Tome Of Beasts 2 - Flip eBook Pages 51-100 (2024)

49 TOME OF BEASTS 2 B The vaguely humanoid creature has an oblong head with a pair of deep-set black eyes, a pair of antennae, and grasping mandibles. The creature is covered in a chitinous shell that is deep red, almost black in color. As it moves, it makes a strange sound, as though it is asking unintelligible questions in gibberish. Purveyors of Mud. Brachyura shamblers are foul, vaguely humanoid, semi-intelligent creatures that live in the mud and primarily eat carrion. They eat fresh kills when they can, but they find it easier to eat what is already dead. Because of their filthy living conditions and unsanitary diet, they carry disease, which they easily spread to those they encounter. Related to the Sporous Crab. The brachyura often share living space with the sporous crab (see page 398) and are likely distantly related to them. The crabs are of much lower intelligence, leaving their relationship more like that of a master and pet. The crabs also support the brachyura when their lairs are attacked. BRACHYURA SHAMBLER Medium monstrosity, neutral evil Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 6 (−2) 12 (+1) 8 (−1) Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 11 Languages Brachyura Challenge 4 (1,100 XP) Puncturing Claws. A creature that starts its turn grappled by the brachyura shambler must succeed on a DC 13 Strength saving throw or take 7 (2d6) piercing damage. ACTIONS Multiattack. The brachyura shambler makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage. Diseased Spit. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one creature. Hit: 7 (2d4 + 2) acid damage. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by 1 level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. Brachyura Shambler

B TOME OF BEASTS 2 50 A bear with the top of its head covered in a strange, slick, black substance looks around with purpose. Parasitic. Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it. Calculating. The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast. Druidic Enemies. Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area. BRAIN HOOD Tiny aberration, neutral evil Armor Class 13 Hit Points 22 (5d4 + 10) Speed 20 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 4 (−3) 16 (+3) 14 (+2) 17 (+3) 15 (+2) 10 (+0) Saving Throws Dex +5 Damage Resistances bludgeoning Condition Immunities prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages Common, telepathy 60 ft. Challenge 1/2 (100 XP) Merge with Beast. If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast’s head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood’s statistics are replaced by the statistics of the beast, including the beast’s hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can’t be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature. Speak with Beasts. While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language. Innate Spellcasting (Psionics). The brain hood’s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components: At will: acid splash, chill touch, firebolt, ray of frost, shocking grasp 3/day each: detect magic, magic missile, sleep 1/day each: blur, burning hands, hold person ACTIONS Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait). Brain Hood

51 TOME OF BEASTS 2 B This creature is a disturbing combination of wolf and locust, and the smoke it exhales hovers thickly around it. Fur surrounds its locust head, and long, insectoid legs extend from its canine body. Unnatural Origin. Brimstone locusthounds are the result of magical experimentation. Scholars are uncertain if the experiment went terribly wrong or if the creatures turned out as originally intended. The wizards who created them have been dead for thousands of years, allowing theories—and the wizards’ creations—to run wild ever since. Migrating Packs. Brimstone locusthounds build their nests below ground, in caves, or in buried ruins. They are migratory omnivores, and they prefer areas where fungi and small prey are plentiful. Though less caring for each other than most canines, brimstone locusthounds often form packs to rear young and when food is plentiful. However, when food becomes scarce, a pack of locusthounds tears itself apart, cannibalizing its weakest members, and the survivors scatter to the wind. BRIMSTONE LOCUSTHOUND Medium monstrosity, neutral Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 3 (-4) 9 (-1) 6 (-2) Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Smoky Aura. The brimstone locusthound emits a dense, choking smoke within 10 feet of itself. Each non-brimstone locusthound creature that enters the smoke or starts its turn in the smoke must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn. On a successful saving throw, the creature is immune to the locusthound’s Smoky Aura for 24 hours. At the start of each of its turns, the locusthound chooses whether this aura is active. The smoke is nonmagical and can be dispersed by a wind of moderate or greater speed (at least 10 miles per hour). Smoky Haze. When the brimstone locusthound is targeted by a ranged weapon attack or a spell that requires a ranged attack roll, roll a d6. On a 4 or 5, the attacker has disadvantage on the attack roll. On a 6, the attack misses the locusthound, disappearing into the smoke surrounding it. ACTIONS Multiattack. The brimstone locusthound makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage. Sticky Spittle. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) acid damage, and the target must succeed on a DC 13 Dexterity saving throw or be restrained until the end of its next turn. Brimstone Locusthound

B TOME OF BEASTS 2 52 A bloated purple spider the size of a castle gate, covered in gold, jewels, and its chittering young, lumbers forward. Deep in the bowels of the cursed land of Leng, the spiders of Leng (Tome of Beasts, p. 365) vie for the gaze of the rare broodmothers. War Upon the World. All spiders that reside in Leng hate humanoids with seething passion. Each broodmother looks upon her brood not as children, but as a personal army that shall one day wipe all humanoids from the face of the Material Plane. Champion Suitors. Spiders of Leng often bring treasures or captives back to the broodmother’s cavern to prove their worth as a mate and help grow the broodmother’s army. If a spider’s campaign is deemed worthy, the spider is eaten, its life force and magical talents passing on to the next generation germinating within the broodmother. If a spider is unworthy, it is killed and dropped into the depths of the broodmother’s caverns. Dangerous, Sparkling Caverns. The caverns of the broodmothers hold generations of treasures brought by their many suitors. Though broodmothers love their hoards, their love for themselves and their brood outweighs their ancient greed. Broodmothers often have a great many spiders of Leng protecting their caverns, usually offspring still too young to join the broodmother’s armies or suitors serving as guardians until the broodmother is ready to hatch another brood. BROODMOTHER OF LENG Huge aberration, chaotic evil Armor Class 17 (natural armor) Hit Points 161 (17d12 + 51) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 10 (+0) Saving Throws Dex +6, Con +9, Int +7 Skills Intimidation +4, Perception +4, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, poisoned, unconscious Senses darkvision 240 ft., passive Perception 14 Languages Common, Void Speech Challenge 11 (7,200 XP) Brood Leader. Spiders of Leng and swarms of spiderlings have advantage on attack rolls against creatures within 30 feet of the broodmother who have attacked or damaged the broodmother within the last minute. Eldritch Understanding. A broodmother of Leng can read and use any scroll. Poisonous Blood. A creature that hits the broodmother with a melee attack while within 5 feet of her takes 7 (2d6) poison damage. The creature must succeed a DC 15 Dexterity saving throw or also be poisoned until the end of its next turn. Innate Spellcasting. The broodmother of Leng’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components. At will: charm person, chill touch, comprehend languages, detect magic 3/day each: hold person, suggestion, thunderwave 1/day each: dream, legend lore, mislead, scrying ACTIONS Multiattack. The broodmother of Leng makes two claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage plus 9 (2d8) poison damage. Spit Venom. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 20 (4d8 + 2) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn. Call Brood (1/Day). The broodmother spawns 2d4 swarms of spiderlings (treat as swarm of spiders). Alternatively, the broodmother can magically call 3d6 young spiders of Leng (treat as giant wolf spider) instead. The creatures arrive in 1d4 rounds, acting as allies of the broodmother and obeying her spoken commands. The creatures remain for 1 hour, until the broodmother dies, or until the broodmother dismisses them as a bonus action. REACTIONS Protect the Future. When a creature the broodmother can see attacks her, she can call on a spider of Leng within 5 feet of her to protect her. The spider of Leng becomes the target of the attack instead. Broodmother of Leng

53 TOME OF BEASTS 2 B An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor. Meat Drinkers. Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets’ prey. The plants then stand in the remains and drink in the liquefied gore. Migrating Predators. Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places. Germinating in Gore. In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds. BULBOUS VIOLET Medium plant, unaligned Armor Class 12 Hit Points 38 (7d8 + 7) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 2 (–4) 10 (+0) 2 (–4) Damage Immunities acid Senses passive Perception 10 Languages — Challenge 1 (200 XP) Acid Sacs. When the violet takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the violet must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) acid damage. False Appearance. While the violet remains motionless, it is indistinguishable from other large flowering plants. Flesh Sense. The violet can pinpoint, by scent, the location of fleshbased creatures within 60 feet of it. ACTIONS Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures; each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp. Bulbous Violet

B TOME OF BEASTS 2 54 This horrific creature resembles an enormous, deflated cow’s stomach, studded with thousands of glaring eyes awash with flame. The Horror in the Lake. In certain deep, still lakes located in secluded valleys and mountain glens there lives the butatsch, a terrible monster from the subterranean reaches of the earth. It occasionally rises from the deep underwater caves in which it lives to slaughter and devour any creature that comes within its reach. The butatsch’s amorphous body is easily as big as an elephant, and its countless eyes are frightening to behold. The butatsch burns or melts organic material before absorbing it and leaves nothing behind when it has finished eating. Unsettling Morality. While the butatsch leaves a path of destruction wherever it goes, it is driven by a bizarre morality. It has been known to ignore and even protect weak or defenseless targets, such as farmers and cowherds, against other monsters and humanoids, slaughtering the weaker creatures’ persecutors before vanishing back into the lake from which it came. Immolating Gaze. The butatsch chooses up to three creatures it can see within 60 feet of it. Each target must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) fire damage and is immolated. On a success, a creature takes half the damage and isn’t immolated. Until a creature takes an action to smother the fire, the immolated target takes 7 (2d6) fire damage at the start of each of its turns. Water doesn’t douse fires set by the butatsch’s Immolating Gaze. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) fire damage. Ingest. The butatsch ingests a Large or smaller creature grappled by it, ending the grapple. While ingested, the target is blinded and restrained, it has total cover against attacks and other effects outside the butatsch, and it takes 17 (5d6) acid damage at the start of each of the butatsch’s turns. A butatsch can have up to four Medium or smaller targets or up to two Large targets ingested at a time. If the butatsch takes 30 damage or more on a single turn from an ingested creature, the butatsch must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all ingested creatures, which fall prone in a space within 10 feet of the butatsch. If the butatsch dies, an ingested creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Butatsch BUTATSCH Gargantuan aberration, chaotic neutral Armor Class 17 (natural armor) Hit Points 248 (16d20 + 80) Speed 20 ft., swim 50 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 16 (+3) 17 (+3) 14 (+2) Saving Throws Con +11, Wis +8 Skills Perception +13 Damage Resistances bludgeoning Damage Immunities acid, fire Condition Immunities grappled, paralyzed, prone, restrained Senses truesight 120 ft., passive Perception 23 Languages Common, Deep Speech Challenge 14 (11,500 XP) Thousands of Eyes. The butatsch has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the butatsch isn’t blinded, creatures attacking it can’t benefit from traits and features that rely on a creature’s allies distracting or surrounding the butatsch, such as the Pack Tactics or Sneak Attack traits. ACTIONS Multiattack. The butatsch can use its Immolating Gaze. It then makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 17), and the butatsch uses its Ingest on the target.

55 TOME OF BEASTS 2 C The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth. Punished Fey. Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups. Retain Elements of Individuality. Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness. Deathspeakers. For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by deathspeakers (see page 82). Scholars speculate that they are naturally drawn together because of their penchant for trickery or because they recognize each other from their previous lives, but none know for sure. Undead Nature. The cadaver sprite doesn’t require air, food, drink, or sleep. CADAVER SPRITE Tiny undead, neutral evil Armor Class 14 Hit Points 20 (8d4) Speed 20 ft. STR DEX CON INT WIS CHA 5 (−3) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 8 (−1) Skills Perception +3, Stealth +8 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1/2 (100 XP) ACTIONS Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Corrupting Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn. Invisibility. The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. Cadaver Sprite

C TOME OF BEASTS 2 56 The prow of the ship opens into a gigantic, tooth-filled maw, while humanoid-shaped blobs of flesh swarm over the rails. Bribable. A giant cousin to the mimic, the carnivorous ship is a cunning hunter of the seas. Wise captains traveling through known carnivorous ship hunting grounds carry tithes and offerings to placate the creatures. Solitary Ship Eaters. Carnivorous ships live and hunt alone. Though they prefer to consume wood, metal, rope, and cloth, they aren’t above eating flesh and readily eat entire ships, crew and all. They reproduce asexually after a season of particularly successful hunts. Young carnivorous ships are about the size of rowboats and use the statistics of a mimic, except they also have one drone. As they age, they grow in size, eventually gaining more drones. Drones. Carnivorous ships create vaguely humanoid drones from the flesh of their bodies. These drones are mindless and act under the mental direction of the carnivorous ship. From a distance, the drones appear to be a crew as they move about the deck of the carnivorous ship, but closer inspection reveals their true nature. When the carnivorous ship attacks another ship at sea, the drones swarm over the rails onto the target ship and take down the crew that would stop the carnivorous ship from enjoying its meal. CARNIVOROUS SHIP Gargantuan monstrosity (shapechanger), neutral Armor Class 17 (natural armor) Hit Points 186 (12d20 + 60) Speed 10 ft., swim 60 ft. STR DEX CON INT WIS CHA 23 (+6) 6 (–2) 20 (+5) 7 (–2) 10 (+0) 14 (+2) Skills Deception +12, Perception +5 Damage Immunities acid Condition Immunities prone Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15 Languages understands Common but can’t speak Challenge 13 (10,000 XP) Amphibious. The carnivorous ship can breathe air and water. Drones. Each day at dawn, the carnivorous ship produces up to 12 vaguely humanoid drones. Drones share a telepathic link with the carnivorous ship and are under its control. A drone uses the statistics of a zombie, except it can’t be knocked prone while on the carnivorous ship and can attach itself to the ship as a reaction when the ship moves. The carnivorous ship can have no more than 12 drones under its control at one time. Shapechanger. The carnivorous ship can use its action to polymorph into a Gargantuan ship (such as a galleon) or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. ACTIONS Multiattack. The carnivorous ship makes two bite attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 18 (4d8) acid damage. Spit Cannonballs. The carnivorous ship spits cannonball-like lumps of indigestible metal at up to three points it can see within 100 feet of it. Each creature within 5 feet of a point must make a DC 18 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one. Surge. The carnivorous ship moves up to 400 feet in a straight line and can move through Huge and smaller objects as if they were difficult terrain. This movement doesn’t provoke opportunity attacks. If it moves through a Huge or smaller object, the object takes 55 (10d10) bludgeoning damage. If it moves through a ship, the ship’s pilot can make a DC 15 Wisdom check using navigator’s tools, halving the damage on a success. Carnivorous Ship

57 TOME OF BEASTS 2 C What was a mere patch of green grass suddenly uproots itself and shows its true form: a flat, turtle-like creature with a wide maw filled with sharklike wooden teeth. Grassland Ambushers. The carnivorous sod is a plant monster that disguises itself as a simple patch of grass until it is stepped on. It then uses its grass-like tendrils to trip a creature before biting with its vicious jaws. Carnivorous sods typically prey on small herbivores, such as deer and rabbits, that come to graze on their backs, but they have been known to attack just about anything that treads on them as long as the target is Medium or smaller. Sometimes dozens of carnivorous sods gather together to hunt, though this is due more to happenstance than planning on the part of the monsters. Links to the Fey. Carnivorous sods begin their lives when a fey creature such as a pixie or sprite enchants or simply lays on a patch of grass; the grass soon animates as a plant creature called a stray sod. Stray sods are cultivated by fey to protect their dwellings and fey rings. Eventually, should a stray sod survive for more than a year and be fed a drop of blood, or have blood accidentally spilled on it, it transforms into a carnivorous sod. Once a carnivorous sod is born, it can reproduce naturally through budding, a process which can quickly infest an area with these dangerous creatures. Keep Off the Turf. Grassland-dwelling humanoids like gnolls and nkosi (Tome of Beasts, p. 306) sometimes use carnivorous sods to guard their dwellings and encampments, keeping the sods moving along specific paths with the use of fences and trenches. Druids also use carnivorous sods as guardians, casting spells like plant growth on them to make them into formidable foes for any trespasser. Most notably, a treant may keep a carnivorous sod as a beloved pet. CARNIVOROUS SOD Medium plant, unaligned Armor Class 12 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft., burrow 20 ft. STR DEX CON INT WIS CHA 14 (+2) 6 (–2) 12 (+1) 2 (–4) 10 (+0) 3 (–4) Damage Immunities poison Condition Immunities blinded, deafened, poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) False Appearance. While the carnivorous sod remains motionless, it is indistinguishable from a normal patch of grass. Spell Eater. If the carnivorous sod is in an area targeted by a spell that enhances plants in that area, such as the entangle, plant growth, and spike growth spells, the carnivorous sod absorbs the spell, ending it, and gains 10 temporary hp for each level of the spell it absorbed for 1 hour. Tripping Grass. If the carnivorous sod didn’t move on its previous turn and hits a target with its Grass Trip, it can make one attack with its bite as a bonus action. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Grass Trip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is knocked prone. Carnivorous Sod

C TOME OF BEASTS 2 58 The small cat emits a horrific yowl as its body begins to bulge and swell. Within moments, a massive, veined humanoid covered in patches of fur stands in the cat’s place, casting a mad gaze. Not of This World. A catscratch comes from parts unknown. No one is quite sure of its source, but wherever domestic cats are found, these creatures appear. It is a hybrid monster, created when an aberrant virus infects a cat or cat-like humanoid. Summoned by Rage. An infected cat doesn’t transform until it becomes angry, leaving many communities unaware of the disease until it is too late. Once a cat is sufficiently upset, it swells to a massive size, turning into a catscratch intent on destroying everything in sight. CATSCRATCH Huge aberration, chaotic evil Armor Class 13 (natural armor) Hit Points 76 (8d12 + 24) Speed 30 ft., climb 15 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 3 (−4) 12 (+1) 8 (−1) Damage Immunities poison Condition Immunities poisoned Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 3 (700 XP) Keen Smell. The catscratch has advantage on Wisdom (Perception) checks that rely on smell. Nine Lives (Recharges after a Short or Long Rest). When the catscratch would be reduced to 0 hp, it instead drops to 9 hp. Pounce. If the catscratch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the catscratch can make one bite attack against it as a bonus action. ACTIONS Multiattack. The catscratch makes one bite attack and one claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A felid or feline humanoid that fails this saving throw contracts catscratch fugue (see sidebar). Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Vomit (Recharge 5–6). The catscratch vomits poisonous bile in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save or half as much damage on a successful one. A felid or feline humanoid that fails this saving throw contracts catscratch fugue (see sidebar). Catscratch Catscratch fugue is a bacterial infection that only affects felids and feline humanoids. This infectious organism is carried by debris falling into the Material Plane from the Void and is transmitted either through contact with the crash site or by being bitten by a carrier. Upon contact, the target must succeed on a DC 13 Constitution saving throw or become infected. Once the host is infected, catscratch fugue incubates inside it for 3 days. During this window, the victim’s skin itches, and they are prone to violent mood swings. At the end of each long rest, the infected creature can repeat the saving throw, recovering from the disease on a success. A lesser restoration spell cast during the incubation time cures the disease. After the third day, if the infection is still present, any negative emotion causes the victim to transform into a monstrous catscratch intent on destroying everything around it. Only a wish spell can cure a catscratch once it has transformed. CATSCRATCH FUGUE

59 TOME OF BEASTS 2 C This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam. Celestial Guard Dogs. Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels. Roaming Defenders. When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. . Occasional Planar Travelers. Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties. CHAMROSH Medium celestial, neutral good Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 15 (+2) 8 (–1) 15 (+2) 16 (+3) Saving Throws Wis +4, Cha +5 Skills Insight +4, Perception +6, Survival +6 Damage Resistances fire, radiant Condition Immunities frightened Senses darkvision 60 ft., passive Perception 16 Languages Celestial, Common, telepathy 60 ft. Challenge 1 (200 XP) Angelic Awareness. The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment. Flyby. The chamrosh doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Hearing and Smell. The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Fearsome Bark (Recharge 5–6). The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn’t frightened. The bark has no effect on neutral or good-aligned creatures. Healing Lick (2/Day). The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions. Chamrosh

C TOME OF BEASTS 2 60 When the oaken box is found on your stoop, run—for the box devil is soon to come. Chatterlomes have featureless grey heads with large, round eyes, and their circular mouths are filled with needlelike teeth. They have misshapen torsos and short, bandy legs. Their most notable feature, though, is their four arms, which always wield woodworking tools. Vengeance Seekers. Chatterlomes prey on scorned lovers, offering violent revenge for those who have been wronged. When a person calls upon the chatterlome, they soon receive an intricately carved oaken box with an obsidian inlay of a humanoid heart. Upon touching the box, the supplicant immediately knows that the box must be delivered to the home of the person who wronged the supplicant. When the victim opens the box, the chatterlome springs forth, claiming the heart of the victim and fulfilling the supplicant’s request. Whether or not the box is opened, a chatterlome whose box has been delivered knows the location of the victim and tracks the person relentlessly. After the victim dies, the supplicant must then deliver the chatterlome’s box to nine more victims or forfeit their own life. A string of deaths occurring shortly after victims received mysterious boxes is a sure sign that a chatterlome is in the area. Box Devils. Chatterlomes are often called “box devils” due to their peculiar ability to magically travel between boxes and other enclosed, wooden objects. Though chatterlomes can travel between boxes, each chatterlome has its original box, created when it was summoned by a supplicant who was scorned. If the chatterlome’s original box is destroyed, the chatterlome returns to the Hells, where it waits for another scorned lover to call it back to the Material Plane. Servants of Retribution. Poena, the Duke of Retribution(see page 99), sometimes calls on chatterlomes when her vengeance requires a more subtle hand. Chatterlomes who serve Poena receive payment from her in the hearts and souls of their victims, leaving the supplicants alive and free of any obligations to the chatterlomes. The duch*ess brings her full fury on chatterlomes who don’t adhere to this stipulation. CHATTERLOME Medium fiend, lawful evil Armor Class 16 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 18 (+4) 11 (+0) 14 (+2) 10 (+0) Saving Throws Wis +5, Cha +3 Skills Perception +5, Stealth +7 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 7 (2,900 XP) Chatterlome Magic Resistance. The chatterlome has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The chatterlome makes four chisel attacks. Chisel. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Box Teleport. The chatterlome magically teleports up to 120 feet into a box, chest, wardrobe, or other wooden container with a lid or door. The chatterlome can hide inside the container as a bonus action after teleporting. If the chatterlome uses this action while inside a container, it can teleport into another container within range or it can teleport back to the Hells. If it teleports to the Hells, it can’t return to the Material Plane until it is summoned.

61 TOME OF BEASTS 2 C A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it. Corrupted Keepers. The elemental anomaly that brings a lava keeper (see page 235) into the Material Plane is sometimes infused with material from the Lower Planes. As the keeper is pulled into the Material Plane, the lava that normally flows freely from it is instead trapped inside of it, and its form twists to resemble creatures from the Lower Planes. These twisted keepers are known as cherufes. Harbingers of Ruin. The arrival of a cherufe is frequently the precursor to a devastating volcanic eruption or earthquake. Cherufe revel in the anxiety and fear humanoids feel in the face of such natural disasters, capitalizing on these feelings to their benefit. Placated by Blood. Cherufe lair where populations are superstitious and allow these civilizations to worship them as gods of destruction. They amplify the fear and adulation of the populace with random acts of destruction. If the locals offer live sacrifices, the cherufe eagerly devour the offerings and cease their hostilities until they once again grow hungry or restless. Elemental Nature. A cherufe doesn’t require air, food, drink, or sleep. CHERUFE Huge elemental, chaotic evil Armor Class 19 (natural armor) Hit Points 161 (14d12 + 70) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 21 (+5) 8 (–1) 14 (+2) 6 (–2) Saving Throws Str +11, Con +10 Skills Perception +7 Damage Resistances acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17 Languages Ignan, Terran Challenge 14 (11,500 XP) Firewalker. When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn. Internal Flame. A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius. ACTIONS Multiattack. The cherufe makes four slam attacks. Alternatively, it can throw two magma balls. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. Magma Ball. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage. Fissure. The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface. Quake (Recharge 6). The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn’t knocked prone. Cherufe

C TOME OF BEASTS 2 62 This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground. Forlorn Spirits. Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic. Hungry for Body Heat. The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry. Restless Undead. Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circ*mstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence. Undead Nature. A chill haunt doesn’t require air, food, drink, or sleep. CHILL HAUNT Medium undead, neutral evil Armor Class 13 Hit Points 39 (6d8 + 12) Speed 0 ft., fly 30 ft. STR DEX CON INT WIS CHA 7 (–2) 16 (+3) 14 (+2) 8 (–1) 16 (+3) 13 (+1) Skills Acrobatics +5 Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) Cryophobia. Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt’s normal immunity to the frightened condition. Fire Absorption. Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. Incorporeal Movement. The chill haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ACTIONS Shivering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends. Chill Haunt

63 TOME OF BEASTS 2 C The vague outline of a tortured being flickers, appearing as though it may have once been human. Its face is composed of many faces, and its expressions shift rapidly from madness to anger to pain. Its features change from one moment to the next, resembling one person for a short time, then someone else, or an odd combination of several at the same time. Recombined Spirits. Chimeric phantoms are created when intelligent creatures, most often humanoid, are consumed by a kachlian (see page 219). The kachlian keeps the pieces of the creatures’ souls that it finds most valuable and discards the remainder. These discarded pieces of souls often combine into a single, ghost-like creature. Although the chimeric phantom retains fractured memories of the individuals it once was, none of these memories are fully realized, and no single partial soul is in control of the phantom. Chimeric phantoms are an amalgam of spirits and can be destroyed. However, the spirits that make up the phantom cannot be separated into their former selves, as core pieces of the original souls were consumed by the kachlian that created the phantom. Insanity. Chimeric phantoms are destined to spend the remainder of their existence in a state of insanity. Each of the spirits fights to dominate the others to control the being they have become, though the spirits are doomed to never have a victor. Instead, the chimeric phantom is ruled by whatever emotion is strongest at that moment. The constant turmoil of its internal struggle leaves the chimeric phantom a chaotic mess of faces, voices, and body language that shift as its emotions change and as minor personalities take hold for seconds at a time. Its struggle is never-ending, permanently damaging the psyches of all the souls that make up the chimeric phantom. The fractured souls can never experience true peace until they have been completely destroyed, which requires destroying the chimeric phantom and the kachlian who made it. Undead Nature. A phantom doesn’t require air, food, drink, or sleep. CHIMERIC PHANTOM Medium undead, chaotic neutral Armor Class 11 Hit Points 36 (8d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 10 (+0) 13 (+1) 14 (+2) 5 (-3) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft. passive Perception 11 Languages any languages its constituent souls knew in life Challenge 2 (450 XP) Frightening Madness. A chimeric phantom’s madness unnerves those nearby. Any creature that starts its turn within 10 feet of the chimeric phantom must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the chimeric phantom’s Frightening Madness for 24 hours. Incorporeal Movement. The chimeric phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ACTIONS Multiattack. The chimeric phantom makes two Maddening Grasp attacks. Maddening Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. Chimeric Phantom

C TOME OF BEASTS 2 64 A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak. Chronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize. Time Construct. A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes. Construct Nature. The chronomatic enhancer doesn’t require air, food, drink, or sleep. CHRONOMATIC ENHANCER Large construct, unaligned Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 19 (+4) 9 (–1) 15 (+2) 5 (–3) Saving Throws Dex +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 16 Languages understands the languages of its creator but can’t speak Challenge 12 (8,400 XP) Delay. When damage is dealt to the chronomatic enhancer, the enhancer doesn’t take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed‑reducing effect of the ray of frost spell. Only the damage is delayed. Immutable Form. The chronomatic enhancer is immune to any spell or effect that would alter its form. ACTIONS Multiattack. The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Time-Infused Gears. The chronomatic enhancer spins its time-infused gears, altering time near it. It can’t affect itself with its gears. When activating its time-infused gears, it uses one of the following: • Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target’s choice) until the end of its next turn. • Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target’s next turn. • Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn’t transformed into an inanimate substance and its weight doesn’t increase. REACTIONS Alter Timeline. When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s. Chronomatic Enhancer

65 TOME OF BEASTS 2 C The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind. Servants of the Righteous. Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy. Engines of War. Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position. Corruptible Constructs. On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside. Construct Nature. A clockwork archon doesn’t require air, food, drink, or sleep. CLOCKWORK ARCHON Gargantuan construct, unaligned Armor Class 18 (natural armor) Hit Points 201 (13d20 + 65) Speed 30 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 24 (+7) 9 (−1) 20 (+5) 7 (−2) 10 (+0) 10 (+0) Saving Throws Con +9 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 13 (10,000 XP) Armored Transport. The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon. Immutable Form. The clockwork archon is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork archon has advantage on saving throws against spells and other magical effects. Siege Monster. The clockwork archon deals double damage to objects and structures. ACTIONS Multiattack. The clockwork archon makes two attacks with its transforming weapon. Transforming Weapon. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing. Fire from Heaven (Recharge 5–6). The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one. Clockwork Archon

C TOME OF BEASTS 2 66 From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor. Collectors of Blood. Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill. Waterproof Swimmer. A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes. Unseen, Unheard, and Unfelt. The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets. Construct Nature. A clockwork leech doesn’t require air, food, drink, or sleep. CLOCKWORK LEECH Medium construct, neutral Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 17 (+3) 3 (–4) 10 (+0) 7 (–2) Skills Perception +2, Stealth +3 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1 (200 XP) Anesthetizing Bite. When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns. Immutable Form. The clockwork leech is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork leech has advantage on saving throws against spells and other magical effects. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn’t attack. Instead, at the start of each of the clockwork leech’s turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech’s next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check. Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. Clockwork Leech

67 TOME OF BEASTS 2 C This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites. These marvelous mechanical constructs were originally designed by the gnomish master engineer, Zook. Dreading that they were too powerful to be released into the world and fall into the wrong hands, he secreted them away. Whether they were released by a destruction-bent agent of chaos, or they somehow effected their own freedom, they are now a threat to any who cross their paths. Uncontrollable and Invisible. In the past, Zook was able to control his machines, which were built to be invisible agents and protectors. But the creations outlived their creator. If the secret to controlling the creatures exists anywhere, it is within the heavily secured vaults Zook left behind. Wanted by Gnomes. The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts or the possibility of tracking down old Zook’s vault. Construct Nature. The clockwork mantis doesn’t require air, food, drink or sleep. CLOCKWORK MANTIS Large construct, unaligned Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 16 (+3) 3 (–4) 15 (+2) 1 (–5) Skills Perception +5, Stealth +7 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands Common but can’t speak Challenge 6 (2,300 XP) Hobbling Strike. When the clockwork mantis makes a successful opportunity attack, the target’s speed is reduced to 0 until the start of its next turn. Immutable Form. The clockwork mantis is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork mantis has advantage on saving throws against spells and other magical effects. Standing Leap. The clockwork mantis’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ACTIONS Multiattack. The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action. Serrated Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Invisibility. The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it. Clockwork Mantis

C TOME OF BEASTS 2 68 The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws. Magical Origin. Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers. Found in Pairs. Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards. Construct Nature. A clockwork tiger doesn’t require air, food, drink, or sleep. CLOCKWORK TIGER Large construct, unaligned Armor Class 16 (natural armor) Hit Points 112 (15d10 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 7 (–2) 10 (+0) 6 (−2) Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can’t speak Challenge 6 (2,300 XP) Immutable Form. The tiger is immune to any spell or effect that would alter its form. Magic Resistance. The tiger has advantage on saving throws against spells and other magical effects. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Reactive Guardian. The clockwork tiger has two reactions that can be used only for Deflecting Leap. ACTIONS Multiattack. The clockwork tiger makes one bite and two claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. REACTIONS Deflecting Leap. When the clockwork tiger’s ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead. Clockwork Tiger

69 TOME OF BEASTS 2 C Cry of the Forest. The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the colláis’s Cry of the Forest for the next 24 hours. Forestdwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the colláis’s choice. Colláis The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place. Summoned Protector. If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours. COLLÁIS Large monstrosity, neutral Armor Class 16 (natural armor) Hit Points 150 (20d10 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 14 (+2) 10 (+0) 17 (+3) 13 (+1) Saving Throws Cha +5 Skills Intimidation +9, Perception +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 17 Languages understands Common and Sylvan but can’t speak Challenge 10 (5,900 XP) Impale and Toss. When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone. Magic Resistance. The colláis has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The colláis makes one gore attack and two hooves attacks. Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

C TOME OF BEASTS 2 70 The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike. Born in Chaos. The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged. Rulers of the Many-Legged. A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy’s castle. There she commands her insectoid host and sits atop a pile of incubating eggs. Hungry for Power. The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle. CONJOINED QUEEN Large monstrosity, chaotic neutral Armor Class 18 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., climb 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 21 (+5) 13 (+1) 14 (+2) 18 (+4) Saving Throws Dex +7, Wis +6 Skills Perception +6 Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages Common Challenge 10 (5,900 XP) Magic Resistance. The conjoined queen has advantage on saving throws against spells and other magical effects. Pheromones. A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed, the creature drops anything it is holding and is stunned. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen’s Pheromones for the next 24 hours. Tunneler. The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake. Spellcasting. The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared: Cantrips (at will): acid splash, mage hand, prestidigitation, ray of frost 1st Level (4 slots): burning hands, magic missile, shield, thunderwave 2nd Level (3 slots): detect thoughts, misty step, web 3rd Level (3 slots): clairvoyance, counterspell, haste 4th Level (3 slots): banishment, confusion 5th Level (1 slot): insect plague ACTIONS Multiattack. The conjoined queen makes two slam attacks and one sting attack. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage. Queen’s Wrathful Clattering (1/Day). The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn. Conjoined Queen

71 TOME OF BEASTS 2 C A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike. These creatures prowl deep caverns, seeking flesh to devour. Eaters of the Dead. The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed. Ignore the Unliving. While both the living and the dead are food for the corpse worm, it doesn’t feed upon the undead. Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops. Slimy Eggs. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a pungent, sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings. CORPSE WORM Large monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 19 (+4) 1 (–5) 12 (+1) 5 (–3) Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 3 (700 XP) Keen Smell. The corpse worm has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. 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). Until this grapple ends, the target is restrained, and the corpse worm can’t bite another target or use its Regurgitate reaction. The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. Swallow. The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm’s turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. REACTIONS Regurgitate (Recharge 5–6). When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction, the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid damage. Corpse Worm

C TOME OF BEASTS 2 72 A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs. Corrupted pixies are fey turned fiends who savor violence. Corrupted by Hags. Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. These acts combined with the hags’ magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. Many of these pixies think of their creators as gods who exposed the world’s true joys: murder, torture, and other evil acts. Mischief Makers. Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags’ more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature’s death. Destroy Beauty. Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up. Restored by Pixie Dust. If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form. CORRUPTED PIXIE Tiny fiend, chaotic evil Armor Class 15 Hit Points 5 (2d4) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (–4) 20 (+5) 10 (+0) 12 (+1) 14 (+2) 15 (+2) Skills Perception +4, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Infernal, Primordial, Sylvan Challenge 1/2 (100 XP) Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The pixie’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: vicious mockery 1/day each: bestow curse, charm person, confusion, detect thoughts, dispel magic, fire bolt, hideous laughter, ray of enfeeblement, suggestion ACTIONS Confusion Touch. The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself. Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it. Corrupted Pixie

73 TOME OF BEASTS 2 C The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores. The crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores. Gruesome Appearance. The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. Then it falls and becomes a new colony of crimson slime. CRIMSON SHAMBLER Medium plant, unaligned Armor Class 12 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 1 (–5) 11 (+0) 5 (–3) Damage Immunities acid, poison Condition Immunities blinded, deafened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 1/2 (100 XP) Eerie Resemblance. The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature. Spores. A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature’s lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature’s Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours. ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage. Slime Glob. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler’s spores (see the Spores trait). Crimson Shambler This slime mold is bright red with darker blotches scattered over its surface. Crimson slime is usually encountered in warm, heavily forested areas or deep underground in areas full of living creatures for its spores. Crimson slime typically covers a 5-foot square. When a living creature moves within 10 feet of a crimson slime, the dark splotches on its surface burst and release spores in a 10-foot-radius ENVIRONMENTAL HAZARD: CRIMSON SLIME around itself (see the crimson shambler’s Spores trait for the effects of the spores). Ingestion of or physical contact with the crimson slime will also cause exposure to the spores. Crimson slime is immune to acid. Any effect that cures a disease or deals cold or fire damage destroys a path of crimson slime.

C TOME OF BEASTS 2 74 Crinaea A beautiful figure made of water and plants steps from the lake and smiles. Crinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains. Water-bound Fey. Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies. Friendly but Poisonous. One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home. CRINAEA Medium fey, neutral Armor Class 13 Hit Points 44 (8d8 + 8) Speed 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 17 (+3) Skills Perception +3, Stealth +5 Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) Crinaea’s Curse. The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned. Water-bound Form. The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source. Watery Form. While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing. Innate Spellcasting. The crinaea’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: poison spray 3/day each: create water, purify food and drink (water only) 1/day each: disguise self, fog cloud, protection from poison ACTIONS Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.

75 TOME OF BEASTS 2 C CROCOTTA Medium monstrosity, neutral evil Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 8 (–1) 12 (+1) 8 (–1) Skills Perception +5, Stealth +4 Damage Resistance bludgeoning, piercing, and slashing from metal weapons Condition Immunities blinded, charmed Senses passive Perception 15 Languages Common Challenge 3 (700 XP) Mimicry. The crocotta can mimic animal sounds, humanoid voices, and even environmental sounds. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check. Paralyzing Gaze. When a creature that can see the crocotta’s eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 13 Constitution saving throw if the crocotta isn’t incapacitated and can see the creature. On a failed save, the creature is paralyzed until the start of its next turn. A human voice emanates from a lion-like hyena. As it speaks, its black tongue runs over the many teeth in its unnaturally wide mouth. Disturbing Grin. The crocotta’s mouth stretches back to its ears, allowing its powerful jaw to open unnaturally wide. In spite of its large mouth, the crocotta is able to perfectly mimic the sounds of humanoid voices. When hunting, it often mimics the sounds of a person in need, luring in a victim, then pounces on the victim when they investigate the sounds. Dog Hater. The crocotta holds particular animosity toward dogs and attacks them before more obvious threats. Dogs innately understand this about crocotta and often purposefully distract an attacking crocotta to allow their humanoid families to escape. Oracular Eyes. The gemstone eyes of the crocotta hold its prey captive when the crocotta is alive, but they grant visions of the future after its death. If a crocotta’s eye is placed under a creature’s tongue within five days of the crocotta’s death, the creature experiences omens of the future similar to those produced by the augury spell. 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 crocotta until the start of its next turn, when it can avert its eyes again. If it looks at the crocotta in the meantime, it must immediately make the save. Canines are immune to the crocotta’s Paralyzing Gaze, and canine-like humanoids, such as werewolves, have advantage on the saving throw. Pounce. If the crocotta moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the crocotta can make one bite attack against it as a bonus action. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Crocotta

C TOME OF BEASTS 2 76 Cryoceros This enormous, squat beast has a shaggy hide of ice. Two translucent horns protrude from its snout, the frontmost of which looks like a scimitar. Elemental-Touched Rhino. A cryoceros resembles a woolly rhinoceros made of ice. Its thick, frozen hide protects the soft flesh at its core, and a layer of ice forms over its already formidable, keratinous horns. The creature’s body is efficient at transferring warmth to its fleshy interior; fire still harms a cryoceros, but its icy form is not unduly damaged by fiery attacks. A cryoceros has a second stomach that stores ice it consumes. As a defense mechanism, the cryoceros can spew stinging, pulverized ice from this alternate stomach. Slow Metabolisms. Cryoceroses survive on stunted grasses and other plants that thrive in the tundra, as well as ice and snow, to replenish their icy exteriors. Despite their size, they don’t require a great deal of sustenance, and they conserve their energy by slowly grazing across frozen plains. Their ponderous movement fools the unwary into believing that distance equals safety. Indeed, cryoceroses endure much provocation before they decide to act, but they run at and spear or crush those who irritate them. Once their ire is up, they rarely give up pursuing the source of their anger; only by leaving their vast territories can one hope to escape them. Cantankerous Mounts. Gentleness and a regular source of food temporarily earns the cryoceroses’ trust, and patient humanoids can manage to train the creatures to accept riders. This works for convenience much more than for combat, since cryoceroses balk at fighting with loads on their backs. A cryoceros in combat with a rider either stands stock still until its rider dismounts or, worse, rolls over to throw its rider, often crushing the rider in the process. Because of this, most tribes who train cryoceroses use the creatures as beasts of burden rather than war mounts. CRYOCEROS Large monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 18 (+4) 3 (–4) 13 (+1) 8 (–1) Skills Athletics +7 Damage Resistances bludgeoning, cold Senses passive Perception 11 Languages — Challenge 6 (2,300 XP) Snow Camouflage. The cryoceros has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Trampling Charge. If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cryoceros can make one stomp attack against it as a bonus action. ACTIONS Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage. Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage. Shards of Ice (Recharge 4–6). The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much on a successful one.

77 TOME OF BEASTS 2 C The cavern glitters with refracted light bouncing off thousands of crystals. A towering menhir of shimmering crystal dominates the center of the cavern. Whether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, crystalline monoliths are enigmatic beings found deep underground in caverns where giant crystals flourish and grow. Crystal Gardens. Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. Whether the gardens are for reproduction or some other mysterious purpose, the crystal monoliths are very protective of them. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gases or even be partially-submerged in water. Magical Philosophers. Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that Crystalline Monolith

C TOME OF BEASTS 2 78 mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair. Crystalline Nature. A crystalline monolith doesn’t require air, food, drink, or sleep. A CRYSTALLINE MONOLITH’S LAIR Crystalline monoliths lair in vast gardens of crystal in mountains or deep underground, often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders. LAIR ACTIONS On initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can’t use the same effect two rounds in a row: • The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith’s mental direction. Each time a creature targets the monolith with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again. • The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground within 60 feet of the monolith (except for the crystalline monolith itself) must succeed on a DC 15 Dexterity saving throw or be knocked prone. • Magically-charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage. CRYSTALLINE MONOLITH Huge aberration, lawful neutral Armor Class 15 (natural armor) Hit Points 123 (13d12 + 39) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 19 (+4) 17 (+3) 17 (+3) Skills Arcana +7, History +7, Insight +6, Nature +7, Perception +6 Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, paralyzed, petrified, poisoned, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 7 (2,900 XP) False Appearance. While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal. Magic Resistance. The crystalline monolith has advantage on saving throws against spells and other magical effects. Powerful Mind. The crystalline monolith has advantage on Intelligence saving throws and ability checks. Innate Spellcasting (Psionics). The crystalline monolith’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect magic, detect thoughts, mage hand, silent image 3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis 1/day each: confusion, dominate person, suggestion ACTIONS Multiattack. The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and be restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Mind Spear. Ranged Spell Attack: +7 to hit, ranged 30 ft., one target. Hit: 14 (4d6) psychic damage. Psychic Burst (Recharge 5–6). The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. LEGENDARY ACTIONS The crystalline monolith can take 3 legendary actions, choosing from one of the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The crystalline monolith regains spent legendary actions at the start of its turn. Detect. The crystalline monolith makes a Wisdom (Perception) check. Teleport (Costs 2 Actions). The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal.

79 TOME OF BEASTS 2 D A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer. Jovial Creations. Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world. Garden Guardians. Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing. Dancing Gardeners. When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden. DANCING FOLIAGE Medium plant, chaotic good Armor Class 13 Hit Points 66 (12d8 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 9 (–1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Skills Acrobatics +5, Perception +3, Performance +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned Senses passive Perception 13 Languages Druidic, Sylvan Challenge 4 (1,100 XP) Evasion. If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. False Appearance. While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree. Nimble Dance. The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns. ACTIONS Multiattack. The dancing foliage makes four attacks with its serrated leaves. Serrated Leaves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Flower Dance (Recharge 4–6). The dancing foliage uses one of the following flower dances: • Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage’s choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. • Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one. REACTIONS Shower of Petals. When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll. Dancing Foliage

D TOME OF BEASTS 2 80 A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage. Spirits of Vengeance and Flame. De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them. Undead Companions. A de ogen is usually accompanied by shadows that follow in its wake and drain the strength from those that try to flee its burning wrath. The de ogen ignores the shadows following it and does not cooperate with them in battle. Aside from the shadows that follow it, a de ogen never allies with other creatures, undead or otherwise, and actively attacks any creature it sees unless the creature is composed of flame. Undead Nature. The de ogen doesn’t require air, food, drink, or sleep. DE OGEN Medium undead, neutral evil Armor Class 15 Hit Points 45 (6d8 + 18) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (–5) 20 (+5) 16 (+3) 11 (+0) 13 (+1) 10 (+0) Skills Stealth +9 Damage Resistances acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 4 (1,100 XP) Incorporeal Movement. The de ogen 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. Sunlight Sensitivity. While in sunlight, the de ogen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Transfixing Gaze. When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn’t incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 until the start of its next turn. 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 de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw. Creatures immune to being frightened are immune to the de ogen’s Transfixing Gaze. Wilting Passage. The first time the de ogen enters or moves through a creature’s space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn’t being worn or carried, the object takes 5 (1d10) fire damage. ACTIONS Burning Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn’t under the de ogen’s control, but it follows in the de ogen’s wake and aids the de ogen when possible. De Ogen

81 TOME OF BEASTS 2 D The putrid stench of death wafts off a grotesquely muscled vulture with glowing green eyes. It opens its mouth in a shrill call, rotting meat dripping from its beak. Death vultures are giant birds transformed by their diet of undead flesh. Mutated Monstrosities. When a giant vulture gorges on undead flesh, the necromantic magic suffused in the meal warps and changes the bird’s body. The vulture’s muscles bulge in odd places, making it stronger and tougher, its eyes burn with green fire, and it reeks of rot, earning these mutated monsters the name “death vultures.” The vulture also gains the ability to regurgitate necromantic energy, which can cause the flesh of living creatures to decay and age rapidly. Massive Meat Appetites. Death vultures have incredible appetites and are far more willing to attack live prey than other vultures. They have a special taste for rotting flesh, and they use their decaying breath weapon to “season” their foes with necrotic energy before using their talons and beaks to tear apart their quarry. Necromancer Neighbors. Death vultures often form kettles near the lairs of necromancers as they feed on their undead creations. While some necromancers find the birds to be a nuisance, many necromancers feed the vultures, encouraging them to stay. Most death vultures are willing to trade service as guardians of the lairs for food. DEATH VULTURE Large monstrosity, neutral evil Armor Class 12 (natural armor) Hit Points 76 (8d10 + 32) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 6 (–2) 12 (+1) 7 (–2) Saving Throws Con +6 Skills Perception +3 Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can’t speak Challenge 4 (1,100 XP) Awful Stench. The vulture has a disgusting body odor. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The vulture has advantage on attack rolls against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. ACTIONS Multiattack. The death vulture makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Decaying Breath (Recharge 6). The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken. Death Vulture

D TOME OF BEASTS 2 82 An ancient man in a tattered cloak with matted hair, cloudy eyes, and a deathly pallor says in a raspy voice, “Come, sit, and listen.” Doomsayer. The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener’s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features. Evil Origins. Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods. Cadaver Sprites. For reasons that aren’t understood, cadaver sprites (see page 55) are often found in areas around deathspeakers, though not always in their company. Deathspeakers are neither fey nor associated with the fey courts, but they don’t dissuade the little undead from following them. Even the most learned sages don’t understand why the two associate with each other, though some speculate it lies in their shared penchant for trickery. Undead Nature. The deathspeaker doesn’t require air, food, drink, or sleep. DEATHSPEAKER Medium undead, lawful evil Armor Class 14 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 17 (+3) 18 (+4) 12 (+1) 15 (+2) Skills Deception +8, Persuasion +8 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP) Deathspeak. If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball, or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it. ACTIONS Multiattack. The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice. Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage. Necrotic Ray. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage. Pronounce Death. The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp. The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw. Deathspeaker

83 TOME OF BEASTS 2 D The black and crimson spider, its fangs dripping a dark poison, uses the two arms beside its fangs to pull a corpse from its tainted web. Deathweavers are spiders who were once subjected to dark rituals and are now infused with necrotic energies. Their carapaces are mottled patterns of black, crimson, and ivory, and two arms flank their fangs. Allied Evil. Deathweavers are often found in league with other intelligent, evil creatures. A powerful necromancer or an evil cult might ally with one, using the undead it spawns to bolster their strength in exchange for treasure or favors. Web Spawn. The deathweaver’s webs infuse corpses left in them with necrotic energy. A humanoid corpse cocooned in the webbing for 24 hours has a 50 percent chance of rising as a web zombie under its control. These zombies are shriveled and covered in tattered webbing. DEATHWEAVER Huge monstrosity, neutral evil Armor Class 16 (natural armor) Hit Points 95 (10d12 + 30) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 7 (–2) 12 (+1) 15 (+2) Skills Perception +4, Stealth +5 Damage Resistances necrotic Senses blindsight 20 ft., darkvision 60 ft., passive Perception 14 Languages Deep Speech Challenge 5 (1,800 XP) Spider Climb. The deathweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the deathweaver knows the exact location of any other creature in contact with the same web. Web Walker. The deathweaver ignores movement restrictions caused by webbing. Innate Spellcasting. The deathweaver’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch 3/day each: darkness, ray of enfeeblement 1/day: vampiric touch ACTIONS Multiattack. The deathweaver makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. If the necrotic damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is restrained by webbing and takes 3 (1d6) necrotic damage each round. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). A humanoid slain by this attack rises 24 hours later as a web zombie under the deathweaver’s control, unless the humanoid is restored to life or its body is destroyed. The deathweaver can have no more than twelve web zombies under its control at one time. Deathweaver A web zombie has a challenge rating of 1 (200 XP) and retains the statistics of a normal zombie except as described below. Speed. The web zombie has a climbing speed of 30 feet. Necrotic Weapons. When the web zombie hits a creature with a melee attack, the attack deals an extra 1d6 necrotic damage. Spider Climb. The web zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The web zombie ignores movement restrictions caused by webbing. Multiattack. The web zombie makes two slam attacks. If both attacks hit a Medium or smaller target, the target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). VARIANT: WEB ZOMBIE

D TOME OF BEASTS 2 84 Degmadu Resonance. Degmadu creates a sonic wave. Each creature within 120 feet of Degmadu and able to hear it must make a DC 24 Constitution saving throw. On a failure, a creature takes 35 (10d6) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn’t deafened. LEGENDARY ACTIONS Degmadu 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. Degmadu regains spent legendary actions at the start of its turn. Tentacle Attack. Degmadu makes one tentacle attack. Resonance (Costs 2 Actions). Degmadu uses Resonance. Sounding Sea (Costs 3 Actions). Degmadu creates a seismic disturbance that lasts until the end of its next turn. An intense tremor rips through the area, shaking creatures and structures in contact with the ground within 60 feet of Degmadu. The ground in the area becomes difficult terrain, and each creature on the ground must make a DC 20 Dexterity saving throw. On a failed save, the creature is knocked prone. Each creature on the ground that is concentrating must make a DC 20 Constitution saving throw. On a failed save, the creature’s concentration is broken. The tremor deals damage to structures as if the structures were in the area of an earthquake spell. The damage to these structures isn’t doubled from Degmadu’s Siege Monster trait. A massive, fleshy polyp emerges from the ground, ringed with hundreds of wobbly eyes and filled with a whirlpool of stony teeth. Tentacles burst from within this gaping maw, ready to strike. The Millennium Polyp. Degmadu the Shuddering Maw, or the Millennium Polyp, is said to grow active on the surface for three days every thousand years when it bursts from its earthly confines. DEGMADU Gargantuan monstrosity, chaotic neutral Armor Class 19 (natural armor) Hit Points 555 (30d20 + 240) Speed 20 ft., burrow 60 ft. STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 27 (+8) 20 (+5) 22 (+6) 20 (+5) Saving Throws Str +18, Dex +8, Con +16, Int +13, Wis +14 Damage Immunities acid, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened, paralyzed, prone Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 16 Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft. Challenge 28 (120,000 XP) Earth Glide. Degmadu can burrow through nonmagical, unworked earth and stone. While doing so, Degmadu doesn’t disturb the material it moves through. Siege Monster. Degmadu deals double damage to objects and structures. ACTIONS Multiattack. Degmadu makes one bite attack and four tentacle attacks. Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Degmadu has thirteen tentacles, each of which can grapple one target. Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) piercing damage. If the target is a Large or smaller creature grappled by Degmadu, the target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Degmadu, and it takes 49 (14d6) acid damage at the start of each of Degmadu’s turns. If Degmadu takes 50 damage or more on a single turn from a creature inside it, Degmadu must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Degmadu. If Degmadu dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

85 TOME OF BEASTS 2 D Small volcanoes form, erupt, and subside on the skin of this large demon, surrounding her with the stench of sulfur and leaving ash in her wake. Unceasing babble whines from the gaping maw of duch*ess Alsikaya, the Screeching Mother of Volcanoes. The nauseating stench of sulfur surrounds her, and red-hot lava flows down her body from volcanic cinder cones seething in her flesh. Eruptive Disposition. duch*ess Alsikaya is antisocial and aggressive. Rather than grant—or even listen to—their requests, she prefers to dissolve petitioners in lava and poisonous fumes. Alsikaya’s legendary temper erupts with little provocation, especially when forced into diplomacy. Clever supplicants bring Alsikaya a bard, songbird, or fey musician as tribute before a negotiation. Their songs calm Alsikaya for a time. Volcanic Followers. Creatures with an affinity to volcanoes venerate the Screeching Mother, as do trolls, some gargoyles, and debased dwarves. Alsikaya regularly employs cherufes (see page 61) to do her bidding on the Material Plane, speaking her needs through pools of bubbling magma. The rumbling and volcanic activity brought about by Alsikaya’s words often results in cherufes receiving more tribute from the civilizations they subjugate, leaving even the most recalcitrant of cherufes willing to listen to her request. ALSIKAYA’S LAIR Aliskaya’s lair is in a huge, frequently-blackened palace of turrets, heavy walls, and deep-dug barracks. Her palace sits at the heart of a plane of fire and smoke, where she rules with an explosive temper. LAIR ACTIONS On initiative count 20 (losing initiative ties), Alsikaya can take a lair action to cause one of the following effects; Alsikaya can’t use the same effect two rounds in a row: • A spray of lava and rocks erupts from a point on the ground Alsikaya can see within 120 feet of her. Each creature within 10 feet of that point must succeed on a DC 20 Dexterity saving throw or take 17 (5d6) bludgeoning damage and 17 (5d6) fire damage. If the point is directly under a creature and that creature fails its saving throw, it is pushed up to 15 feet away from the eruption and knocked prone. • Choking sulfur forms a cloud in a 20-foot-radius sphere centered on a point Alsikaya can see within 120 feet of her. The cloud spreads around corners and lasts until initiative count 20 on the next round. Each creature that enters or starts its turn in the cloud must make a DC 20 Constitution saving throw. On a failure, it takes 28 (8d6) poison damage and is poisoned until the end of its next turn. On a success, it takes half the damage and isn’t poisoned. • Alsikaya chooses a stone surface she can see within 120 feet of her and causes a shrieking likeness of her face to grow from it. Each creature within 30 feet of the image that can hear the screeching it emits must succeed on a DC 20 Wisdom saving throw or be afflicted with short-term madness. Demon Lord, Alsikaya REGIONAL EFFECTS The region containing Alsikaya’s lair is warped by her presence, which creates one or more of the following effects. • Volcanic vents within 1 mile of her lair spew burning ash and toxic fumes into the environment. • Food consumed within 3 miles of Alsikaya’s lair tastes of char and ash. Foodstuffs within 1 mile of her lair become inedible chunks of coal after 1d4 days of exposure to the environment. • Mocking screeches and laughter echo through the minds of non-fiends near her lair. When a creature that isn’t a fiend takes a short or long rest within 1 mile of her lair, it must succeed on a DC 15 Constitution saving throw or it doesn’t regain expended class features during that rest. If Alsikaya dies, these effects fade over the course of 1d10 days. ALSIKAYA, THE SCREECHING MOTHER OF VOLCANOES Huge fiend (demon), chaotic evil Armor Class 22 (natural armor) Hit Points 495 (30d12 + 300) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 28 (+9) 14 (+2) 30 (+10) 16 (+3) 24 (+7) 19 (+4) Saving Throws Dex +10, Int +11, Cha +12 Skills Arcana +11, Intimidation +12, Insight +15 Damage Resistances acid, cold, lightning Damage Immunities fire, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities deafened, petrified, poisoned Senses tremorsense 120 ft., truesight 60 ft., passive Perception 17 Languages Abyssal, Common, Ignan, telepathy 120 ft. Challenge 28 (120,000 XP) Legendary Resistance (3/Day). If Alsikaya fails a saving throw, she can choose to succeed instead. Magic Resistance. Alsikaya has advantage on saving throws against spells and other magical effects. Magic Weapons. Alsikaya’s weapon attacks are magical. Molten Core. Fire damage dealt by Alsikaya is not reduced by resistance to fire damage. Creatures immune to fire damage are still immune to Alsikaya’s fire damage. ACTIONS Multiattack. Alsikaya uses her Sulfurous Screech if she can. She then makes three attacks: one with her bite and two with her stony claws. Alternatively, she can make three magma spit attacks. Stony Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage, and the target must succeed on a DC 23 Constitution saving throw or its speed is halved until the end of its next turn. If Alsikaya scores a critical hit and the target fails the saving throw, the target is petrified. Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (3d12 + 9) piercing plus 21 (6d6) fire damage.

D TOME OF BEASTS 2 86 Magma Spit. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 20 (4d8 + 2) fire damage. Each creature within 10 feet of the target must succeed on a DC 23 Dexterity saving throw or take 10 (3d6) fire damage. Sulfurous Screech (Recharge 5–6). Alsikaya loudly exhales brimstone in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 21 (6d6) acid damage and 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Alsikaya 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. Alsikaya regains spent legendary actions at the start of her turn. Cinder Cone. Alsikaya causes one of her volcano pustules to burst. Each creature in a 15-foot cone originating from her must make a DC 23 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Bite (Costs 2 Actions). Alsikaya makes a bite attack. Maddening Presence (Costs 3 Actions). A creature Alsikaya can see within 120 feet of her and aware of her must succeed on a DC 20 Wisdom saving throw or be afflicted with shortterm madness. If a creature already has short-term madness, they instead become afflicted with long-term madness. If a creature already has long-term madness, they are afflicted with an additional form of shortterm madness. Alsikaya’s lair is the Scarred Palace, which looms over the city of Ahtesseri, the City of Flowering Fire. From there, she rules over a plane of choking smoke, sinuous rivers of lava, and stony ground— Urgennos, the Luminous Hell of Fire and Sulfur. Fiery demons and devils of all kinds make their home on this plane, though Alsikaya’s palace is predominantly staffed with barbed devils and fire imps (Creature Codex, p. 103). For more information on the plane of Urgennos, see Warlock #16: Eleven Hells. duch*eSS ALSIKAYA IN MIDGARD

87 TOME OF BEASTS 2 D Vile Curse. Bathael speaks a vile curse at a creature he can see within 120 feet of him, choosing one of the following. Bathael can’t use the same curse two rounds in a row. A curse can be lifted early by a remove curse spell or similar magic. • Blistering Curse. The target must succeed on a DC 18 Constitution saving throw or become cursed for 1 minute. While cursed in this way, the target takes 22 (4d10) acid damage at the start of each of its turns. If the target is reduced to 0 hp from this damage, the target dies and its body dissolves. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. • Deafening Curse. The target must succeed on a DC 18 Constitution saving throw or take 45 (10d8) thunder damage and become cursed for 1 minute. While cursed in this way, the target is deafened and has disadvantage on its attack rolls. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. • Maddening Curse. The target must succeed on a DC 18 Wisdom saving throw or suffer the effects of short-term madness 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. Demon Lord, Bathael This demon has the lower body of a maggot, merged with a humanoid torso whose flesh appears carved from stone. It wears a helmet that conceals all but its three gleaming eyes. At the point where the two forms meet, it has a wide, slobbering maw with serrated teeth and a roaming tongue. Behind the Scenes. Once a dread lord of demons, Bathael was forced to flee from the Abyss after his subjects rose up against him. Since, he has installed himself in the sewers beneath large cities on the Material Plane. He works behind the scenes to make slaves of the people, using them to spread chaos and ruin across the mortal world. After civilization is in ruins, he will return to the Abyss and reclaim his stolen throne. BATHAEL, THE EXILED LORD Huge fiend (demon), chaotic evil Armor Class 17 (natural armor) Hit Points 199 (19d12 + 76) Speed 30 ft. STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 19 (+4) 21 (+5) 18 (+4) 23 (+6) Saving Throws Dex +5, Con +9 Wis +9, Cha +11 Skills Deception +11, Perception +9 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., truesight 15 ft., passive Perception 19 Languages Abyssal, telepathy 120 ft. Challenge 16 (15,000 XP) Blasphemous Burbling. When a creature that can hear Bathael starts its turn within 15 feet of him, it must succeed on a DC 20 Charisma saving throw or take 7 (2d6) psychic damage and become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Bathael’s Blasphemous Burbling for the next 24 hours. Fiends are immune to the effects of this trait. Magic Resistance. Bathael has advantage on saving throws against spells and other magical effects. Magic Weapons. Bathael’s weapon attacks are magical. ACTIONS Multiattack. Bathael uses his Vile Curse. He then makes two attacks: one with his chain and one with his bite. Chain. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 25 feet toward Bathael. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) piercing damage.

D TOME OF BEASTS 2 88 Demon Lord, Hriggala Some demons plot, destroy, and smash their way to power. Hriggala is a simpler demon lord, devouring and destroying all who oppose it. A hundred thousand souls have been extinguished in its jaws. Hriggala is the great crawling wyrm who serves the Unsated God in malign and destructive forms. Those devotees who claim to have seen the herald of the ghoulish Unsated God in visions tell of an enormous shadow with an ill-defined outline, moving like a wave in the sea and sprouting tendrils that twist and probe like whirlwinds. A low, rhythmic, roaring buzz, as though a droning hive has replaced a beating heart, announces its coming. Hriggala utterly devours any living thing it touches. Growing Void. Hriggala embodies all-consuming, maddening, bottomless hunger. Some of those who worship the Unsated God have found transcendence within its depths—others, merely madness and endless gluttony. Ghouls and ghasts, cannibals and madmen, and those who would harness the power in deprivation and gluttony all pay homage to Hriggala as the prophet and factotum of the Unsated God—or as a power in its own right. Invitation to the Feast. The demon lord itself urges its followers on with apocalyptic visions experienced at the bitter end of starvation or in acts of unrivaled gluttony, revealing the primacy of those who feast over those who serve and those who are feasted upon. HRIGGALA, JAWS OF THE UNSATED GOD Huge fiend (demon), chaotic evil Armor Class 19 (natural armor) Hit Points 350 (28d12 + 168) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 19 (+4) 23 (+6) 14 (+2) 20 (+5) 22 (+6) Saving Throws Dex +11, Con +13, Wis +12, Cha +13 Skills Athletics +14, Insight +12, Intimidation +13, Perception +12, Stealth +11 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) Legendary Resistance (3/Day). If Hriggala fails a saving throw, it can choose to succeed instead. Magic Resistance. Hriggala has advantage on saving throws against spells and other magical effects. Magic Weapons. Hriggala’s weapon attacks are magical. Innate Spellcasting. Hriggala’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: confusion, detect magic, dispel magic 3/day each: black tentacles, blight, contagion, create undead, telekinesis, teleport 1/day: greater invisibility ACTIONS Multiattack. Hriggala makes three tendril attacks. Tendril. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 31 (7d6 + 7) bludgeoning damage and the creature must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way.

89 TOME OF BEASTS 2 D LEGENDARY ACTIONS Hriggala 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. Hriggala regains spent legendary actions at the start of its turn. Move. Hriggala moves up to its speed without provoking opportunity attacks. Insatiable Hunger (Costs 2 Actions). Hriggala targets a creature it can see within 120 feet of it that isn’t a construct. The creature must succeed on a DC 20 Wisdom saving throw or be compelled to forego all other actions in favor of attempting to eat the creature nearest to it when the effect occurs. A creature affected by Insatiable Hunger gains a bite attack that deals 2d6 + its Strength modifier piercing damage, and an extra 1d6 necrotic damage to creatures who fail on a DC 14 Constitution saving throw. The affected target is proficient with the bite attack. If no creature is near enough for the target to move to and attack, the affected target must move as close as it can to the nearest creature. This is a charm effect and lasts until Hriggala either uses this action again or dies. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cast a Spell (Costs 3 Actions). Hriggala casts a spell from its list of innate spells, expending a daily use as normal. SPAWN OF HRIGGALA The enormous worm bursts from the floor, its maw surrounded by writhing tentacles that grab everything edible nearby. An echo of chanting issues from its mouth, as if a hundred evil priests were trapped within its gullet, calling out maledictions. The spawn of Hriggala resembles a juvenile purple worm with a mouth surrounded by wriggling tendrils and full of razor-sharp teeth. It serves the demon lord on the Material Plane, powered by a steady diet of flesh and stone. Called by Ritual. Servants of the undead god of hunger can call up a spawn of Hriggala through ritual and sacrifices. Controlling the hungering spawn once it arrives is another matter. Underworld Tunnelers. The spawn of Hriggala are used to create new tunnels for fiends, darakhul, and other monsters of the underworld. Hungry Demon Nature. The spawn of Hriggala requires no air or sleep. SPAWN OF HRIGGALA Huge fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 40 ft., burrow 30 ft. STR DEX CON INT WIS CHA 25 (+7) 7 (–2) 21 (+5) 6 (–2) 8 (–1) 4 (–3) Saving Throws Con +9, Wis +3 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages Common, Darakhul, Void Speech Challenge 10 (5,900 XP) Magic Resistance. The spawn has advantage on saving throws against spells and other magical effects. Tunneler. The spawn can move through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. ACTIONS Multiattack. The spawn of Hriggala makes two attacks: one with its bite and one with its tendrils. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spawn can’t bite another target. Tendrils. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest. The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way. Escape the Material. The spawn burrows at least 20 feet through natural rock and opens a portal to the plane of the undead at the end of this movement. The portal remains for 2d4 rounds. The spawn can’t have more than one portal open at a time.

D TOME OF BEASTS 2 90 This beautiful creature has a humanoid frame covered with tiny, colorful, chitinous plates, and it sports large, rounded red wings with dark markings. Its face is an odd combination of human and insectoid, with heavy brows and large antennae that protrude from its forehead. Menace lurks behind its red, baleful eyes, and the spikes that jut from its shoulders, elbows, and knees speak of danger. Rhopalocerex, also known as the Purveyor of Deception and Master of Moths, is the father of death butterflies (Tome of Beasts, p. 71), moths, and all manner of other giant insects that are both beautiful and deadly. He lives in a layer of the Abyss that, like him, is beautiful at first sight, with vast vistas of flowers, trees, and a cloudless blue sky overhead; but it is equally deadly, with each element dripping with toxins, hiding some deadly surprise, or harboring hostile creatures. He lives at the top of a massive deciduous tree at the center of the plane. Thorny branches and leaves support the chambers of his stronghold above, while the bodies of his slain foes hang by nooses made of vines below. Death Cloaked in Beauty. Rhopalocerex surrounds himself with things whose beauty is part of their deceptiveness and deadliness, including poisonous plants, colorful yet deadly creatures, weapons disguised as ornaments, and similar objects. He likes to draw potential victims in with their natural curiosity or admiration before exposing the true vileness within him. Despite this, he maintains an extensive collection of truly beautiful art gathered from numerous civilizations and races that he has destroyed throughout the multiverse. He prefers works of art that display technical complexity and mastery of the art form. Master of Moths. Rhopalocerex is the lord of butterflies, moths, and other flying insects that take to the air under the cover of night and spread pestilence, poison, and filth. He is always followed by swarms of death butterflies, while other giant moths and butterflies cling to the walls and ceiling of his lair. The fluttering of their wings causes a constant pulsating sound to ripple through his lair. When he travels from his home plane, flying insects naturally flock to his location and follow him. Cults of Rhopalocerex. Like Rhopalocerex himself, his cults’ are obsessed with things that are both beautiful and deadly. When they perform ritual sacrifices in his name, they do so with expertly crafted blades and sweet-smelling but deadly poisons. The cult’s leaders are almost always charismatic individuals with silver tongues or pleasing countenances. Skilled alchemists and poisoners are highly valued by the cult and many alchemists find themselves, sometimes unintentionally, in the employ of the cult. RHOPALOCEREX’S LAIR Rhopalocerex’s lair is located in an impossibly massive tree deep in the Abyss. It is made of sticky strands like those used to construct a chrysalis, and access to the tree is via a massive spiral staircase winding through the tree’s core. The tree houses a labyrinth of chambers filled with giant insects and their larvae and eggs. LAIR ACTIONS On initiative count 20 (losing initiative ties), Rhopalocerex takes a lair action to cause one of the following effects; Rhopalocerex can’t use the same effect two rounds in a row: • Rhopalocerex magically calls a giant insect or a demon of challenge rating 5 or lower to aid him. The called creature acts as an ally of Rhopalocerex and obeys his mental commands. The creature remains for 1 hour or until Rhopalocerex uses this lair action again. • Rhopalocerex chooses up to two creatures he can see within 60 feet of him. Each creature must succeed on a DC 15 Dexterity saving throw or have disadvantage on its attack rolls until initiative count 20 on the following round, as numerous butterflies and moths fly up in its way. • Rhopalocerex chooses up to two creatures he can see that are within 15 feet of a wall of his lair. The creature must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) by the sticky fibers that make up the walls. REGIONAL EFFECTS The region containing Rhopalocerex’s lair is warped by his magic, which creates one or more of the following effects: • While within 1 mile of Rhopalocerex’s lair, creatures and plants with a challenge rating of 5 or lower are more toxic than normal. When these creatures deal poison damage, they deal an extra die of poison damage. If these creatures normally don’t deal poison damage, one of their attacks now deals an extra 2 (1d4) poison damage on a hit. • The area within 1 mile of Rhopalocerex’s lair is difficult terrain, as the tree’s roots gradually bulge and shift throughout the day, churning the soil, moving plants and rocks, and creating and filling sinkholes. • Thousands of insects swarm in the air and on the ground within 1 mile of the lair. Rhopalocerex can choose to see or hear through the senses of any insect in this area and can speak through it while doing so. RHOPALOCEREX, DEMON LORD OF DECEPTION Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 220 (21d10 + 105) Speed 30 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 21 (+5) 20 (+5) 22 (+6) 18 (+4) 25 (+7) Saving Throws Dex +11, Con +11, Int +12, Cha +13 Skills Arcana +12, Athletics +10, Deception +19, Nature +12 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, exhaustion, poisoned, prone Senses truesight 120 ft., passive Perception 14 Demon Lord, Rhopalocerex

91 TOME OF BEASTS 2 D Languages all, telepathy 120 ft. Challenge 20 (25,000 XP) Legendary Resistance (3/Day). If Rhopalocerex fails a saving throw, he can choose to succeed instead. Magic Resistance. Rhopalocerex has advantage on saving throws against spells and other magical effects. Innate Spellcasting. Rhopalocerex’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Rhopalocerex can innately cast the following spells, requiring no material components: At will: minor illusion, poison spray, prestidigitation, ray of frost 3/day each: charm person, color spray, comprehend languages, darkness, detect magic, invisibility, mirror image, suggestion 2/day each: dispel magic, hypnotic pattern, stinking cloud 1/day each: cloudkill, dominate person, wall of fire ACTIONS Multiattack. Rhopalocerex makes three attacks: one with his bite and two with his claws. He can use Wing Buffet in place of one claw attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. While poisoned, the creature is also blinded. Wing Buffet. Rhopalocerex beats his wings. Each creature within 10 feet of Rhopalocerex must make a DC 19 Dexterity saving throw. On a failure, a creature takes 18 (3d8 + 5) bludgeoning damage, is pushed up to 10 feet away from Rhopalocerex, and is knocked prone. On a success, a creature takes half the damage and isn’t pushed or knocked prone. LEGENDARY ACTIONS Rhopalocerex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Rhopalocerex regains spent legendary actions at the start of his turn. At-Will Spell. Rhopalocerex casts one of his at-will spells. Fly. Rhopalocerex can fly up to half his fly speed without provoking opportunity attacks. Claw Attack (Costs 2 Actions). Rhopalocerex makes a claw attack. Cast a Spell (Costs 3 Actions). Rhopalocerex casts a spell from his list of innate spells, expending a use of the spell as normal.

D TOME OF BEASTS 2 92 SPAWN OF RHOPALOCEREX This large demon is bright orange and yellow, with black markings on its face and wiry body. Its wings are rounded, and its face is insectoid, with large, glowing, red eyes. Black liquid drips from its sharp mandibles. Its long arms end in sharp claws. Everywhere Rhopalocerex Needs to Be. The spawn of Rhopalocerex can be found near Rhopalocerex or in areas where the demon lord has some sort of vested interest. They serve as his direct agents, whether he is trying to establish alliances or going to war against some individual or group. Lords of Butterflies and Moths. Like the demon lord himself, the spawn of Rhopalocerex enjoy a special kinship with moths and butterflies. Moths and butterflies regularly accompany the spawn, aiding them whenever possible. Wardens of the Abyss. The spawn of Rhopalocerex are the wardens of the deadly wild areas of the Abyss under Rhopalocerex’s control, defending it against all who would come to defile it. They originate at the demon lord’s lair in the great tree and fly beneath its wide boughs, looking for threats or awaiting missions to other planes. SPAWN OF RHOPALOCEREX Large fiend (demon), chaotic evil Armor Class 17 (natural armor) Hit Points 112 (15d10 + 30) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 13 (+1) 15 (+2) Saving Throws Cha +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned, prone Senses darkvision 60 ft., passive Perception 11 Languages Infernal, telepathy 60 ft. Challenge 6 (2,300 XP) Magic Resistance. The spawn has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The spawn of Rhopalocerex makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage. Enchanting Display (Recharge 5–6). The spawn of Rhopalocerex flutters its wings, and its large eyes briefly shine. Each creature within 30 feet of the spawn and that can see it must make a DC 15 Charisma saving throw. On a failure, a creature is charmed for 1 minute. On a success, a creature takes 14 (4d6) psychic damage.

93 TOME OF BEASTS 2 D A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength. Tormented Killers. A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake. Braying Apostles. A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life. BALIRI DEMON Medium fiend (demon), chaotic evil Armor Class 17 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 13 (+1) 17 (+3) 14 (+2) Saving Throws Str +11, Dex +8, Con +10, Wis +8 Skills Perception +8, Persuasion +7, Religion +6, Stealth +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 17 Languages Abyssal, Common, telepathy 120 ft. Challenge 14 (11,500 XP) Magic Resistance. The baliri has advantage on saving throws against spells and other magical effects. Praising Brays. As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord’s might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri’s next turn. In addition, the targets are unaffected by the baliri’s Blood Bray. ACTIONS Multiattack. The baliri demon makes three attacks: one with its bite and two with its pincers. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage. Pincers. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1–3, it severs the target’s arm, and on a 4–6 it severs the target’s leg. A creature missing an arm can’t wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected. Blood Bray (Recharge 6). The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn’t stunned. The bray doesn’t affect creatures without internal organs, such as constructs, elementals, and oozes. Demon, Baliri

D TOME OF BEASTS 2 94 Filthy rags partially conceal this walking mosquito’s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature’s head. Abyssal Swamp Dwellers. Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes. Buzzing and Itching. Though a culicoid’s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don’t stand out from regular insects, making them difficult to detect. The culicoid’s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash. Friend to Mosquitos. The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as anophiloi (Creature Codex, p. 39). These creatures cannot drink blood from the demon, but they innately feel a connection to it. The culicoid surrounds itself with swarms of the insects and uses its sensitivity to the smell of blood to lead its allies to feasts. CULICOID Mosquito-Proof. The culicoid can’t be subjected to blood drain from mosquitos and mosquito-like creatures. Speak with Mosquitos. The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language. ACTIONS Multiattack. The culicoid makes three attacks: one with its proboscis and two with its needle claws. Needle Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can’t use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target. Proboscis. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. Demon, Culicoid Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 190 (20d10 + 80) Speed 30 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 18 (+4) 11 (+0) 14 (+2) 9 (–1) Saving Throws Dex +6, Con +8 Skills Acrobatics +6, Perception +6, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, telepathy 60 ft. Challenge 12 (8,400 XP) Blood Sense. The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. Cloud of Mosquitos. When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again. Magic Resistance. The culicoid has advantage on saving throws against spells and other magical effects.

95 TOME OF BEASTS 2 D This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green. Demonic Servants. These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night (Tome of Beasts, p. 84). Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode. Kinship with Shadow. When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it. Lords of Birds. Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates. SPAWN OF ALQUAM Large fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 19 (+4) 14 (+2) 16 (+3) 13 (+1) Skills Deception +4, Perception +6, Stealth +6 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 90 ft., passive Perception 16 Languages Abyssal, telepathy 60 ft. Challenge 6 (2,300 XP) Ambusher. In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised. Keen Sight. The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight. Shadow Stealth. While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action. Sneak Attack (1/Turn). The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn’t incapacitated and the spawn doesn’t have disadvantage on the attack roll. Speak with Birds. The spawn of Alquam can communicate with birds as if they shared a language. ACTIONS Multiattack. The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Gloomspittle. Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn. Demon, Spawn of Alquam

D TOME OF BEASTS 2 96 The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal. Cursed Origins. A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest. DERENDIAN MOTH ABOMINATION Huge monstrosity, neutral evil Armor Class 14 (natural armor) Hit Points 210 (20d12 + 80) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 18 (+4) 16 (+3) 14 (+2) 10 (+0) Saving Throws Dex +9 Skills Stealth +9 Damage Immunities cold, necrotic Condition Immunities frightened Senses darkvision 120 ft., passive Perception 16 Languages — Challenge 12 (8,400 XP) Antennae. The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell. Assimilation. The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day. Legendary Resistance (3/Day). If the Derendian moth abomination fails a saving throw, it can choose to succeed instead. Magic Weapons. The Derendian moth abomination’s weapon attacks are magical. Unbound. The Derendian moth abomination’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth’s speed nor cause it to be paralyzed or restrained. ACTIONS Multiattack. The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack. Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage. Wings of the Primal Tender (1/Day). The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns. LEGENDARY ACTIONS The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn. Detect. The abomination makes a Perception check. Pursue. The abomination moves its flying speed. Lay Eggs (Costs 2 Actions). The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination’s next turn, the eggs hatch as a swarm of insects that attacks the abomination’s enemies. Derendian Moth Abomination

97 TOME OF BEASTS 2 D Languages Common, Dwarvish, Undercommon Challenge 1/2 (100 XP) Aklys Thrower. If the derro hits a target within 30 feet of it with a ranged attack with its aklys, it can use its bonus action to retrieve the aklys and make another attack against the same target. Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Aklys. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Derro The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern. Deep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters. Assassins for Hire. Derro outposts can be found in the slums of many surface cities. DERRO EXPLORER Small humanoid (derro), any non-good alignment Armor Class 15 (studded leather) Hit Points 44 (8d6 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 5 (–3) Skills Athletics +3, Perception +3, Stealth +5, Survival +5 Senses darkvision 120 ft., passive Perception 13 Languages Common, Dwarvish, Undercommon Challenge 2 (450 XP) Cavern Traveler. Difficult terrain composed of stalagmites, tight spaces, and other rocky underground terrain doesn’t cost it extra movement. In addition, the derro explorer has advantage on ability checks to climb rocky underground terrain. Humanoid Hunter. When the derro explorer hits a humanoid with a weapon attack, the weapon deals an extra 1d6 damage of its type. Insanity. The derro has advantage on saving throws against being charmed or frightened. ACTIONS Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. DERRO GUARD Small humanoid (derro), any non-good alignment Armor Class 13 (leather armor) Hit Points 18 (4d6 + 4) 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., passive Perception 7

D TOME OF BEASTS 2 98 DERRO SHADOWSEEKER This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable. Erratic Combatants. Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them. Unreliable Allies. Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes. DERRO SHADOWSEEKER Small humanoid (derro), chaotic evil Armor Class 17 (studded leather) Hit Points 112 (15d6 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 9 (–1) 20 (+5) 18 (+4) 13 (+1) 7 (–2) 14 (+2) Saving Throws Cha +5 Skills Acrobatics +8, Perception +1, Sleight of Hand +8, Stealth +8 Senses darkvision 120 ft., passive Perception 11 Languages Common, Dwarvish, Undercommon Challenge 6 (2,300 XP) Erratic Movement. The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage. Evasion. If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Magic Resistance. The shadowseeker has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadowseeker that isn’t incapacitated and the shadowseeker doesn’t have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The derro shadowseeker makes three melee attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Maddening Convulsions (Recharge 5–6). The shadowseeker’s body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the shadowseeker’s Maddening Convulsions for the next 24 hours.


Tome Of Beasts 2 - Flip eBook Pages 51-100 (2024)
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