Small, mostly benign beings of the natural world, these animus spirits inhabit objects and plants- some are the spirit of a specific bush, others the sparkle on the water as it reaches a river bend, while others inhabit particular rocks or gardens. These animus spirits go about their time generally unnoticed and ignorant of humanoids and their actions, unless these actions cause harm to the natural world. Some clerical or druidic traditions acknowledge and entreat these spirits, which may grant boons or or bring down their wrath upon intruders.
SWARM OF ANIMUS SPIRITS Medium swarm of Tiny fey, unaligned Armour Class 12 (natural armour) Hit Points 22 (5d8) Speed 20ft. Str 8 (-1); Dex 12 (+1); Con 10 (+0); Int 4 (-3); Wis 15 (+2); Cha 3 (-4) Proficiency bonus +2 Skills Nature +1 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses truesight 20ft., passive Perception 12 Languages - Challenge 1 (200 XP) Naturally Invisible. The swarm is naturally invisible. As a bonus action during its turn, the swarm can choose to become visible, appearing as a variety of oddly-shaped luminous beings about a foot high. The swarm does not become visible when it uses its spirit curse ability, but does when it attacks. Spirit Beings. The swarm of animus spirits is affected by Turn Undead and spell effects as if it were an undead creature. The swarm of animus spirits cannot enter grounds consecrated to a deity. In addition, the swarm doesn't need to eat, drink, or breathe. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. ACTIONS Devour. Melee Weapon Attack: +4 to hit, reach 0ft., one creature in the swarm's space. Hit: 3 (1d6) psychic damage. Spirit Curse. The swarm casts casts bane (Charisma saving throw DC 6) on up to three hostile creatures within 60ft. A creature that fails its saving throw gains vulnerability to psychic damage for the duration of the effect. Shadowfell spirits are but one of the many creatures dwelling in the plane of the Shadowfell. While not all are malevolent, some very much are, and drawing their ire is a dangerous feat. These appear to be a large cloud of violently dark shadow, sometimes crackling with flickers of light from within. Its extremities extend into hooked talons, and viewing it from an angle reveals some kind of head-shape with huge curved horns like those of a ram, with a small pair of violet-glowing eyes between them.
Shadowy Entity. Shadowfell spirits have little physical presence, and leave no body behind if they perish. They appear to be made up of tatters of fabric-like shadow, constantly in motion even when the spirit is still. Objects in their vicinity dim and darken, making them at home in almost-perfect blackness. Hatred of Light. Shadowfell spirits almost universally despise bright sources of light, shunning them or trying to extinguish them if possible. If present on the Material Plane, this extends to the sun itself, and many have perished futilely attempting schemes to extinguish or block its light. They will often take refuge in dark, hidden places and venture forth only at night-time. Extraplanar Nature. Shadowfell spirits do not require air, food, drink, or sleep. Some (as in this adventure) demand sacrifices be made to them, but in this instance they gain power from the nature of worship received rather than actual physical nourishment. SHADOWFELL SPIRIT Large fiend, neutral evil Armour Class 14 (natural armour) Hit Points 32 (5d10 + 5) Speed 20ft., fly 60ft. (hover) STR 13 (+1); DEX 16 (+3); CON 12 (+1); INT 16 (+3); WIS 10 (+0); CHA 16 (+3) Proficiency bonus +2 Skills Stealth +7 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120ft., passive Perception 10 Languages Infernal, telepathy 120ft. Challenge 3 (700 XP) Light Sensitivity. While in bright light, the Shadowfell spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Movement. The Shadowfell spirit can move through any shadow cast, teleporting up to 30 feet between two shadows and immediately taking the Hide action as a bonus action each round. Shrouded. All non-magical light sources within 40 feet of the Shadowfell spirit are darkened. If an item would emit bright light, it emits only dim light to the same radius. If an item would emit dim light, it illuminates the 5-foot square the object is in with dim light. Magical light sources are unaffected. ACTIONS Slashing Talons. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 7 (1d8 + 3) slashing damage, and 5 (2d4) necrotic damage. The target must succeed on a DC 10 Constitution saving throw, or its maximum hit point damage is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this reduces its maximum hit points to 0. Moss dragons are small and mysterious creatures, not truly dragons but termed as such by most who see them. They dwell in forest pools and grow moss and algae on their scales, as well as occasional mushrooms.
While moss dragons can be vicious if they're in danger, they're not aggressive. If physically threatened, they can stand on their back legs to about 7 feet tall, and claw and bite their opponents. They often befriend and protect lone travellers through their area using their plant-control powers. Hooks: - A player character who becomes separated from their group in the woods might encounter a moss dragon, or perhaps a tangle of them, willing to assist them if they can co-operate. - A small child who has gone missing might have been found by a protective tangle of moss dragons in the woods. Tracking them to the pond will be difficult, and then convincing them that they mean no harm to their new child might make things more complicated. - A town wishing to expand needs to fell trees, which are in an area inhabited by moss dragons. The otherwise peaceful creatures start attacking loggers, and the town puts up a reward for anyone able to rid the forest of the creatures. MOSS DRAGON Medium monstrosity, unaligned Armour Class 14 (natural armour) Hit Points 22 (4d8 + 4) Speed 20ft., swim 40ft. Str 12 (+1); Dex 13 (+1); Con 12 (+1); Int 5 (-3); Wis 17 (+3); Cha 14 (+2) Proficiency bonus +2 Skills Nature -1 Damage resistances poison Senses darkvision 50ft., passive Perception 13 Languages understands Druidic, but can't speak Challenge 1 (200 XP) Natural Spellcasting. The moss dragon is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells: At will: druidcraft 3/day: entangle, thorn whip 1/day: spike growth ACTIONS Multiattack. The moss dragon can make two claw attacks or one claw and one bite attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d3 + 1) slashing damage. Updated from an earlier post, published on 23 June 2019. Swordmites, as they are affectionately known, are chaos-infused offshoots of the Mimic species. When grasped, their minor telepathy allows them to sense the shape that their wielder desires, and shift to reflect that. The shapes are always slightly organic-looking, with crystalline blades, and odd horns, spikes, eyes, and other protrusions.
Swordmites are found in unusual places, often deep in the Underdark, though there are rumours of a weaponsmith farming them for sale somewhere in the Human realms. Those who bear a swordmite often find themselves with a hand on the weapon's hilt or handle, which they find comforting. They often also sleep beside their weapons, and find the swordmite's little mouth nuzzling up against their skin somewhere. Swordmites are slightly intelligent, and easy to please with attention and physical contact. They are able to speak, although they cannot pronounce or understand many words, and often resort to "baby speak". Swordmites that have experienced large amounts of combat often manifest magical qualities, and become more powerful as they age. If a swordmite's wielder dies, the swordmite suffers psychic feedback, and usually loses their gained powers. Once every few years, the swordmite will crawl off somewhere to bud, laying little crystalline eggs. The wielder is aware of the swordmite's absence, but feels unalarmed about the situation. Hooks:
Statistics: When unbonded, a swordmite is a Tiny sized Monstrosity with 3 hit points, and an Intelligence score of 2. When they have bonded with a host (over a long rest's worth of skin-to-skin contact), they can change into the form of a normal melee weapon, with a clearly unusual appearance. They function as an ordinary weapon of that type until the next time the user gains a level. From this point, attacks using the swordmite count as being magical for the purposes of resistance and immunity to nonmagical attacks. The swordmite can change the form of weapon it takes when the bonded user finishes a long rest. The second time that the bonded user gains a level, attacks using the swordmite gain a +1 bonus to attack and damage rolls. The third time that the bonded user gains a level, when attacks using the swordmite roll a 20 on the attack roll, the target takes an additional 2d6 points of damage if the target isn't a construct or undead, of the weapon's type. The bonded user then gains 5 temporary hit points. The fourth time that the bonded user gains a level, the swordmite reaches its final stage and takes on a permanent magical quality. At the GM's discretion, the swordmite gains the special qualities (but not necessarily the shape) of one of the following magic weapons, based on a creature it has been used to slay: - dagger of venom, dancing sword, defender, dragon slayer sword, flame tongue, frost brand, giant slayer, luck blade (luck quality only), mace of disruption, mace of smiting, mace of terror, scimitar of speed, sword of sharpness, sword of wounding, vicious weapon, or weapon of warning. Swordmites have Intelligence 2, and can sense with sight and hearing within 10 feet, with a Perception skill of +1 and a passive Perception skill of 11. Swordmites do not sleep except when hibernating, so they also guard their wielders while they rest. If sundered by an enemy attacking them directly, they can be harmed and slain as normal. A swordmite's maximum hit points are increased by 5 x the bonded user's proficiency bonus. A newly-hatched swordmite sells for about 1,000 gold pieces to a discerning buyer. Updated for 5e from an earlier post, originally published on 19 April 2019. Leadlight Moths are incorrectly named, as their physiology corresponds to butterflies. They are, however, magically created creatures, and not natural in any way, although they now breed true. These creatures were made by elven mages to decorate some of their cities. They bred much faster than expected, however, and their magical effects were unexpected and a little dangerous.
Leadlight moths can usually only be seen as a flash of multicolored light in the sky, or on the side of a building. However, when influenced by magic or strong light effects, they sometimes form in large swarms, and can be very dangerous. These swarms have no appreciable intelligence, and manifest these spell-like abilities purely for aesthetic purposes, which is incredibly dangerous. Many of these spells cause significant structural damage or loss of life of manifested in populated areas, so anyone who knows of these creatures will try to disperse them and stop them gathering in numbers. SWARM OF LEADLIGHT MOTHS Large swarm of Tiny monstrosities, unaligned Armour Class 10 Hit Points 27 (6d10 - 6) Speed 5ft., fly 20ft. (hover) Str 2 (-4); Dex 13 (+1); Con 9 (-1); Int 1 (-5); Wis 9 (-1); Cha 1 (-5) Proficiency bonus +2 Damage Immunities radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10ft., passive Perception 9 Languages N/A Challenge 4 (1,100 XP) Light Diffraction. When a swarm of leadlight moths is subject to an effect that deals radiant damage, their next swarm spellcasting roll is made with a +5 bonus, and the radius of the spell effect is doubled. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Swarm Spellcasting. If surprised, or disturbed, the swarm rolls 1d6 on the following table, adding 2 if the swarm has taken damage since the start of its last turn. If the die result is a 6, roll an additional d6 and add the result to the roll. The swarm then casts the related spell, centred on the swarm. Note that these effects may harm the leadlight moth swarm. The swarm's innate spellcasting level is 18 and the swarm's spellcasting ability is Constitution (spell save DC 11). The swarm ceases concentrating at the end of its next turn, or if it manifests another spell effect which requires concentration. Roll --- Spell effect 1 - dancing lights 2 - colour spray (affects targets within a 15-foot radius of the swarm) 3 - hypnotic pattern 4 - daylight 5 - confusion 6 - circle of power 7 - sunbeam (affects targets within a 10-foot radius of the swarm) 8 - prismatic spray (affects targets within a 10-foot radius of the swarm) 9 - sunburst 10+ - prismatic wall (as a 30-foot diameter sphere around the swarm) ACTIONS Flutter. Melee Weapon Attack: +3 to hit, reach 0ft., all targets in the swarm's space. Hit: 1 (1d3 - 1) slashing damage and 3 (1d6) radiant damage, and the target must succeed on a DC 11 Dexterity saving throw or be blinded until the start of its next turn. Updated from an earlier post, originally posted on 27 March 2018. These bizarre creations, now known only in ancient art dating back to the Age of Giants, are thinking machines that could control their slaves. For some esoteric reason, they are always depicted leading a band of lesser humanoids on collars.
The cogitators, as they were known, were forged of dark magic and forbidden technology. First, the head of a dying giant overlord was removed and preserved and enlarged by necromantic means. Then, mutilating blades and grasping arms were added, as well as a sheath of armour and a furnace of unknown origin, powering the entire creature and enabling it to float. These cogitators were capable of incredible intelligence and logistical management, organizing enormous constructions. They usually keep a gaggle of slaves on leashes, who can go no further than fifty feet from them, to prevent destructive magic being unleashed on them. Hooks:
COGITATOR Huge monstrosity, lawful evil Armour Class 17 (natural armour) Hit Points 189 (18d12 + 72) Speed 15ft., fly 20ft. (hover) Str 14 (+2); Dex 9 (-1); Con 18 (+4); Int 21 (+5); Wis 16 (+3); Cha 14 (+2) Proficiency bonus +5 Saving Throws Int +10, Wis +8 Skills History +15 Damage Resistances necrotic, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine Senses truesight 60ft., passive Perception 13 Languages Giant, telepathy 50ft. Challenge 15 (13,000 XP) Adamantine Weapons. The cogitator's weapon attacks are magical and adamantine weapons. These attacks deal full damage to petrified targets. Petrifying Gaze. If a creature starts its turn within 50 feet of the cogitator and the two of them can see each other, the cogitator can force the creature to make a DC 17 Constitution saving throw if the cogitator isn't incapacitated. On a failed save, the creature magically 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. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the cogitator until the start of its next turn, when it can choose to avert its eyes again. If it looks at the cogitator in the meantime, it must immediately make the save. The cogitator's gaze cannot be reflected by shiny surfaces, but can be reflected by magic. Vivisection. A creature that witnesses an ally it can see within 30 feet reduced to 0 hit points by the cogitator's many blades must make a DC 15 Charisma saving throw or become frightened of the cogitator. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature remains frightened. ACTIONS Many Blades. Melee Weapon Attack: +7 to hit, reach 10ft., each target within reach. Hit: 23 (6d6 + 2) slashing damage. If the target is reduced to 0 hit points by this attack, it is slain instantly and turned into a pile of 8-inch by 4-inch by 4-inch bricks and whatever other parts have been trimmed off to make these shapes. Radiant Sight (Recharge 5-6). Ranged Spell Attack: +10 to hit, range 120ft., up to two targets. Hit: 42 (12d6) radiant damage, and the target emits bright light in a 5-foot radius until the end of their next round. Attacks against the target have advantage until this light ends. Also posted on Game Masters Stash on 29 February 2020. Although they are physiologically different, these creatures seem to be related to the infamous Purple Worm of the Underdark. However, they have adapted for burrowing through lighter materials than solid stone, and lack the venomous tail stinger for which purple worms are so well-known. These brown worms are vicious predators of the desert, and will attack anyone crossing their territory, pausing only when prey reaches solid footing, or ceases movement.
BROWN WORM Gargantuan monstrosity, unaligned Armour Class 18 (natural armour) Hit Points 247 (15d20 + 90) Speed 50ft., burrow 30ft. Str 28 (+9); Dex 7 (-2); Con 22 (+6); Int 1 (-5); Wis 8 (-1); Cha 4 (-3) Proficiency bonus +5 Saving Throws Con +11, Wis +4 Senses blindsight 30ft., tremorsense 200ft., passive Perception 9 Languages N/A Challenge 15 (13,000 XP) Sand-Burrower. The brown worm can burrow through sand and earth at its burrow speed, but not solid rock. ACTIONS Multiattack. The brown worm can make a bite attack and up to two attacks with its tendril mouths. Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tendril Mouths. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage, and the target must make a DC 11 Strength saving throw or be grappled by the worm. If the target is grappled by the worm at the start of the worm's turn, they must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm, as the worm's bite attack. Updated from an earlier post, originally published on 16 June 2021. Akkursid are hateful magical creatures created when a creature dies slowly of a curse. They feed on magical energy, existing in constant horrific pain, and wishing to inflict that pain outwards into others. The only thing that relieves the pain for them is stealing others’ magic.
Hooks: • At lower levels, a single akkursid can be a potent foe, perhaps haunting a location with persistent spells. They might even be draining magical power from lighting or similar enhancements to a settlement. • Although akkursid are sometimes tragic creatures, they are very dangerous, and a nest of them making their way across the land should be very frightening, prompting several bounties and promises of reward. • Some kind of magical curse large enough to kill a town or city might spawn a large number of akkursid. Adventurers trying to explore a location like this will be in constant danger of attacks by magic-hungry monsters. AKKURSID Medium monstrosity, chaotic evil Armour Class 13 (natural armour) Hit Points 44 (8d8 + 8) Speed 20ft. Str 13 (+1; Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 15 (+2); Cha 17 (+3) Proficiency bonus +2 Skills Arcana +3, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed, paralyzed, poisoned, stunned Senses darkvision ft., passive Perception 12 Languages N/A Challenge 4 (1,100 XP) Magic-Drinker. The akkursid has advantage on saving throws against spells and other magical effects, and has resistance to damage from spells or other magical effects. ACTIONS Multiattack. The akkursid can make two claw attacks, and casts a curse bolt if it is able to. Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing damage. The akkursid can choose to grapple the opponent (escape DC 11) instead of dealing damage, it it wishes. Curse Bolt (recharge when the akkursid makes a successful saving throw against a spell or other magical effect). Ranged Spell Attack: +5 to hit, range 120ft., one target it can see. The target gains no benefit from cover against this attack. Hit: 13 (4d6) fire damage, 14 (4d6) lightning damage, and 14 (4d6) psychic damage. If this reduces the target to 0 hit points, it is disintegrated. Updated for 5e from an earlier post, on 23 February 2019. Stronger than its sapling cousins, the copse blight is a potent defender of the woodlands from invaders. Towering in size, these blights are the size of full-grown trees and can move at terrifying speed. Like other blights, these creatures are awoken by fell magic and drink the darkness of the soil into their own being.
COPSE BLIGHT Large plant, neutral evil Armour Class 16 (natural armour) Hit Points 75 (10d10 + 30) Speed 20ft. Str 22 (+6); Dex 9 (-1); Con 16 (+3); Int 4 (-3); Wis 9 (-1); Cha 3 (-4) Proficiency bonus +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened Senses blindsight 60ft. (blind beyond this radius). passive Perception 9 Languages understands Common but can't speak Challenge 4 (1,100 XP) False Appearance. While a copse blight remains motionless, it is indistinguishable from a tree or fallen log. ACTIONS Crushing lumber. Melee Weapon Attack: +8 to hit, reach 10ft., one or two targets, who must be adjacent to one another. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Entangling Plants (Recharge 5-6). Grasping roots sprout in a 30-foot radius centred on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 16 Strength saving throw or become restrained. A creature can use its action to make a DC 16 Strength check,, freeing itself or another entangled creature within reach on a success. These malevolent spirits lurk within cursed coins until they believe they are unobserved, then scurry away to cause havoc. It is thought that these spirits arise from those unjustly tricked out of their wealth, or who die just short of attaining the riches they think they deserve. Wracked by lust for wealth, they destroy riches- slashing valuable paintings, tearing jewellery apart, and defacing coins.
NUMISMAGHEIST Tiny undead, usually chaotic evil Armour Class 14 (natural armour) Hit Points 10 (3d4 + 3) Speed 15ft. Str 8 (-1); Dex 16 (+3); Con 12 (+1); Int 6 (-2); Wis 10 (+0); Cha 5 (-3) Proficiency bonus +2 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious Senses darkvision 30ft., passive Perception 10 Languages N/A Challenge 1/2 (100 XP) False Appearance. While a numismagheist remains dormant, it is indistinguishable from an inanimate coin, although its specific type of coin (face markings and value) can be recognized if it has been seen before. Tiny Size. A numismagheist has a +10 bonus on rolls to escape grapples, and cannot be targeted by opportunity attacks. ACTIONS Talons. Melee Weapon Attack: +5 to hit, reach 0ft., one target. Hit: 3 slashing damage. Devalue. The numismagheist damages an artwork or piece of jewellery it can reach, reducing its value by 1d6 gp, or halving the value of a coin. With this spell, you allow your Great Old One patron full control of your body for a short time, to wreak whatever destruction it wills.
UNSHACKLE THE GREAT OLD ONE 4th-level abjuration (Warlock spell - Great Old One patron only) Casting Time: 1 bonus action Range: Self Components: V Duration: 1 minute With a whispered utterance, you let slip the bounds that protect you from the full might of your patron's power, allowing it free rein. You transform into a hybrid aberration-creature, your shape twisted and rent by unreality. It is neither your full patron nor yourself any longer, but something truly in between. The transformation lasts for the duration, or until your new shape drops to 0 hit points or dies. The new form is that of an Aberrant Patron, as below. Your game statistics, including mental ability scores, are replaced by the statistics of the aberrant patron, although you retain some control. You assume the hit points of the aberrant patron form, and if you attempt to resume control and end the spell early, you must succeed on a Charisma saving throw against your warlock spell save DC at the end of your turn. On a failure, the aberrant patron retains control for the next round. When you revert to your normal form, either by ending the spell early, or by the spell's duration expiring, you return to the number of hit points you had before you transformed. If you revert to your normal form as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce you to 0 hit points, you aren't knocked unconscious. You are limited in the actions you can perform by the nature of your new form, and you can't cast use any class features or spells unless the aberrant patron form also has them. Your gear and carried items meld into the new form, although your aberrant patron form generally can't activate, use, wield, or otherwise benefit from any of your equipment. ABERRANT PATRON Medium aberration (shapechanger), usually neutral evil Armour Class 16 (natural armour) Hit Points 68 (8d8 + 32) Speed 40ft. Str 16 (+3); Dex 14 (+2); Con 18 (+4); Int 14 (+2); Wis 14 (+2); Cha 19 (+4) Proficiency bonus +3 Saving Throws Con +7, Cha +7 Skills Insight +5, Perception +5 Damage Resistances psychic Condition Immunities charmed, frightened Senses darkvision 60ft., passive Perception 15 Languages any languages you speak, telepathy 60ft. Challenge 7 (2,900 XP) Aberrant Origin. The aberrant patron ignores the effects of its own spells, and is immune to damage from its own spells. Innate Spellcasting. The aberrant patron's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: arms of Hadar 1/day: hunger of Hadar Patron Features. The aberrant patron gains the following warlock class features, if their warlock is of a level to have them: awakened mind, entropic ward, thought shield, and create thrall. If these features have limited uses, the aberrant patron's uses are counted separately from the warlock's. ACTIONS Multiattack. The aberrant patron makes one claw attack and one tentacle attack. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage. Tentacle. Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and 3 (1d6) psychic damage. Psychic Assault (Recharge 5-6). The aberrant patron selects a target it can see within 60ft. The target must make a DC 15 Charisma saving throw, and takes 28 (8d6) psychic damage on a failed saving throw, or half as much on a successful one. Excoriants, informally known as 'Flayed', are horrifying creatures made from humanoids tortured past the point of madness. They lash out at all living things within sight, seeking only to inflict pain on others. They are occasionally created by evil-aligned groups as shock troops for unleashing on soft targets. Excoriants are short-lived, and resistant to any healing magics.
Excoriants look like humanoids without skin, their muscled torsos glistening and bleeding. Their eyes burn with a yellow light, and their teeth gnash. Magical torture, which shall not be described here, creates one of these over the course of six days and six nights. All of the target's skin is removed, and they emerge as a bloody and murderous creature, frenzied by their own agony. They continue existing only through slaying other living creatures. Hooks:
EXCORIANT Medium humanoid (excoriant), chaotic evil Armour Class 11 (natural armour) Hit Points 30 (4d8 + 12) Speed 40ft. Str 16 (+3); Dex 16 (+3); Con 16 (+3); Int 6 (-2); Wis 8 (-1); Cha 2 (-4) Proficiency bonus +2 Saving throws Dex +5 Skills Athletics +5, Perception +1 Condition Immunities exhaustion, stunned Senses passive Perception 11 Languages N/A Challenge 2 (450 XP) Frenzy. When reduced to 15 or fewer hit points, an excoriant gains a +2 bonus on melee weapon damage rolls, and has advantage on attack rolls with melee weapon attacks. Attack rolls against them have advantage. While in a frenzy, an excoriant cannot distinguish between allies and foes, except other excoriants. Short-Lived. Each round that an excoriant makes an attack roll, they lose 1d4 hit points. Excoriants can't regain hit points or gain temporary hit points by any means other than strength from pain, below. Strength from Pain. An excoriant gains succor from harming other living beings. Any time the excoriant harms another living being with a melee weapon attack, they regain 1d4 hit points. If they slay another living being, their maximum and temporary hit points are increased by 10. Unpleasant Exterior. Excoriants have advantage on attempts to escape a grapple or bonds. ACTIONS Multiattack. The excoriant makes two longsword attacks, or one longsword attack and one claw attack. If the excoriant is in a frenzy, it instead makes three claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must success on a Strength saving throw (DC 13) or become grappled. Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) slashing damage. A Haruspex is one who divines the future from the entrails of animals, in a gruesome practice known as haruspicy. These gory shamans use their magical talents and control of nature to protect their interests and to bring bloody ruin to their enemies. Some say they have surrendered something of their humanity to become something more. Whatever their origin, they are menacing foes and eerie allies.
Hooks:
HARUSPEX Medium humanoid (any race), usually chaotic neutral Armour Class 12 (leather armour) Hit Points 58 (9d8 + 18) Speed 30ft. Str 11 (+0); Dex 12 (+1); Con 14 (+2); Int 9 (-1); Wis 21 (+5); Cha 16 (+3) Proficiency bonus +3 Skills Medicine +8, Nature +2, Perception +8 Senses passive Perception 18 Languages Druidic plus any other two languages Challenge 6 (2,300 XP) Spellcasting. The haruspex is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The haruspex can cast the following druidic spells: At-will: druidcraft, guidance, thorn whip, vicious mockery 2/day each: call lightning, conjure woodland beings, hallucinatory terrain 1/day: evellerecor Vicious Insight. The haruspex can cast divination as a ritual up to once per month, requiring the fresh body of a humanoid creature. ACTIONS Filthy claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. Inspire Cult (Recharges after a Short or Long rest). For 1 minute, the haruspex can utter ritual incantations and warnings whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 roll provided it can hear and understand the haruspex. A creature can only benefit from one inspire cult die at a time. This effect ends if the haruspex is incapacitated. Standing nine feet tall with broad shoulders and a scarred, wolflike face, Drozgokath is one of the most feared devils of the Nine Hells. He wears the skin of a legendary lion of the Outlands atop his shoulder, and is clad in armour forged in Mechanus of the finest mithril. Drozgokath walks with a predator's confidence, and utter confidence in his skills. In the Nine Hells and beyond, Drozgokath is feared as one of the most dangerous and insightful of his kind- lawyers.
Yes, Drozgokath is an expert at law- all of them. From multiversal cross-jurisdictional interaction to simple contract nuance, Drozgokath's powers of interpretation, persuasion, and nullification are legendary. The inevitables of Mechanus acknowledge his prowess and objectivity, and even Solars grudgingly acknowledge his righteousness from time to time. Hooks:
Rot Archons are the horrifying result of a divine rescue mission gone bad. Many years ago, the soul of a mortal hero had been stolen away by the Demon Lord of the Undead, and the forces of the Heavens decided that this was not something which could not stand. One dozen archons, clad in glittering raiment and armed with the finest of the Heavens' arsenal, were dispatched to retrieve the hero's soul and bring it from perdition. They did not succeed. The Demon Lord of the Undead had laid a trap for the forces of Heaven, and one by one, these archons were trapped, tortured, and corrupted into horrifying monsters.
These rot archons, as they are now known, embody corruption and death in all they are, their divine essence fuelling their constant, churning decay. Everywhere they go, death is hastened. Since the Demon Lord's eternal death, the rot archons have been distributed by and among some of his favoured lieutenants, and are sometimes sent to the mortal planes when the power of Death needs strengthening. Hooks:
ROT ARCHON Large fiend (demon), neutral evil Armour Class 17 (natural armour) Hit Points 135 (18d10 + 36) Speed 0ft., fly 50ft. (hover) Str 5 (-2); Dex 21 (+5); Con 14 (+2); Int 19 (+4); Wis 27 (+8); Cha 29 (+9) Proficiency bonus +6 Saving Throws Dex +11, Con +8, Wis +14, Cha +15 Skills Arcana +10, Perception +14, Religion +10 Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned, stunned Senses Truesight 120ft., passive Perception 24 Languages Understands all languages but cannot speak, telepathy 120ft. Challenge 17 (18,000 XP) Corrupted Grace. The rot archon has advantage on saving throws against spells and other magical effects. Corrupted Weapons. The rot archon's weapon attacks are magical. When the rot archon hits with any weapon, the weapon deals an extra 18 (4d8) necrotic damage (included in the attack below). Divine Awareness. The rot archon is aware of any living being within 120ft. Innate Spellcasting. The rot archon's spellcasting ability is Charisma (spell save DC 25, +15 to hit with spell attacks). It can innately cast the following spells, requiring no verbal or material components: 3/day each: circle of death, finger of death 1/day each: power word kill, power word stun, weird Necrotic Aura. At the start of the rot archon's turn, each creature within 60ft. of it takes 5 (2d4) points of necrotic damage. For creatures making death saving throws, this inflicts two failed saving throws. ACTIONS Touch of Rot. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 10 (3d6) poison damage and 18 (4d8) necrotic damage, and the target is poisoned until the end of their next turn. While poisoned by this effect, the target also has disadvantage on saving throws against the rot archon's innate spellcasting. Strength from Death. The rot archon touches a dying creature within 5ft., and regains 70 hit points. This effect also ends any special conditions affecting the rot archon. The dying creature is immediately killed. Updated from the original version of the Rot Archon, originally published on 24 April 2019. Skandhamaran demons, known as Red Furies, are a part of the armies of the Abyss, great fiendish giants driven to pure rage by constant torment and magical imprisonment within their armour. They are engines of destruction when unleashed upon the battlefield, as risky to their allies as to their foes. They are generally only used when the situation is dire - or when great and painful destruction is desired. They use great chains of cold-forged black iron attached to enormous bone weights as terrible flails.
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SKANDHAMARAN (RED FURY) Huge fiend (demon), chaotic evil Armour Class 22 (juggernaut plate) Hit Points 172 (15d12 + 60) Speed 20ft. Str 24 (+7); Dex 12 (+1); Con 19 (+4); Int 8 (-1); Wis 12 (+1); Cha 9 (-1) Proficiency bonus +5 Saving Throws Str +12, Con +9, Cha +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120ft., passive Perception 11 Languages Abyssal, telepathy 120ft. Challenge 13 (10,000 XP) Magic Resistance. The skandamaran has advantage on saving throws against spells and other magical effects. Red Fury. If the skandhamaran is reduced to 85 hit points, or if it begins its turn with 85 or fewer hit points, it enters a fury until the end of its next round. While in a fury, attacks against the skandhamaran have advantage, and the skandhamaran gains advantage on all of its attacks. While in a fury, the skandhamaran gains +6 to its damage with any melee attacks, and gains resistance to all damage except psychic and radiant damage. Siege Monster. The skandhamaran deals double damage to objects and structures. ACTIONS Flailstorm. The skandhamaran makes one flail attack on each creature within 15 feet. Multiattack. The skandhamaran makes three flail attacks and one stomp attack. Flail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Stomp. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Updated from the original version of the Red Fury, originally published on 2 July 2020. These destructive beasts hail from the Abyss, where the destruction they wreak is unpredictable, constant, and ever-present. When summoned to the Material Plane through a Demongate, they cause tremendous damage, sometimes destroying cities. All sensible forces agree that these monsters are a blight that must be stopped. They gout flame from within when struck.
The smallest of these beasts measure about fifty feet long, while the stories of raving maniacs tall of some nearly a mile long in the Deep Abyss, unthinkably vast and forging landscape in their wake. RAVENOUS HELLION Gargantuan fiend (demon), chaotic evil Armour Class 19 (natural armour) Hit Points 270 (20d20 + 60) Speed 40ft., burrow 20ft. Str 27 (+8); Dex 9 (-1); Con 17 (+3); Int 1 (-5); Wis 7 (-2); Cha 5 (-3) Proficiency bonus +6 Saving Throws Con +9, Int -2, Wis +1, Cha +0 Damage Resistances acid, cold; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities fire Condition Immunities blinded Senses blindsight 40ft., tremorsense 120ft., passive Perception 8 Languages - Challenge 17 (18,000 XP) Abyssal Tunneller. The ravenous hellion can burrow through solid rock or magma at half its burrow speed, and leaves a 15-foot diameter tunnel in its wake. Devourer. At the start of its turn, the hellion attempts to devour any creature it has grappled. The ravenous hellion can make a free bite attack against the creature, and if it hits, the creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the ravenous hellion, and it takes 21 (6d6) fire damage and 21 (6d6) bludgeoning damage at the start of each of the ravenous hellion's turns. If the ravenous hellion takes 40 or more damage on a single turn from a creature inside it, the ravenous hellion must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ravenous hellion. If the ravenous hellion dies, a swallowed creature is no longer restrained by it, and can escape from the corpse using 30 feet of movement, exiting prone. Internal Flames. A creature that strikes the ravenous hellion with a melee weapon attack must make a Dexterity saving throw (DC 13) or take 14 (4d6) fire damage. A creature that successfully saves takes half damage. Siege Monster. A ravenous hellion deals double damage to objects and structures. ACTIONS Bite. Melee Weapon Attack: +14 to hit, reach 20ft., up to three targets who must be within 5 feet of each other. Hit: 34 (4d12 + 8) piercing damage and 14 (3d6) fire damage, and the target is grappled (escape DC 22). Thrash. Melee Weapon Attack: +9 to hit, reach 10ft., up to three targets within reach. Hit: 24 (6d6 + 3) bludgeoning damage and 14 (4d6) fire damage), and the target must make a Strength saving throw (DC 22) or be knocked prone. Updated from the earlier version of the Ravenous Hellion, originally published on 9 August 2019. Hellions are minor demons, often used as foot soldiers in Abyssal armies. They are plentiful and dangerous individually, but can wear down more skilled opponents by virtue of numbers.
Hellions are loathsome, grey-skinned beasts with typical "demonic" features- a sinuous tail, sweeping horns, and taloned hands and feet, as well as a vile grin full of sharp teeth and slobber. They often scamper on all fours, but can walk on their feet, adopting an alien gait when they do so. Although they possess little in the way of skill, their numbers and determination can wear down opponents, and Abyssal generals often think nothing of hurling thousands of these at the walls of an opponent to keep them busy while more powerful demons enact their own plans. Hooks:
HELLION Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 22 (5d6 + 5) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 1 (200 XP) Predator Tactics. The hellion has advantage on an attack roll against a creature if at least one of the hellion's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claws attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a Strength saving throw (DC 11) or be knocked prone. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) slashing damage. HELLION TERVAGANT Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 31 (7d6 + 7) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 14 (+2); Cha 14 (+2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 12 Languages abyssal Challenge 2 (450 XP) Fiendish Patron. The hellion tervagant is granted powers by their fiendish master, and can cast the following spells (spell saving throw DC 12, +4 to hit with spell attacks): At will: armour of Agathys, bane, true strike. Predator Tactics. The hellion tervagant has advantage on an attack roll against a creature if at least one of the hellion tervagant's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion tervagant deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claw attack. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage. Eldritch Blast. Ranged Spell Attack: +4 to hit, range 300ft., two targets. Hit: 11 (2d8 + 2) force damage, and the target is poisoned until the end of their next turn. THRONG OF HELLIONS Huge mob of small fiends (demons), chaotic evil Armour Class 12 (natural armour) Hit Points 112 (15d12 + 15) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +3 Damage Resistances cold, fire; bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 8 (3,900 XP) Bring Down the Prey. The mob of hellions has advantage on melee attacks against any creature whose space it occupies, or any creature whose space it entirely surrounds. In addition, the mob of hellions deals an additional 7 (2d6) points of damage whenever it hits a target with a weapon attack and has advantage on the attack roll. Mob. The mob can occupy another creature's space and vice versa, and the mob can move through any space large enough for a Small creature. The mob can't regain hit points or gain temporary hit points. ACTIONS Bites and Claws. Melee Weapon Attack: +5 to hit, reach 5ft., each target in the mob's space. Hit: 14 (5d4 + 2) slashing damage. Earlier version of the Hellion originally published on 15 June 2019. Those who forsake morality to seek earthly satisfaction in life are punished by Gluttivores in the Nine Hells. Gluttivores, or Gorge Devils, as they are less formally known, are hungry fiends who devour their prey, dissolving them slowly over the course of agonizing years or even decades.
Gluttivores are usually slightly larger than Ogre-sized, although more colossal examples are known. They shamble slowly, but have great reach with their tremendous claws, and their jaws can distend to swallow far more than they would seem to be able to fit. Their targets are conscious as they are digested, paralyzed and unable to struggle against the unyielding acids of the creature's appetite. Their immensely swollen bellies are grossly distended, and their victims can be glimpsed, sloshing around inside. Hooks:
GORGE DEVIL (GLUTTIVORE) Large fiend (devil), lawful evil Armour Class 15 (natural armour) Hit Points 105 (10d10 + 50) Speed 15ft. Str 19 (+4); Dex 7 (-2); Con 21 (+5); Int 7 (-2); Wis 9 (-1); Cha 5 (-3) Proficiency bonus +3 Saving Throws Con +8, Cha +0 Damage Resistances acid, cold, fire; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities diseased, poisoned Senses darkvision 90ft., passive Perception 9 Languages Infernal, telepathy 60ft. Challenge 7 (2,900 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Gorger's Belly. The belly of a gorge devil can store a vast amount of volume, up to one Large creature, four Medium creatures or eight Small or smaller creatures. Creatures within the gorge devil's belly at the start of their turn must succeed on a DC 16 Constitution saving throw or become paralyzed for 1 year. A target who becomes paralyzed reduces their current and maximum hit points by 1d6 initially and again every 7 days thereafter, and can make a saving throw at the end of the year, ending the paralysis effect if they succeed. A victim who is freed from the gorge devil's belly can make another saving throw after finishing a long rest. Infernal Choler. A gorge devil is swollen with foul and corrosive fluids. A creature who hits a gorge devil with a melee weapon attack must succeed on a DC 11 Dexterity saving throw or takes 10 (3d6) points of acid damage. On a successful saving throw, the target takes half the damage. Magic Resistance. The gorge devil has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The gorge devil makes two claw attacks. If the gorge devil is restraining a target at the start of its turn, it swallows the target. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is restrained (escape DC 15). If the target was grappled by the gorge devil's claw attack, the gorge devil has advantage on the bite attack against the target, and the target has disadvantage on their escape check. Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 15). Updated from the earlier version of the Gorge Devil, originally published on 11 July 2019. These devilish knights are simultaneously a punishment for minor sinners, and soldiers for the Nine Hells. They wear smoldering iron plate armour, glowing internally from the fire of their punishment. They are heralded by their own howling cries of agony, trapped within the armour and unable to escape.
These Phalarigons, or furnace devils, as they are known to mortals, are a grim force of soldiers who take arms across a battlefield. They are used as shock troops, and often led by Hamatula or Cornugons in battle. Although they are relatively slow-moving, they are vicious and terrifying opponents. Between Blood Wars, they are often deployed as guards in fortresses of Hellish lords. On being slain, their fire extinguishes and their armour clatters to the ground empty, with a final scream of release. Hooks:
FURNACE DEVIL (PHALARIGON) Medium fiend (devil), lawful evil Armour Class 18 (full plate) Hit Points 60 (8d8 + 24) Speed 25ft. Str 19 (+4); Dex 13 (+1); Con 17 (+3); Int 9 (-1); Wis 11 (+0); Cha 6 (-2) Proficiency bonus +3 Saving Throws Str +7, Con +6, Cha +1 Skills Athletics +7, Intimidation +1 Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 10 Languages infernal Challenge 5 (1,800 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Internal Fire. At the start of each of the furnace devil's turns, each creature within 5 feet takes 7 (2d6) fire damage, and flammable object in the aura that aren't being worn or carried ignite. The furnace devil's melee weapon attacks deal an additional 7 (2d6) points of fire damage (which is included in the statistics below). A furnace devil does not take damage from their own internal fire, although they are in incredible pain. Terrifying Howls. A furnace devil screams constantly in fiery agony, their screams carrying and making them easily able to be heard within 100 ft.. Creatures that can hear them within 60ft. become supernaturally agitated by their howls, and must succeed on a DC 9 Charisma saving throw or become frightened until the for 1 minute. ACTIONS Multiattack. The furnace devil makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage, and 7 (2d6) fire damage. Updated from the original version of the Furnace Knight, originally posted on 11 April 2019. |
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