turn. While Charmed in this way, a creature freely reveals its secrets
to the nothic.
>
> ***Soul Decay.*** At the beginning of each of the nothic's turns, one corpse
within 30 ft. of it rises as a zombie for the next minute under the nothic's
control, and acts on the nothic's initiative. The zombie dies instantaneously if
the nothic cannot see it.
>
> ***Magic Resistance.*** The nothic has advantage on saving throws against spells
and other magical effects.
> ### Actions
>
> ***Multiattack.*** The nothic makes two blighted claw attacks uses either its eye
of rot or its tempt with knowledge, if available.
>
> ***Blighted Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage plus 11 (2d10) necrotic damage.
>
> ***Eye of Rot (4th Level Spell, Concentration).*** One creature the nothic can
see within 120 ft. must make a DC 17 Constitution saving throw. On a failure, a
creature is Poisoned for the next minute, and while Poisoned in this way takes 22
(4d10) necrotic damage at the beginning of each of its turns.
>
>A Poisoned creature repeats this saving throw at the end of each of its turns,
with disadvantage if the nothic can see it, ending the effect on a success.
>.
>
> ***Tempt With Knowledge (Recharge 5-6).*** The nothic targets one creature it can
see within 30 feet that has been affected by its mesmeric gaze. The target must
succeed on a DC 17 Intelligence saving throw or take 35 (10d6) psychic damage.
>
>A creature that fails this save voluntarily is additionally Stunned for the next
minute, and learns a 1st, 2nd, or 3rd level wizard spell of the nothic's choice,
which it may cast once per long rest without expending a spell slot. A Stunned
creature repeats this save at the end of each of its turns, ending the stun effect
on a success.
>
> ### Reactions
> ***Eye of Veiling (2nd Level Spell).*** As a reaction to being hit with a melee
attack, the nothic forces the attacker to make a DC 17 Intelligence saving throw.
On a failed save, the nothic becomes invisible to that creature for the next
minute. An affected creature repeats this saving throw at the end of each of its
turns, ending the effect on a success.
>
> ***Eye of Vanishing (Concentration, 3rd Level Spell).*** As a reaction to being
hit with a melee attack by a creature it can see, the nothic turns invisible until
the end of its next turn and teleports up to 30 ft. to a location it can see.

> ***Temptations.*** The following spells are likely to get your players to accept
the nothic's bargain, without being too problematic for you or for the nothic
itself:
> * **1st Level.** Absorb Elements, Charm Person, Comprehend Languages, Disguise
Self, Feather Fall, Mage Armor, Magic Missile, Shield.
> * **2nd Level.** Augury, Blur, Detect Thoughts, Invisibility, Knock, Misty Step
> * **3rd level.** Counterspell, Dispel Magic, Fly, Tiny Hut, Major Image, Sending
>
>
> Alternately, you can offer some bit of plot or character-relevant knowledge. With
it's weirding gaze, the nothic has an excuse to know just about any sort of secret.

> ***A Word of Caution.*** Be careful giving access to Shield to your players. It's
fine on a character with armor, and it's fine on a character with spell slots to
cast it more than once per day, but as a general rule you shouldn't give it to a
character with both.

\page

# Otyughs

Otyughs, repulsive as they are, are an inescapable fact of life in many urban
settings, as unlike trained sanitation workers, otyughs accept payment in trash and
filth. Due to this, the terrestrial population of the normally subterranean otyugh
has exploded, likely to the point where there are more otyughs living in human
cities than in their natural underground environments. The gold saved by city
governments is <br>cold comfort, however, to those who find need to <br>venture
into an otyugh's lair. Between their hideous <br>stench, unsettling mental
presence, and general <br>curiosity as to what everything and anything tastes like,
<br>an encounter with an otyugh is something to be avoided <br>at all costs.

### Lore

**Arcana DC 15**: Despite their generally animalistic intelligence, otyughs are


possessed of some limited psionic abilities, which they can use to communicate
simple ideas. Most who try to communicate with otyughs find the process deeply,
skin-crawlingly uncomfortable, however.
**History DC 10**: Otyughs are often purposefully introduced to waterways, sewers,
and trash dumps due to their general propensity to eat any sort of trash or refuse.
The periodic disappearances of urban explorers is generally considered an
additional benefit of their presence by city authorities.
**Nature DC 10**: Otyughs lair in midden heaps and cesspits, eating filth and
refuse. Because of this, otyughs generally exude a truly intollerable stench,
though it can be somewhat mitigated by oil of mint applied to a face covering.
**Nature DC 15**: The bite of an otyugh carries an exotic mix of toxins and
diseases, and is often unique to each otyugh, dependent on what it's specific diet
and environment is.

### Cesspit Otyugh Tactics


Cesspit otyughs try to attack from stealth, approaching sewer-goers with their
spying eye. While it has a creature grappled, the otyugh pins it underwater or
buried in its midden heap, raising it out only to Slam or Bite it. The otyugh waits
to use its Slam until it has two creatures grappled, then uses it whenever
available. If the otyugh is reduced below 50 or so hit points, it disengages and
retreats into cover.

### Neo-Otyugh Tactics


Neo-otyughs try to position themselves in some natural body of water poisonous to
most other creatures, such as a realgar-tainted hot spring or mud pools covered in
toxic alagal blooms, so as to further weaponize their psionic lure. They are more
conversational than most other otyughs, and occasionally attempt some ruse to
telepathically deceive creatures into approaching their lairs unguarded, though
such attempts are rarely succesful.

<div style='padding-top:450px'></div>

### Charnel Otyugh Tactics


Charnel otyughs are much more agressive, and will attack even enemies that they
cannot appraoch in stealth. A charnel otyugh will usually focus all of the attacks
from its Charnel Frenzy on one or two foes, attacking whichever creatures have
dealt the most damage in melee to it recently. Charnel otyughs will usually not be
driven off by damage, but will often flee if subjected to mind-affecting spells,
particularly those that induce the Frightened condition.

### Encounters
<a>
Otyughs are quite solitary creatuers ordinarily and rarely fight with anything like
allies. However, certain opportunistic scavengers often lurk near an otyugh's lair,
looking to steal a portion of its kills, and some of the more intelligent hunters
of the underdark will seek to drive prey towards an otyugh to trap it.

**CR 11 Encounter 3,150 XP**


* 1 Cesspit Otyugh (CR 5)
* 3 Carrion Crawler (CR 2)

**CR 16 Encounter 3,750 XP**


* 1 Neo-Otyugh (CR 7
* 1 Kobold Dragoncaller (CR 1)
* 3 Kobold Trapsetter (CR 1/2)
* 1 Kobold Censer Bearer (CR 1/4)
* 6 Kobolds (CR 1/4)

</a>

<img
src='https://i.imgur.com/hnlOa2H.jpg'
style='position:absolute;top:-60px;right:-50px;width:540px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

\page
___

> ## Cesspit Otyugh


>*Large aberration, neutral*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 114 (12d10 + 48)
> - **Speed** 30 ft., swim 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|11 (+0)|19 (+4)|6 (-2)|13 (+1)|6 (-2)|
>___
> - **Saving Throws** CON +7
> - **Skills** Perception +4, Stealth +3
> - **Condition Immunities** Poisoned
> - **Senses** Darkvision 120 ft., Passive Perception 14
> - **Languages** Otyugh, Telepathy 120 ft.
> - **Challenge** 5 (1,800 XP)
> ___
>
> ***Spying Eye*** The otyugh has advantage on checks made to hide while submerged
in filth.
>
> ***Horrid Stench.*** A creature that starts its turn within 10 feet of the Otyugh
must succeed on a DC 15 Constitution saving throw or be Poisoned until the start of
its next turn.
>
> ### Actions
> ***Multiattack.*** The otyugh makes three attacks, one of which may be with its
diseased bite.
>
> ***Diseased Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage and the target must succeed on a DC 15
Constitution saving throw or contract Filth Fever.
>
> ***Spined Tentacle.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage and the target is
grappled (escape DC 14). The otyugh has two tentacles, each of which can grapple
one target.
>
> ***Tentacle Slam (Recharge 5-6).*** The otyugh slams up to two creatures grappled
by it into each other or a solid surface. Each creature must succeed on a DC 14
Constitution saving throw or take 13 (3d6 + 3) bludgeoning damage and be Stunned
until the end of the otyugh's next turn, or take half as much damage on a success.
>
>

> ***Filth Fever.*** A raging fever sweeps through the creature’s body, giving the
creature disadvantage on skill checks, saving throws, and attack rolls that use
Strength. Every 24 hours that elapse, the target makes a DC 15 Constitution saving
throw, reducing its hit point maximum by 5 (1d10) until the disease is cured on a
failure, or ending the disease's effects on a success. The target dies if the
disease reduces its hit point maximum to 0.

___

> ## Neo-Otyugh
>*Huge aberration, neutral*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 150 (12d10 + 48)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|11 (+0)|22 (+6)|12 (+1)|13 (+1)|6 (-2)|
>___
> - **Saving Throws** CON +9, INT +4
> - **Skills** Perception +4, Stealth +3
> - **Condition Immunities** Poisoned
> - **Senses** Darkvision 120 ft., Passive Perception 14
> - **Languages** Common, Otyugh, Telepathy 120 ft.
> - **Challenge** 7 (2,900 XP)
> ___
>
> ***Spying Eye*** The otyugh has advantage on checks made to hide while submerged
in filth.
>
> ***Horrid Stench.*** A creature that starts its turn within 10 feet of the Otyugh
must succeed on a DC 17 Constitution saving throw or be Poisoned until the start of
its next turn.
>
> ***Intrusive Presence.*** The neo-otyugh can detect the surface thoughts of each
creature within 120 feet. Affected creatures are aware of the otyugh's mental
presence.
>
>
> ### Actions
> ***Multiattack.*** The otyugh makes three attacks, one of which may be with its
diseased bite or its disgusting lure.
>
> ***Diseased Bite.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage and the target must succeed on a DC 17
Constitution saving throw or contract Filth Fever.
>
> ***Spined Tentacle.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 10 (1d10 + 5) bludgeoning damage plus 4 (1d8) piercing damage and the target
is grappled (escape DC 16). The otyugh has two tentacles, each of which can grapple
one target.
>
>
> ***Tentacle Slam (Recharge 5-6).*** The otyugh slams up to two creatures grappled
by it into each other or a solid surface. Each creature must succeed on a DC 16
Constitution saving throw or take 15 (3d6 + 5) bludgeoning damage and be Stunned
until the end of the otyugh's next turn, or take half as much damage on a success.
>
>
> ### Reactions
> ***Disgusting Lure.*** As a reaction to being targeted with a ranged attack or
harmful spell, the otyugh forces the attacker to succeed on a DC 12 Intelligence
saving throw or use all of its remaining movement to approach the otyugh by the
most direct path.

\page

___
___

> ## Charnel Otyugh


>*Huge aberration, neutral*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 253 (22d12 + 110)
> - **Speed** 30 ft., burrow 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|14 (+2)|20 (+5)|6 (-2)|15 (+2)|7 (-2)|
>___
> - **Saving Throws** STR +9, CON +9
> - **Skills** Perception +6, Stealth +4
> - **Condition Immunities** Poisoned
> - **Senses** Darkvision 120 ft., Passive Perception 16
> - **Languages** Common, Otyugh, Telepathy 120 ft.
> - **Challenge** 12 (8,400 XP)
> ___
>
> ***Spying Eye*** The otyugh has advantage on checks made to hide while submerged
in filth.
>
> ***Horrid Stench.*** A creature that starts its turn within 10 feet of the Otyugh
must succeed on a DC 17 Constitution saving throw or be Poisoned until the start of
its next turn.
>
> ***Rotting Grip.*** A creature grappled by the otyugh that receives magical
healing must expend a hit die or take 5 (1d10) necrotic damage.
>
>
> ### Actions
> ***Multiattack.*** The otyugh makes three attacks, one of which may be with its
bite.
>
> ***Maw of Decay.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing plus 11 (2d10) necrotic damage and the target must
succeed on a DC 17 Constitution saving throw or contract a disease of the otyugh's
choice.
> * Charnel Lung
> * Festering Necrosis
> * Filth Fever
><a>
>
> ***Spined Tentacle.*** Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 10 (1d10 + 5) bludgeoning plus 4 (1d8) piercing damage and the target is
grappled (escape DC 17). The otyugh has two tentacles, each of which can grapple
one target.
></a>
>
> ***Tentacle Slam (Recharge 5-6).*** The otyugh slams up to two creatures grappled
by it into each other or a solid surface. Each creature must succeed on a DC 17
Constitution saving throw or take 22 (5d6 + 5) bludgeoning damage and be Stunned
until the end of the otyugh's next turn, or take half as much damage on a success.
>
>
> ### Reactions
> ***Body Shield.*** As a reaction to being targeted with an attack while grappling
one or more creatures, the otyugh adds +4 to its AC. If the attack misses, the
attacker makes a new attack roll, targeting the grappled creature instead.
>
> ***Charnel Frenzy (1/Day) .*** As a reaction to being reduced below 125 hit
points, the otyugh releases each creature it is grappling and makes four tentacle
attacks that do not grapple on a hit.

> **Charnel Lung.** An infected creature cannot hold its breath and has
disadvantage on Constitution saving throws against breathable toxins.

> **Festering Necrosis.** An infected creature gains vulnerability to necrotic


damage. Whenever an infected creature would fail one death save, it instead fails
two death saves.

\page

# Phaerimm
The mind of a phaerimm is something not wholly alien. Though shaped by an ancestral
environment of pure horror and chaos; though driven by senses and impulses undreamt
of by those who study them, the phaerimm are deeply cruel, a level of true sadism
that forces them to mentally model their prey in enough detail to understand and be
understood by it, crossing that momentous gulf so as to better harm those around
them.

Despite the layers upon layers of unfolding schemes a phaerimm may have in play at
any moment, they can be relied upon to have constructed those schemes in a way to
bring both immediate and long-term suffering; if you wish to know how a Phaerimm
will strike you, ask yourself where you are weakest.

### Phaerimm Lore


**Arcana DC 15**: Phaerimm magic blends psionics to amplify the pain caused by
their melee assaults in combat
**History DC 15**: Phaerimms are naturally solitary creatures, though they keep
prisoners and thralls to torment, and make their lairs within scheming distance of
one another.
**Nature DC 20**: Phaerimms communicate by varying the tension of tiny hairs spread
across their body, subtly affecting the movement of air over them as they fly.
**Nature DC 15**: Phaerimms cannot live without the constant presence of magic.
**Nature DC 20**: Phaerimm reproduction is parasitic, involving the implantation of
an egg in a living host via their stinger.

### Social Encounters


* Two phaerimms lair on opposite sides of a valley through which a busy road
passes, and have quietly been at war for centuries. Through subtle magic, psionic
compulsion, seeded breadcrumbs, and occasionally outright bribery each seeks to
push any adventurers that pass through to discover the other's lair, as each knows
that will result in both inconvenience for their counterpart and suffering for the
adventurers.
* A phaerimm-engineered plague has crippled a city; killing no one outright but
wracking each infected with too much pain to go about their daily lives, and too
virulent for magical healing to outpace. The city is struggling as a smaller and
smaller portion of its population remains to care for the growing populations of
invalids.
* Each evening, a village is beset by disaster, its inhabitants cut down by
cataclysmic events and nightmarish creatures, and each morning the villagers awake
unharmed in their beds to die anew. None can escape, and none are aware that their
woes stem from the phaerimm that has taken residence in the caves beneath the
village.

<div style='margin-top:140px'></div>

### Phaerimm Tactics


Phaerimm act to cause the most physical and psychological pain that they can, and
rarely go for the quick kill. The phaerimm typically uses its Absorption in
response to damaging spells, and its reflection in response to non-damaging spells,
though it favors the reflection if it has any temporary hit points remaining.

When it kills, it prefers to do so with its Tortuous Compulsion, reducing a


creature to 0 with its own attacks but delivering the killing blow through a close
friend or loved one. It uses its Wrack to neutralize ranged fighters and those
that rely on martial feats such as Great Weapon Master and Sharpshooter, and uses
its Drown in Blood against spellcasters, preferentially targeting Wizards and
Bards.
<img
src='https://i.imgur.com/sO8ZhED.png'
style='position:absolute;bottom:-135px;right:-50px;width:700px;mix-blend-
mode:multiply; transform:scaleX(-1)'/>

<img
src='https://i.imgur.com/W7kvPfG.png'
style='position:absolute; top:150px; right:-00px; width:856px;
transform:rotate(180deg)' />

\page
___
___
> ## Phaerimm
>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 253 (22d12 + 110)
> - **Speed** 20 ft., fly 30 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|13 (+1)|20 (+5)|21 (+5)|17 (+3)|18 (+4)|
>___
> - **Saving Throws** INT +9, WIS +7, CHA +8
> - **Skills** Arcana +10, Deception +9, Insight +8
> - **Damage Resistances** Cold, Fire, Lightning; Bludgeoning, Piercing and
Slashing from Nonmagical Attacks
> - **Senses** Truesight 60 ft. Passive Perception 18
> - **Languages** Understands Common but can't speak it, Telepathy 60 ft.
> - **Challenge** 12 (8,400 XP)
> ___
> ***Magic Resistance.*** The phaerimm has advantage on saving throws against
spells and other magical effects.
>
> ***Dessicating Dweomer.*** A creature that fails a saving throw against a spell
or magical effect of the phaerimm's has any potions or other liquids it is carrying
dry up, becoming unusable until rehydrated.
> ### Actions
> ***Multiattack.*** The phaerimm makes five attacks, one of which may be with its
bite or its stinger.
>
> ***Grinding Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled
target. Hit: 46 (8d10 + 2) piercing damage. A creature killed by this damage has
its corpse utterly destroyed.
>
> ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5
(1d6 + 2) bludgeoning damage. Instead of dealing damage, the phaerimm can grapple
the target (escape DC 14).
>
> ***Stinger.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15
(3d8 + 2) piercing damage and the target must succeed on a DC 17 Constitution
saving throw or be Poisoned for the next minute. A Poisoned creature repeats this
saving throw at the end of each of its turns, ending the effect on a success.
>
> ***Implant Egg.*** The phaerimm makes a stinger attack against a Poisoned
creature. If the attack hits, the phaerimm deposits an egg in the wound. The
creature is Paralyzed and levitates 3 ft. off the ground until a creature makes a
DC 17 Wisdom (Medicine) check to remove the egg, or until the egg hatches in 2d20
hours, killing the host. Each attempt (successful or not) deals 1d4 points of
damage to the host.
> ### Reactions
> ***Absorption.*** As a reaction to succeeding on a saving throw against a spell
or magical effect, the phaerimm gains temporary hit points equal to 10 times the
level of the spell.
>
> ***Reflection.*** As a reaction to succeeding on a saving throw against a spell
or magical effect, the phaerimm changes the spell's target to a creature of its
choice that it can see within 30 ft.
>
> ### Legendary Actions
> The phaerimm can take 3 legendary actions, choosing from the options below.
>
>
> ***Tortuous Compulsion (4th Level Spell).*** One creature within 60 ft. must
succeed on a DC 17 Wisdom saving throw or take 7 (2d6) psychic damage. A creature
that takes 10 or more psychic damage in this way acts under the phaerimm's control
on its following turn.
>
> ***Wrack (2nd Level Spell).*** One creature within 60 ft. is overwhelmed with
indescribable pain. The target must succeed on a DC 17 Constitution saving throw or
fall prone and be unable to stand on its following turn. A creature that fails this
save by 5 or more subtracts 1d4 from attacks and saving throws it makes for the
next minute.
>
> ***Drown in Blood (4th Level Spell, Concentration, Costs 2 Actions).*** Blood
wells up in the mouth and lungs of a creature, suffocating it. One creature within
60 ft. must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic
damage and be unable to speak or breathe for the next minute. An affected creature
repeats this save at the end of each of its turns, ending the effect on a success.

### Encounter Groups


**CR 21 Encounter 13,450 XP**
* 1 Phaerimm (CR 12)
* 1 Beholder Director (CR 8)
* 2 Derro Quarrelers (CR 2)
* 5 Derro Crawlers (CR 1/4)

<img
src='https://i.imgur.com/VQTB1QC.jpg'
style='position:absolute;bottom:-5px;right:10px;width:400px;mix-blend-
mode:multiply'/>

\page

# Quori
The realms of dreaming are not safe. The dreamscapes of the sleeping are fertile
ground for the parasitic ministrations of the quori, psychic symbiotes that live in
the space between dreams. There are worse fates than merely becoming food that
await a dreamer that earns the ire of the Dreaming Dark, however; plunged into
endless nightmare or mental imprisonment as a disposable tool of its new passenger.

### Quori Lore


**Arcana DC 15**: Quori are capable of taking control of an unconscious creature's
body, though certain willing creatures can enter a trance-like state that allow
them to invite and act as vessels for the quori while conscious.
**History DC 15**: Those acting under the quori's control become passengers within
their own body, able to perceive and understand their surroundings while unable to
take even the smallest action of their own volition.
**Nature DC 15**: The quori are malign outsiders from the plane of dreams, normally
unable or unwilling to manifest within the material plane without a host.
**Nature DC 20**: Quori enter the dreams of sleeping mortals to feed upon their
emotions, though such visits can also be made with the intent to surveil or even
attempt to possess the creature, if the quori has need of a mortal vessel.
**Nature DC 25**: New quori can be born only from the spirits of fallen ones. As
such, quori society is quick to execute those suspected of working against the will
of the Dreaming Dark, eager to replace them with more loyal quori.
**Religion DC 20**: Not even divinely inspired or prophetic dreams are safeguarded
against incursions of the quori, though a certain measure of security is granted by
obscurity, as there are a great many more dreamers than there are quori spies. This
is thought to be a reason why prophecies and visions are often granted to those
without prior power or influence, rather than those best able to act upon them.

### Social Encounters


* A blind monk from a local temple reveals to the party that his sight was stolen
in a battle long-past, replaced with unceasing, unblinking images of pain and
horror. After decades of torment, he seeks a way to make amends and strike a
bargain to end his suffering, and needs a skiled dreamcrafter to help him reach the
place of his assailant's power.
* A cabal of aristocrats in league with local labor groups has been pushing for a
later start to the work-day, citing the difficulty of getting a full night's rest
while fulfilling all of life's other obligations. The laborers suspect the
aristocrats of being possessed by eldritch abominations, but hae decided that there
is no urgent need to assist them.
* A vagrant asks to travel with the party for safety. She was once an acclaimed
alchemist, but was cast out of her community after being freed from quori
posession, as it is held that any once touched by the quori will forever hold their
gaze.

<img
src='https://i.imgur.com/UaDl87k.jpg'
style='position:absolute;top:10px;right:-0px;width:420px;mix-blend-
mode:multiply'/>

<div style='padding-top:700px'></div>
> **Quori Countermeasures.** Any spell or effect that would end the Charmed
condition or a domination or posession effect can be used to expel a quori.
>
> The Dream spell can be used to project onself or another within a possessed
creature's consciousness and fight the quori there. Whenever the quori takes damage
in this way, it must succeed on a save to maintain concentration or be expelled. If
the dreamer drops to 0 hit points, they are returned to their own body.

\page

___
___
> ## Tsoreva Quori
>*Medium aberration, lawful evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 120 (16d8 + 48)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|15 (+2)|16 (+3)|14 (+2)|16 (+3)|16 (+3)|
>___
> - **Saving Throws** WIS +6
> - **Skills** Perception +6
> - **Damage Resistances** Pyschic
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Darkvision 60 ft., Passive Perception 16
> - **Languages** Common, Quori
> - **Challenge** 5 (1,800 XP)
> ___
>
>
>
>
>
> ***Dream Invader.*** The quori may spend half its movement to enter the dreams of
an adjacent unconscious creature. While invading the creature's dreams, the quori
has total cover from outside effects and can leave the creature's dream as a bonus
action, appearing in an adjacent space.
>
> Whenever it takes damage or a creature uses an action to shake it, the creature
may attempt a DC 14 Charisma saving throw, waking and expelling the quori on a
success.
>
>
>
>
>
> ### Actions
> ***Multiattack.*** The quori makes two melee attacks, one of which it may replace
with a use of its flickering psychoport.
>
> ***Mind Blades.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
16 (3d8 + 3) nonlethealpsychic damage.
>
> ***Flickering Psychoport.*** The quori teleports up to 30 ft. to an unoccupied
space it can see within 5 ft. of a creature. Until the end of its turn, attacks
against the quori are made at disadvantage.
>
> ***Mindslice Frenzy (Recharge 5-6).*** The quori makes four melee attacks.
>
> A creature hit by two or more of these attacks in a turn must succeed on a DC 14
Wisdom saving throw or be Frightened for the next minute. This effect ends if the
creature ends its turn 20 ft. or more away from the quori.
>
>
>
>
>
>
> ***Waking Nightmare.*** The quori attempts to take control of an unconscious
creature whose dreams it is invading.
>
>The creature takes 11 (2d10) psychic damage, then must succeed on a DC 14 Charisma
saving throw or gain temporary hit points equal to half its maximum hit points and
rise under the quori's control. While the creature has these temporary hit points,
it automatically fails Charisma saving throws.

<img
src='https://i.imgur.com/FDKttqN.png'
style='position:absolute;bottom:0px;right:-0px;width:570px;mix-blend-
mode:multiply'/>

### Tsoreva Quori Tactics


Tsoreva quori skirmish in and out of combat, <br>opening with their mindslice
frenzy, then <br>making a single attack and using their flickering <br>psychoport
to get into a position where they can <br>exit combat while provoking only a single
<br>attack of opportunity. From there, they will <br>often take cover and use the
Dodge action <br>until their mindslice frenzy recharges, at which <br>point they
scuttle back in.

The tsoreva quori focuses all of its attacks<br> on a single creature, then as soon
as that <br>creature drops it dives into its dreams and takes cover <br>there until
it either kills the creature or gains control of it with its waking nightmare
ability.

When it gains control of a creature, it makes basic attacks or casts cantrips the
first turn while it gets accustomed to <br>the body, then on following turns tries
to go nova and use as many limited resources as possible to attack the creature's
allies.

\page
___
___
> ## Tsucora Quori
>*Medium aberration, lawful evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 161 (19d8 + 76)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|14 (+2)|18 (+4)|14 (+2)|14 (+2)|16 (+3)|
>___
> - **Saving Throws** WIS +5, CHA +6
> - **Skills** Insight +5, Perception +8
> - **Damage Resistances** Pyschic
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Darkvision 60 ft., Passive Perception 18
> - **Languages** Common, Quori
> - **Challenge** 7 (2,900 XP)
> ___
>
>
>
>
>
> ***Dream Invader.*** The quori may spend half its movement to enter the dreams of
an adjacent unconscious creature. While invading the creature's dreams, the quori
has total cover from outside effects and can leave the creature's dream as a bonus
action, appearing in an adjacent space.
>
> Whenever it takes damage or a creature uses an action to shake it, the creature
may attempt a DC 14 Charisma saving throw, waking and expelling the quori on a
success.
>
> ***Grasping Flesh.*** A creature that leaves the quori's reach must succeed on a
DC 14 Strength saving throw or fall prone.
>
>
>
>
> ### Actions
> ***Multiattack.*** The quori makes three melee attacks, one of which may be with
its mindrot sting. It may replace its sting attack with a use of its Overwhelm
Mind, if available.
>
> ***Witripper Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. This attack deals an additional 5 (1d10)
psyschic damage to a Frightened creature.
>
>
>
>
>
>
> ***Mindrot Sting.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage and the target must succeed on a DC 14 Wisdom
saving throw or be Frightened for the next minute. This effect ends if the creature
ends its turn 20 ft. or more away from the quori.
>
> ***Overwhelm Mind (Recharge 5-6).*** One creature within 30 ft. that the quori
can see must succeed on a DC 14 Wisdom saving throw or fall asleep for the next
next minute. A creature wakes up early if it takes damage or another creature uses
its action to wake it.
>
> ***Waking Nightmare.*** The quori attempts to take control of an unconscious
creature whose dreams it is invading.
>
>The creature takes 11 (2d10) psychic damage, then must succeed on a DC 14 Charisma
saving throw or gain temporary hit points equal to half its maximum hit points and
rise under the quori's control. While the creature has these temporary hit points,
it automatically fails Charisma saving throws.

<img
src='https://i.imgur.com/9nuReXE.jpg'
style='position:absolute;bottom:10px;right:-20px;width:450px;mix-blend-
mode:multiply'/>

### Tsucora Quori Tactics

Tsucora Quora begin combat choosing two targets; one physicallhy strong one to use
their Overwhelm Mind on, and one physically weak one to deal damage to. It opens
with its Overwhelm Mind and continues to use it whenever available, attacking its
other target in the meantime.

Whenever one of its two targets drops unconscious, it immediately uses its Dream
Invader ability to hide within the creature. Once it gains control with its Waking
Nightmare ability, it attacks the creature's allies, prioritizing actions it has
seen the creature take in the combat so far.

### Encounters

**CR 12 Encounter 3,800 XP**


* 2 Tsoreva Quori (CR 5)
* 4 Larval Feyr (CR 1/4)

<a>

**CR 18 Encounter 10,100 XP**


* 1 Tsucora Quori (CR 7)
* 3 Tsoreva Quori (CR 5)
* 1 Noble Duelist (CR 2)
* 3 Thug Enforcers (CR 2)
</a>

\page

___
___
> ## Uvaspena Quori
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 17 (Natural Armor)
> - **Hit Points** 228 (24d10 + 96)
> - **Speed** 30 ft., fly 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|18 (+4)|18 (+4)|22 (+6)|18 (+4)|19 (+4)|
>___
> - **Saving Throws** WIS +5, CHA +6
> - **Skills** Deception +12, Insight +5, Perception +8
> - **Damage Resistances** Pyschic
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Darkvision 60 ft., Passive Perception 18
> - **Languages** Common, Quori, Telepathy 120 ft.
> - **Challenge** 11 (7,200 XP)
> ___
>
>
>
>
>
> ***Dream Invader.*** The quori may spend half its movement to enter the dreams of
an adjacent unconscious creature. While invading the creature's dreams, the quori
has total cover from outside effects and can leave the creature's dream as a bonus
action, appearing in an adjacent space.
>
> Whenever it takes damage or a creature uses an action to shake it, the creature
may attempt a DC 16 Charisma saving throw, waking and expelling the quori on a
success.
>
>
>
>
>
> ### Actions
> ***Multiattack.*** The quori makes four melee attacks, or makes two melee attacks
and uses its tear apart ability, if available.
>
> ***Armored Claws.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 17 (3d8 + 4) piercing damage and the target is grappled (escape DC 16).
>
>On a critical hit, the target must succeed on a DC 16 Strength saving throw or
have one object it is carrying wrested from its grasp and flung up to 30 ft. away.
>
>
>
> ***Tear Apart.*** One creature grappled by all four of the quori's claws must
succeed on a DC 16 Constitution saving throw or take 33 (6d10) piercing damage, or
half as much on a success. A creature reduced to 0 hit points in this way is ripped
into pieces and dies.
>
> ***Greater Psychoport.*** The quori teleports up to 120 ft. to an unoccupied
space within 5 ft. of a creature, or up to a mile to an unoccupied space within 5
ft. of a creature it has used its dream invader ability on.
>
> ***Thoughtscour Shriek (Recharge 5-6).*** Each creature within 10 ft. must
succeed on a DC 16 Wisdom saving throw or fall asleep for the next next minute. A
creature wakes up early if it takes damage or another creature uses its action to
wake it.
>
> When the creature wakes, it experiences the time since it encountered the quori
as though it were a dream.
>
>
>
> ***Waking Nightmare.*** The quori attempts to take control of an unconscious
creature whose dreams it is invading.
>
>The creature takes 11 (2d10) psychic damage, then must succeed on a DC 16 Charisma
saving throw or gain temporary hit points equal to half its maximum hit points and
rise under the quori's control. While the creature has these temporary hit points,
it automatically fails Charisma saving throws.
>
>
> ### Reactions
> ***Bloodied Shriek.*** As a reaction to being reduced below 115 hit points, the
quori immediately recharges and uses its thoughtscour shriek.

### Uvaspena Quori Tactics


The uvaspena quori begins combat with its thoughtscour shriek, using it again
whenever available. It relies on the shriek to provide it with hosts for its dream
invader ability, using its claws instead to try to kill creatures resistant to it,
first prioritizing clerics and paladins, then bards, sorcerers, and warlocks. If it
gets a creature grappled with all four claws, it always uses its Tear Apart ability
in place of two of its attacks.

If approaching conflict from a distance, it holds its action to psychoport in just


before its turn. If surprised, the quori psychoports away to gain control of the
situation before re-engaging.

<img
src='https://keith-baker.com/wp-content/uploads/2019/11/raptor-cover-wrap1-
1024x663.png'
style='position:absolute;bottom:-330px;right:0px;width:816px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/Iu6blc4.png'
style='position:absolute; top:-30px; right:0px; width:816px;
transform:scaleY(1)' />

<img
src='https://i.imgur.com/4AsVC0T.png'
style='position:absolute;bottom:-60px;right:-30px;width:460px;mix-blend-
mode:multiply'/>

\page

___
___
> ## Du'ulora Quori
>*Large aberration, lawful evil*
> ___
> - **Armor Class** 18 (Inertial Armor)
> - **Hit Points** 229 (27d10 + 81)
> - **Speed** fly 60 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|16 (+3)|17 (+3)|20 (+5)|18 (+4)|23 (+6)|
>___
> - **Saving Throws** WIS +8, CHA +10
> - **Skills** Deception +10, Insight +8, Perception +12
> - **Damage Resistances** Acid, Cold, Fire, Pyschic
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Truesight 120 ft., Passive Perception 22
> - **Languages** Common, Quori, Telepathy 120 ft.
> - **Challenge** 12 (8,400 XP)
> ___
>
>
>
>
>
> ***Dream Invader.*** The quori may spend half its movement to enter the dreams of
an adjacent unconscious creature. While invading the creature's dreams, the quori
has total cover from outside effects and can leave the creature's dream as a bonus
action, appearing in an adjacent space.
>
> Whenever it takes damage or a creature uses an action to shake it, the creature
may attempt a DC 18 Charisma saving throw, waking and expelling the quori on a
success.
>
> ***Blackfury.*** A creature that enters a barbarian rage or similar mental state
within 60 ft. of the quori must succeed on a DC 18 Wisdom saving throw or gain
vulnerability to psychic damage for as long as its rage lasts.
>
>
>
> ### Actions
> ***Multiattack.*** The quori uses its gaze of rage and flame twice, one of which
it may replace with a use of either its gaze of sight and shadow or its gaze of
gate and key.
>
>
>
>
> ***Gaze of Rage and Flame.*** One creature the quori can see within 60 ft. must
make a DC 18 Wisdom saving throw. On a failure, the creature takes 5 (1d10) fire
damage for each point it failed the save by, then must use its reaction to move up
to half its speed toward a creature of the quori's choice and make an attack
against it.
>
>
> ***Gaze of Gate and Key.*** One willing creature the quori can see within 60 ft.
teleports up to 30 ft. to an unoccupied space space the quori can see within 5 ft.
of another creature.
>
> ***Gaze of Sight and Shadow (Concentration).*** One creature the quori can see
within 60 ft. must succeed on a DC 18 Wisdom saving throw or be Frightened for the
next minute
>
>While Frightened in this way, the quori has complete control over what the
creature sees. This effect ends early if the creature ends its turn more than 60
ft. away from the quori.
>
>
> ***Waking Nightmare.*** The quori attempts to take control of an unconscious
creature whose dreams it is invading.
>
>The creature takes 11 (2d10) psychic damage, then must succeed on a DC 18 Charisma
saving throw or gain temporary hit points equal to its maximum hit points and rise
under the quori's control. While the creature has these temporary hit points, it
automatically fails Charisma saving throws.

<img
src='https://i.imgur.com/pxfkZWO.jpg'
style='position:absolute;bottom:-140px;right:-40px;width:580px;mix-blend-
mode:multiply'/>

### Du'ulora Quori Lore


**Arcana DC 15**: The du'ulora quori, battlefield <br>commanders of the armies of
Dal'Quor, prey upon the battlerage and bloodlust of their opponents, provoking it
to open their minds to assault.
**History DC 15**: The gaze of the du'ulora quori can induce a sort of waking
dream, plunging one into a terrible nightmare world of the quori's making.
**History DC 20**: Veterans of conflict against the quori <br> assert that they can
discover the location of a <br>hidden du'ulora quori by disregarding their <br>
senses entirely and focusing only on the source of <br>their fear; the place they
cannot bring themselves <br>to approach is where it will be hiding.

### Du'ulora Quori Tactics


The du'ulora quori versees and directs battles from above, beginning combat using
its its gaze of rage and flame and its gaze of sight and shadow against two
different combatants, getting one to attack the other in a blind rage, and getting
<br>the second to halucinate the first being posessed.

\page

### Hashalaq Quori Lore


**Arcana DC 15**: A host possessed by a hashalaq quori has an unsettling ability to
blend in, seeming friendly and familiar to all who observe it.
**Arcana DC 20**: Those who maintain multiple false identities are often mistaken
for disquised hashalaq quori, as mutiple observers recall different names and
backgrounds for the same person.
**History DC 20**: Though not as immediately formidable in direct combat as some of
their quori brethren, the hashalaq quori are spoken of with true terror in the
halls of Dal Quor for their ability to pierce any veil of secrecy, to unmask any
conspiracy, and to scar the very souls of those judged anathema to The Dreaming
Dark.
**History DC 25**: The sources of joy reaped by the hashalaq quori for its
collection can be recovered only by slaying the thief, or else by convincing it to
relinquish them voluntarily.
### Hashalaq Quori Tactics
The hashalaq quori very rarely fights unless<br> cornered or confronted in a place
of its power. When <br>it must, it begins combat with its idyllic touch,
<br>prioritizing melee threats as targets before moving <br>on to Intelligence and
Charisma based spellcasters.

Once at least half of its foes are giddy and <br>noncombative, the hashalaq quori
uses its Steal Joy ability each turn against a single creature, preferentially
targeting Clerics, Bards, Fighters, and Barbarians.

Once an enemy falls unconscious, the hashalaq quori always uses its dream invader
and waking nightmare abilities, at the very least increasing the damage it can do
with its Empathic Feedback ability.
<img
src='https://i.imgur.com/ldxhMzu.jpg'
style='position:absolute;top:10px;right:-0px;width:480px;mix-blend-
mode:multiply'/>

<div style='margin-top:1140px'></div>
<div style='padding-top:500px'></div>

### Kalaraq Quori Lore


**Arcana DC 20**: The spectral eyes that swirl around a kalaraq quori are the
cursed souls of its victims, trapped and pressed into service until the quori's
death as spies.

### Kalaraq Quori Tactics


The kalaraq quori begins combat by using its Bind Eyes, ideally on a spell caster
with a poor Charisma save such as a Wizard or Druid. It stays roughly 30 ft. away
from the fray with its fly speed, using its night ripper ability until one or more
creatures fall unconscious and then diving into one of them, using its Waking
Nightmare ability to take control of the creature before its next turn.

If it starts its turn posessing a creature with another possessable creature in


range, it uses its Devour Dreams ability on the current host and moves to the
other.

Once its Swarm of Eyes trait activates, the quori decides whether to flee or fight.
If it decides to flee, it descends through the floor and dashes underground until
it reaches a safe distance, heedless of the force damage. If it decides to fight,
it switches to using its Soul Binding attack each turn, targeting creatures
already brought low earlier in the fight, though avoiding those with some form of
Natural Armor or Unarmored Defense.

<img
src='https://i.imgur.com/qsgSP1q.jpg'
style='position:absolute;bottom:-30px;left:-30px;width:470px;mix-blend-
mode:multiply'/>
\page

___
___
> ## Hashalaq Quori
>*Medium aberration, lawful evil*
> ___
> - **Armor Class** 18 (Inertial Armor)
> - **Hit Points** 195 (30d8 + 60)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|14 (+2)|15 (+2)|18 (+4)|16 (+3)|20 (+5)|
>___
> - **Saving Throws** WIS +7, CHA +9
> - **Skills** Arcana +12, History +12, Insight +11,
Persuasion +9
> - **Damage Resistances** Pyschic
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Darkvision 60 ft., Passive Perception 18
> - **Languages** Common, Quori, Telepathy 120 ft.
> - **Challenge** 12 (8,400 XP)
> ___
>
>
>
>
>
> ***Dream Invader.*** The quori may spend half its movement to enter the dreams of
an adjacent unconscious creature. While invading the creature's dreams, the quori
has total cover from outside effects and can leave the creature's dream as a bonus
action, appearing in an adjacent space.
>
> Whenever it takes damage or a creature uses an action to shake it, the creature
may attempt a DC 17 Charisma saving throw, waking and expelling the quori on a
success.
>
> ***Familiar Face.*** A creature under the quori's control appears familiar and
friendly to any casual observers. If questioned, the observer's mind supplies a
name and justification for the creature's presence.
>
> ***Intimate Probe.*** The quori maintains a constant awareness of the surface
thoughts and emotions of each creature within 120 ft.
>
> ***Empathic Feedbck.*** Whenever the quori or a creature it is controlling takes
damage from an attack by a creature within 60 ft., the attacker takes half as much
psychic damage.
>
>
>
> ### Actions
>
> ***Idyllic Touch.*** One creature within 5 ft. of the quori or a creature it is
controlling must succeed on a DC 17 Wisdom saving throw or be overcome with a
dreamlike euphoria for the next minute. This effect ends early if the creature
takes any damage.
>
> While in this state, a creature can take no hostile action, has its movement
speed reduced by half, and answers questions posed to it fully and honestly.
>
>
> ***Steal Joy.*** One creature within 5 ft. of the quori must succeed on a DC 17
Intelligence saving throw or take 44 (8d10) psychic damage and suffer one of the
following effects of the quori's choice until the quori dies or voluntarily
reverses it:
* The creature forgets its happiest formative memory.
* The creature loses enthusiasm for one of its hobbies or life goals.
* The creature's affection for a pet or loved one is diminished.
><a>
>
></a>
>
>***Greater Psychoport.*** The quori teleports up to 120 ft. to an unoccupied space
within 5 ft. of a creature, or up to a mile to an unoccupied space within 5 ft. of
a creature it has used its dream invader ability on.
>
> ***Waking Nightmare.*** The quori attempts to take control of an unconscious
creature whose dreams it is invading.
>
>The creature takes 11 (2d10) psychic damage, then must succeed on a DC 14 Charisma
saving throw or gain temporary hit points equal to its maximum hit points and rise
under the quori's control. While the creature has these temporary hit points, it
automatically fails Charisma saving throws.

<img
src='https://i.imgur.com/XDRbbbe.jpg'
style='position:absolute;bottom:-140px;left:-30px;width:816px;mix-blend-
mode:multiply'/>

<img
src='https://i.imgur.com/Iu6blc4.png'
style='position:absolute; top:-230px; right:0px; width:816px;
transform:scaleY(1)' />

\page

___
___
> ## Kalaraq Quori
>*Medium aberration, lawful evil*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 161 (19d8 + 76)
> - **Speed** 30 ft., fly 60 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|21 (+5)|18 (+4)|23 (+6)|24 (+7)|25 (+6)|
>___
> - **Saving Throws** INT +12, WIS +13, CHA +13
> - **Skills** Deception +13, Perception +13, Persuasuion +13
> - **Damage Resistances** Cold, Necrotic, Poison, Pyschic; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks
> - **Condition Immunities** Blinded, Charmed, Exhaustion, Frightened, Grappled,
Paralyzed, Petrified, Prone, Restrained
> - **Senses** Truesight 120 ft., Passive Perception 23
> - **Languages** All, Telepathy 120 ft.
> - **Challenge** 19 (22,000 XP)
> ___
>
>
>
>
>
> ***Dream Invader.*** The quori may spend half its movement to enter the dreams of
an adjacent unconscious creature. While invading the creature's dreams, the quori
has total cover from outside effects and can leave the creature's dream as a bonus
action, appearing in an adjacent space.
>
> Whenever it takes damage or a creature uses an action to shake it, the creature
may attempt a DC 21 Charisma saving throw, waking and expelling the quori on a
success.
>
>
>
> ***Swarm of Eyes (Mythic Trait, 1/Day).*** When the quori is reduced to 0 hit
points, it doesn't die or fall unconscious.
>
>Instead, it resets to 161 hit points and gains the following benefits until it
completes a short or long rest:
* The quori's attacks treat all creatures as unarmored (an unarmored creature's AC
is usually 10 plus its Dexterity modifier)
* The quori 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.
* The quori gains resistance to bludgeoning, piercing, and slashing damage.
><a>
>
></a>
> ***Revise Reality (3/Day).*** If the quori fails a saving throw, it can choose to
succeed instead. If the saving throw was against a spell, the spell caster regains
the expended spell slot.
>
> ### Actions
> ***Multiattack.*** The quori makes two attacks with its soul binding, or four
attacks with its Night Ripper.
>
> ***Soul Binding.*** Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 27
(5d10) necrotic damage. A creature reduced to 0 hit points from this attack dies
and has its soul imprisoned in one of the quori's eyes.
>
>The target can't be revived by any means short of a wish spell until the quori is
destroyed.
>
> ***Night Ripper.*** Ranged Spell Attack: +13 to hit, range 120 ft., one target.
Hit: the target gains 12 (1d10 + 7) cumulative temporary hit points.
>
>A creature with at least 10 of these temporary hit points has its movement speed
reduced by half. A creature with at least 20 of these temporary hit points is
unconscious.
>
> ***Bind Eyes.*** One creature the quori can see within 60 ft. must succeed on a
DC 21 Charisma saving throw or be cursed, plunging it into a permanent illusory
reality as the quori takes complete control over what the creature sees.
>
>
> ***Devour Dreams (Recharge 5-6).*** One creature whose dreams the quori is
invading must succeed on a DC 21 Intelligence saving throw or take 155 (10d10 +
100) psychic damage.
>
>
>
>
> ### Legendary Actions
>
>The quori can take 3 legendary actions, choosing from the options below.
>
> ***Flickering Psychoport.*** The quori teleports up to 30 ft. to an unoccupied
space it can see within 5 ft. of a creature.
>
>
> ***Waking Nightmare.*** The quori attempts to take control of an unconscious
creature whose dreams it is invading.
>
>The creature takes 11 (2d10) psychic damage, then must succeed on a DC 21 Charisma
saving throw or gain temporary hit points equal to half its maximum hit points and
rise under the quori's control. While the creature has these temporary hit points,
it automatically fails Charisma saving throws.
>
> ***Mind Seed (Costs 2 Actions).*** One unconscious creature within 60 ft. must
succeed on a DC 21 Charisma saving throw or be cursed as one of the quori's
spectral eyes worms through its flesh and embeds itself deep within.
>
> The quori sees and hears everthing that the cursed creature does, and whenever
the cursed creature takes a long rest the quori may cause the creature to sleepwalk
under the quori's control until it wakes.

\page

# Ropers

### Lore

**History DC 10**: Ropers are often found lying in wait in high-ceilinged caverns,
near precipitous drops, or around bridges in the underdark. While this introduces
an added layer of threat to roper encounters, it also makes such ropers vulnerable
to being dislodged from their positions.
**History DC 15**: The tendrils of certain ropers are known to be coated in a mild
paralytic, which induces a state visually similar to petrification in sufficient
doses.
**Nature DC 10**: Detecting a roper in a natural cavern can be near impossible by
sight alone while they are motionless. Some spelunkers after their first encounter
with ropers develop the habit of shooting every rock formation they see to be safe,
though those who pursue this course often find that ropers are happy to simply
ignore such glancing blows to maintain the element of surprise.
**Nature DC 15**: In the deepest regions of the underdark, where few creatures rely
meaningfully on sight, certain ropers have evolved away from their camouflaged
forms and adopted stranger, more alien shapes. The shifting bioluminescence of such
creatures is said to be among the most breathtaking beautiful sights to be found in
the Deep Dark.
**Nature DC 20**: While adult ropers usually stop growing at around 9 ft. tall,
those that inhabit certain earthmotes in the elemental planes and astral asteroids
are said to grow nearly 10 times that size in the absence of consistent
gravitational forces.

<div style='margin-top:1140px'></div>

### Roper Tactics

Ropers ambush from high-ceilinged caves where they can make the most use of their
50 ft. reach, and drop anything too dangerous to eat onto the rocks below. They
focus their attacks on creatures of slighter build. The roper spreads its tendril
attacks around, trying to get as many creatures grappled as it can before doubling
up on any of them.

### Storoper Tactics

The storoper tries to grapple as many creatures as it can, then uses its whipping
reel to push melee creaatures farter away and ranged ones closer. It focuses any
remaining tendrils it has on a single creature, attempting to paralyze it before
biting it. If it cannot paralyze a creature with its available tendrils, it prefers
to use its wrench over its bite.

### Encounters
**CR 13 Encounter 4,400 XP**
* 1 Storoper (CR 7)
* 1 Mind Flayer Hive Tenders (CR 4)
* 4 Piercers (CR 1/2)
<a>

**CR 16 Encounter 6,050 XP**


* 1 Drow Arachnomancer (CR 7)
* 1 Roper (CR 5)
* 3 Drow Poisoners (CR 2)

</a>

<img
src='https://i.imgur.com/6sfmTUR.jpg'
style='position:absolute;bottom:-80px;right:0px;width:816px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

<!-- Full page stain -->


<img src='https://watercolors.giantsoup.com/phb/phb_top-and-bottom/0003.png'
style='position:absolute; top:-70px; left:0px; width:816px' />

\page
___
> ## Roper
>*Large monstrosity, neutral evil*
> ___
> - **Armor Class** 20 (Natural Armor)
> - **Hit Points** 93 (11d10 + 33)
> - **Speed** 10 ft., climb 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|8 (-1)|17 (+3)| 7 (-2)|16 (+3)|6 (-2)|
>___
> - **Skills** Perception +6, Stealth +5
> - **Senses** Darkvision 60 ft., Passive Perception 16
> - **Damage Resistances** Lightning; Piercing from Nonmagical Attacks Made With
Ranged Weapons
> - **Challenge** 5 (1,800 XP)
> ___
>
>
> ***False Appearance.*** While the roper remains motionless, it is
indistinguishable from a normal cave formation, such as a stalagmite.
>
> ***Grasping Tendrils.*** The roper can have up to six tendrils at a time. Each
tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic
damage). Destroying a tendril deals no damage to the roper, which can extrude a
replacement tendril on its next turn.
>
> ***Spider Climb.*** The roper can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
>
> ### Actions
>
> ***Multiattack.*** The roper makes six attacks, one of which may be with its
ravening maw, and uses its Reel.
>
> ***Ravening Maw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
22 (4d8 + 4) piercing damage. This attack is made with advantage against a grappled
creature. On a critical hit, the target is Frightened until the end of the roper's
next turn.
>
> ***Tendril Snare.*** Melee Weapon Attack: +7 to hit, reach 50 ft., one creature.
Hit: The target is grappled (escape DC 15). Until the grapple ends, the roper can't
use the same tendril on another target.
>
> ***Wrench.*** One creature grappled by at least two tendrils must succeed on a DC
15 Dexterity saving throw or take 27 (6d8) bludgeoning damage, or half as much
damage on a success. A creature that succeeds on this save by 5 or more may use its
reaction to attempt to escape the grapples.
>
> ***Reel.*** The roper pulls each creature grappled by it up to 25 feet straight
toward it.

___
> ## Storoper
>*Large monstrosity, neutral evil*
> ___
> - **Armor Class** 20 (Natural Armor)
> - **Hit Points** 133 (14d10 + 56)
> - **Speed** 10 ft., climb 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|8 (-1)|18 (+4)| 7 (-2)|16 (+3)|6 (-2)|
>___
> - **Skills** Perception +6, Stealth +5
> - **Senses** Darkvision 60 ft., Passive Perception 16
> - **Damage Resistances** Piercing from Nonmagical Attacks Made With Ranged
Weapons
> - **Damage Immunities** Lightning
> - **Challenge** 7 (2,900 XP)
> ___
>
>
> ***False Appearance.*** While the storoper remains motionless, it is
indistinguishable from a normal cave formation, such as a stalagmite.
>
> ***Grasping Tendrils.*** The storoper can have up to six tendrils at a time. Each
tendril can be attacked (AC 20; 10 hit points). Destroying a tendril deals no
damage to the storoper, which can extrude a replacement tendril on its next turn.
>
> ***Spider Climb.*** The storoper can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
>
> ### Actions
>
> ***Multiattack.*** The storoper makes six attacks, up to one of which may be with
its stonetooth bite, and uses its whipping reel, if available.
>
> ***Stonetooth Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 26 (4d10 + 4) piercing damage. This attack is made with advantage against a
grappled creature.
>
> ***Numbing Tendril.*** Melee Weapon Attack: +7 to hit, reach 50 ft., one
creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the
target subtracts 1d6 from its Dexterity score for each tendril attached to it. A
creature reduced to 0 Dexterity in this way is Paralyzed and has its skin take on a
stony grey pallor until it is freed.
>
> ***Wrench.*** One creature grappled by at least two tendrils must succeed on a DC
15 Dexterity saving throw or take 36 (8d8) bludgeoning damage, or half as much
damage on a success. A creature that succeeds on this save by 5 or more may use its
reaction to attempt to escape the grapples.
>
>
> ***Whipping Reel (Recharge 5-6).*** Each creature grappled by the storoper must
succeed on a DC 15 Strength saving throw or take 14 (4d6) bludgeoning damage and be
moved up to 30 ft. in a direction of the storoper's choice, or take half damage and
be moved half as far on a success.

\page

___

___
> ## Prismatic Roper
>*Large monstrosity, unaligned*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 195 (23d10 + 69)
> - **Speed** 20 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|17 (+3)|16 (+3)| 4 (-3)|14 (+2)|17 (+3)|
>___
> - **Saving Throws** WIS +6, CHA +7
> - **Skills** Deception +7, Insight +6, Perception +6
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 16
> - **Damage Resistances** Damage from Spells
> - **Challenge** 10 (5,900 XP)
> ___
>
>
>
> ***Grasping Tendrils.*** The roper can have up to six tendrils at a time. Each
tendril can be attacked (AC 20; 10 hit points). Destroying a tendril deals no
damage to the roper, which can extrude a replacement tendril on its next turn.
>
> ***Spider Climb.*** The roper can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
>
> ***Mesmeric Display.*** A creature that can see the roper has disadvantage on
Wisdom (Perception) checks made to perceive anything other than the roper, and on
Wisdom (Insight) checks made to perceive hostile intent in the roper if it has not
yet attacked.
>
>
> ***Dweomer Scintilation.*** Whenever the roper makes a saving throw against a
spell or magical effect that does not deal damage, each creature within 30 ft. that
can see the roper must succeed on a DC 15 Wisdom saving throw or be stunned until
the end of the roper's next turn.
> ### Actions
>
> ***Multiattack.*** The roper makes six attacks and uses its vision drain.
>
>
> ***Mindlink Tendril.*** Melee Weapon Attack: +7 to hit, reach 40 ft., one
creature. Hit: Hit: 6 (1d6 + 3) poison plus 5 (1d10) psychic damage. A medium or
smaller target is grappled (escape DC 15) and can hear the surface thoughts of each
other creature grappled by the roper.
>
>Whenever a grappled creature casts a spell, each other creature grappled by the
roper takes 5 (1d10) psychic damage.
>
>
> ***Vision Drain.*** Each creature grappled by the roper must succeed on a DC 15
Constitution saving throw or have the range of its Darkvision reduced by 15 ft.
until it completes a Long Rest.
>
> A creature without Darkvision is instead Blinded while in Dim Light until it
completes a Long Rest.
>
> ***Nervebore Jolt (Recharge 5-6).*** One creature grappled by the roper must
succeed on a DC 15 Intelligence saving throw or take 35 (10d6) piercing plus 35
(10d6) psychic damage, or half the piercing and none of the psychic damage on a
success.
>
> ### Reactions
> ***Ichor Spray.*** As a reaction to being hit with a melee attack that deals
piercing or slashing damage, the roper releases a spray of ichor that flares with
incandescence for an instant. The attacker must succeed on a DC 15 Constitution
saving throw or be Blinded until the end of the roper's next turn.

### Prismatic Roper Tactics


Unlike ordinary ropers, prismatic ropers don't have the strength to reel prey in
and gains no benefit from doing so. Instead, a prismatic roper relies on its
tendrils for damage, trying to grapple as many enemies as it can reach both to keep
them from coming near and to punish them for casting spells, then focusing its
attacks on a single foe once it has grappled each creature that it can.

<img
src='https://i.imgur.com/2SonIFM.png'
style='position:absolute;bottom:-70px;right:30px;width:450px;mix-blend-
mode:multiply; transform:scaleX(1); transform:rotate(-90deg)'/>

\page

# Silthilar
Silthilar, when undisturbed, exist more as a series of potentials than as corporeal
beings. A cloud of roiling green mist, in which digits and spines and sparking
neurons appear as needed, then dissolve back into formlessness. Closer examination
reveals this mist to be composed of tiny self-contained clusters of translucent,
spiny growths, coalescing and dispersing and repairing and altering one another in
response to some will that pervades all of them, but is centered in none of them.

Silthilars are both feared and sought out for their mastery over flesh, able to
tear it apart and shape it to their will. Fortunately, silithar are rarely known to
inflict this procedure on the unwilling. Unfortunately, they are not known to be
overly concerned about the purposes to which their work is put to use.

<div style='margin-top:10px'></div>

### Silthilar Lore

**Arcana DC 15**: Each particle of a silthilar is said to magically encode a single


complete thought, a piece of the creature's vast knowledge. Certain sages have
claimed to be able to extract information from even inert silthilar motes, though
none have yet devised a method of sorting through the innumerable motes left by a
silthilar's destruction.
**Arcana DC 20**: The silthilar are known to be master polymorphists, able to equal
or exceed with ease the greatest feats of magic performed by non-silthilar mages.
They are occasionally sought out by those who wish to reshape their bodies, though
their services can be... costly.
**History DC 10**: Silthilar are normally not particularly hostile despite their
disturbing appearance, though their strange and frightening goals are rarely
apparent or comprehensible.
**History DC 15**: Silthilar, when charging for their services, invariably quote a
price that they think the customer will not be able to pay as a starting point for
negotiation, both to deter the weak-willed and to make whatever they are actually
interested in as payment seem more appealing. They rarely actually have any genuine
interest in money.
**History DC 20**: The silthilar variously give many conflicting accounts of their
origin. In one, the silthilar were once the greatest mages of their now-lost race.
Beset by a terrible and unstoppable plague, they separated their minds from their
bodies, inadvertantly atomizing their psyches in the process. Over maddening eons,
with the barest telekinetic movements they were able to shape the development of a
psychoreactive organism, capable into forming into new bodies for them, freeing
them to pursue their research once more, freed from the constraints of aging or
death.
**Nature DC 15**: Silthilar are a form of colonial intelligence, similar to bees or
ants, in which each organism behaves as part of of a larger whole.
**Nature DC 20**: The silthilar are able to coalesce or disperse their swarms at
will, rapidly repairing any damage done. Because their individual motes are quite
light and weak however, they can be prevented from reconstituting by strong winds
or shockwaves.

<div style='margin-top:140px'></div>

### Silthilar Tactics


If it starts its turn Coalesced, the silthilar attacks with its Ankle Slice,
switching to its Impaling Spike if a creature falls prone. Then, if the silthilar
does not have all of its hit points, the silthilar Disperses and tries to move into
the space of as many enemies as it can. If it starts its turn Dispersed, the
silthilar uses its Warp Flesh, then moves away from any melee threats and
Coalesces.

Because creatures maintain class levels when subjected to Warp Flesh, the silthilar
turns them into Small creatures that cannot fly or speak when using it offensively,
typically oozes or monstrosities.

### Silthilar Social Encounters


* A revolt has broken out at a mine known for its poor safety, and the nobleman who
owns it needs adventurers to quell it so work can resume. The miners broke into a
sealed chamber containing a silthilar, and as thanks it repaired all of their
injuries... and something more besides.
* In the depths of the old woods, there is a glade known to have a transformative
effect on those who provide sufficient service to the forest itself, or to those
who bring unusual or unique monstrosities as offerings.
* At a regional sports festival, one city's team showed up yoked beyond belief and
dominated every competition despite mediocre performance in past years, though no
prohibited magic was detected. A local hurler and former adventurer wants to make
sure he hasn't been <br>cheated.

<img
src='https://static.tvtropes.org/pmwiki/pub/images/d&d_silthilar_3e.jpg'
style='position:absolute;bottom:-45px;right:-70px;width:500px;mix-blend-
mode:multiply'/>

\page
___

> ## Silthilar (Coalesced)


>*Medium aberration, chaotic good*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 76 (9d10 + 27)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|20 (+5)|16 (+3)|20 (+5)|12 (+1)|17 (+3)|
>___
> - **Saving Throws** DEX +8, CON +6
> - **Skills** Arcana +8, Insight +4, Nature +11
> - **Condition Immunities** Disease, Poison
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** Silthilar, plus any five languages
> - **Challenge** 7 (2,900 XP)
> ___
>
> ***Magic Resistance.*** The silthilar has advantage on saving throws against
spells and other magical effects.
>
> ***Grafter.*** Over the course of an hour, the silthilar can warp a willing or
incapacitated creature's body, reducing either its Strength, Dexterity, or
Constitution by two, to a minimum of 8, and increasing its Strength or Dexterity by
the same amount.
>
> ### Actions
> ***Multiattack.*** The silthilar makes four attacks, no more than three of which
may target the same creature.
>
> ***Impaling Spike.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) piercing damage and the target is grappled (escape DC 16) until
the silthilar uses its multiattack again or Disperses.
>
>An unconscious creature grappled in this way stabilizes automatically and cannot
regain hit points.
>
> ***Ankle Slice.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
10 (2d4 + 5) slashing damage and the target must succeed on a DC 16 Strength saving
throw or fall prone.
>
>
> ### Bonus Actions
> ***Disperse.*** The silthilar regains all of its hit points and transforms into a
Silthilar (Dispersed). Any equipment it is wearing or carrying is tucked into a
pocket dimension until it transforms back. It reverts to its swarm form if it dies.

___

> ## Silthilar (Dispersed)


>*Huge swarm of tiny aberrations, chaotic good*
> ___
> - **Armor Class** 15
> - **Hit Points** 76 (9d10 + 27)
> - **Speed** 20 ft., fly 40 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1 (-5)|20 (+5)|16 (+3)|20 (+5)|12 (+1)|17 (+3)|
>___
> - **Saving Throws** DEX +8, CON +6
> - **Skills** Arcana +8, Insight +4, Nature +11
> - **Damage Resistances** Bludgeoning, Piercing, Slashing
> - **Condition Immunities** Disease, Poison
> - **Senses** Blindsight 30 ft. (blind beyond this radius) Passive Perception 11
> - **Languages** Silthilar, plus any five languages
> - **Challenge** 7 (2,900 XP)
> ___
>
> ***Magic Resistance.*** The silthilar has advantage on saving throws against
spells and other magical effects.
>
> ***Dispersed Vulnerability.*** If the silthilar takes at least 10 thunder damage
from a single source or is exposed to a strong wind, it cannot coalesce on its
following turn.
>
> ***Infesting Swarm.*** The silthilar can occupy another creature's space and vice
versa, and can can move through any opening large enough for a Tiny aberration.
>
>A creature that starts its turn in the silthilar's space must succeed on a DC 14
Constitution saving throw or take 3 (1d6) piercing damage and be Poisoned until the
beginning of its next turn.
>
> ### Actions
>
> ***Warp Flesh.*** Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit:
The target has its Charisma score reduced by 1d4 until it completes a Short or Long
Rest. A creature that has its Charisma score reduced to 0 in this way is
polymorphed into a form of the silthilar's choice until cured by Greater
Restoration or simlar magic.
>
> The new form can by any Small or Medium creature the silthilar is familiar with
of CR 4 or lower. The creature adopts the new form's statistics, but retains its
alignment, personality, proficiencies, hit points, and class levels.
>
>
>
>
> ### Bonus Actions
> ***Coalesce.*** The silthilar regains all of its hit points and transforms into a
Silthilar (Coalesced). It reverts to its swarm form if it dies.

\page

### Silthilar Grafts

Silithar once performed these procedures on their own race, but have little
personal use for the knowledge having left conventional bodies behind entirely. Out
of sentimental fondness, some still practice the art, however, offering it as a
service to paying customers, though the pay they seek might be exhorbitant or
inconveninent.
At DM discretion, a silthilar might be willing to transform a creature into a
different creature of its choice, or to warp its body in some way it finds
appealing.

> **Using Grafts.** Grafts are essentially powerful, attunement-free magic items.
This gives them a strong unbalancing effect, but makes them a powerful carrot for
mechanics-focused players. If and when they are available for a price, it should
always be at a price that first seems unattainable, but which the players can later
return to claim after gaining riches and glory, or for a fee that can be waived for
some great undertaking performed by the players.
>

<div class='wide'>
##### Silthilar Grafts
| Graft | Benefit | Drawback | Cost|
|:--------:|:-------------|:-------------|:-------|
| Chitin Plating | The creature gains a natural AC of 17. It gains no benefit from
wearing Armor or from Dexterity, but can benefit from wearing a Shield. | The
creature's movement speed is reduced by 5 ft. | 1,000 gp
| Gils | The creature can breathe either water or air. | The creature has
disadvantage on saving throws made against breathable poisons. |1,000 gp
| Extended Legs | The creature becomes 10% taller, and its movement speed is
increased by 10.| The creature has disadvantage on skill checks and saving throws
to avoid being knocked prone. | 1,000 gp
| Photoreptor Nodes | The creature gains blindsight in a 5 ft. radius while not in
magical darkness. Enemies gain no benefit from flanking the creature. | The
creature has disadvantage on saving throws to avoid being blinded by bright
lights.| 1000 gp
| Flexible Spine | The creature gains advantage on initiative rolls, and can
attempt to escape a grapple as a bonus action. | The creature has disadvantage on
Strength saving throws. | 1,500 gp
| Healing Blood | While the creature has at least one hit point and fewer than half
of its hit points, it gains 1 hit point at the start of each of its turns. | The
creature regains one fewer hit dice from completing a Long Rest. |2,000 gp
| Silthilar Heart | If the result of a Death saving throw the creature makes is 18-
20, the creature regains 1 hit point. | The creature does not stabilize when it
reaches three successful Death saving throws.| 2,000 gp
| Pit Organs | The creature knows the location, size, and direction of each warm-
blooded creature within 30 ft. of it, and has advantage on any Wisdom (Perception)
check made to detect a hidden warm-blooded creature.| The creature has disadvantage
on Wisdom (Perception) checks made to detect hidden creatures that are not warm-
blooded. | 4,000 gp
| Silthilar Muscles | The creature gains +2 to its Strength score, to a maximum of
22. | The creature suffers -2 to its Dexterity score. |5,000 gp
| Silthilar Bones | The creature gains +2 to its Constitution score, to a maximum
of 22.| The creature has disadvantage on saving throws against disease| 6,000 gp
| Silthilar Tendons | The creature gains +2 to its Dexterity score, to a maximum of
22.| The creature suffers -1 to its Constitution score | 8,000 gp
|Complete Transformation | The creature's body is wholely transformed into that of
a creature of CR 4 or lower that the silthilar is familiar with, retaining all
proficiencies, hit points and class levels but otherwise adopting the statistics of
the new form.| The creature gains a point of exhaustion that persists for the next
month. | 10,000 gp

</div>

\page

# Slaadi
The pure stuff of chaos flows through the veins of the slaadi, born to sow disorder
throughout the multiverse. Though many have wondered at their origin and purposes,
most who have made serious inquiries have been driven mad by the attempt, or else
decried the task as an excercise in worthless trivia.

There is no "why" to a slaad, there is simply their will in this moment and the
means by which it moves them. Philosophers are torn whether this represents the
pinacle of radical freedom or whether the very concept of freedom is alien to the
slaad, as true freedom seems to entail doing things for reasons.

### Slaad Lore

**Arcana DC 15**: Each slaad contains a crystaline growth that can be seen faintly
beneath the semitranslucent flesh of its forehead. It has been rumored that
surgically extracting one of these will give the bearer control over the slaad it
was taken from, but thus far such claims are unsubstantiated
**Arcana DC 20**: Slaadi occasionally present with the ability to polymorph into
humanoids or other creatures. Those who gestated in a humanoid host tend to
polymorph into forms resembling their former host, though its unclear whether this
is a sentimental affectation or if they simply find it convenient.
**Nature DC 20**: While slaads of a given color often present with similar
abilities, color is not a perfect indicator of a slaad's type. There are "blue
slaads" that are green or<br> purple, for instance, and slaads that present
<br>characteristics of multiple subtypes. Some even appear <br>to be born naturally
spliced with other creatures, such as <br>a slaad exhibiting snake-hair reminiscent
of<br> that of a medusa.
<div style='margin-top:1140px'></div>

### Social Encounters


* A chronos slaad has phased into an arcane research facility at an inopportune
moment and been vaporized by what the archmages have affectionately nicknamed "The
Ray of Ultimate Annihilation", which seems to have torn a hole in the fabric of
space time through which all of reality is slowly leaking. The party is needed for
a venture to Limbo to discover the slaad's past self and warn it of the danger.
* A case of slaad eggs has been stolen from a local wizard's tower, and it is
imperative that every man, woman, and child in the city recieive treatment
immediately or this could become an epidemic. There simply aren't enough clerics
for the task, but slaad tadpoles fare poorly when exposed to large amounts of
alcohol....
* A rival party calling themselves "moshsmath" is attempting to break into the
adventuring business and has requested the party's advice. While they look the
party of classic adventurers, their unblinking eyes, profuse sweating, and
obviously fake names lead the party to believe that all might not be as it seems.
Despite this, they seem sincere in their desire for heroic adventure.

<img
src='https://i.imgur.com/3piBS5p.jpg'
style='position:absolute;bottom:0px;right:-0px;width:700px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

\page
<img
src='https://i.imgur.com/hNceBUD.png'
style='position:absolute;top:0px;right:-0px;width:816px;mix-blend-mode:multiply;
transform:scaleX(1)'/>

<img
src='https://i.imgur.com/XzbbBU4.png'
style='position:absolute; top:355px; right:0px; width:816px;
transform:scaleY(1)' />

<div style='margin-top:460px'></div>

### The Slaad Cycle


The slaadi reproductive cycle is very simple. Just remember, ET PRIC TV -
Elminster's toad-pride ray infatuates cocksure tourists verily.
* **Egg.** The red slaad implants a parasitic slaad tadpole through its oviduct
claws into a humanoid host.
* **Tadpole.** The tadpole emerges as a baby blue slaad, or a green slaad if its
host was a powerful mage. Sometimes its a red slaad too, but don't worry about
that. It probably doesn't mean anything.
* **Phage.** The blue slaad's bite carries the Chaos Phage, which mutates its hosts
into red slaads. Usually.
* **Reincarnation.** If killed, the green slaad reincarnates as a blue slaad, which
metamorpheses back to a green slaad after a year and a day.
* **Inspiration.** Sometimes a green slaad will be struck with a brilliant idea;
usually they explode shortly thereafter, but sometimes they figure out how to
transform into grey slaads, which are a bit greyer than green slaads.
* **Cannibalism.** A grey slaad that eats an entire death slaad in a single sitting
becomes a death slaad, which is a bit greyer than a grey slaad.
* **Time Travel.** A death slaad at least a century old that, through time travel,
introduces paradoxes into its own timeline sometimes creates a chronos slaad.
Usually they just erase themselves from history, though.
* **Void.** A chronos slaad at least a century old that is consumed by a sphere of
annihilation or other concentrated point of elemental void imbues that void with
chaos, giving birth to a void slaad.
___

> ## Slaad Tadpole


>*Tiny aberration, chaotic neutral*
> ___
> - **Armor Class** 14
> - **Hit Points** 10 (4d4)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|7 (-2)|18 (+4)|10 (+0)|5 (-3)|3 (-4)|3 (-4)|
>___
> - **Skills** Stealth +6
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Senses** Darkvision 60 ft., Passive Perception 7
> - **Languages** Understands slaad but can't speak
> - **Challenge** 1/8 (25 XP)
> ___
>
>
> ***Rapid Evolution.*** Each hour it survives, the tadpole adds 10 hit points to
its current and maximum hit points. Every 4 hours, the tadpole's size category
increases by one step.
>
>After 13 hours, the tadpole transforms into a full grown slaad.
>
> ***Bloody Trail.*** For the first hour after it emerges, the tadpole leaves a
clear trail of blood that creatures have advantage on Survival (Wisdom) checks made
to track.
>
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
> ### Actions
>
> ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4
+ 4) piercing damage.
>
>
> ***Goreslick Scuttle.*** The tadpole takes the dodge action. Until the beginning
of its next turn, whenever the tadpole is missed with an attack, it may move up to
10 ft. without provoking attacks of opportunity.
>
> ***Emerge.*** The tadpole bursts forth from its host's chest in a spray of gore.
Each creature that can see it must succeed on a DC 14 Wisdom saving throw or be
Frightened until the end of the tadpole's next turn. A creature that fails by 5 or
more is instead Stunned until the end of the tadpole's next turn.

### Slaad Tadpole Tactics


After Emerging, tadpoles immediately try to seek cover, then use their goreslick
scuttle to try to safely reach a tiny space it can crawl into where its pursuers
will have difficulty following it, such as a pipe or vent.

Over the course of its Rapid Evolution, the slaad continues moving from hiding
space to hiding space, keeping on the move and seeking larger spaces to accommodate
its growing form, fleeing whenever spotted. If size Medium or larger, the tadpole
dashes to escape, rather than using its Goreslick Scuttle.

\page

### Red Slaad Lore


**Nature DC 15**: Occasionally known as blood slaads, red slaadi seem most inclined
to sudden outbursts of violence of their kin.
**Nature DC 20**: The claws of a red slaad are full of tiny parasitic slaad eggs,
which if not immediately dealt with will consume a creature infected by them from
within over the course of a month.

### Red Slaad Tactics


Red slaadi use their Mighty Leap to enter melee and lay about with their oviduct
claws. Usually once it believes its enemies to be infected, the slaad flees,
content to wait out<br> it's foe's demise. If surrounded, they leap to knock
their<br> foes prone before fleeing.

If given occasion to fight to the death, the slaad uses <br>its vicious kick
repeatedly so long as it has prone target, using its Mighty Leap if it needs to
knock a foe prone.
> ***Slaad Egg.*** A humanoid host can carry only one slaad egg to term at a time.
Over three months, the egg moves to the chest cavity, gestates, and forms a slaad
tadpole. In the 24-hour period before giving birth, the host starts to feel unwell,
its speed is halved, and it has disadvantage on attack rolls, ability checks, and
saving throws. At birth, the tadpole chews its way through vital organs and out of
the host’s chest in 1 round, killing the host in the process.
If the disease is cured before the tadpole’s emergence, the unborn slaad is
disintegrated.

<img
src='https://i.imgur.com/ZwAi3y2.png'
style='position:absolute;top:0px;right:-0px;width:470px;mix-blend-mode:multiply;
transform:scaleX(1)'/>

<div style='margin-top:1140px'></div>

<div style='padding-top:360px'></div>

### Blue Slaad Lore


**Arcana DC 20**: Blue slaadi often seem to have the magical ability to innately
move through walls as though they were not there, making chasing or tracking them
through urban environments a near-impossibility.
**Nature DC 15**: The bite of the blue slaad carries a disease known as the chaos
phage, which slowly mutates its host into a red slaad.

While no accounts of host-to-host transmission have yet been reported, the eventual
evolution of such a strain of the phage is considered a near-inevitablility by many
of those who study the creatures of chaos, and could very well spell the doom of
the multiverse as we know it.

### Blue Slaad Tactics


Blue slaads lurk within the space between walls or in sealed rooms, waiting for
enemies to surprise. Against a lone foe, they use their Mighty Leap to knock it
prone, then use their phage-laden bite until it infected and flee, or use their
rending bonescythes if trying to kill it.

If outnumbered the slaad uses its mighty leap repeatedly, spasmodically jumping all
over as it stomps its foes into paste.
> ***Chaos Phage.*** While infected, the target can’t regain hit points, and its
hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the
target’s hit point maximum to 0, the target instantly transforms into a red slaad
or, if it has the ability to cast spells of 3rd level or higher, a green slaad.
Only a wish spell can reverse the transformation.
>
<img
src='https://i.imgur.com/RTPCHnP.png'
style='position:absolute;bottom:0px;left:-0px;width:480px;mix-blend-
mode:multiply; transform:scaleX(1)'/>

\page
___
> ## Red Slaad
>*Large aberration, chaotic neutral*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 110 (13d10 + 39)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|16 (+3)|6 (-2)|6 (-2)|7 (-2)|
>___
> - **Skills** Perception +1
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** Slaad, Telepathy 60 ft.
> - **Challenge** 5 (1,800 XP)
> ___
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
> ***Chaotic Resilience.*** The slaad has resistance to the damage type of the last
source of damage it received.
>
>
> ### Actions
> ***Multiattack.*** The slaad makes three attacks, one of which may be with its
bite. It may replace up to one of its attacks with a use of its Mighty Leap.
>
> ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6
+ 3) piercing damage.
>
> ***Vicious Kick.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (2d4 + 3) bludgoning damage. This attack deals an additional 5 (2d4) damage to a
prone creature.
>
>
> ***Ovoduct Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a
DC 14 Constitution saving throw or be infected with a slaad egg.
>
> ***Mighty Leap.*** The slaad leaps up to 20 ft., and can land in the space of any
Medium or smaller creature. Each of those creatures must succeed on a DC 14
Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. On
a successful save, the creature is pushed to the nearest unoccupied space.

```
```

___
> ## Blue Slaad
>*Large aberration, chaotic neutral*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 142 (15d10 + 60)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|15 (+2)|18 (+4)|7 (-2)|7 (-2)|9 (-1)|
>___
> - **Skills** Perception +1, Stealth +5
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** Slaad, Telepathy 60 ft.
> - **Challenge** 7 (2,900 XP)
> ___
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
>
>
>
> ***Chaotic Resilience.*** The slaad has resistance to the damage type of the last
source of damage it received.
>
>
> ***Wall Lurker.*** The slaad may pass through wood, plaster, or stone walls
without resistance.
>
> ### Actions
> ***Multiattack.*** The slaad makes three attacks, one of which may be with its
phage-laden bite. It may replace any number of these attacks with uses of its
Mighty Leap.
>
> ***Phage-Laden Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on
a DC 15 Constitution saving throw or be infected with Chaos Phage.
>
> ***Rending Bonescythes.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage. This attack scores a critical hit on a
roll of 18-20.
>
>
> ***Mighty Leap.*** The slaad leaups up to 20 ft., and can land in the space of
any Medium or smaller creature. Each of those creatures must succeed on a DC 15
Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. On
a successful save, the creature is pushed to the nearest unoccupied space.

\page

___
___
> ## Green Slaad
>*Large aberration (shapechanger), chaotic neutral*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 153 (18d10 + 54)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|15 (+2)|14 (+3)|16 (+3)|8 (-1)|12 (+1)|
>___
> - **Skills** Arcana +3, Perception +2
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Senses** Darkvision 60 ft., Passive Perception 12
> - **Languages** Slaad, Telepathy 60 ft.
> - **Challenge** 8 (3,900 XP)
> ___
> ***Shapechanger.*** The slaad can use its action to polymorph itself or another
slaad into a Small or Medium humanoid, or back into its true form. Its statistics,
other than its size, 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.
>
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
>
>
> ***Chaotic Resilience.*** The slaad has resistance to the damage type of the last
source of damage it received.
>
>
> ***Disordered Transposition.*** At the beginning of the slaad's turn, a randomly
selected creature within 60 ft. is teleported up to 30 ft. to a location of the
slaad's choice that the slaad can see.
><div style='margin-top:10px'></div>
> ### Actions
> ***Multiattack.*** The slaad makes three melee attacks, up to two of which it may
replace with uses of its chaos flame.
>
>
> ***Brainstaff.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage and the target is pushed 5 ft. away.
>
>On a critical hit, the slaad must succeed on a DC 15 Constitution saving throw or
be Stunned until the beginning of its next turn.
>
> ***Chaos Flame (2nd Level Spell).*** Ranged Spell Attack: +6 to hit, range 60
ft., one target. Hit: 21 (6d6) fire damage. The fire ignites flammable objects that
aren't being worn or carried.
>
>If this attack misses, the slaad makes a second attack roll against a random
creature within 10 ft. of the original target.
>
> ***Pandemoniac Ephemera (Concentration).*** The slaad creates the image of an
object or creature no larger than a 20-foot cube. It seems real to all senses,
though a successful DC 15 Intelligence (Investigation) check reveals its illusory
nature. The slaad may interact with the illusion physically as though it were real.
>
>As a Bonus Action on each of its turns, the slaad can move the illusion up to 30
ft.
>
> ***Madness Croak (Recharge 5-6).*** The slaad and each other creature within 30
ft. of it must succeed on a DC 14 Wisdom saving throw or be forced to use its
reaction to make a melee attack against a radom creature in its reach, or against
itself if there are no other creatures within range. A creature that fails this
save by 5 or more is Frightened until the end of its next turn.
>
>
### Green Slaad Lore
**Arcana DC 15**: Through a bizarre form of subsonic dissonance, the croak of a
green slaad can induce a temporary madness in all those who hear it.
**Arcana DC 20**: Whether and to what extent the conjurations of the green slaad
are "real" is the subject of some debate. They seem to be illusory, yet the slaadi
seem to be able to make use of them as though they were real.

### Green Slaad Tactics


The green slaad first closes to melee and uses its brainstaff once, then switches
to its chaos flame if no more enemies remain in melee with it. If its foes cluster
together, the slaad uses its madness croak whenever available, making sure not to
be in melee range of more than one of them when it does, ideally a weak-looking
one.

It ordinarily uses its Pandemoniac Ephemera to intimidate, perhaps by making the


party seem outnumbered; to aid its movement, such as with a flying mount or
illusory bridge, ladder or mount; or to cover its retreat, usually by making an
illusory door in a wall it can pass through or an illusory hole in the ground it
can jump into.

<img
src='https://i.imgur.com/7YoJqjO.jpg'
style='position:absolute;bottom:-25px;right:-100px;width:570px;
transform:scaleX(-1)'/>
<img
src='https://i.imgur.com/JIbLHii.png'
style='position:absolute; bottom:-50px; right:0px; width:956px;
transform:scaleY(-1)' />

\page

___
___
> ## Grey Slaad
>*Large aberration (shapechanger), chaotic neutral*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 161 (19d10 + 57)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|17 (+3)|16 (+3)|18 (+4)|13 (+1)|14 (+2)|
>___
> - **Skills** Arcana +5, Perception +7
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Senses** Darkvision 60 ft., Passive Perception 17
> - **Languages** Slaad, Telepathy 60 ft.
> - **Challenge** 9 (5,000 XP)
> ___
> ***Shapechanger.*** The slaad can use its action to polymorph itself or another
slaad into a Small or Medium humanoid, or back into its true form. Its statistics,
other than its size, 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.
>
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
>
>
> ***Chaotic Resilience.*** The slaad has resistance to the damage type of the last
source of damage it received.
>
> ***Rift Mage.*** The slaad has a small private pocket dimension, which it can
enter or exit as an Action. When the slaad exits its pocket dimension, it appears
in the unoccupied space nearest to where it departed. When the slaad dies, the
contents of its pocket dimension explode from its chest.
>
> ### Actions
> ***Multiattack.*** The slaad makes three attacks, one of which may be with its
bite, and uses its Pandemoniac Ideal. It may replace up to two of its attacks with
uses of its Junkdrop.
><div style='margin-top:5px'></div>
> ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
+ 4) piercing damage.
>
> ***Knuckle Rap.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) bludgeoning damage and the creature must succeed on a DC 15
Constitution saving throw or drop one object it is holding.
>
> ***Junkdrop.*** The slaad opens a small portal over a creature's head, showering
it with planar detritus. One creature the slaad can see within 60 ft. must succeed
on a DC 16 Dexterity saving throw or take 22 (5d8) bludgeoning damage and be
knocked prone, or take half as much on a success.
>
> ***Pandemoniac Ephemera (Concentration).*** The slaad creates the image of an
object or creature no larger than a 30-foot cube. It seems real to all senses,
though a successful DC 16 Intelligence (Investigation) check reveals its illusory
nature. The slaad may interact with the illusion physically as though it were real.
>
>
> ***Uncontrolled Burst (Recharge 5-6).*** Each other creature within 20 ft. of the
slaad must succeed on a DC 16 Dexterity saving throw or take 28 (8d6) fire damage,
or half as much on a success.
>
> ### Reactions
>
> ***Portal Catch.*** As a reaction when a creature within 30 ft. drops an object,
the slaad briefly opens a tiny dimensional rift, causing the object to fall into
its private pocket dimension.
>
> ***Insubstantiate.*** As a reaction to taking 15 or more damage from a single
source, the slaad disintigrates into a shower of fine particles, reforming at any
point within 10 ft. of where it disappeared from at the beginning of its next turn.

<img
src='https://i.imgur.com/jYf87Y5.jpg'
style='position:absolute;top:700px;left:-50px;width:477px;mix-blend-
mode:multiply; transform:scaleX(-1)'/>

<div style='margin-top:270px'></div>
### Grey Slaad Lore
**Arcana DC 15**: Grey slaadi are occasionally known as portal slaads, due to their
proclivity for command over demiplanar magics. Most grey slaads have a private
demiplane under their control, which they fill with stolen detritus that they can
conjure at will.

### Grey Slaad Tactics


Grey slaadi move around the edges of a melee, striking with their knuckle rap to
steal weapons and spell foci with their portal catch, and using their junkdrop
against any threats it cannot disarm.
If surrounded, the grey slaad uses its uncontrolled burst whenever available.

The grey slaad uses its pandemoniac ephemera in much the same way as the green
slaad does.

\page

___
___
> ## Death Slaad
>*Large aberration (shapechanger), chaotic evil*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 171 (18d10 + 72)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|15 (+2)|19 (+4)|15 (+2)|10 (+0)|16 (+3)|
>___
> - **Saving Throws** CON +8, WIS +4, CHA +7
> - **Skills** Arcana +6, Perception +8
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Senses** Darkvision 60 ft., Passive Perception 18
> - **Languages** Slaad, Telepathy 60 ft.
> - **Challenge** 10 (5,900 XP)
> ___
> ***Shapechanger.*** The slaad can use its action to polymorph itself or another
slaad into a Small or Medium humanoid, or back into its true form. Its statistics,
other than its size, 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.
>
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
>
>
> ***Chaotic Resilience.*** The slaad has resistance to the damage type of the last
source of damage it received.
>
>
>
> ### Actions
> ***Multiattack.*** The slaad makes three attacks, one of which may be with its
havoc bite. It may replace any number of these attacks with uses of its Mighty
Leap or Death Croak, if available.
>
> ***Havoc Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
14 (2d8 + 5) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the
first 10 ft. of movement the target takes on its following turn is made in a random
direction.
>
> ***Entropic Touch.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) force plus 7 (2d6) necrotic damage. A creature killed by this
damage disintigrates.
>
> ***Mighty Leap.*** The slaad leaps up to 20 ft., and can land in the space of any
Medium or smaller creature. Each of those creatures must succeed on a DC 17
Dexterity saving throw or take 7 (2d6) bludgeoning plus 7 (2d6) necrotic damage and
be knocked prone. On a successful save, the creature is pushed to the nearest
unoccupied space.
>
> ***Pandemoniac Ideal (Concentration).*** The slaad creates the image of an
object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to
all senses, though a successful DC 16 Intelligence (Investigation) check reveals
its illusory nature. The slaad may interact with the illusion physically as though
it were real.
>
> As a Bonus Action on each of its turns, the slaad can move the illusion up to 30
ft. and force one creature within 5 ft. of it to succeed on a DC 16 Intelligence
saving throw or take 26 (4d12) damage of a type appropriate to the illusion. A
creature that has investigated the illusion makes this save with advantage.
>
> ***Death Croak (Recharge 5-6).*** The slaadi lets out a horrible, atonal croak
that destabilizes matter around it. Until the end of the slaad's next turn, a non-
slaad creature that ends its turn within 20 ft. of the slaad takes 22 (4d10) force
damage.
>
> ***Plane Shift (1/Day).*** The slaad and any number of slaadi adjacent to it
teleport to a different plane of existence.

<img
src='https://i.imgur.com/ubJCCiO.png'
style='position:absolute;top:620px;left:-0px;width:477px;mix-blend-mode:multiply;
transform:scaleX(-1)'/>

<div style='margin-top:320px'></div>

### Death Slaad Lore


**Arcana DC 20**: The presence of a death slaad is so infused with chaos that
anything it touches begins to decay and crumble, reducing nearly anything to a fine
powder given long enough exposure.
**Religion DC 20**: Rather than the true paragons of chaos that their weaker kin
revere them as, death slaadi instead represent its corruption by admixture of
elemental evil.

### Death Slaad Tactics


Death slaads begin combat with their Pandemoniac Ideal, creating an illusory ally
or hazardous terrain feature to attack their foes with each turn. Once
concentrating on that, they enter the fray with their Mighty Leap and use their
Death Croak.

Once locked in, they use their Havoc Bite on a creature that might try to flee on
the following turn, and use their entropic touch repeatedly on the most injured-
looking foe until it is disintegrated.

\page

<img
src='https://i.imgur.com/Wcjelx5.png'
style='position:absolute;top:0px;left:-0px;width:547px;mix-blend-mode:multiply;
transform:scaleX(1)'/>

<div style='margin-top:180px'></div>

<img
src='https://i.imgur.com/TWmSBNq.png'
style='position:absolute;bottom:0px;right:-0px;width:557px;mix-blend-
mode:multiply; transform:scaleX(-1)'/>

<div style='margin-top:320px'></div>

### Void Slaad Lore


**Arcana DC 20**: Any matter within 20 ft. of a void slaad is in constant and
immediate danger of total and utter eradication. While there is no safe way to
engage a void slaad, attackers are well-advised to spread out as far as possible so
as to limit their losses.
**Nature DC 25**: Void slaads are the final marriage of <br>chaos and nothingness,
pure volatile entropy <br>embodied in a form that wills only to end itself <br>and
everything else it can take with it. They are <br>the rarest of slaads, not only
because of the <br>agonizing process of their creation, but<br> because of how very
briefly lived they tend to <br>be, instability and ephemerality imbued in <br>their
very being.

### Void Slaad Tactics


Void slaads use their Void Leap to take a <br>central position in the melee, then
lay <br>about with their Vaccuum Slash, trying <br>to drag as many foes near as
possible. <br>If it can catch at least three enemies in<br> the area, it uses its
Void Croak <br>whenever available. It prioritizes as a <br>target any creature
carrying lights.

<div style='margin-top:1140px'></div>

### Chronos Slaad Lore


**Arcana DC 20**: Chronos slaadi are those that have achieved a higher form of
chaos, unbound even by fundamental laws of the multiverse as they swim between
timelines and continuously trade places with alernate versions of themselves.
**Arcana DC 25**: While they are able to briefly coexist with versions of
themselves from alternate timelines, a sharp shock of any kind to one of these
time-clones is usually enough to force to violently resolve its own impossibility.

### Chronos Slaad Tactics


The slaad first makes all of its attacks, then uses its 4-Dimensional Leap to
obfuscate which is real and which is the copy. Against most enemies, it focuses on
using its
&nbsp;&nbsp;chronoclaws, attacking a single enemy until it reduces the
&nbsp;&nbsp;&nbsp;creature to 0 Charisma, then switching to a new target. If
&nbsp;&nbsp;&nbsp;facing a Bard, Sorcerer, or Warlock, the slaad replaces one
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;of its attacks with its Havoc Bite, but usually
simply
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;prioritizes other targets if
possible.

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;It uses its time croak only if supporting


allies, or if its
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Timec
lone freakout is active, typically preferring for
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;its clones to use the Time Croak to isolate a
single
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;foe for it to
focus on with its multiattack.

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;It uses
its Pandemoniac Ideal just as the
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;death slaad does.
\page

___
___
> ## Chronos Slaad
>*Large aberration, chaotic neutral*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 220 (21d10 + 105)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|15 (+2)|21 (+5)|19 (+4)|7 (-2)|23 (+6)|
>___
> - **Saving Throws** CON +10, WIS +3, CHA +11
> - **Skills** Arcana +9, History +14, Perception +8
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Senses** Truesight 60 ft., Passive Perception 18
> - **Languages** Slaad, Telepathy 60 ft.
> - **Challenge** 14 (11,500 XP)
> ___
> ***Timeline Swapper.*** At the beginning of each of its turns, the slaad
teleports to an unoccupied space within 5 feet and all conditions on it end.
>
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
>
>
> ***Chaotic Resilience.*** The slaad has resistance to the damage type of the last
source of damage it received.
>
>
>
> ### Actions
> ***Multiattack.*** The slaad makes three attacks, one of which may be with its
havoc bite, and uses its 4-Dimensional Leap.
>
> ***Havoc Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
14 (2d8 + 5) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the
first 10 ft. of movement the target takes on its following turn is made in a random
direction.
>
> ***Chronoclaws.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) force damage and the target must make a DC 19 Charisma saving throw
or have its Charisma score reduced by 1d4 for the next minute.
>
> A creature that has its Charisma score reduced to 0 in this way takes 99 (18d10)
psychic damage and has this reduction end as it replaced with a nearly identical
version of itself from the nearest adjacent timeline.
>
> ***4-Dimensional Leap.*** The slaad leaps up to 20 ft. in up to two different
directions simultaneously, splitting in the air into an original and a copy and
landing in two different spaces. The copy cannot take actions, and disintegrates at
the beginning of the slaad's next turn or if it takes any damage.
>
> Each creature in a space where the slaad landed must succeed on a DC 19 Dexterity
saving throw or take 7 (2d6) bludgeoning plus 7 (2d6) force damage and be knocked
prone. On a successful save, the creature is pushed to the nearest unoccupied
space.
>
> ***Pandemoniac Ideal (Concentration).*** The slaad creates the image of an
object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to
all senses, though a successful DC 16 Intelligence (Investigation) check reveals
its illusory nature. The slaad may interact with the illusion physically as though
it were real.
>
> As a Bonus Action on each of its turns, the slaad can move the illusion up to 30
ft. and force one creature within 5 ft. of it to succeed on a DC 19 Intelligence
saving throw or take 39 (6d12) damage of a type appropriate to the illusion. A
creature that has investigated the illusion makes this save with advantage.
>
> ***Time Croak (Recharge 5-6).*** The slaadi lets out a horrible, atonal croak
that propels nearby creatures into the future. The slaad and each other creature
within 20 ft. must succeed on a DC 19 Charisma saving throw or disappear,
reappearing at the end of the slaad's next turn.
>
> ***Plane Shift (1/Day).*** The slaad and any number of slaadi adjacent to it
teleport to a different plane of existence.
>
> ### Reactions
> ***Timeclone Freakout.*** As a reaction when reduced below 111 hit points, the
slaad pulls versions of itself from adjacent timelines into this one. Up to three
copies of the slaad appear in the nearest unoccupied spaces to the slaad.
>
> Each copy uses the original's stastistics, except it cannot use its multiattack
and disintegrates if it is hit by an attack or fails a saving throw.

\page

___
___
> ## Void Slaad
>*Large aberration, chaotic neutral*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 220 (21d10 + 105)
> - **Speed** 30 ft., fly 20 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|14 (+2)|21 (+5)|19 (+4)|16 (+3)|21 (+5)|
>___
> - **Saving Throws** CON +11, INT +10, WIS +9, CHA +11
> - **Skills** Insight +9, Perception +9
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder
> - **Damage Vulnerabilities** Radiant
> - **Senses** Truesight 60 ft., Passive Perception 19
> - **Languages** Slaad, Telepathy 60 ft.
> - **Challenge** 19 (22,000 XP)
> ___
> ***Light Eater.*** The void slaad reflects no light, and is invisible in
darkness. At the beginning of its turn, each light source within 20 ft. of it is
extinguished.
>
> ***Magic Resistance.*** The slaad has advantage on saving throws against spells
and other magical effects.
>
>
>
> ***Chaotic Resilience.*** The slaad has resistance to the damage type of the last
source of damage it received.
>
>
> ***Annihilating Collapse.*** When the slaad dies, it condenses to a sphere of
annihilating energy. Until the beginning of its next turn, a creature that starts
its turn within 60 ft. must succeed on a DC 19 Strength saving throw or be pulled
20 ft. towards the sphere.
>
> Then, each creature within 5 ft. of the sphere takes 22 (4d10) force damage. A
creature reduced to 0 hit points by this damage must succeed on a DC 19
Constitution saving throw or disintegrate.
>
> ### Actions
> ***Multiattack.*** The slaad makes three attacks, one of which may be with its
havoc bite, and uses its Void Leap.
>
> ***Havoc Bite.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
15 (2d8 + 6) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the
first 10 ft. of movement the target takes on its following turn is made in a random
direction.
>
> ***Vaccuum Slash.*** Melee Weapon Attack: +12 to hit, reach 20 ft., one target.
Hit: 13 (2d6 + 6) force damage and the target is dragged 10 ft. toward the slaad.
>
>
>
> ***Void Leap.*** The slaad leaps up to 20 ft., and can land in the space of any
Medium or smaller creature. Each creature within 30 ft. must succeed on a DC 18
Strength saving throw or be pulled up to 15 ft. toward the slaad, then each
creature within 5 ft. of the slaad falls prone and takes 14 (4d6) force damage.
>
> ***Pandemoniac Ideal (Concentration).*** The slaad creates the image of an
object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to
all senses, though a successful DC 16 Intelligence (Investigation) check reveals
its illusory nature. The slaad may interact with the illusion physically as though
it were real.
>
> As a Bonus Action on each of its turns, the slaad can move the illusion up to 30
ft. and force one creature within 5 ft. of it to succeed on a DC 19 Intelligence
saving throw or take 39 (6d12) damage of a type appropriate to the illusion. A
creature that has investigated the illusion makes this save with advantage.
>
> ***Void Croak (Recharge 5-6).*** The slaadi lets out a horrible, atonal croak
that destroys all matter. Each nonmagical object and surface within 20 ft. that is
not worn or carried disintegrates, leaving a circular crater.
>
>Each creature in the area must succeed on a DC 19 Constitution saving throw or
take 66 (8d10) force damage, or half as much on a success. A creature that fails
this saving throw and is reduced to 0 hit points by the damage disintegrates.
>
> ***Plane Shift (1/Day).*** The slaad and any number of slaadi adjacent to it
teleport to a different plane of existence.
>

\page

# Spellweaver
Orphans of an ancient empire that once sought to overthrow its gods, spellweavers
possess an easy and innate mastery of magic unseen anywhere else in nature or
beyond it, able to work their will upon the weave with greater ease than that with
which most creature's draw breath.

### Spellweaver Lore


**Arcana DC 20**: Part of the spellweaver's incredible facility with magic is the
chromatic disks they carry as spell foci, which they assert are not artificial
constructions but external organs, produced by and metaphysically connected to
their bodies.
**Arcana DC 25**: In the oldest annals of spellweaver history, there is recorded
the existence of a great working of magic called The Code of Reversion, set in
place in case disaster were to befall the empire and meant to undo any evil that
were to befall them. The catastrophe that destroyed their empire, however, was so
total that no complete copies of The Code seem to have survived.
**Nature DC 20**: Spellweavers are incredibly long-lived, not only posessing
natural lifespans approaching 600 years, but able to rejuvinate themselves to youth
by draining <br>powerful sources of magic. When this process can no <br>longer
sustain it, the spellweaver drains itself of blood <br>and magic to create six
chromatic disks imbued with its essence, each of which birth a new <br>spellweaver.
**Religion DC 15**: Spellweavers <br>typically have an intensely <br>negative view
of gods and the <br>worship thereof, hinting <br>perhaps at the source of their
<br>ancient empire's downfall.
<div style='margin-top:1140px'></div>

### Spellweaver Tactics


Spellweavers enjoy the opportunity to square off against another spell caster, but
their main concern is being locked in melee. They use Ice Storm and Wall of Fire to
impede the route of approach of any melee threats and use Thunder Step to evade
them once they close.

Invisibility is their preferred concentration spell if they have two spell levels
available, though if they can first Blind a few spellcasters they might instead
prefer Hold Person on a nearby melee threat.

If it has a reasonably secure position and it can catch three or more foes in the
area, the spellweaver uses Cone of Cold with Magic Missile.

<img
src='https://i.imgur.com/ZzzLGXI.jpg'
style='position:absolute;bottom:0px;right:100px;width:616px;mix-blend-
mode:multiply'/>

\page
___
___
> ## Spellweaver
>*Medium aberration, chaotic neutral*
> ___
> - **Armor Class** 17 (Mage Armor)
> - **Hit Points** 195 (30d8 + 60)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|18 (+4)|14 (+2)|20 (+5)|18 (+4)|19 (+4)|
>___
> - **Saving Throws** CON +6, INT +9, WIS +8
> - **Skills** Arcana +13, History +9, Perception +8, Stealth +8
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Truesight 120 ft., Passive Perception 15
> - **Languages** Spell Sign, Telepathy 1000 ft.
> - **Challenge** 11 (5,900 XP)
> ___
>
> ***Chromatic Disk.*** At the beginning of each of its turns, the spellweaver
rolls a d6. On a 5-6, it regains a use of one of its expended spells of 4th level
or above
>
> ***Incomprehensible Mind.*** A creature that attempts to read the spellweaver's
mind must make a DC 17 Wisdom saving throw. On a failed save, the creature suffers
disadvantage on Intelligence, Wisdom, and Charisma saving throws until it completes
a short or long rest.
>
> ***Planar Impenetrability.*** The area within 30 ft. of the spellweaver is
inimical to interplanar magic, causing the following effects:
> * Creatures in the area have resistance to Force damage.
> * Interplanar teleportation magic in or out of the area fails.
> * Divination magic that targets a creature or object in the area fails.
>
> ### Actions
> ***Spellweaving.*** The spellweaver casts any number of spells of 1st level or
above with a total spell level of no more than 6.
>
> ***Magic Misile (1st Level Spell).*** Three darts of magical force hit a creature
within 120 ft., each dealing 3 (1d4 + 1) force damage.
>
> ***Blindness (2nd Level Spell).*** One creature theat the spellweaver can see
within 60 ft. must succeed on a DC 17 Constitution saving throw or be Blinded for 1
minute. A Blinded creature repeats this save at the end of each of its turns,
ending the effect on a success.
>
> ***Hold Person (2nd Level Spell, Concentration).*** One creature within 60 ft.
must succeed on a DC 17 Wisdom saving throw or be Paralyzed for 1 minute. A
Paralyzed creature repeats this saving throw at the end of each of its turns,
ending the effect on a success.
>
>
> ***Invisibility (2nd Level Spell, Concentration).*** The spellweaver turns
invisible for the next hour, or until it casts another spell.
>
> ***Dispel Magic (3rd Level Spell).*** The spellweaver ends one magical effect of
3rd level or below on a creature it can see within 60 ft.
>
> ***Thunder Step (3rd Level Spell).*** The spellweaver teleports up to 90 ft. to
an unoccupied location it can see. Each creature within 10 ft. of the space it left
must succeed on a DC 17 Constitution saving throw or take 16 (3d10) thunder damage,
or half as much on a success.
>
> ***Ice Storm (1/Day, 4th Level Spell).*** Each creature in a 20 ft. radius, 400
ft. high cylinder centered on a point within 300 ft. must succeed on a DC 17
Dexgterity saving throw or take 9 (2d8) bludgeoning and 14 (4d6) cold damage, or
half as much on a success. The affected area becomes difficult terrain until the
end of the spellweaver's next turn.
>
> ***Wall of Fire (1/Day, 4th Level Spell, Concentration).*** The giant creates up
to six contiguous panels of fire within 120 feet, each of which is 20 feet tall, 10
feet wide, and 1 foot thick. A creature that passes through a panel, or is in its
space when the wall appears, must succeed on a DC 17 Dexterity saving throw or take
23 (5d8) fire damage, or half as much on a success. The wall lasts 1 minute.
>
> ***Cone of Cold (1/Day, 5th Level Spell).*** Each creature in a 60 ft. cone must
succeed on a DC 17 Constitution saving throw or take 36 (8d8) cold damage, or half
as much on a success.
>
>### Reactions
> ***Counterspell (3rd Level Spell).*** As a reaction to seeing a creature cast a
spell within 60 feet, the spellweaver may make an Intelligence check with DC equal
to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd
level or below, the spellweaver succeeds automatically.
>
> ***Shield (1st Level Spell).*** As a reaction to being targeted with an attack,
the Spellweaver may add 5 to its AC until the beginning of its next turn.
>

\page

# Star Spawn

___

> ## Star Spawn Grue


>*Small aberration, neutral evil*
> ___
> - **Armor Class** 11
> - **Hit Points** 17 (5d6)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|13 (+1)|10 (+0)|9 (+1)|11 (+0)|6 (-2)|
>___
> - **Damage Immunities** Psychic
> - **Senses** Darkvision 60 ft. (penetrates magical darkness), Passive Perception
10
> - **Languages** Deep Speech
> - **Challenge** M5 (360 XP)
>____
>
> ***Minion.*** If the creature takes damage from an attack or as the result of a
failed saving throw, its hit points are reduced to 0. If the creature takes damage
from another effect, it dies if the damage equals or exceeds its hit point maximum,
otherwise it takes
no damage.
>
> ***Waning Light.*** At initiative count 0, each light source within 30 ft. of at
least three grues is diminished by one level; from bright light to dim light, or
from dim light to darkness.
>
>Each light source within 30 ft. of at least ten grues is instead extinguished.
>
> ### Actions
>
>
> ***Gleaming Bite (Group Attack).*** Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 piercing damage. This attack deals an an additional 4 piercing
damage if no non-aberration creature can see the grue.
>
> ***Pitch Dark.*** The grue fills a 10 ft. radius centered on a point in darkness
it can see within 60 ft. with magical darkness that lasts until the end of the
grue's next turn.
>
> When the darkness appears, each creature in the area must succeed on a DC 11
Wisdom saving throw or use its reaction to make a melee attack against a randomly
selected creature in its reach.
>

### Star Spawn Grue Tactics


When fighting without support from other star spawn, grues spread out and circle
opponents at a distance of 20-30 ft. away, taking the dodge action for a turn or
two while the light fades, at which point one of them will use Pitch Dark and the
rest rush in, prioritizing targets that can see in darkness, particularly ones that
can see in magical darkness.

When supporting other star spawn, they rush in and try to crowd opponents, limiting
their avenues of movement.

### Star Spawn Lore


**History DC 15**: The greatest danger of star spawn in combat is the versatility
and synergy of their combined forces, as each type serves as an essential piece in
the strategy of a distant will, sculpted to its ill intent.
**Nature DC 20**: Star spawn are doxastic anxiety embodied; living reminders of the
perils of failing to preserve one's ignorance of certain truths. As the burning
knowledge corrupts their minds, so does it warp their bodies, inviting extrusions
of a place beyond comprehension. Those unshielded from mental assault rarely leave
encounters with them unscathed.

<img
src='https://i.imgur.com/GE2jazw.png'
style='position:absolute;bottom:-0px;right:-35px;width:500px;mix-blend-
mode:multiply;
transform:scaleX(-1)'/>
\page

___

> ## Star Spawn Mangler


>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 14
> - **Hit Points** 99 (18d8 + 18)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|18 (+4)|12 (+1)|11 (+0)|12 (+1)|7 (-2)|
>___
> - **Saving Throws** DEX +7, CON +4
> - **Skills** Stealth +7
> - **Damage Resistances** Cold
> - **Damage Immunities** Psychic
> - **Condition Immunities** Charmed, Frightened, Prone
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** Deep Speech
> - **Challenge** 5 (1,800 XP)
>____
>
> ***Aura of Hysteria.*** Creatures within 30 ft. of one or more manglers have
disadvantage on saving throws against being Frightened. Each Frightened creature in
the area takes 7 (2d6) psychic damage at the beginning of each of the mangler's
turns.
>
> ***Crawler.*** While prone, the mangler has a speed of 60 ft. and is not slowed
by difficult terrain. The mangler may stand by spending 5 ft. of movement.
>
> ***Shadow Slip.*** While in dim light or darkness, attacks of opportunity are
made against the mangler at disadvantage.
>
> ### Actions
> ***Multiattack.*** The mangler makes three claw attacks.
>
> ***Mangling Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage. A creature affected by the mangler's Weaken Flesh
ability takes an additional 3 (1d6) psychic damage.
>
>
> ***Flurry of Claws (Recharge 4-6).*** The mangler makes six claw attacks against
one target.
>
> ### Reactions
>
> ***Weaken Flesh.*** As a reaction to being reduced below 50 hit points, the
mangler forces one creature it can see within 30 ft. to succeed on a DC 12 Charisma
saving throw or have its flesh soften and sag; for the next minute, whenever the
creature takes bludgeoning, piercing, or slashing damage its Charisma score is
reduced by 1 to a minimum of 1 until restored by Greater Restoration.

### Star Spawn Mangler Tactics


Manglers scuttle up with their crawler trait, standing, and using their Flurry of
Claws, then taking the Dash action and moving away to recharge. If supported by
other star spawn, they try to keep foes in their Aura of Hysteria.

___

> ## Star Spawn Hulk


>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 166 (16d10 + 80)
> - **Speed** 30 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|8 (-1)|21 (+5)|7 (-2)|12 (+1)|9 (-1)|
>___
> - **Saving Throws** DEX +3, WIS +5
> - **Skills** Perception +5
> - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical
Attacks
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Darkvision 60 ft., Passive Perception 15
> - **Languages** Deep Speech
> - **Challenge** 10 (5,900 XP)
>____
>
> ***Psychic Mirror.*** A creature that attempts to read the hulk's mind instead
reads deeply into its own, its deepest fears, insecurities and repressed memories
laid bare before it.
>
> ***Freed From Will.*** Whenever the hulk voluntarily fails a saving throw, it
gains 11 (2d10) temporary hit points. While it has these temporary hit points, the
hulk's attacks are made at adavantage.
>
> ### Actions
> ***Multiattack.*** The hulk makes two melee attacks, one of which it may replace
with a use of its Hurl ability.
>
> ***Pallid Claws.*** Melee Weapon Attack: +9 to hit. reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing plus 18 (4d8) psychic damage and the target is grappled
(escape DC 14).
>
> ***Hurl.*** The hulk hurls a grappled creature up to 30 feet. The creature must
succeed on a DC 17 Dexterity saving throw or take 28 (8d6) bludgeoning damage and
be knocked prone. On a successful save, the creature takes half the damage and
isn't knocked prone.
>
>***Ragdoll Slam (Recharge 5-6).*** The hulk slams a grappled creature into the
ground repeatedly. The creature must make three DC 17 Constitution saving throws.
For each save it failed, the creature takes 21 (3d10 + 5) bludgeoning damage, and
half as much on for each save on which it succeeded.
>
>A creature that fails two or more of these saving throws in a turn is Stunned
until the end of the hulk's next turn.
>
>
> ### Reactions
> ***Psychic Dispersal.*** As a reaction to taking psychic damage, the hulk forces
each creature within 10 feet of it to succeed on a DC 17 Intelligence saving throw
or take the same damage, or half as much damage on a success.

\page

___
___

> ## Star Spawn Seer


>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 17 (Natural Armor)
> - **Hit Points** 153 (18d8 + 72)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|12 (+1)|18 (+4)|22 (+6)|19 (+4)|16 (+3)|
>___
> - **Saving Throws** DEX +6, INT +11, WIS +9, CHA +8
> - **Skills** Perception +9
> - **Damage Resistances** Cold; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
> - **Damage Immunities** Psychic
> - **Condition Immunities** Charmed, Frightened
> - **Senses** Darkvision 60 ft., Passive Perception 19
> - **Languages** Common, Deep Speech, Undercommon, Telepathy 30 ft.
> - **Challenge** 13 (10,000 XP)
>____
>
> ***Out-of-Phase Movement.*** The seer can move through other creatures and
objects as if they were difficult terrain. Each creature it moves through takes 5
(1d10) psychic damage; no creature can take this damage more than once per turn.
The seer takes 5 (1d10) force damage if it ends its turn inside an object.
>
> ***Mind Colonizer.*** When the seer casts a spell that requires concentration, it
may have a willing aberration within 30 ft. of it maintain concentration in its
stead.
>
> ***Fractal Demise.*** When the star spawn is reduced to 0 hit points, if one or
more friendly aberrations are within 30 ft. it casts Astral Maelstrom before it
dies centered on itself, its body tearing apart into a ragged spiral.
> ### Actions
>
> ***Untether Mind (5th Level Spell).*** Melee Spell Attack: +11 to hit. reach 5
ft., one target. Hit: 16 (3d10) force plus 39 (6d12) psychic damage and the target
must make a DC 19 Wisdom saving throw.
>
> On a failure, the creature is Frightened and Blinded until the end of the seer's
next turn as its field of perception expands and expands and expands until it
encompasses the entirety of the multiverse. A creature that fails by 10 or more is
also Paralyzed until the end of the seer's next turn.
>
> ***Astral Maelstrom (5th Level Spell, Concentration).*** The seer creates a 5-ft.
radius disk of unimaginable density in an unoccupied space it can see within 60
feet that lasts for a minute; raw voidstuff compressed until it glows with a
searing light that does not reflect or illuminate.
>
> A creature that begins its turn within 10 ft. of the sphere must succeed on a DC
19 Constitution saving throw or take 33 (6d10) radiant damage.
>
> ***Crumple Space (Recharge 5-6, 6th Level Spell).*** The seer chooses a point
along a 5 ft. wide line that is 30 ft. long and wholely within 120 feet.
>
>Each creature in the line's area must succeed on a DC 19 Charisma saving throw or
be teleported to the nearest unoccupied space to the point chosen by the seer, then
take 22 (4d10) force plus 13 (2d12) psychic damage.
>
>
> ### Legendary Actions
>The seer can take 3 legendary actions, choosing from the options below.
>
> ***Warp (1st Level Spell).*** A 10 ft. radius of space centered on a point the
seer can see within 60 ft. becomes difficult terrain for non-aberrations until the
beginning of the seer's turn.
>
> ***Music of the Spheres (3rd Level Spell).*** The seer chooses two creatures or
objects it can see within 120 ft. The first creature or object is levitated off the
ground and revolves up to 30 ft. clockwise around the second, maintaining the same
distance. A creature levitated in this way makes a DC 19 Constitution saving throw,
resisting the effect on a success.
>
> ***Beckoning of the Expanse (Costs 2 Actions).*** Each creature within 30 ft. of
the seer's Astral Maelstrom must succeed on a DC 19 Wisdom saving throw or use its
reaction to move 10 ft. towards it.

### Star Spawn Hulk Tactics


The hulk rushes into the thick of things, spreading its attacks out to always try
to have two foes grappled. If forced to make an Intelligence or Charisma saving
throw, it voluntarily fails to trigger its Freed From Will trait. Normally it uses
its Ragdol Slam whenever available, but will prioritize its Hurl ability if a
friendly Star Spawn Seer has an Astral Maelstrom active.
<div style='margin-top:140px'></div>

### Star Spawn Seer Tactics


The seer prioritizes getting an Astral Maelstrom up and running first, using its
Mind Colonizer trait to have a friendly Larva Mage or Hulk concentrate for it. It
then uses its Crumple Space and Music of the Spheres abilities to force foes into
it.

If a Hulk is available, it always tries to catch it in its Crumple Space ability to


make use of its Psychic Dispersal, and uses Music of the Spheres to get it into
position and grant it temporary hit points with its Freed From Will trait.

If supported by a Mangler, it prioritizes targets affected by the Mangler's Aura of


Hysteria to hit with its Untether Mind ability, and uses its warp ability to guard
the mangler's retreat as it skirmishes in and out of combat.

\page

___
___

> ## Star Larva Mage


>*Medium aberration, neutral evil*
> ___
> - **Armor Class** 16 (Natural Armor)
> - **Hit Points** 210 (20d8 + 120)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|12 (+1)|23 (+6)|18 (+4)|12 (+1)|16 (+3)|
>___
> - **Saving Throws** DEX +6, WIS +6, CHA +8
> - **Skills** Perception +6
> - **Damage Resistances** Cold; Bludgeoning, Piercing, and Slashing
> - **Damage Immunities** Psychic
> - **Condition Immunities** Charmed, Frightened, Paralyzed, Petrified, Poisoned,
Restrained
> - **Senses** Darkvision 60 ft., Passive Perception 16
> - **Languages** Deep Speech
> - **Challenge** 16 (15,000 XP)
>____
>
> ***Seething Mass.*** The larva mage can occupy another creature's space and vice
versa, and the larva mage can move through any opening large enough for a tiny
creature. A creature that starts its turn in the larva mage's space must succeed on
a DC 17 Wisdom saving throw or be Frightened until the beginning of its next turn.
>
> ***Endurance of the Never-Living.*** If the larva mage would take more than 15
damage from a source that targets only it, it instead takes 15 damage.
>
> ***Return to Worms.*** When the larva mage is reduced to 0 hit points, it breaks
apart into a swarm of insects in the same space. Unless the swarm is destroyed, the
larva mage reforms from it 24 hours later.
>
> ### Actions
> ***Multiattack.*** The larva mage makes two attacks with its nerve rot bolt, one
of which it may replace with a use of its squirming touch.
>
> ***Nerve Rot Bolt.*** Ranged Spell Attack: +10 to hit, range 60 ft., one
creature. Hit: 18 (4d8) necrotic damage plus 11 (2d10) psychic damage.
>
> ***Squirming Touch.*** One creature within 5 ft. must make a DC 19 Wisdom saving
throw.
>
> On a failure, the creature falls prone and is Frightened and Poisoned until the
end of its next turn as it becomes briefly aware of the number and direction of
each worm on the same plane of existence.
>
>
> ***Plague of Worms (Recharge 5-6).*** Each creature within 10 feet must succeed
on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded
and restrained by masses of swarming worms. An affected creature takes 22 (5d8)
necrotic damage at the start of each of the larva mage’s turns. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
>
>
> ### Reactions
> ***Feed on Weakness.*** When a creature within 20 feet of the larva mage fails a
saving throw, the larva mage regains an expended legendary action.
>
> ***Sprouting Flesh (1/Day).*** As a reaction to being reduced below 106 hit
points, the larva mage forces each other creature within 30 ft. that has fewer than
half of its hit points to succeed on a DC 17 Constitution saving throw or take 18
(4d8) necrotic damage as writhing grubs sprout from its wounds. The larva mage
gains temporary hit points equal to the total damage dealt this way.
>
> ### Legendary Actions
>The larva mage can take 3 legendary actions, choosing from the options below.
>
> ***Boil Out.*** The larva mage teleports to the space of a corpse within 60 ft.
or that of a creature restrained by its Plague of Worms.
>
> ***Detritus Feeding.*** The larva mage reduces one corpse in its space to bones.
If it does, it gains advantage on saving throws until the beginning of its next
turn.
>
> ***Squirming Touch.*** The larva mage uses its squirming touch.
>
> ***Conquer Life (Costs 2 Actions).*** The mage forces one creature at 0 hit
points within 15 ft. to make a Death saving throw. On a failure, the larva mage
gains 18 (4d8) temporary hit points and the creature does not reset that failure
until it completes a long rest.
>

### Star Spawn Larva Mage Tactics

Larva Mages attack with their Nerve Rot Bolt as they approach a melee but try to
end their turn in another creature's space. Once locked in, the star spawn uses its
Plague of Worms whenever available, trying to catch at least two enemies in it each
time. While recharging, it moves far enough away to avoid disadvantage and uses its
multiattack, then moves back in to occupy another creature's space again.

The larva mage tries to focus down a single target to 0 HP so it can kill it with a
combination of its Nerve Rot Bolt and Conquer Life ability, then consume it with
Detritus Feeding.

<img
src='https://i.imgur.com/GiwAcUS.png'
style='position:absolute;bottom:-0px;right:-110px;width:890px;mix-blend-
mode:multiply;
transform:scaleX(-1)'/>

<img
src='https://i.imgur.com/tAblY5r.png'
style='position:absolute; bottom:0px; right:-20px; width:1016px;
transform:rotate(180deg)' />

\page

# Tsochari

A tangled knot of writhing, barbed tendrils, the parasitic tsochar seems to have no
center, seems insensate to most of the outside world. Outside of a host, the
creature is near-helpless, but of course tsochari are rarely found outside a host.
A tsochar spends the vast majority of its life wrapped tightly around the brain of
its host, controlling the every breath and motion of its still-conscious dwelling.

Tsochari seek out hosts of power and influence, but the ultimate prize for the
tsochar is the powerful mage, whose magic can be turned toward the will of the
Nine-Tongued Worm, or else used to advance the Tsochar's position against its
rivals.

### Tsochar Lore


**Arcana DC 20**: Though tsochari are known for the magic they steal, there is a
unique tradition of tsochari magic practiced by their arcanists, focused on
subterfuge.
**History DC 15**: The tsochari are said to hail from a world terribly remote in
the multiverse, one bridged to our own by malformed magic, trans-spheric gates
twisted from orignal design by mishap or malice.
**History DC 20**: The tsochari, though each is first concerned with its own power
and advancement, rarely enter into direct conflict with one another. When they do,
however, their fights can go on for hours, neither strong enough to inflict serious
injury on the other, both too stubborn and vicious to submit.
**History DC 25**: The world the tsochari come from is one inimical to most life,
one of extreme cold, crushing darkness, and shrieking winds, stalked by
monstrosities unimaginable by the sane.
**Medicine DC 10**: Abandoned tsochar hosts often are mostly intact mentally, but
rapidly bleed out if they do not <br>receive immediate medical attention.
**Medicine DC 15**: Tsochar seem to be distressed by heat, evidenced by the fact
that some tsochar hosts seem to run slightly cooler than their unparasitized kin.
**Medicine DC 20**: Tsochar can occasionally be extracted from their hosts by
exposure to extreme heat, though <br>this process is equally likely to be fatal to
the patient.
**Nature DC 20**: Rather than a single cohesive organism, the tsochar seems to
actually be a colony of smaller, specialized creatures living in symbiosis and
telepathically sharing a consciousness.
**Religion DC 15**: The tsochari maintain a great reverence for the great powers of
the Far Realm, in particular Mak Thuum Ngatha , the Nine-Tongued worm, who
represents the infinite power of revelation to destroy lesser truths.
<div style='margin-top:140px'></div>

<div style='margin-top:140px'></div>

### Tsochar Tactics


Tsochar seek to ambush a lone humanoid, and after gaining control of it seek to do
the same to a more powerful, influential, or magical one, ad infinitum. Ordinarily
upon taking a new host, a tsochar will kill its previous host, unless it thinks it
might need to move back in in the forseeable future.

In combat, the tsochar preferentially attacks spellcasters, and tries to subdue and
invade them as quickly as possible. If it feels in serious danger, it flees using
its size and climb speed to reach areas inaccessable to its foes.

### Encounter Groups

**CR 20 Encounter 8,350 XP**


* 1 Fleshclad Blackguard (CR 8)
* 2 Tsochar Parasite (CR 4)
* 1 Fleshclad Thug Enforcer (CR 2)
* 4 Thug Enforcers (CR 2)
<a>

**CR 23 Encounter 18,600 XP**


* 1 Fleshclad Archmage (CR 12)
* 1 Tsochar Noble (CR 7)
* 1 Shield Guardian (CR 7)
* 4 Helmed Horrors (CR 4)

</a>

<img
src='https://i.imgur.com/XiAoByX.jpg'
style='position:absolute;bottom:-05px;right:-60px;width:600px;mix-blend-
mode:multiply'/>
\page

___
> ## Tsochar Parasite
>*Tiny aberration, chaotic evil*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 34 (4d10 + 12)
> - **Speed** climb 20 ft., crawl 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|15 (+2)|16 (+3)|15 (+2)|14 (+2)|13 (+1)|
>___
> - **Skills** Deception +6, Insight +4, Perception +4, Stealth +4
> - **Senses** Darkvision 60 ft, Passive Perception 14
> - **Damage Resistances** Bludgeoning, Cold
> - **Damage Immunities** Poison
> - **Condition Immunities** Poisoned
> - **Languages** Tsochar, the languages of its host, Telepathy 120 ft.
> - **Challenge** 4 (1,100 XP)
> ___
>
> ***Slitherer.*** Outside of a host, the tsochar always counts as prone. It can
enter or move through the space of any creature without spending additional
movement.
>
>
> ***Mindsight.*** The tsochar knows the exact location of each creature with an
Intelligence score of at least 2 within 120 feet. It has disadvantage on Wisdom
(Perception) checks made to perceive anything else.
> ### Actions
>
>***Leaping Clutch.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: The tsochar moves up to 10 ft. toward the target. If it ends this space in the
target's space, the target is grappled (escape DC 13).
>
> A creature that starts its turn grappled by the tsochar must succeed on a DC 13
Constitution saving throw or take 22 (5d8) nonlethal poison damage and be Poisoned
until the beginning of its next turn, or half as much damage on a success.
>
> ***Crush.*** Melee Weapon Attack: +5 to hit, reach 0 ft., one grappled target.
Hit: 10 (2d6 + 3) bludgeoning damage and the target is restrained until the end of
the tsochar's next turn..
>
> ***Silence (2nd Level Spell, Concentration).*** The tsochar is surrounded by a 5
ft. radius sphere of silence for the next minute. Creatures inside the sphere are
immune to thunder damage and cannot perform the verbal components of spells.
>
> ***Wear Flesh.*** One incapacitated humanoid grappled by the tsochar must succeed
on a DC 13 Strength saving throw or have the tsochar begin to invade and take
control of its body. At the beginning of the tsochar's next turn, the tsochar
enters the grappled creature's body, bores into its nerve centers and takes
control.
>

>**Tsochar Parasitism.** When the tsochar takes control of a host, it may choose to
leave the brain intact or destroy it. If it chooses to leave the brain intact, it
can access the creature's stored memories, though doing so takes visible effort for
the first several weeks after taking control of a new host.
>
>
> Tsochar continuously absorb nutrients from their host. At the end of each month,
a tsochar host has its Constiution score reduced by a cumulative and permanent 1d4,
until restored by Greater Restoration or similar magic.
>
>If its host takes any fire damage, the tsochar must make a Constitution saving
throw with DC equal to 10, or half the damage dealt, whichever is higher. On a
failure, the tsochar is expelled into the nearest unoccupied space. If a host dies,
the tsochar exits the host automatically at the beginning of its next turn.
>
> When a tsochar exits its host, the host begins to bleed profusely, losing 10
(3d6) hit points at the start of each of its turns until a creature stanches the
bleeding as an action with a successful DC 17 Wisdom (Medicine) check.

>**Fleshclad Template.**
>A fleshclad creature has:
>
> * **Creature Type.** The creature's type becomes Aberration.
> * **Ability Scores.** The creature's Intelligence, Wisdom, and Charisma scores
become the higher of its own or its tsochar's.
> * **Telepathy.** The creature gains Telepathy 120 ft.
> * **Whispercast.** The creature ignores any verbal or somatic components for
spells it casts.
> * **Spellcasting.** The creature knows and can cast any spells its tsochar knows,
in addition to its own.
> * **Flesh Exchange.** As an action, the fleshclad expels its Tsochar controller
onto a creature grappled by the fleshclad. The tsochar parasite exits into the
grappled creature's space and immediately makes a Leaping Clutch attack.
>
\page

___
___
> ## Tsochar Noble
>*Small aberration, chaotic evil*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 115 (11d10 + 55)
> - **Speed** climb 20 ft., crawl 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|16 (+3)|21 (+5)|17 (+3)|15 (+2)|19 (+4)|
>___
> - **Skills** Deception +6, Insight +4, Perception +4, Stealth +4
> - **Senses** Darkvision 60 ft, Passive Perception 14
> - **Damage Resistances** Bludgeoning, Cold
> - **Damage Immunities** Poison
> - **Condition Immunities** Poisoned
> - **Languages** Tsochar, the languages of its host, Telepathy 120 ft.
> - **Challenge** 7 (2,900 XP)
> ___
>
> ***Slitherer.*** Outside of a host, the tsochar always counts as prone. It can
enter or move through the space of any creature without spending additional
movement.
>
> ***Dweomerbarbed Grip.*** If a creature that it is grappling teleports, the
tsochar teleports with it.
>
> ***Mindsight.*** The tsochar knows the exact location of each creature with an
Intelligence score of at least 2 within 120 feet. It has disadvantage on Wisdom
(Perception) checks made to perceive anything else.
> ### Actions
> ***Multiattack.*** The tsochar makes two melee attacks.
>
>***Leaping Clutch.*** Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: The tsochar moves up to 15 ft. toward the target. If it ends this space in the
target's space, the target is grappled (escape DC 16).
>
> A creature that starts its turn grappled by the tsochar must succeed on a DC 17
Constitution saving throw or take 36 (8d8) nonlethal poison damage and be Poisoned
until the beginning of its next turn, or half as much damage on a success.
>
> ***Crush.*** Melee Weapon Attack: +8 to hit, reach 0 ft., one grappled target.
Hit: 15 (3d6 + 5) bludgeoning damage and the target is restrained until the end of
the tsochar's next turn.
>
> ***Silence (2nd Level Spell, Concentration).*** The tsochar is surrounded by a 5
ft. radius sphere of silence for the next minute. Creatures inside the sphere are
immune to thunder damage and cannot perform the verbal components of spells.
>
> ***Greater Invisibility (1/Day, 4th Level Spell, Concentration).*** The tsochar
and its host become invisible for the next minute.
>
> ***Phantasmal Killer (1/Day, 4th Level Spell, Concentration).*** One creature
within 120 ft. that the tsochar can see must succeed on a DC 16 Intelligence saving
throw or be Frightened for the next minute as it hallucinates an illusory
manifestation of its deepest fears. An affected creature repeats this saving throw
at the end of each of its turns, taking 22 (4d10) psychic damage on a failure or
ending the effect on a success.
>
> ***Memory Slip (1/Day 5th Level Spell).*** One creature within 30 ft. must
succeed on a DC 16 Wisdom saving throw or forget one event that occurred in the
last minute. On a success, the creature knows it was targeted with a spell.
>
>
>
> ***Wear Flesh.*** One incapacitated humanoid grappled by the tsochar must succeed
on a DC 16 Strength saving throw or have the tsochar begin to invade and take
control of its body. At the beginning of the tsochar's next turn, the tsochar
enters the grappled creature's body, bores into its nerve centers and takes
control.
>
> ### Reactions
> ***Counterspell (3rd Level Spell).*** As a reaction to seeing a creature cast a
spell within 60 feet, the tsochar may make an Charisma check with DC equal to 10
plus the spell's level, negating the spell on a success. If the spell is 3rd level
or below, the tsochar succeeds automatically.

\page

# Uvuudaum

The uvuudaum is a creature born of a remote reality so inimical to ours that, on


the rare occasions that such a realm expels one of their number into the material,
its very presence heralds madness; a madness that spills out of the mind and into
physical space as the natural laws of the world tries to reject it.

<div style='margin-top:10px'></div>

### Uvuudaum Lore

**Arcana DC 15**: As a creature clearly not from this realm, the uvuudaum is likely
resistant to most conventional magics.
**Arcana DC 20**: The uvuudaum flickers as it moves, appearing to teleport
continuously, despite giving off no trace of conjuration magic. While possible that
its magics are simply too alien to be detected, the more likely explanation seems
to be that they simply experience time differently, scuttling through moments as
easily as they move through space.
**History DC 25**: Uvuudaum incursions occur sporadically at times when the
barriers between planes thin, particularly during astronomic events associated with
the Far Realm. Their appearance on the material plane seems to <br>be a cosmic
accident, rather than the result of any<br> grand design.
**Nature DC 15**: The uvuudaum's crab-like <br>physique looks to be well-suited to
evading <br>explosions and other area-of-effect magics.
**Nature DC 20**: The uvuudaum's alien nature<br> likely leaves it relatively
vulnerable to conventional<br> poisons.
**Nature DC 25**: The tense posture, natural weapons and blinding speed of this
creature indicate it could <br>respond vigorously to any melee assault.
<br>Engaging at as great a range as possible is likely <br>the wisest approach.

### Uvuudaum Tactics


The uvuudaum attempts to focus on single<br> target at a time, starting with the
targets with<br> the lowest Wisdom and continuing to <br>attack a creature until
its Wisdom is reduced <br>to 1, then going after the creature with the next
<br>lowest Wisdom. The uvuudaum breaks this <br>pattern either to claim a more
defensible position <br>with its Spider Climb ability, or to afflict a
<br>spellcaster in range with Anoxia or Seizures, if <br>applicable.

The uvuudaum tries to use its movement, its <br>Four Dimensional trait, and its
Non-Euclidian <br>trait each turn to ensure that only a single enemy <br>can close
to melee range. The uvuudaum is <br>careful, however, not to get entirely out of
melee <br>range and thus miss out on the chance to
use its Ruin Mind reaction.

<div style='margin-top:140px'></div>

### Encounter Groups


A typical encounter might include an Uvuudaum and six mooncalves that were drawn
through a portal together; or a pair of uvuudaum acting as heralds of harbingers of
some greater being of infinite incomprehensibility.
<div style='margin-top:10px'></div>

**CR 27 Encounter 38,400 XP**


* 1 Uvuudaum (CR 17)
* 5 Mooncalves (CR 7)
* 1 Moonlord (CR 10)
<a>

**CR 29 Encounter 54,000 XP**


* 3 Uvuudaum (CR 17)
</a>

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<img
src='https://i.imgur.com/GL2DKWc.jpg'
style='position:absolute;bottom:-10px;right:30px;width:500px;mix-blend-
mode:darken'/>

\page
___
___
> ## Uvuudaum
>*Large aberration, chaotic evil*
> ___
> - **Armor Class** 19 (Natural Armor)
> - **Hit Points** 228 (24d10+96)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|21 (+5)|18 (+4)|17 (+3)|17 (+3)|17 (+3)|
>___
> - **Saving Throws** DEX +10, INT +9, WIS +8, CHA +8
> - **Skills** Insight +13, Perception +8
> - **Senses** Blindsight 120 ft, Passive Perception 18
> - **Languages** Telepathy 120 ft
> - **Challenge** 17 (18,000 XP)
> ___
>
> ***Magic Resistance.*** The uvuudaum has advantage on saving throws against
spells and other magical effects.
>
> ***Spider Climb.*** The uvuudaum can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
>
>
> ***Non-Euclidian.*** The space in a 10 foot radius around the uvuudaum is
difficult terrain, as the uvuudaum's presence warps it into incomprehensible
geometries.
>
> ***Four Dimensional.*** Time does not seem to pass during the Uvuudaum's turn. It
does not provoke attacks of opportunity, and its melee attacks are made at
advantage.
>
> ### Actions
> ***Multiattack.*** The uvuudaum makes three attacks with its head spike.
>
> ***Head Spike.*** Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit:
15 (3d6+5) piercing damage and the target has its Wisdom score reduced by 1d6, to a
minimum of 1. If this reduces the target below 10 Wisdom, the target suffers one
additional effect of the uvuudaum's choice. The uvuudaum may not choose the same
effect twice in a turn:
>
> * ***Amnesia.*** The target loses a chunk of memory, reducing its proficiency
bonus by 1 for the next minute.
> * ***Anoxia.*** If the target cast a spell since the end of the uvuudaum's
previous turn, it loses the ability to cast that spell until it completes a long
rest.
> * ***Apnea.*** The target forgets how to breathe. At the end of each of its
turns, it may make a DC 19 Wisdom saving throw, remembering how to breathe on a
success.
> * ***Mania.*** On the target's next turn, it may make one melee attack as a bonus
action, but its targets are selected at random from those it can reach with its
movement.
> * ***Paranoia.*** The target becomes Frightened of one of its allies until the
end of its next turn. While Frightened in this way, it cannot willingly accept
assistance from that ally.
> * ***Seizure.*** If the target casts a spell on its following turn, it must
succeed on a DC 19 Constitution saving throw or fall prone and end its turn.
>
>
> ### Reactions
> ***Ruin Mind.*** As a reaction to a creature within 15 ft. hitting it with an
attack, the uvuudaum uses its multiattack, targeting the attacker with each attack.
>
> ***Scuttle.*** As a reaction to being forced to make a saving throw against a
spell or magical effect, the uvuudaum moves up to half of its speed. If this
movement puts the uvuudaum out of range or area of the spell or magical effect, the
uvuudaum is unaffected.
>
> ***Psychic Storm.*** As a reaction to being reduced below 115 hit points, the
uvuudaum lets out a telepathic shriek. Each creature within 60 ft. that has a
Wisdom score of 1 is Stunned until the end of its next turn.
\page

# Spells

#### Astral Maelstrom


*5th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 ft.
- **Components:** V, S, M (a chunk of marble worth 20 gp, which the spell consumes)
- **Duration:** 1 minute, concentration

You create a 5-foot-radius disk of unimaginable density in an unoccupied space you


can see within 60 feet that lasts for a minute; raw voidstuff compressed until it
glows with a searing light that does not reflect or illuminate. As a Bonus Action
on each of your turns, you can cause each creature within 30 ft. of the disk to
make a Wisdom saving throw, using its reaction to move 10 feet towards the disk on
a failure.

A creature that begins its turn within 10 ft. of the sphere must succeed on a
Constitution saving throw or take 33 (6d10) radiant damage.

***Spell Lists.*** Druid, Warlock

#### Blood to Vitriol


*6th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 ft.
- **Components:** V, S, M (flesh scarred by acid)
- **Duration:** 1 minute, concentration

You attempt to turn a creature's blood to acid. One creature you can see within 60
ft. must succeed on a Constitution saving throw or be Stunned for 1 minute. A
Stunned creature repeats this saving throw at the end of each of its turns, taking
22 (5d8) acid damage on a failure, or ending the effect on a success.

***Spell Lists.*** Sorcerer, Warlock, Wizard

#### Chaos Flame


*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 ft.
- **Components:** V, M (a solution of magnesium in oil)
- **Duration:** instantaneous

You create a ball of sparking, multicolored fire and hurl it at a creature within
range. Make a ranged spell attack. On a hit, the target takes 6d6 fire damage.
If this attack misses, make a second attack roll against a random creature within
10 ft. of the original target. On a hit, the target takes 6d6 fire damage.

***Spell Lists.*** Artificer, Sorcerer

<div style='margin-top:140px'></div>

#### Crumple Space


*6th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 ft.
- **Components:** V, M (a pinch of powdered granite)
- **Duration:** instantaneous

You collapse a line of space into a single point. Choose a point along a 5 feet
wide line that is 30 feet long and wholely within 120 feet. Each creature in the
line's area must succeed on a Charisma saving throw or be teleported to the nearest
unoccupied space to the chosen point, then take 22 (4d10) force plus 13 (2d12)
psychic damage.

***Spell Lists.*** Sorcerer, Warlock, Wizard

#### Dematerialize
*3rd-level evocation*
___
- **Casting Time:** 1 reaction, which you take when targeted with an attack or
harmful spell
- **Range:** self
- **Components:** V, S
- **Duration:** instantaneous

As a reaction to being targeted with an attack or harmful spell, you attempt to


dodge across the border ethereal. Roll a d20. On an 11-20, you disappear until the
beginning of your next turn, when you reappear in the unoccupied space nearest to
where you departed.

***Spell Lists.*** Bard, Sorcerer, Wizard

#### Eye of Rot


*4th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 120 ft.
- **Components:** V, S, M (a drop of vitreous fluid)
- **Duration:** 1 minute, concentration
You affix a creature with a putrefying gaze. One creature the you can see within
range must succeed on a Charisma saving throw or be Poisoned for the next minute. A
creature poisoned in this way takes 4d10 necrotic damage at the beginning of each
of its turns and repeats this saving throw at the end of each of its turns, with
disadvantage if you can see it, ending the effect on a success.

***Spell Lists.*** Bard, Sorcerer, Warlock

#### Eye of Veiling


*3rd-level enchantment*
___
- **Casting Time:** 1 reaction, which you take when hit with a melee attack
- **Range:** Touch
- **Components:** V, S, M (a shard of broken glass)
- **Duration:** 1 minute, concentration

As a reaction when hit with a melee attack, you force the attacker to make a Wisdom
saving throw. On a failed save, the you become invisible to that creature for the
next minute. An affected creature repeats this saving throw at the end of each of
its turns, ending the effect on a success.

***Spell Lists.*** Bard, Sorcerer


\page
#### Fold Space
*4th-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 30 ft.
- **Components:** V, S, M (a star of folded paper)
- **Duration:** instantaneous

You teleport to an unoccupied location you can see within 30 feet. Each creature
within 15 ft. of the space you departed must succeed on a Strength saving throw or
be pulled up to 10 ft. toward the space you departed and take 22 (4d10) psychic
damage.

***Spell Lists.*** Sorcerer, Warlock, Wizard

#### Force Rift


*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (60-foot line)
- **Components:** V, S, M (a cracked lodestone)
- **Duration:** instantaneous

You wrench gravity in a line 100 feet long and 5 feet wide extending from you. Each
creature in the line must make a Strength saving throw. A creature takes 5d10 force
damage and is knocked prone, or takes half as much damage and is not knocked prone
on a successful one. A creature that fails by 5 or more is additionally pushed 15
ft. away.

***Spell Lists.*** Sorcerer, Warlock, Wizard

#### Lightning Burst


*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 ft.
- **Components:** V, S, M (a flake of rust)
- **Duration:** instantaneous

A crackling ball of lightning kindles into existence at a point you can see, then
rapidly expands. Each creature in a 20-foot-radius sphere centered on that point
must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed
save, or half as much damage on a successful one.

**At Higher Levels**: When you cast this spell using a spell slot of 4th level or
higher, the radius increases by 5 ft. for each slot level above 3rd.

***Spell Lists.*** Sorcerer, Warlock, Wizard

#### Mental Scourge


*3rd-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60 ft.
- **Components:** V, S, M (a whip or flail)
- **Duration:** 1 round

You attempt to turn a creature's mind against it. One creature you can see within
range must make a Intelligence saving throw. A creature takes 28 (8d6) psychic
damage on a failed save, or half as much damage on a successful one.

A creature that fails this save by 5 or more additionally has its movement
controlled by the you on its following turn. The creature can take its action
before or after moving.

***Spell Lists.*** Bard, Sorcerer

<div style='margin-top:40px'></div>

#### Music of the Spheres


*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 ft.
- **Components:** V, S, M (two stones of equal weight but different size)
- **Duration:** 1 minute, concentration

You set one object orbiting another by forging a gravitational bond between them.
You choose two creatures or objects you can see within range. The first creature is
levitated off the ground and revolves up to 30 feet clockwise around the second,
maintaining the same distance. A creature levitated in this way may make a
Constitution saving throw, resisting the effect on a success.

On each of your turns until the spell ends, you can use your BonusAction to select
another two targets.

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard


#### Untether Mind
*5th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** 1 round

You attempt to share a truth with a creature its mind cannot contain. Make a melee
spell attack against the target. On a hit, the target takes 3d10 force plus 6d12
psychic damage and must make a Wisdom saving throw.

A creature that fails is Frightened and Blinded until the end of your next turn as
its field of perception expands and expands and expands until it encompasses the
entirety of the multiverse.

A creature that fails this save by 10 or more is additionally Paralyzed until the
end of your next turn.

***Spell Lists.*** Warlock

#### Window to Madness


*4th-level illusion*
___
- **Casting Time:** 1 action
- **Range:** 60 ft.
- **Components:** V, S, M (a dried pineal gland)
- **Duration:** 1 minute, concentration

You create an illusory portal to the far realm in an unoccupied space within range
that fills a 10 foot cube. A creature other than you that starts its turn within 30
feet of the portal and can see it takes 1d4 psychic damage. A creature other than
you that starts its turn within the portal's space must make a Intelligence saving
throw. A creature takes 8d8 psychic damage and is Stunned until the beginning of
its next turn on a failed save, or takes half as much damage and is not Stunned on
a success.

On each of your turns until the spell ends, you can use your Bonus Action to force
each creature within 60 feet of the portal to succeed on a Strength saving throw or
be pulled 10 feet towards it.

**At Higher Levels**: When you cast this spell using a spell slot of 5th level or
higher, the distance a creature is pulled on a failed Strength save increases by 5
ft. for each slot level above 4th.

***Spell Lists.*** Warlock

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