3-bestiary

Bestiary

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 37

/Rules/Source/books/mordenkainen-presents-monsters-of-the-multiverse/img/02-001-ch2-splash.webpcenter wmed

This bestiary provides game statistics and lore for more than 250 monsters, which are suitable for any D&D campaign. The chapter includes old favorites from past editions of the game as well as creatures created for the current edition.

This chapter is a companion to the "Monster Manual" and adopts a similar presentation. If you are unfamiliar with the monster stat block format, read the introduction of the "Monster Manual" before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn't repeated here.

The creatures in this bestiary are organized alphabetically. A few are gathered under a group heading; for example, the "Dinosaurs" section contains stat blocks for various dinosaurs.

Herein you will find some weapons that deal unusual damage types and spellcasting that functions in atypical ways. Such an exception is a special feature of a monster and represents how it uses the weapon or casts its spells; the exception has no affect on how a weapon or a spell functions for someone else.

Finally, if a stat block contains the name of a class in the monster's name or in parentheses under the name, the monster is considered a member of that class for the purpose of meeting prerequisites for magic items.

A quote from Tasha

My friend Mordenkainen constantly fights monsters and makes notes about them. I love notes as much as the next wizard, but fighting gets old. Why not sit down and have a drink with the monster? I've learned the most delicious secrets from my monstrous drinking companions. The other monsters? I disintegrated them.

Black Abishai

Blue Abishai

Green Abishai

Red Abishai

White Abishai

Alhoon

Alkilith

Allip

Amnizu

Annis Hag

Archdruid

Archer

Armanite

Astral Dreadnought

Babau

Bael

Balhannoth

Banderhobb

Baphomet

Bard

Barghest

Berbalang

Bheur Hag

Blackguard

Bodak

Boggle

Boneclaw

Bulezau

Cadaver Collector

Canoloth

Catoblepas

Aurochs

Deep Rothé

Ox

Stench Kow

Cave Fisher

Champion

Chitine

Choker

Choldrith

Clockwork Bronze Scout

Clockwork Iron Cobra

Clockwork Oaken Bolter

Clockwork Stone Defender

Cloud Giant Smiling One

Corpse Flower

Cranium Rat

Swarm of Cranium Rats

Darkling

Darkling Elder

Death Kiss

Deathlock

Deathlock Mastermind

Deathlock Wight

Deep Scion

Demogorgon

Derro

Derro Savant

Devourer

Dhergoloth

Brontosaurus

Deinonychus

Dimetrodon

Hadrosaurus

Quetzalcoatlus

Stegosaurus

Velociraptor

Dolphin

Dolphin Delighter

Draegloth

Drow Arachnomancer

Drow Favored Consort

Drow House Captain

Drow Inquisitor

Drow Matron Mother

Drow Shadowblade

Duergar Despot

Duergar Kavalrachni

Duergar Mind Master

Duergar Soulblade

Duergar Stone Guard

Duergar Screamer

Duergar Warlord

Duergar Xarrorn

Duergar Hammerer

Dybbuk

Eidolon

Sacred Statue

Autumn Eladrin

Spring Eladrin

Summer Eladrin

Winter Eladrin

Elder Brain

Elder Tempest

Air Elemental Myrmidon

Earth Elemental Myrmidon

Fire Elemental Myrmidon

Water Elemental Myrmidon

Fire Giant Dreadnought

Firenewt Warlock of Imix

Firenewt Warrior

Flail Snail

Flind

Fraz-Urb'luu

Froghemoth

Frost Giant Everlasting One

Frost Salamander

Gauth

Gazer

Geryon

Giant Strider

Giff

Girallon

Githyanki Gish

Githyanki Kith'rak

Githyanki Supreme Commander

Githzerai Anarch

Githzerai Enlightened

Gnoll Flesh Gnawer

Gnoll Hunter

Gnoll Witherling

Gray Render

Graz'zt

Grung

Grung Elite Warrior

Grung Wildling

Guard Drake

Hellfire Engine

Hobgoblin Devastator

Hobgoblin Iron Shadow

Howler

Hutijin

Hydroloth

Juiblex

Ki-rin

Kobold Dragonshield

Kobold Inventor

Kobold Scale Sorcerer

Korred

Kraken Priest

Young Kruthik

Adult Kruthik

Kruthik Hive Lord

Leucrotta

Leviathan

Martial Arts Adept

Marut

Master Thief

Maurezhi

Maw Demon

Meazel

Meenlock

Merregon

Merrenoloth

Mindwitness

Moloch

Molydeus

Morkoth

Mouth of Grolantor

Nabassu

Nagpa

Narzugon

Neogi Hatchling

Neogi

Neogi Master

Neothelid

Nightwalker

Nilbog

Nupperibo

Oblex Spawn

Adult Oblex

Elder Oblex

Ogre Battering Ram

Ogre Bolt Launcher

Ogre Chain Brute

Ogre Howdah

Oinoloth

Orcus

Orthon

Phoenix

Quickling

Redcap

Retriever

Rutterkin

Sea Spawn

Shadar-kai Gloom Weaver

Shadar-kai Shadow Dancer

Shadar-kai Soul Monger

Shadow Mastiff

Shadow Mastiff Alpha

Shoosuva

Sibriex

Skulk

Skull Lord

Slithering Tracker

Angry Sorrowsworn

Hungry Sorrowsworn

Lonely Sorrowsworn

Lost Sorrowsworn

Wretched Sorrowsworn

Spawn of Kyuss

Star Spawn Grue

Star Spawn Hulk

Star Spawn Larva Mage

Star Spawn Mangler

Star Spawn Seer

Female Steeder

Male Steeder

Steel Predator

Stone Cursed

Stone Giant Dreamwalker

Storm Giant Quintessent

Swarm of Rot Grubs

Swashbuckler

Sword Wraith Commander

Sword Wraith Warrior

Tanarukk

Titivilus

Tlincalli

Tortle

Tortle Druid

Trapper

Dire Troll

Rot Troll

Spirit Troll

Venom Troll

Ulitharid

Vampiric Mist

Vargouille

Vegepygmy

Thorny Vegepygmy

Vegepygmy Chief

War Priest

Warlock of the Archfey

Warlock of the Fiend

Warlock of the Great Old One

Warlord

Wastrilith

Apprentice Wizard

Abjurer Wizard

Conjurer Wizard

Diviner Wizard

Enchanter Wizard

Evoker Wizard

Illusionist Wizard

Necromancer Wizard

Transmuter Wizard

Wood Woad

Xvart

Xvart Warlock of Raxivort

Yagnoloth

Yeenoghu

Yeth Hound

Yuan-ti Anathema

Yuan-ti Broodguard

Yuan-ti Mind Whisperer

Yuan-ti Nightmare Speaker

Yuan-ti Pit Master

Zaratan

Zariel

Zuggtmoy

Abishais

Abishais. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.

Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.

Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

Black Abishai

Black Abishai

Source: Mordenkainen Presents: Monsters of the Multiverse p. 38

Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets.

Abishais

Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.

Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.

Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

"name": "Black Abishai (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "58"
"hit_dice": "9d8 + 18"
"modifier": !!int "3"
"stats":
  - !!int "14"
  - !!int "17"
  - !!int "14"
  - !!int "13"
  - !!int "16"
  - !!int "11"
"speed": "30 ft., fly 40 ft."
"saves":
  - "dexterity": !!int "6"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "acid, fire, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 16"
"languages": "Draconic, Infernal, telepathy 120 ft."
"cr": "7"
"traits":
  - "desc": "Magical darkness doesn't impede the abishai's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The abishai has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The abishai makes one Bite attack and two Scimitar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d10\
      \ + 3) piercing damage plus 9 (2d8) acid damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) force damage."
    "name": "Scimitar"
  - "desc": "The abishai casts [darkness](/Rules/Source/spells/darkness-xphb.md) at\
      \ a point within 120 feet of it, requiring no spell components or [concentration](/Rules/Source/conditions.md#Concentration).\
      \ Wisdom is its spellcasting ability for this spell. While the spell persists,\
      \ the abishai can move the area of darkness up to 60 feet as a bonus action.\n"
    "name": "Creeping Darkness (Recharge 6)"
"bonus_actions":
  - "desc": "While in dim light or darkness, the abishai takes the [Hide](/Rules/Source/actions.md#Hide)\
      \ action."
    "name": "Shadow Stealth"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/black-abishai-mpmm.webp"

Environment

urban

Blue Abishai

Blue Abishai

Source: Mordenkainen Presents: Monsters of the Multiverse p. 39

Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat's enemies.

Abishais

Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.

Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.

Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

"name": "Blue Abishai (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil, wizard"
"alignment": "Typically  Lawful Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "202"
"hit_dice": "27d8 + 81"
"modifier": !!int "2"
"stats":
  - !!int "15"
  - !!int "14"
  - !!int "17"
  - !!int "22"
  - !!int "23"
  - !!int "18"
"speed": "30 ft., fly 50 ft."
"saves":
  - "intelligence": !!int "12"
  - "wisdom": !!int "12"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+12"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, lightning, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 16"
"languages": "Draconic, Infernal, telepathy 120 ft."
"cr": "17"
"traits":
  - "desc": "Magical darkness doesn't impede the abishai's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The abishai has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The abishai makes three Bite or Lightning Strike attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13\
      \ (2d10 + 2) piercing damage plus 14 (4d6) lightning damage."
    "name": "Bite"
  - "desc": "*Ranged Spell Attack:* +12 to hit, range 120 ft., one target. *Hit:*\
      \ 36 (8d8) lightning damage."
    "name": "Lightning Strike"
  - "desc": "The abishai casts one of the following spells, using Intelligence as\
      \ the spellcasting ability (spell save DC 20):\n\n**At will:** [disguise self](/Rules/Source/spells/disguise-self-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\
      \n**2/day each:** [charm person](/Rules/Source/spells/charm-person-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [greater invisibility](/Rules/Source/spells/greater-invisibility-xphb.md),\
      \ [wall of force](/Rules/Source/spells/wall-of-force-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The abishai teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space that it can see."
    "name": "Teleport"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/blue-abishai-mpmm.webp"

Environment

coastal, urban

Green Abishai

Green Abishai

Source: Mordenkainen Presents: Monsters of the Multiverse p. 40

Green abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure they can manipulate even the shrewdest opponents.

Abishais

Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.

Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.

Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

"name": "Green Abishai (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "195"
"hit_dice": "26d8 + 78"
"modifier": !!int "3"
"stats":
  - !!int "12"
  - !!int "17"
  - !!int "16"
  - !!int "17"
  - !!int "12"
  - !!int "19"
"speed": "30 ft., fly 40 ft."
"saves":
  - "intelligence": !!int "8"
  - "charisma": !!int "9"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+9"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+6"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+9"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 16"
"languages": "Draconic, Infernal, telepathy 120 ft."
"cr": "15"
"traits":
  - "desc": "Magical darkness doesn't impede the abishai's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The abishai has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The abishai makes two Fiendish Claw attacks, or it makes one Fiendish\
      \ Claw attack and uses Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d8 + 3) force damage. If the target is a creature, it must succeed on a\
      \ DC 16 Constitution saving throw or take 16 (3d10) poison damage and become\
      \ [poisoned](/Rules/Source/conditions.md#Poisoned) for 1 minute. The [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success."
    "name": "Fiendish Claw"
  - "desc": "The abishai casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 17):\n\
      \n**At will:** [alter self](/Rules/Source/spells/alter-self-xphb.md), [major\
      \ image](/Rules/Source/spells/major-image-xphb.md)\n\n**3/day each:** [charm\
      \ person](/Rules/Source/spells/charm-person-xphb.md), [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
      \ [fear](/Rules/Source/spells/fear-xphb.md)\n\n**1/day each:** [confusion](/Rules/Source/spells/confusion-xphb.md),\
      \ [dominate person](/Rules/Source/spells/dominate-person-xphb.md), [mass suggestion](/Rules/Source/spells/mass-suggestion-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/green-abishai-mpmm.webp"

Environment

urban

Red Abishai

Red Abishai

Source: Mordenkainen Presents: Monsters of the Multiverse p. 40

Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight.

Abishais

Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.

Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.

Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

"name": "Red Abishai (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "289"
"hit_dice": "34d8 + 136"
"modifier": !!int "3"
"stats":
  - !!int "23"
  - !!int "16"
  - !!int "19"
  - !!int "14"
  - !!int "15"
  - !!int "19"
"speed": "30 ft., fly 50 ft."
"saves":
  - "strength": !!int "12"
  - "constitution": !!int "10"
  - "wisdom": !!int "8"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+10"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 18"
"languages": "Draconic, Infernal, telepathy 120 ft."
"cr": "19"
"traits":
  - "desc": "Magical darkness doesn't impede the abishai's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The abishai has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The abishai makes one Bite attack and one Claw attack, and it can use\
      \ Frightful Presence or Incite Fanaticism."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 22\
      \ (3d10 + 6) piercing damage plus 38 (7d10) fire damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17\
      \ (2d10 + 6) force damage plus 11 (2d10) fire damage."
    "name": "Claw"
  - "desc": "Each creature of the abishai's choice that is within 120 feet and aware\
      \ of the abishai must succeed on a DC 18 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of it 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\
      \ abishai's Frightful Presence for the next 24 hours."
    "name": "Frightful Presence"
  - "desc": "The abishai chooses up to four other creatures within 60 feet of it that\
      \ can see it. Until the start of the abishai's next turn, each of those creatures\
      \ makes attack rolls with advantage and can't be [frightened](/Rules/Source/conditions.md#Frightened)."
    "name": "Incite Fanaticism"
  - "desc": "The abishai targets one Dragon it can see within 120 feet of it. The\
      \ Dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this\
      \ save with disadvantage. On a successful save, the target is immune to the\
      \ abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target\
      \ is [charmed](/Rules/Source/conditions.md#Charmed) by the abishai for 1 hour.\
      \ While [charmed](/Rules/Source/conditions.md#Charmed) in this way, the target\
      \ regards the abishai as a trusted friend to be heeded and protected. This effect\
      \ ends if the abishai or its companions deal damage to the target."
    "name": "Power of the Dragon Queen"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/red-abishai-mpmm.webp"

Environment

mountain, urban

White Abishai

White Abishai

Source: Mordenkainen Presents: Monsters of the Multiverse p. 41

White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield.

Abishais

Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.

Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.

Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

"name": "White Abishai (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "68"
"hit_dice": "8d8 + 32"
"modifier": !!int "0"
"stats":
  - !!int "16"
  - !!int "11"
  - !!int "18"
  - !!int "11"
  - !!int "12"
  - !!int "13"
"speed": "30 ft., fly 40 ft."
"saves":
  - "strength": !!int "6"
  - "constitution": !!int "7"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks that\
  \ aren't silvered"
"damage_immunities": "cold, fire, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Draconic, Infernal, telepathy 120 ft."
"cr": "6"
"traits":
  - "desc": "Magical darkness doesn't impede the abishai's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The abishai has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "At the start of its turn, the abishai can gain advantage on all melee\
      \ weapon attack rolls during that turn, but attack rolls against it have advantage\
      \ until the start of its next turn."
    "name": "Reckless"
"actions":
  - "desc": "The abishai makes one Bite attack, one Claw attack, and one Longsword\
      \ attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) piercing damage plus 3 (1d6) cold damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d10\
      \ + 3) slashing damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) force damage, or 8 (1d10 + 3) force damage if used with two hands."
    "name": "Longsword"
"reactions":
  - "desc": "In response to taking damage, the abishai makes one Bite attack against\
      \ a random creature within 5 feet of it. If no creature is within reach, the\
      \ abishai moves up to half its speed toward an enemy it can see, without provoking\
      \ [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)."
    "name": "Vicious Reprisal"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/white-abishai-mpmm.webp"

Environment

urban

Alhoon

A quote from Mordenkainen

There are many reasons to avoid the way of the lich. An impermanent solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal.

Mind flayers that pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state.

Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of thinking.

For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Yet eventually, mind flayer arcanists determined to pursue wizardry must flee the colony for their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant minds are never accepted as part of the collective. For them, death means oblivion.

Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.

Confronting this reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by the same name.

Collaborative Undeath. To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.

Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of a mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like those of other liches.

Unlike a true lich's phylactery, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.

The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who sacrificed a 200-year-old elf looks forward to a much longer existence than one that sacrificed a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.

Destroying a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections for their periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saving throws, and checks against the holder. In addition, the holder can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls.

Alhoon

Alhoon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 43

A quote from Mordenkainen

There are many reasons to avoid the way of the lich. An impermanent solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal.

Mind flayers that pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state.

Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of thinking.

For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Yet eventually, mind flayer arcanists determined to pursue wizardry must flee the colony for their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant minds are never accepted as part of the collective. For them, death means oblivion.

Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.

Confronting this reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by the same name.

Collaborative Undeath

To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.

Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of a mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like those of other liches.

Unlike a true lich's phylactery, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.

The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who sacrificed a 200-year-old elf looks forward to a much longer existence than one that sacrificed a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.

Destroying a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections for their periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saving throws, and checks against the holder. In addition, the holder can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls.

"name": "Alhoon (MPMM)"
"size": "Medium"
"type": "undead"
"subtype": "mind flayer, wizard"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "150"
"hit_dice": "20d8 + 60"
"modifier": !!int "1"
"stats":
  - !!int "11"
  - !!int "12"
  - !!int "16"
  - !!int "19"
  - !!int "17"
  - !!int "17"
"speed": "30 ft., fly 15 ft. (hover)"
"saves":
  - "constitution": !!int "7"
  - "intelligence": !!int "8"
  - "wisdom": !!int "7"
  - "charisma": !!int "7"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+8"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+7"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+8"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+7"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+7"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_resistances": "cold, lightning, necrotic"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 17"
"languages": "Deep Speech, Undercommon, telepathy 120 ft."
"cr": "10"
"traits":
  - "desc": "The alhoon has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "The alhoon has advantage on saving throws against any effect that turns\
      \ Undead."
    "name": "Turn Resistance"
"actions":
  - "desc": "The alhoon makes two Chilling Grasp or Arcane Bolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Spell Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (4d6)\
      \ cold damage, and the alhoon regains 14 hit points."
    "name": "Chilling Grasp"
  - "desc": "*Ranged Spell Attack:* +8 to hit, range 120 ft., one target. *Hit:* 28\
      \ (8d6) force damage."
    "name": "Arcane Bolt"
  - "desc": "The alhoon magically emits psychic energy in a 60-foot cone. Each creature\
      \ in that area must succeed on a DC 16 Intelligence saving throw or take 22\
      \ (4d8 + 4) psychic damage and be [stunned](/Rules/Source/conditions.md#Stunned)\
      \ for 1 minute. A target can repeat the saving throw at the end of each of its\
      \ turns, ending the effect on itself on a success."
    "name": "Mind Blast (Recharge 5-6)"
  - "desc": "The alhoon casts one of the following spells, requiring no material components\
      \ and using Intelligence as the spellcasting ability (spell save DC 16):\n\n\
      **At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
      \ [disguise self](/Rules/Source/spells/disguise-self-xphb.md), [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**1/day\
      \ each:** [dominate monster](/Rules/Source/spells/dominate-monster-xphb.md),\
      \ [globe of invulnerability](/Rules/Source/spells/globe-of-invulnerability-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [modify memory](/Rules/Source/spells/modify-memory-xphb.md),\
      \ [plane shift](/Rules/Source/spells/plane-shift-xphb.md) (self only), [wall\
      \ of force](/Rules/Source/spells/wall-of-force-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "The alhoon targets one creature it can see within 60 feet of it that\
      \ is casting a spell. If the spell is 3rd level or lower, the spell fails, but\
      \ any spell slots or charges are not wasted."
    "name": "Negate Spell (3/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/alhoon-mpmm.webp"

Environment

underdark

Alkilith

An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.

The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see "Planar Portals" in the Dungeon Master's Guide).

Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane.

Alkilith

Alkilith

Source: Mordenkainen Presents: Monsters of the Multiverse p. 44

An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.

The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see "Planar Portals" in the Dungeon Master's Guide).

Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane.

"name": "Alkilith (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "168"
"hit_dice": "16d8 + 96"
"modifier": !!int "4"
"stats":
  - !!int "12"
  - !!int "19"
  - !!int "22"
  - !!int "6"
  - !!int "11"
  - !!int "7"
"speed": "40 ft., climb 40 ft."
"saves":
  - "dexterity": !!int "8"
  - "constitution": !!int "10"
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
"damage_resistances": "acid; cold; fire; lightning; bludgeoning, piercing, slashing\
  \ from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "understands Abyssal but can't speak"
"cr": "11"
"traits":
  - "desc": "If the alkilith surrounds a door, window, or similar opening continuously\
      \ for 6d6 days, the opening becomes a permanent portal to a random layer of\
      \ the Abyss."
    "name": "Abyssal Rift"
  - "desc": "The alkilith can move through a space as narrow as 1 inch wide without\
      \ squeezing."
    "name": "Amorphous"
  - "desc": "If the alkilith is motionless at the start of combat, it has advantage\
      \ on its initiative roll. Moreover, if a creature hasn't observed the alkilith\
      \ move or act, that creature must succeed on a DC 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation))\
      \ check to discern that the alkilith isn't ordinary slime or fungus."
    "name": "False Appearance"
  - "desc": "Any creature that isn't a demon that starts its turn within 30 feet of\
      \ the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint\
      \ buzzing in its head for a moment and has disadvantage on its next attack roll,\
      \ saving throw, or ability check.\n\nIf the saving throw against Foment Confusion\
      \ fails by 5 or more, the creature is instead subjected to the [confusion](/Rules/Source/spells/confusion-xphb.md)\
      \ spell for 1 minute (no [concentration](/Rules/Source/conditions.md#Concentration)\
      \ required by the alkilith). While under the effect of that confusion, the creature\
      \ is immune to Foment Confusion."
    "name": "Foment Confusion"
  - "desc": "The alkilith has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The alkilith can climb difficult surfaces, such as upside down on ceilings,\
      \ without making an ability check."
    "name": "Spider Climb"
  - "desc": "The alkilith doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The alkilith makes three Tentacle attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 15 ft., one target. *Hit:* 18\
      \ (4d6 + 4) acid damage."
    "name": "Tentacle"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/alkilith-mpmm.webp"

Environment

underdark, urban

Allip

When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often the creation of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse annihilates its body and leaves behind a spectral being composed of fragments from the victim's psyche and overwhelming psychic agony.

Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter.

Insidious Lore. An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by frantic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim.

Allip

Allip

Source: Mordenkainen Presents: Monsters of the Multiverse p. 45

When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often the creation of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse annihilates its body and leaves behind a spectral being composed of fragments from the victim's psyche and overwhelming psychic agony.

Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter.

Insidious Lore

An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by frantic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim.

"name": "Allip (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Typically  Neutral Evil"
"ac": !!int "13"
"hp": !!int "40"
"hit_dice": "9d8"
"modifier": !!int "3"
"stats":
  - !!int "6"
  - !!int "17"
  - !!int "10"
  - !!int "17"
  - !!int "15"
  - !!int "16"
"speed": "0 ft., fly 40 ft. (hover)"
"saves":
  - "intelligence": !!int "6"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"damage_resistances": "acid; fire; lightning; thunder; bludgeoning, piercing, slashing\
  \ from nonmagical attacks"
"damage_immunities": "cold, necrotic, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "the languages it knew in life"
"cr": "5"
"traits":
  - "desc": "The allip 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."
    "name": "Incorporeal Movement"
  - "desc": "The allip doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Spell Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (4d6\
      \ + 3) psychic damage."
    "name": "Maddening Touch"
  - "desc": "Each creature within 30 feet of the allip that can hear it must make\
      \ a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3)\
      \ psychic damage, and it is [stunned](/Rules/Source/conditions.md#Stunned) until\
      \ the end of its next turn. On a successful save, it takes half as much damage\
      \ and isn't [stunned](/Rules/Source/conditions.md#Stunned). Constructs and Undead\
      \ are immune to this effect."
    "name": "Howling Babble (Recharge 6)"
  - "desc": "The allip chooses up to three creatures it can see within 60 feet of\
      \ it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12\
      \ (2d8 + 3) psychic damage and must use its reaction to make a melee weapon\
      \ attack against one creature of the allip's choice that the allip can see.\
      \ Constructs and Undead are immune to this effect."
    "name": "Whispers of Compulsion"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/allip-mpmm.webp"

Environment

swamp, urban

Amnizu

Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities the hellish archdukes value.

Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. They collect the souls arriving in the form of lemures. Lemures have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' minds and marshal them into legions.

Amnizu

Amnizu

Source: Mordenkainen Presents: Monsters of the Multiverse p. 46

Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities the hellish archdukes value.

Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. They collect the souls arriving in the form of lemures. Lemures have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' minds and marshal them into legions.

"name": "Amnizu (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "202"
"hit_dice": "27d8 + 81"
"modifier": !!int "1"
"stats":
  - !!int "11"
  - !!int "13"
  - !!int "16"
  - !!int "20"
  - !!int "12"
  - !!int "18"
"speed": "30 ft., fly 40 ft."
"saves":
  - "dexterity": !!int "7"
  - "constitution": !!int "9"
  - "wisdom": !!int "7"
  - "charisma": !!int "10"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+7"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 17"
"languages": "Common, Infernal, telepathy 1,000 ft."
"cr": "18"
"traits":
  - "desc": "Magical darkness doesn't impede the amnizu's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The amnizu has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The amnizu uses Blinding Rot or Forgetfulness, if available. It also\
      \ makes two Taskmaster Whip attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 9\
      \ (1d8 + 5) slashing damage plus 16 (3d10) force damage."
    "name": "Taskmaster Whip"
  - "desc": "The amnizu targets one or two creatures that it can see within 60 feet\
      \ of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26\
      \ (4d12) necrotic damage and be [blinded](/Rules/Source/conditions.md#Blinded)\
      \ until the start of the amnizu's next turn."
    "name": "Blinding Rot"
  - "desc": "The amnizu targets one creature it can see within 60 feet of it. That\
      \ creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12)\
      \ psychic damage and become [stunned](/Rules/Source/conditions.md#Stunned) for\
      \ 1 minute. A [stunned](/Rules/Source/conditions.md#Stunned) creature repeats\
      \ the saving throw at the end of each of its turns, ending the effect on itself\
      \ on a success. If the target is [stunned](/Rules/Source/conditions.md#Stunned)\
      \ for the full minute, it forgets everything it sensed, experienced, and learned\
      \ during the last 5 hours."
    "name": "Forgetfulness (Recharge 6)"
  - "desc": "The amnizu casts one of the following spells, requiring no material components\
      \ and using Intelligence as the spellcasting ability (spell save DC 19):\n\n\
      **At will:** [command](/Rules/Source/spells/command-xphb.md)\n\n**3/day:** [dominate\
      \ monster](/Rules/Source/spells/dominate-monster-xphb.md)\n\n**1/day:** [feeblemind](/Rules/Source/spells/befuddlement-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "When a creature within 60 feet of the amnizu makes an attack roll against\
      \ it, and another creature is within the attack's range, the attacker must make\
      \ a DC 19 Wisdom saving throw. On a failed save, the attacker must target the\
      \ creature that is closest to it, not including the amnizu or itself. If multiple\
      \ creatures are closest, the attacker chooses which one to target. If the saving\
      \ throw is successful, the attacker is immune to the amnizu's Instinctive Charm\
      \ for 24 hours."
    "name": "Instinctive Charm"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/amnizu-mpmm.webp"

^statblock

Annis Hag

Annis hags lair in mountains or hills. These hunchbacked and hump-shouldered hags are the largest and most physically imposing of their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.

Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim to provoke fear and distrust in nearby villages and settlements. To an annis hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: "Be good, or the annis will get you."

When an annis feels especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, "Granny" or "Grampy" convinces the child that it's okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child's terrified family and community face painful decisions of what to do about the seemingly remorseless child.

Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogres and trolls), ruling them through brute strength, insults, and superstition.

Iron Token. An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror.

Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are within 10 miles of each other. When the hag speaks through the token, the holder can hear the hag's whisper but not any other sounds at the hag's location. Similarly, the hag can hear the holder of the token but not the noise around it.

A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.

Annis Hag

Annis Hag

Source: Mordenkainen Presents: Monsters of the Multiverse p. 47

Annis hags lair in mountains or hills. These hunchbacked and hump-shouldered hags are the largest and most physically imposing of their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.

Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim to provoke fear and distrust in nearby villages and settlements. To an annis hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: "Be good, or the annis will get you."

When an annis feels especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, "Granny" or "Grampy" convinces the child that it's okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child's terrified family and community face painful decisions of what to do about the seemingly remorseless child.

Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogres and trolls), ruling them through brute strength, insults, and superstition.

Iron Token

An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror.

Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are within 10 miles of each other. When the hag speaks through the token, the holder can hear the hag's whisper but not any other sounds at the hag's location. Similarly, the hag can hear the holder of the token but not the noise around it.

A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.

"name": "Annis Hag (MPMM)"
"size": "Large"
"type": "fey"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "90"
"hit_dice": "12d10 + 24"
"modifier": !!int "1"
"stats":
  - !!int "21"
  - !!int "12"
  - !!int "14"
  - !!int "13"
  - !!int "14"
  - !!int "15"
"speed": "40 ft."
"saves":
  - "constitution": !!int "5"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"damage_resistances": "cold"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "Common, Giant, Sylvan"
"cr": "6"
"actions":
  - "desc": "The annis makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 15\
      \ (3d6 + 5) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 15\
      \ (3d6 + 5) slashing damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 36\
      \ (9d6 + 5) bludgeoning damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 15) if it is a Large or smaller creature. Until the grapple ends,\
      \ the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the\
      \ hag's turns. The hag can't make attacks while grappling a creature in this\
      \ way."
    "name": "Crushing Hug"
  - "desc": "The hag casts one of the following spells, using Charisma as the spellcasting\
      \ ability (spell save DC 13):\n\n**3/day each:** [disguise self](/Rules/Source/spells/disguise-self-xphb.md)\
      \ (including the form of a Medium Humanoid), [Fog cloud](/Rules/Source/spells/fog-cloud-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/annis-hag-mpmm.webp"

Environment

hill, mountain

Archdruid

Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are druids, and the archdruid's lair is usually guarded by loyal Beasts and Fey creatures.

When an archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action's restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts.

Archdruid Favored Shapes

dice: d8 Favored Shape
1 Air elemental
2 Earth elemental
3 Fire elemental
4 Giant crocodile
5 Mammoth
6 Flail snail
7 Triceratops
8 Water elemental

Archdruid

Archdruid

Source: Mordenkainen Presents: Monsters of the Multiverse p. 48

Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are druids, and the archdruid's lair is usually guarded by loyal Beasts and Fey creatures.

When an archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action's restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts.

Archdruid Favored Shapes

dice: d8 Favored Shape
1 Air elemental
2 Earth elemental
3 Fire elemental
4 Giant crocodile
5 Mammoth
6 Flail snail
7 Triceratops
8 Water elemental
"name": "Archdruid (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "druid"
"alignment": "Any alignment"
"ac": !!int "14"
"ac_class": "[hide armor](/Rules/Source/items/hide-armor-xphb.md)"
"hp": !!int "154"
"hit_dice": "28d8 + 28"
"modifier": !!int "2"
"stats":
  - !!int "14"
  - !!int "14"
  - !!int "12"
  - !!int "12"
  - !!int "20"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "5"
  - "wisdom": !!int "9"
"skillsaves":
  - "name": "[Medicine](/Rules/Source/skills.md#Medicine)"
    "desc": "+9"
  - "name": "[Nature](/Rules/Source/skills.md#Nature)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+9"
"senses": "passive Perception 19"
"languages": "Druidic plus any two languages"
"cr": "12"
"actions":
  - "desc": "The archdruid makes three Staff or Wildfire attacks. It can replace one\
      \ attack with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) bludgeoning damage plus 21 (6d6) poison damage."
    "name": "Staff"
  - "desc": "*Ranged Spell Attack:* +9 to hit, range 120 ft., one target. *Hit:* 26\
      \ (6d6 + 5) fire damage, and the target is [blinded](/Rules/Source/conditions.md#Blinded)\
      \ until the start of the druid's next turn."
    "name": "Wildfire"
  - "desc": "The archdruid casts one of the following spells, using Wisdom as the\
      \ spellcasting ability (spell save DC 17):\n\n**At will:** [beast sense](/Rules/Source/spells/beast-sense-xphb.md),\
      \ [entangle](/Rules/Source/spells/entangle-xphb.md), [speak with animals](/Rules/Source/spells/speak-with-animals-xphb.md)\n\
      \n**3/day each:** [animal messenger](/Rules/Source/spells/animal-messenger-xphb.md),\
      \ [dominate beast](/Rules/Source/spells/dominate-beast-xphb.md), [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md),\
      \ [tree stride](/Rules/Source/spells/tree-stride-xphb.md)\n\n**1/day each:**\
      \ [commune with nature](/Rules/Source/spells/commune-with-nature-xphb.md) (as\
      \ an action), [mass cure wounds](/Rules/Source/spells/mass-cure-wounds-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The archdruid magically transforms into a Beast or an Elemental with\
      \ a challenge rating of 6 or less and can remain in that form for up to 9 hours.\
      \ The archdruid can choose whether its equipment falls to the ground, melds\
      \ with its new form, or is worn by the new form. The archdruid reverts to its\
      \ true form if it dies or falls [unconscious](/Rules/Source/conditions.md#Unconscious).\
      \ The archdruid can revert to its true form using a bonus action.\n\nWhile in\
      \ a new form, the archdruid's stat block is replaced by the stat block of that\
      \ form, except the archdruid keeps its current hit points, its hit point maximum,\
      \ this bonus action, its languages and ability to speak, and its Spellcasting\
      \ action.\n\nThe new form's attacks count as magical for the purpose of overcoming\
      \ resistances and immunity to nonmagical attacks."
    "name": "Change Shape (2/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/archdruid-mpmm.webp"

Environment

forest, mountain, swamp, underwater

Archer

Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.

Some renowned archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group of them.

Archer Fletching

dice: d12 Fletching
1 Feathers from an owlbear's mane
2 Cockatrice feathers
3 Axe beak feathers
4 Planetar feathers
5 Couatl feathers
6 Pegasus feathers
7 Griffon feathers
8 Vrock feathers
9 Peryton feathers
10 Dryad leaf vanes
11 Drake scale vanes
12 Stirge wing vanes

Archer

Archer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 49

Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.

Some renowned archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group of them.

Archer Fletching

dice: d12 Fletching
1 Feathers from an owlbear's mane
2 Cockatrice feathers
3 Axe beak feathers
4 Planetar feathers
5 Couatl feathers
6 Pegasus feathers
7 Griffon feathers
8 Vrock feathers
9 Peryton feathers
10 Dryad leaf vanes
11 Drake scale vanes
12 Stirge wing vanes
"name": "Archer (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "4"
"stats":
  - !!int "11"
  - !!int "18"
  - !!int "16"
  - !!int "11"
  - !!int "13"
  - !!int "10"
"speed": "30 ft."
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+6"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
  - "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "passive Perception 15"
"languages": "any one language (usually Common)"
"cr": "3"
"actions":
  - "desc": "The archer makes two Shortsword or Longbow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage."
    "name": "Shortsword"
  - "desc": "*Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:*\
      \ 8 (1d8 + 4) piercing damage."
    "name": "Longbow"
"bonus_actions":
  - "desc": "Immediately after making an attack roll or a damage roll with a ranged\
      \ weapon, the archer can roll a d10 and add the number rolled to the total."
    "name": "Archer's Eye (3/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/archer-mpmm.webp"

Environment

forest, urban

Armanite

Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they're controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes.

In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time—even battling each other if they can't find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity.

Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they're up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.

Armanite

Armanite

Source: Mordenkainen Presents: Monsters of the Multiverse p. 50

Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they're controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes.

In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time—even battling each other if they can't find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity.

Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they're up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.

"name": "Armanite (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "94"
"hit_dice": "9d10 + 45"
"modifier": !!int "4"
"stats":
  - !!int "21"
  - !!int "18"
  - !!int "21"
  - !!int "8"
  - !!int "12"
  - !!int "13"
"speed": "60 ft."
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Abyssal, telepathy 120 ft."
"cr": "7"
"traits":
  - "desc": "The armanite has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The armanite makes one Claw attack, one Hooves attack, and one Serrated\
      \ Tail attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d4 + 5) slashing damage plus 9 (2d8) lightning damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d6 + 5) bludgeoning damage. If the target is a Large or smaller creature,\
      \ it must succeed on a DC 16 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Hooves"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16\
      \ (2d10 + 5) slashing damage."
    "name": "Serrated Tail"
  - "desc": "The armanite looses a bolt of lightning in a line that is 60 feet long\
      \ and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving\
      \ throw, taking 36 (8d8) lightning damage on a failed save, or half as much\
      \ damage on a successful one."
    "name": "Lightning Lance (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/armanite-mpmm.webp"

Environment

underdark

Astral Dreadnought

Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.

Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.

Astral Dreadnought

Astral Dreadnought

Source: Mordenkainen Presents: Monsters of the Multiverse p. 51

Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.

Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.

"name": "Astral Dreadnought (MPMM)"
"size": "Gargantuan"
"type": "monstrosity"
"subtype": "titan"
"alignment": "Unaligned"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "297"
"hit_dice": "17d20 + 119"
"modifier": !!int "-2"
"stats":
  - !!int "28"
  - !!int "7"
  - !!int "25"
  - !!int "5"
  - !!int "14"
  - !!int "18"
"speed": "15 ft., fly 80 ft. (hover)"
"saves":
  - "dexterity": !!int "5"
  - "wisdom": !!int "9"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+9"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [prone](/Rules/Source/conditions.md#Prone), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 19"
"languages": ""
"cr": "21"
"traits":
  - "desc": "The dreadnought's eye creates an area of antimagic, as in the [antimagic\
      \ field](/Rules/Source/spells/antimagic-field-xphb.md) spell, in a 150-foot\
      \ cone. At the start of each of its turns, it decides which way the cone faces.\
      \ The cone doesn't function while the eye is closed or while the dreadnought\
      \ is [blinded](/Rules/Source/conditions.md#Blinded)."
    "name": "Antimagic Cone"
  - "desc": "The dreadnought can't leave the Astral Plane, nor can it be banished\
      \ or otherwise transported out of that plane."
    "name": "Astral Entity"
  - "desc": "Anything the dreadnought swallows is transported to a demiplane that\
      \ can be entered by no other means except a [wish](/Rules/Source/spells/wish-xphb.md)\
      \ spell or the dreadnought's Bite and Donjon Visit. A creature can leave the\
      \ demiplane only by using magic that enables planar travel, such as the [plane\
      \ shift](/Rules/Source/spells/plane-shift-xphb.md) spell. The demiplane resembles\
      \ a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high.\
      \ Like a stomach, it contains the remains of past meals. The dreadnought can't\
      \ be harmed from within the demiplane. If the dreadnought dies, the demiplane\
      \ disappears, and everything inside it appears around the dreadnought's corpse.\
      \ The demiplane is otherwise indestructible."
    "name": "Demiplanar Donjon"
  - "desc": "If the dreadnought fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "If the dreadnought scores a critical hit against a creature traveling\
      \ by means of the [astral projection](/Rules/Source/spells/astral-projection-xphb.md)\
      \ spell, the dreadnought can cut the target's silver cord instead of dealing\
      \ damage."
    "name": "Sever Silver Cord"
  - "desc": "The dreadnought doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The dreadnought makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 36\
      \ (5d10 + 9) force damage. If the target is a Huge or smaller creature and this\
      \ damage reduces it to 0 hit points or it is [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
      \ the dreadnought swallows it. The swallowed target, along with everything it\
      \ is wearing and carrying, appears in an unoccupied space on the floor of the\
      \ Demiplanar Donjon."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 19\
      \ (3d6 + 9) force damage."
    "name": "Claw"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the astral dreadnought can expend a use to take one of the following actions.\
  \ The astral dreadnought regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The dreadnought makes one Claw attack."
    "name": "Claw"
  - "desc": "One Huge or smaller creature that the dreadnought can see within 60 feet\
      \ of it must succeed on a DC 19 Charisma saving throw or be teleported to an\
      \ unoccupied space on the floor of the Demiplanar Donjon. At the end of the\
      \ target's next turn, it reappears in the space it left or in the nearest unoccupied\
      \ space if that space is occupied."
    "name": "Donjon Visit (Costs 2 Actions)"
  - "desc": "Each creature within 60 feet of the dreadnought must make a DC 19 Wisdom\
      \ saving throw, taking 26 (4d10 + 4) psychic damage on a failed save, or half\
      \ as much damage on a successful one."
    "name": "Psychic Projection (Costs 3 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/astral-dreadnought-mpmm.webp"

^statblock

Babau

A quote from Mordenkainen

I'm unimpressed by most children. They are a blend of their ancestors but often more disappointing. You'd think two of the most beautiful, bloodthirsty beings of the Lower Planes would create a creature of greater potential. Instead, the ghastly babau fails to match the fiendish splendor of its parents.

Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that when Glasya wounded Graz'zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.

A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature, and its talons gleam with acidic slime.

Babau

Babau

Source: Mordenkainen Presents: Monsters of the Multiverse p. 52

A quote from Mordenkainen

I'm unimpressed by most children. They are a blend of their ancestors but often more disappointing. You'd think two of the most beautiful, bloodthirsty beings of the Lower Planes would create a creature of greater potential. Instead, the ghastly babau fails to match the fiendish splendor of its parents.

Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that when Glasya wounded Graz'zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.

A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature, and its talons gleam with acidic slime.

"name": "Babau (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "82"
"hit_dice": "11d8 + 33"
"modifier": !!int "3"
"stats":
  - !!int "19"
  - !!int "16"
  - !!int "16"
  - !!int "11"
  - !!int "12"
  - !!int "13"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 15"
"languages": "Abyssal"
"cr": "4"
"actions":
  - "desc": "The babau makes two Claw attacks. It can replace one attack with a use\
      \ of Spellcasting or Weakening Gaze."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d4\
      \ + 4) slashing damage plus 2 (1d4) acid damage."
    "name": "Claw"
  - "desc": "The babau targets one creature that it can see within 20 feet of it.\
      \ The target must make a DC 13 Constitution saving throw. On a failed save,\
      \ the target deals only half damage with weapon attacks that use Strength 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."
    "name": "Weakening Gaze"
  - "desc": "The babau casts one of the following spells, requiring no material components\
      \ and using Wisdom as the spellcasting ability (spell save DC 11):\n\n**At will:**\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
      \ [fear](/Rules/Source/spells/fear-xphb.md), [heat metal](/Rules/Source/spells/heat-metal-xphb.md),\
      \ [levitate](/Rules/Source/spells/levitate-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/babau-mpmm.webp"

Environment

underdark, urban

Bael

With the Blood War between devils and demons raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael to safeguard his holdings because of Bael's battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael's skill on the battlefield.

For his accomplishments, Bael has been granted the title of Bronze General. His accolades notwithstanding, he has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.

Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior stratagems. Bael gladly spares the lives of those he defeats—if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always destroys demons he defeats.

Bael also welcomes mortals into his service if they can provide him with an advantage in his politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves him free to pursue his battle lust.

Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a human, or some combination of these forms.

Bael

Bael

Source: Mordenkainen Presents: Monsters of the Multiverse p. 54

With the Blood War between devils and demons raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael to safeguard his holdings because of Bael's battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael's skill on the battlefield.

For his accomplishments, Bael has been granted the title of Bronze General. His accolades notwithstanding, he has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.

Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior stratagems. Bael gladly spares the lives of those he defeats—if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always destroys demons he defeats.

Bael also welcomes mortals into his service if they can provide him with an advantage in his politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves him free to pursue his battle lust.

Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a human, or some combination of these forms.

"name": "Bael (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "devil"
"alignment": "Lawful Evil"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "189"
"hit_dice": "18d10 + 90"
"modifier": !!int "3"
"stats":
  - !!int "24"
  - !!int "17"
  - !!int "20"
  - !!int "21"
  - !!int "24"
  - !!int "24"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "9"
  - "constitution": !!int "11"
  - "intelligence": !!int "11"
  - "charisma": !!int "13"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+13"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+13"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+13"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 23"
"languages": "all, telepathy 120 ft."
"cr": "19"
"traits":
  - "desc": "Any creature, other than a devil, that starts its turn within 10 feet\
      \ of Bael must succeed on a DC 22 Wisdom saving throw or be [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of him until the start of its next turn. A creature succeeds on this saving\
      \ throw automatically if Bael wishes it or if he is [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Dread"
  - "desc": "If Bael fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Bael has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Bael regains 20 hit points at the start of his turn. If he takes cold\
      \ or radiant damage, this trait doesn't function at the start of his next turn.\
      \ Bael dies only if he starts his turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "Bael makes two Hellish Morningstar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 20 ft., one target. *Hit:* 16\
      \ (2d8 + 7) force damage plus 9 (2d8) necrotic damage."
    "name": "Hellish Morningstar"
  - "desc": "Each of Bael's allies within 60 feet of him can't be [charmed](/Rules/Source/conditions.md#Charmed)\
      \ or [frightened](/Rules/Source/conditions.md#Frightened) until the end of his\
      \ next turn."
    "name": "Infernal Command"
  - "desc": "Bael teleports, along with any equipment he is wearing or carrying, up\
      \ to 120 feet to an unoccupied space he can see."
    "name": "Teleport"
  - "desc": "Bael casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 21):\n\n**At\
      \ will:** [alter self](/Rules/Source/spells/alter-self-xphb.md) (can become\
      \ Medium), [charm person](/Rules/Source/spells/charm-person-xphb.md), [detect\
      \ magic](/Rules/Source/spells/detect-magic-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md),\
      \ [major image](/Rules/Source/spells/major-image-xphb.md)\n\n**3/day each:**\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [fly](/Rules/Source/spells/fly-xphb.md),\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md), [wall of fire](/Rules/Source/spells/wall-of-fire-xphb.md)\n\
      \n**1/day:** [dominate monster](/Rules/Source/spells/dominate-monster-xphb.md)"
    "name": "Spellcasting"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Bael can expend a use to take one of the following actions. Bael regains\
  \ all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Bael uses Spellcasting or Teleport."
    "name": "Fiendish Magic"
  - "desc": "Bael uses Infernal Command."
    "name": "Infernal Command"
  - "desc": "Bael makes one Hellish Morningstar attack."
    "name": "Attack (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/bael-mpmm.webp"

^statblock

Balhannoth

Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its environment to resemble such a place. The imitation is imperfect, but it's good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to feed on their fear and despair.

Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians.

A Balhannoth's Lair. In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth used as a guardian in the Underdark might lair in caves near Underdark passages and guard the ways in and out of its keepers' enclave.

Balhannoth

Balhannoth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 55

Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its environment to resemble such a place. The imitation is imperfect, but it's good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to feed on their fear and despair.

Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians.

A Balhannoth's Lair

In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth used as a guardian in the Underdark might lair in caves near Underdark passages and guard the ways in and out of its keepers' enclave.

"name": "Balhannoth (MPMM)"
"size": "Large"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "114"
"hit_dice": "12d10 + 48"
"modifier": !!int "-1"
"stats":
  - !!int "17"
  - !!int "8"
  - !!int "18"
  - !!int "6"
  - !!int "15"
  - !!int "8"
"speed": "25 ft., climb 25 ft."
"saves":
  - "constitution": !!int "8"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 500 ft. (blind beyond\
  \ this radius), passive Perception 16"
"languages": "understands Deep Speech, telepathy 1 mile"
"cr": "11"
"traits":
  - "desc": "If the balhannoth fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (2/Day)"
"actions":
  - "desc": "The balhannoth makes one Bite attack and two Tentacle attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 19\
      \ (3d10 + 3) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 10\
      \ (2d6 + 3) bludgeoning damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this\
      \ grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained),\
      \ and the balhannoth can't use this tentacle against other targets. The balhannoth\
      \ has four tentacles."
    "name": "Tentacle"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), a balhannoth can take\
      \ one of the following lair actions; the balhannoth can't take the same lair\
      \ action two rounds in a row:\n\n- **Teleport.** The balhannoth targets one\
      \ creature within 500 feet of it. The target must succeed on a DC 16 Wisdom\
      \ saving throw, or the target, along with whatever it is wearing and carrying,\
      \ teleports to an unoccupied space of the balhannoth's choice within 60 feet\
      \ of it.  \n- **Vanish.** The balhannoth targets one creature within 500 feet\
      \ of it. The target must succeed on a DC 16 Wisdom saving throw, or the balhannoth\
      \ becomes [invisible](/Rules/Source/conditions.md#Invisible) to that creature\
      \ for 1 minute. This effect ends if the balhannoth attacks the target.  \n-\
      \ **Warp Terrain.** The balhannoth warps reality around it in an area up to\
      \ 500 feet square. After 10 minutes, the terrain in the area reshapes to assume\
      \ the appearance of a location sought by one Humanoid whose desires the balhannoth\
      \ has sensed (see Regional Effects below). The transformation affects nonliving\
      \ material only and can't create anything with moving parts or magical properties.\
      \ Any object created in this area is, upon close inspection, revealed as a fake.\
      \ Books are filled with empty pages, golden items are obvious counterfeits,\
      \ and so on. The transformation lasts until the balhannoth dies or takes this\
      \ lair action again.  "
    "name": ""
"regional_effects":
  - "desc": "A region containing a balhannoth's lair becomes warped by the creature's\
      \ unnatural presence, which creates one or more of the following effects:\n\n\
      - **Sense Desires.** The balhannoth can sense the strongest desires of any Humanoid\
      \ within 1 mile of it and learns whether those desires involve a place: a safe\
      \ location to rest, such as a temple, a home, or somewhere else.  \n- **Supernatural\
      \ Lure.** Creatures within 1 mile of the balhannoth's lair experience the sensation\
      \ of being close to whatever they desire most. The sensation grows stronger\
      \ the closer the creatures come to the balhannoth's lair.  \n\nIf the balhannoth\
      \ dies, these effects end immediately."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the balhannoth can expend a use to take one of the following actions. The\
  \ balhannoth regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The balhannoth makes one Bite attack against one creature it has [grappled](/Rules/Source/conditions.md#Grappled)."
    "name": "Bite"
  - "desc": "The balhannoth teleports, along with any equipment it is wearing or carrying\
      \ and any creatures it has [grappled](/Rules/Source/conditions.md#Grappled),\
      \ up to 60 feet to an unoccupied space it can see."
    "name": "Teleport"
  - "desc": "The balhannoth magically becomes [invisible](/Rules/Source/conditions.md#Invisible)\
      \ for up to 10 minutes or until immediately after it makes an attack roll."
    "name": "Vanish"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/balhannoth-mpmm.webp"

Environment

coastal, mountain, underdark

Banderhobb

A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary.

Hags have devised a ritual for creating banderhobbs—a hag who knows the ritual might be willing to teach it for the right price. Some other wicked Fey and powerful Fiends also know of the process, as do a few mortal mages.

During its brief existence, a banderhobb attempts to carry out its creator's bidding. It accomplishes its mission with no concern for the harm it suffers or causes. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or another object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away.

A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of an ominous tower in the Shadowfell where the shadows sometimes reform and banderhobbs roam.

Banderhobb

Banderhobb

Source: Mordenkainen Presents: Monsters of the Multiverse p. 56

A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary.

Hags have devised a ritual for creating banderhobbs—a hag who knows the ritual might be willing to teach it for the right price. Some other wicked Fey and powerful Fiends also know of the process, as do a few mortal mages.

During its brief existence, a banderhobb attempts to carry out its creator's bidding. It accomplishes its mission with no concern for the harm it suffers or causes. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or another object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away.

A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of an ominous tower in the Shadowfell where the shadows sometimes reform and banderhobbs roam.

"name": "Banderhobb (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "84"
"hit_dice": "8d10 + 40"
"modifier": !!int "1"
"stats":
  - !!int "20"
  - !!int "12"
  - !!int "20"
  - !!int "11"
  - !!int "14"
  - !!int "8"
"speed": "30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+8"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 12"
"languages": "understands Common and the languages of its creator but can't speak"
"cr": "5"
"traits":
  - "desc": "If the banderhobb has even a tiny piece of a creature or an object in\
      \ its possession, such as a lock of hair or a splinter of wood, it knows the\
      \ most direct route to that creature or object if it is within 1 mile of the\
      \ banderhobb."
    "name": "Resonant Connection"
"actions":
  - "desc": "The banderhobb makes one Bite attack and one Tongue attack. It can replace\
      \ one attack with a use of Shadow Step."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 15\
      \ (3d6 + 5) piercing damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 16) if it is a Large or smaller creature. Until this grapple ends,\
      \ the target is [restrained](/Rules/Source/conditions.md#Restrained), and the\
      \ banderhobb can't use its Bite attack or Tongue attack on another target."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 15 ft., one creature. *Hit:*\
      \ 10 (3d6) necrotic damage, and the target must make a DC 16 Strength saving\
      \ throw. On a failed save, the target is pulled to a space within 5 feet of\
      \ the banderhobb."
    "name": "Tongue"
  - "desc": "The banderhobb teleports up to 30 feet to an unoccupied space of dim\
      \ light or darkness that it can see."
    "name": "Shadow Step"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one Medium or smaller\
      \ creature [grappled](/Rules/Source/conditions.md#Grappled) by the banderhobb.\
      \ *Hit:* 15 (3d6 + 5) piercing damage. The creature is also swallowed, and the\
      \ grapple ends. The swallowed creature is [blinded](/Rules/Source/conditions.md#Blinded)\
      \ and [restrained](/Rules/Source/conditions.md#Restrained), it has total cover\
      \ against attacks and other effects outside the banderhobb, and it takes 10\
      \ (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature\
      \ reduced to 0 hit points in this way stops taking the necrotic damage and becomes\
      \ stable.\n\nThe banderhobb can have only one creature swallowed at a time.\
      \ While the banderhobb isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
      \ it can regurgitate the creature at any time (no action required) in a space\
      \ within 5 feet of it. The creature exits [prone](/Rules/Source/conditions.md#Prone).\
      \ If the banderhobb dies, it likewise regurgitates a swallowed creature."
    "name": "Swallow"
"bonus_actions":
  - "desc": "While in dim light or darkness, the banderhobb takes the [Hide](/Rules/Source/actions.md#Hide)\
      \ action."
    "name": "Shadow Stealth"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/banderhobb-mpmm.webp"

Environment

urban

Baphomet

Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.

Cults devoted to Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.

Over time, a cultist of Baphomet becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist's forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts.

Baphomet appears as a fearsome, 20-foot-tall minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all civilization.

Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast.

Cultists of Baphomet

Note

See the Cult of Baphomet entry.

Baphomet's Lair. Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by minotaurs, goristros, and quasits.

Baphomet

Baphomet

Source: Mordenkainen Presents: Monsters of the Multiverse p. 58

Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.

Cults devoted to Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.

Over time, a cultist of Baphomet becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist's forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts.

Baphomet appears as a fearsome, 20-foot-tall minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all civilization.

Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast.

Cultists of Baphomet

Note

See the Cult of Baphomet entry.

Baphomet's Lair

Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by minotaurs, goristros, and quasits.

"name": "Baphomet (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "319"
"hit_dice": "22d12 + 176"
"modifier": !!int "2"
"stats":
  - !!int "30"
  - !!int "14"
  - !!int "26"
  - !!int "18"
  - !!int "24"
  - !!int "16"
"speed": "40 ft."
"saves":
  - "dexterity": !!int "9"
  - "constitution": !!int "15"
  - "wisdom": !!int "14"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+17"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+14"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison; bludgeoning, piercing, slashing that is nonmagical"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 24"
"languages": "all, telepathy 120 ft."
"cr": "23"
"traits":
  - "desc": "Baphomet can perfectly recall any path he has traveled, and he is immune\
      \ to the [maze](/Rules/Source/spells/maze-xphb.md) spell."
    "name": "Labyrinthine Recall"
  - "desc": "If Baphomet fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Baphomet has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver\
      \ attack. He also uses Frightful Presence."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 19\
      \ (2d8 + 10) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17\
      \ (2d6 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward\
      \ the target immediately before the hit, the target takes an extra 16 (3d10)\
      \ piercing damage. If the target is a creature, it must succeed on a DC 25 Strength\
      \ saving throw or be pushed up to 10 feet away and knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Gore"
  - "desc": "*Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21\
      \ (2d10 + 10) force damage."
    "name": "Heartcleaver"
  - "desc": "Each creature of Baphomet's choice within 120 feet of him and aware of\
      \ him must succeed on a DC 18 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ for 1 minute. A [frightened](/Rules/Source/conditions.md#Frightened) creature\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success. These later saves have disadvantage if Baphomet is\
      \ within line of sight of the creature.\n\nIf a creature succeeds on any of\
      \ these saves or the effect ends on it, the creature is immune to Baphomet's\
      \ Frightful Presence for the next 24 hours."
    "name": "Frightful Presence"
  - "desc": "Baphomet casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 18):\n\n**3/day\
      \ each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [dominate\
      \ beast](/Rules/Source/spells/dominate-beast-xphb.md), [maze](/Rules/Source/spells/maze-xphb.md),\
      \ [wall of stone](/Rules/Source/spells/wall-of-stone-xphb.md)\n\n**1/day:**\
      \ [teleport](/Rules/Source/spells/teleport-xphb.md)"
    "name": "Spellcasting"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Baphomet can take one\
      \ of the following lair actions; he can't take the same lair action two rounds\
      \ in a row:\n\n- **Illusory Room.** Baphomet casts mirage arcane, affecting\
      \ a room within the lair that is no larger in any dimension than 100 feet. The\
      \ effect ends on the next initiative count 20. Charisma is Baphomet's spellcasting\
      \ ability for this spell.  \n- **Reverse Gravity.** Baphomet chooses a room\
      \ within the lair that is no larger in any dimension than 100 feet. Until the\
      \ next initiative count 20, gravity is reversed within that room. Any creatures\
      \ or objects in the room when this happens fall in the direction of the new\
      \ pull of gravity, unless they have some means of remaining aloft. Baphomet\
      \ can ignore the gravity reversal if he's in the room, although he likes to\
      \ use this action to land on a ceiling to attack targets flying near it.  \n\
      - **Seal the Way.** Baphomet seals one doorway or other entryway within the\
      \ lair. The opening must be unoccupied. It is filled with solid stone for 1\
      \ minute or until Baphomet takes this lair action again.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Baphomet's lair is warped by his magic, creating\
      \ one or more of the following effects:\n\n- **Beguiling Realm.** Within 6 miles\
      \ of the lair, all Charisma ([Persuasion](/Rules/Source/skills.md#Persuasion))\
      \ and Charisma ([Performance](/Rules/Source/skills.md#Performance)) checks have\
      \ disadvantage, and all Charisma ([Deception](/Rules/Source/skills.md#Deception))\
      \ and Charisma ([Intimidation](/Rules/Source/skills.md#Intimidation)) checks\
      \ have advantage.  \n- **Hedge Mazes.** Plant life within 1 mile of the lair\
      \ grows thick and forms walls of trees, hedges, and other flora in the form\
      \ of small mazes.  \n- **Panicked Beasts.** Beasts within 1 mile of the lair\
      \ become [frightened](/Rules/Source/conditions.md#Frightened) and disoriented,\
      \ as though constantly under threat of being hunted, and might lash out or panic\
      \ even when no visible threat is nearby.  \n\nIf Baphomet dies, these effects\
      \ fade over the course of 1d10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Baphomet can expend a use to take one of the following actions. Baphomet\
  \ regains all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Baphomet makes one Heartcleaver attack."
    "name": "Heartcleaver Attack"
  - "desc": "Baphomet moves up to his speed without provoking [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack),\
      \ then makes a Gore attack."
    "name": "Charge (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/baphomet-mpmm.webp"

^statblock

Bard

Bards are gifted poets, storytellers, and entertainers who travel far and wide. They're commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.

Each bard is a master of at least one type of performance. You may choose a bard's main type, or you may roll on the Bard Performance Types table to determine it.

Bard Performance Types

dice: d10 Performance Type
1 Poetry
2 Singing
3 Bagpipe
4 Flute
5 Dancing
6 Drum
7 Lute
8 Puppetry
9 Mime
10 Acting

Bard

Bard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 59

Bards are gifted poets, storytellers, and entertainers who travel far and wide. They're commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.

Each bard is a master of at least one type of performance. You may choose a bard's main type, or you may roll on the Bard Performance Types table to determine it.

Bard Performance Types

dice: d10 Performance Type
1 Poetry
2 Singing
3 Bagpipe
4 Flute
5 Dancing
6 Drum
7 Lute
8 Puppetry
9 Mime
10 Acting
"name": "Bard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "15"
"ac_class": "[chain shirt](/Rules/Source/items/chain-shirt-xphb.md)"
"hp": !!int "44"
"hit_dice": "8d8 + 8"
"modifier": !!int "2"
"stats":
  - !!int "11"
  - !!int "14"
  - !!int "12"
  - !!int "10"
  - !!int "13"
  - !!int "14"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "4"
  - "wisdom": !!int "3"
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+4"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Performance](/Rules/Source/skills.md#Performance)"
    "desc": "+6"
"gear":
  - "[shortbow](/Rules/Source/items/shortbow-xphb.md)"
  - "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "passive Perception 15"
"languages": "any two languages"
"cr": "2"
"actions":
  - "desc": "The bard makes two Shortsword or Shortbow attacks. It can replace one\
      \ attack with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) piercing damage."
    "name": "Shortsword"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:*\
      \ 5 (1d6 + 2) piercing damage."
    "name": "Shortbow"
  - "desc": "Each creature in a 15-foot cube originating from the bard must make a\
      \ DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8)\
      \ thunder damage and is pushed up to 10 feet away from the bard. On a successful\
      \ save, a creature takes half as much damage and isn't pushed."
    "name": "Cacophony (Recharge 4-6)"
  - "desc": "The bard casts one of the following spells, using Charisma as the spellcasting\
      \ ability (spell save DC 12):\n\n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**1/day each:** [charm person](/Rules/Source/spells/charm-person-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [sleep](/Rules/Source/spells/sleep-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The bard targets one creature within 30 feet of it. If the target can\
      \ hear the bard, the target must succeed on a DC 12 Charisma saving throw or\
      \ have disadvantage on ability checks, attack rolls, and saving throws until\
      \ the start of the bard's next turn."
    "name": "Taunt (2/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/bard-mpmm.webp"

Environment

urban

Barghest

Long ago, the god Maglubiyet—conqueror and then lord of early goblinoids—bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls.

The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids.

A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires.

Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure.

Barghest

Barghest

Source: Mordenkainen Presents: Monsters of the Multiverse p. 60

Long ago, the god Maglubiyet—conqueror and then lord of early goblinoids—bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls.

The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids.

A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires.

Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure.

"name": "Barghest (MPMM)"
"size": "Large"
"type": "fiend"
"alignment": "Typically  Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "60"
"hit_dice": "8d10 + 16"
"modifier": !!int "2"
"stats":
  - !!int "19"
  - !!int "15"
  - !!int "14"
  - !!int "13"
  - !!int "12"
  - !!int "14"
"speed": "60 ft. (30 ft. in goblin form)"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+4"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+4"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"damage_resistances": "cold; lightning; bludgeoning, piercing, slashing from nonmagical\
  \ attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 15"
"languages": "Abyssal, Common, Goblin, Infernal, telepathy 60 ft."
"cr": "4"
"traits":
  - "desc": "When the barghest starts its turn engulfed in flames that are at least\
      \ 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or\
      \ be instantly banished to Gehenna"
    "name": "Fire Banishment"
  - "desc": "The barghest can feed on the corpse of a Fey or Humanoid it killed within\
      \ the past 10 minutes. This feeding takes at least 1 minute, and it destroys\
      \ the corpse. The victim's soul is trapped in the barghest for 24 hours, after\
      \ which time it is digested and the person is incapable of being revived. If\
      \ the barghest dies before the soul is digested, the soul is released. While\
      \ a soul is trapped in the barghest, any magic that tries to restore the soul\
      \ to life has a 50 percent chance of failing and being wasted."
    "name": "Soul Feeding"
"actions":
  - "desc": "The barghest makes one Bite attack and one Claw attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13\
      \ (2d8 + 4) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) slashing damage."
    "name": "Claw"
  - "desc": "The barghest casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 12):\n\
      \n**At will:** [levitate](/Rules/Source/spells/levitate-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md),\
      \ [pass without trace](/Rules/Source/spells/pass-without-trace-xphb.md)\n\n\
      **1/day each:** [charm person](/Rules/Source/spells/charm-person-xphb.md), [dimension\
      \ door](/Rules/Source/spells/dimension-door-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The barghest transforms into a Small goblin or back into its true form.\
      \ Other than its size and speed, its statistics are the same in each form. Any\
      \ equipment it is wearing or carrying isn't transformed. The barghest reverts\
      \ to its true form if it dies."
    "name": "Change Shape"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/barghest-mpmm.webp"

Environment

forest, grassland, hill, mountain, underdark

Berbalang

Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.

Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.

Pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can't protect itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.

The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the creatures, using berbalangs to spy on their enemies and to watch over their creches on the Material Plane.

Berbalang

Berbalang

Source: Mordenkainen Presents: Monsters of the Multiverse p. 61

Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.

Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.

Pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can't protect itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.

The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the creatures, using berbalangs to spy on their enemies and to watch over their creches on the Material Plane.

"name": "Berbalang (MPMM)"
"size": "Medium"
"type": "aberration"
"alignment": "Typically  Neutral Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "49"
"hit_dice": "14d8 - 14"
"modifier": !!int "3"
"stats":
  - !!int "9"
  - !!int "16"
  - !!int "9"
  - !!int "17"
  - !!int "11"
  - !!int "10"
"speed": "30 ft., fly 40 ft."
"saves":
  - "dexterity": !!int "5"
  - "intelligence": !!int "5"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+5"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+5"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+2"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+5"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 12"
"languages": "all"
"cr": "2"
"actions":
  - "desc": "The berbalang makes one Bite attack and one\n\nClaw attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10\
      \ + 3) piercing damage plus 4 (1d8) psychic damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4\
      \ + 3) slashing damage."
    "name": "Claw"
  - "desc": "The berbalang casts one of the following spells, requiring no material\
      \ components and using Intelligence as the spellcasting ability:\n\n**At will:**\
      \ [speak with dead](/Rules/Source/spells/speak-with-dead-xphb.md)\n\n**1/day:**\
      \ [plane shift](/Rules/Source/spells/plane-shift-xphb.md) (self only)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The berbalang creates one spectral duplicate of itself in an unoccupied\
      \ space it can see within 60 feet of it. While the duplicate exists, the berbalang\
      \ is [unconscious](/Rules/Source/conditions.md#Unconscious). A berbalang can\
      \ have only one duplicate at a time. The duplicate disappears when it or the\
      \ berbalang drops to 0 hit points or when the berbalang dismisses it (no action\
      \ required).\n\nThe duplicate has the same statistics and knowledge as the berbalang,\
      \ and everything experienced by the duplicate is known by the berbalang. All\
      \ damage dealt by the duplicate's attacks is psychic damage."
    "name": "Spectral Duplicate (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/berbalang-mpmm.webp"

Environment

desert

Bheur Hag

Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.

A bheur hag's skin has the bluish hue of a person who has frozen to death. The hag's hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag's magic.

Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat or chopping down a dryad's grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other.

In combat, a bheur hag also strives to inspire horror. When near a recently slain foe, the hag may forgo an attack to feed on the corpse. The sight of this butchery is enough to terrify most witnesses.

Bheur Hag

Bheur Hag

Source: Mordenkainen Presents: Monsters of the Multiverse p. 62

Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.

A bheur hag's skin has the bluish hue of a person who has frozen to death. The hag's hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag's magic.

Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat or chopping down a dryad's grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other.

In combat, a bheur hag also strives to inspire horror. When near a recently slain foe, the hag may forgo an attack to feed on the corpse. The sight of this butchery is enough to terrify most witnesses.

"name": "Bheur Hag (MPMM)"
"size": "Medium"
"type": "fey"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "91"
"hit_dice": "14d8 + 28"
"modifier": !!int "3"
"stats":
  - !!int "13"
  - !!int "16"
  - !!int "14"
  - !!int "12"
  - !!int "13"
  - !!int "16"
"speed": "30 ft., fly 50 ft. (hover, Graystaff magic)"
"saves":
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Nature](/Rules/Source/skills.md#Nature)"
    "desc": "+4"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+4"
"damage_immunities": "cold"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": "Auran, Common, Giant"
"cr": "7"
"traits":
  - "desc": "The hag can cast the [control weather](/Rules/Source/spells/control-weather-xphb.md)\
      \ spell, requiring no material components and using Charisma as the spellcasting\
      \ ability."
    "name": "Control Weather (1/Day)"
  - "desc": "The hag carries a graystaff, a magic staff. The hag can use its flying\
      \ speed only while astride the staff. If the staff is lost or destroyed, the\
      \ hag must craft another, which takes a year and a day. Only a bheur hag can\
      \ use a graystaff"
    "name": "Graystaff Magic"
  - "desc": "The hag can move across and climb icy surfaces without needing to make\
      \ an ability check, and difficult terrain composed of ice or snow doesn't cost\
      \ the hag extra movement."
    "name": "Ice Walk"
"actions":
  - "desc": "The hag makes two Slam or Frost Shard attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d8 + 1) bludgeoning damage plus 18 (4d8) cold damage."
    "name": "Slam"
  - "desc": "*Ranged Spell Attack:* +6 to hit, range 60 ft., one target. *Hit:* 30\
      \ (6d8 + 3) cold damage, and the target's speed is reduced by 10 feet until\
      \ the start of the hag's next turn."
    "name": "Frost Shard"
  - "desc": "The hag feeds on the corpse of one enemy within reach that died within\
      \ the past minute. Each creature of the hag's choice that is within 60 feet\
      \ and able to see the feeding must succeed on a DC 15 Wisdom saving throw or\
      \ be [frightened](/Rules/Source/conditions.md#Frightened) of the hag for 1 minute.\
      \ While [frightened](/Rules/Source/conditions.md#Frightened) in this way, a\
      \ creature is [incapacitated](/Rules/Source/conditions.md#Incapacitated), can't\
      \ understand what others say, can't read, and speaks only in gibberish. 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 hag's Horrific Feast for\
      \ the next 24 hours."
    "name": "Horrific Feast"
  - "desc": "While holding or riding the graystaff, the hag casts one of the following\
      \ spells, requiring no material components and using Charisma as the spellcasting\
      \ ability (spell save DC 14):\n\n**At will:** [hold person](/Rules/Source/spells/hold-person-xphb.md)\n\
      \n**1/day each:** [cone of cold](/Rules/Source/spells/cone-of-cold-xphb.md),\
      \ [ice storm](/Rules/Source/spells/ice-storm-xphb.md), [wall of ice](/Rules/Source/spells/wall-of-ice-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/bheur-hag-mpmm.webp"

Environment

arctic

Blackguard

Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.

Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard's accoutrement or roll on the Blackguard Accoutrements table to determine it.

Blackguard Accoutrements

dice: d8 Accoutrement
1 Armor etched with stylized depictions of gruesome battles
2 Helm wrought in the shape of a demonic boar
3 Helm wrought to resemble a death mask
4 Cloak decorated with bloody handprints
5 Curls of inky smoke seeping from armor at the joints
6 Dozens of flies buzzing about the blackguard
7 Severed hand hanging from a chain around the blackguard's neck
8 Glaive adorned with a length of cloth bearing the words "I choose violence"

Blackguard

Blackguard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 63

Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.

Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard's accoutrement or roll on the Blackguard Accoutrements table to determine it.

Blackguard Accoutrements

dice: d8 Accoutrement
1 Armor etched with stylized depictions of gruesome battles
2 Helm wrought in the shape of a demonic boar
3 Helm wrought to resemble a death mask
4 Cloak decorated with bloody handprints
5 Curls of inky smoke seeping from armor at the joints
6 Dozens of flies buzzing about the blackguard
7 Severed hand hanging from a chain around the blackguard's neck
8 Glaive adorned with a length of cloth bearing the words "I choose violence"
"name": "Blackguard (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "paladin"
"alignment": "Typically  Neutral Evil"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "119"
"hit_dice": "14d8 + 56"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "11"
  - !!int "18"
  - !!int "11"
  - !!int "14"
  - !!int "15"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "5"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+7"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+5"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+5"
"gear":
  - "[glaive](/Rules/Source/items/glaive-xphb.md)"
  - "[shortbow](/Rules/Source/items/shortbow-xphb.md)"
"senses": "passive Perception 12"
"languages": "any one language (usually Common)"
"cr": "8"
"actions":
  - "desc": "The blackguard makes three attacks, using Glaive, Shortbow, or both."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 9\
      \ (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage."
    "name": "Glaive"
  - "desc": "*Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:*\
      \ 5 (1d6 + 2) piercing damage."
    "name": "Shortbow"
  - "desc": "Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom\
      \ saving throw or be [frightened](/Rules/Source/conditions.md#Frightened) of\
      \ the blackguard for 1 minute. If a [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target ends its turn more than 30 feet away from the blackguard, the target\
      \ can repeat the saving throw, ending the effect on itself on a success."
    "name": "Dreadful Aspect (Recharges after a Short or Long Rest)"
  - "desc": "The blackguard casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 13):\n\n**2/day each:** [command](/Rules/Source/spells/command-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [find steed](/Rules/Source/spells/find-steed-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "Immediately after the blackguard hits a target with an attack roll, the\
      \ blackguard can force that target to make a DC 13 Constitution saving throw.\
      \ On a failed save, the target suffers one of the following effects of the blackguard's\
      \ choice:"
    "name": "Smite"
  - "desc": "The target is [blinded](/Rules/Source/conditions.md#Blinded) for 1 minute.\
      \ The [blinded](/Rules/Source/conditions.md#Blinded) target can repeat the save\
      \ at the end of each of its turns, ending the effect on itself on a success."
    "name": "Blind"
  - "desc": "The target is pushed up to 10 feet away and knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Shove"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/blackguard-mpmm.webp"

Environment

underdark, urban

Bodak

A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.

A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on their chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in this way, then are unleashed to spread death in Orcus's name.

Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly.

A bodak retains vague impressions of its past life. It seeks out its former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity.

Bodak

Bodak

Source: Mordenkainen Presents: Monsters of the Multiverse p. 64

A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.

A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on their chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in this way, then are unleashed to spread death in Orcus's name.

Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly.

A bodak retains vague impressions of its past life. It seeks out its former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity.

"name": "Bodak (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "58"
"hit_dice": "9d8 + 18"
"modifier": !!int "3"
"stats":
  - !!int "15"
  - !!int "16"
  - !!int "15"
  - !!int "7"
  - !!int "12"
  - !!int "12"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"damage_resistances": "cold; fire; bludgeoning, piercing, slashing from nonmagical\
  \ attacks"
"damage_immunities": "necrotic, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 14"
"languages": "Abyssal, the languages it knew in life"
"cr": "6"
"traits":
  - "desc": "When a creature that can see the bodak's eyes starts its turn within\
      \ 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution\
      \ saving throw if the bodak isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ and can see the creature. If the saving throw fails by 5 or more, the creature\
      \ is reduced to 0 hit points unless it is immune to the [frightened](/Rules/Source/conditions.md#Frightened)\
      \ condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed\
      \ save.\n\nUnless [surprised](/Rules/Source/conditions.md#Surprised), a creature\
      \ can avert its eyes to avoid the saving throw at the start of its turn. If\
      \ the creature does so, it has disadvantage on attack rolls against the bodak\
      \ until the start of its next turn. If the creature looks at the bodak in the\
      \ meantime, that creature must immediately make the saving throw."
    "name": "Death Gaze"
  - "desc": "The bodak takes 5 radiant damage when it starts its turn in sunlight.\
      \ While in sunlight, it has disadvantage on attack rolls and ability checks."
    "name": "Sunlight Hypersensitivity"
  - "desc": "The bodak doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) bludgeoning damage plus 9 (2d8) necrotic damage."
    "name": "Fist"
  - "desc": "One creature that the bodak can see within 60 feet of it must make a\
      \ DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed\
      \ save, or half as much damage on a successful one."
    "name": "Withering Gaze"
"bonus_actions":
  - "desc": "The bodak activates or deactivates this deathly aura. While active, the\
      \ aura deals 5 necrotic damage to any creature that ends its turn within 30\
      \ feet of the bodak. Undead and Fiends ignore this effect."
    "name": "Aura of Annihilation"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/bodak-mpmm.webp"

Environment

swamp, underdark, urban

Boggle

Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.

Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world. For example, a forsaken child might unintentionally conjure a boggle and see them as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in a hermit's cave.

Boggles engage in petty pranks to amuse themselves, using the oil they excrete to cause trouble. A boggle also isn't above breaking dishes, hiding tools, startling cows to decrease their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief—not mayhem—is usually the intent. If threatened, a boggle flees rather than stand and fight.

A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds—just enough time for the boggle to step, reach, or attack through it.

Boggle

Boggle

Source: Mordenkainen Presents: Monsters of the Multiverse p. 65

Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.

Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world. For example, a forsaken child might unintentionally conjure a boggle and see them as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in a hermit's cave.

Boggles engage in petty pranks to amuse themselves, using the oil they excrete to cause trouble. A boggle also isn't above breaking dishes, hiding tools, startling cows to decrease their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief—not mayhem—is usually the intent. If threatened, a boggle flees rather than stand and fight.

A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds—just enough time for the boggle to step, reach, or attack through it.

"name": "Boggle (MPMM)"
"size": "Small"
"type": "fey"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "14"
"hp": !!int "18"
"hit_dice": "4d6 + 4"
"modifier": !!int "4"
"stats":
  - !!int "8"
  - !!int "18"
  - !!int "13"
  - !!int "6"
  - !!int "12"
  - !!int "7"
"speed": "30 ft., climb 30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Sleight of Hand](/Rules/Source/skills.md#Sleight%20of%20Hand)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"damage_resistances": "fire"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "Sylvan"
"cr": "1/8"
"actions":
  - "desc": "*Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6\
      \ - 1) bludgeoning damage."
    "name": "Pummel"
  - "desc": "The boggle creates a puddle of nonflammable oil. The puddle is 1 inch\
      \ deep and covers the ground in the boggle's space. The puddle is difficult\
      \ terrain for all creatures except boggles and lasts for 1 hour. The oil has\
      \ one of the following additional effects of the boggle's choice:\n\n- **Slippery\
      \ Oil.** Any non-boggle creature that enters the puddle or starts its turn there\
      \ must succeed on a DC 11 Dexterity saving throw or fall [prone](/Rules/Source/conditions.md#Prone).\
      \  \n- **Sticky Oil.** Any non-boggle creature that enters the puddle or starts\
      \ its turn there must succeed on a DC 11 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained).\
      \ On its turn, a creature can use an action to try to extricate itself, ending\
      \ the effect and moving into the nearest unoccupied space of its choice with\
      \ a successful DC 11 Strength check.  "
    "name": "Oil Puddle"
"bonus_actions":
  - "desc": "The boggle excretes nonflammable oil from its pores, giving itself one\
      \ of the following benefits of its choice until it uses this bonus action again:\n\
      \n- **Slippery Oil.** The boggle has advantage on Dexterity ([Acrobatics](/Rules/Source/skills.md#Acrobatics))\
      \ checks made to escape bonds and end grapples, and it can move through openings\
      \ large enough for a Tiny creature without squeezing.  \n- **Sticky Oil.** The\
      \ boggle has advantage on Strength ([Athletics](/Rules/Source/skills.md#Athletics))\
      \ checks made to grapple and any ability check made to maintain a hold on another\
      \ creature, a surface, or an object. The boggle can also climb difficult surfaces,\
      \ including upside down on ceilings, without needing to make an ability check.\
      \  "
    "name": "Boggle Oil"
  - "desc": "The boggle creates an [invisible](/Rules/Source/conditions.md#Invisible)\
      \ and immobile rift within an opening or frame it can see within 5 feet of it,\
      \ provided that the space is no bigger than 10 feet on any side. The dimensional\
      \ rift bridges the distance between that space and a point within 30 feet of\
      \ it that the boggle can see or specify by distance and direction (such as \"\
      30 feet straight up\"). While next to the rift, the boggle can see through it\
      \ and is considered to be next to the destination as well, and anything the\
      \ boggle puts through the rift (including a portion of its body) emerges at\
      \ the destination. Only the boggle can use the rift, and it lasts until the\
      \ end of the boggle's next turn."
    "name": "Dimensional Rift"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/boggle-mpmm.webp"

Environment

forest, hill, underdark, urban

Boneclaw

A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling monsters share a few of liches' attributes, but while liches are immortal masters of the arcane, boneclaws are thralls to evil, hatred, and pain.

The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master's wishes. The boneclaw forms near its master, sometimes appearing before that individual to receive orders and other times simply seeking to fulfill its master's desires.

A boneclaw can serve only an evil creature. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is destroyed. Otherwise, a boneclaw can't be destroyed while its master lives. No matter what happens to the boneclaw's body, it re-forms within hours.

In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart.

Boneclaw

Boneclaw

Source: Mordenkainen Presents: Monsters of the Multiverse p. 66

A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling monsters share a few of liches' attributes, but while liches are immortal masters of the arcane, boneclaws are thralls to evil, hatred, and pain.

The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master's wishes. The boneclaw forms near its master, sometimes appearing before that individual to receive orders and other times simply seeking to fulfill its master's desires.

A boneclaw can serve only an evil creature. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is destroyed. Otherwise, a boneclaw can't be destroyed while its master lives. No matter what happens to the boneclaw's body, it re-forms within hours.

In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart.

"name": "Boneclaw (MPMM)"
"size": "Large"
"type": "undead"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "150"
"hit_dice": "20d10 + 40"
"modifier": !!int "3"
"stats":
  - !!int "19"
  - !!int "16"
  - !!int "15"
  - !!int "13"
  - !!int "15"
  - !!int "9"
"speed": "40 ft."
"saves":
  - "dexterity": !!int "7"
  - "constitution": !!int "6"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"damage_resistances": "cold, necrotic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 16"
"languages": "Common plus one language spoken by its master"
"cr": "12"
"traits":
  - "desc": "While its master lives, a destroyed boneclaw gains a new body in 1d10\
      \ hours, with all its hit points. The new body appears within 1 mile of the\
      \ boneclaw's master."
    "name": "Rejuvenation"
  - "desc": "The boneclaw doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The boneclaw makes two Piercing Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 15 ft., one target. *Hit:* 20\
      \ (3d10 + 4) piercing damage plus 11 (2d10) necrotic damage. If the target is\
      \ a creature, the boneclaw can pull the target up to 10 feet toward itself,\
      \ and the target is [grappled](/Rules/Source/conditions.md#Grappled) (escape\
      \ DC 14). The boneclaw has two claws. While a claw grapples a target, the claw\
      \ can attack only that target."
    "name": "Piercing Claw"
  - "desc": "If the boneclaw is in dim light or darkness, each creature of the boneclaw's\
      \ choice within 15 feet of it must succeed on a DC 14 Constitution saving throw\
      \ or take 34 (5d12 + 2) necrotic damage.\n\nThe boneclaw then teleports up to\
      \ 60 feet to an unoccupied space it can see. It can bring one creature it's\
      \ grappling, teleporting that creature to an unoccupied space it can see within\
      \ 5 feet of its destination. The destination spaces of this teleportation must\
      \ be in dim light or darkness."
    "name": "Shadow Jump (Recharge 5-6)"
"bonus_actions":
  - "desc": "While in dim light or darkness, the boneclaw takes the [Hide](/Rules/Source/actions.md#Hide)\
      \ action."
    "name": "Shadow Stealth"
"reactions":
  - "desc": "In response to a creature entering a space within 15 feet of it, the\
      \ boneclaw makes one Piercing Claw attack against that creature."
    "name": "Deadly Reach"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/boneclaw-mpmm.webp"

Environment

arctic, desert, urban

Bulezau

A quote from Tasha

Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They're stubborn, they're vicious, and they rarely go down without bashing you several times in the shins.

You might say, that's awfully specific. I say, don't pry.

Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords' armies, serving as foot soldiers in the Abyss's endless warring.

Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords' entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.

Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.

Bulezau

Bulezau

Source: Mordenkainen Presents: Monsters of the Multiverse p. 67

A quote from Tasha

Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They're stubborn, they're vicious, and they rarely go down without bashing you several times in the shins.

You might say, that's awfully specific. I say, don't pry.

Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords' armies, serving as foot soldiers in the Abyss's endless warring.

Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords' entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.

Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.

"name": "Bulezau (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "52"
"hit_dice": "7d8 + 21"
"modifier": !!int "2"
"stats":
  - !!int "15"
  - !!int "14"
  - !!int "17"
  - !!int "8"
  - !!int "9"
  - !!int "6"
"speed": "40 ft."
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 9"
"languages": "Abyssal, telepathy 60 ft."
"cr": "3"
"traits":
  - "desc": "When any creature that isn't a demon starts its turn within 30 feet of\
      \ the bulezau, that creature must succeed on a DC 13 Constitution saving throw\
      \ or take 3 (1d6) necrotic damage."
    "name": "Rotting Presence"
  - "desc": "The bulezau's long jump is up to 20 feet and its high jump is up to 10\
      \ feet, with or without a running start."
    "name": "Standing Leap"
  - "desc": "The bulezau has advantage on Strength and Dexterity saving throws made\
      \ against effects that would knock it [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Sure-Footed"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 8 (1d12\
      \ + 2) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature,\
      \ it must succeed on a DC 13 Constitution saving throw against disease or become\
      \ [poisoned](/Rules/Source/conditions.md#Poisoned) until the disease ends. While\
      \ [poisoned](/Rules/Source/conditions.md#Poisoned) in this way, the target sports\
      \ festering boils, coughs up flies, and sheds rotting skin, and the target must\
      \ repeat the saving throw after every 24 hours that elapse. On a successful\
      \ save, the disease ends. On a failed save, the target's hit point maximum is\
      \ reduced by 4 (1d8). The target dies if its hit point maximum is reduced to\
      \ 0."
    "name": "Barbed Tail"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/bulezau-mpmm.webp"

^statblock

Cadaver Collector

The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.

Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.

Corpses that accumulate on a cadaver collector's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time.

Cadaver Collector

Cadaver Collector

Source: Mordenkainen Presents: Monsters of the Multiverse p. 68

The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.

Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.

Corpses that accumulate on a cadaver collector's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time.

"name": "Cadaver Collector (MPMM)"
"size": "Large"
"type": "construct"
"alignment": "Typically  Lawful Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "189"
"hit_dice": "18d10 + 90"
"modifier": !!int "2"
"stats":
  - !!int "21"
  - !!int "14"
  - !!int "20"
  - !!int "5"
  - !!int "11"
  - !!int "8"
"speed": "30 ft."
"damage_immunities": "necrotic; poison; psychic; bludgeoning, piercing, slashing from\
  \ nonmagical attacks that aren't adamantine"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "understands all languages but can't speak"
"cr": "14"
"traits":
  - "desc": "The collector has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The collector doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The collector makes two Slam attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 18\
      \ (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage."
    "name": "Slam"
  - "desc": "The collector releases paralyzing gas in a 30-foot cone. Each creature\
      \ in that area must make a successful DC 18 Constitution saving throw or be\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed) for 1 minute. A [paralyzed](/Rules/Source/conditions.md#Paralyzed)\
      \ creature repeats the saving throw at the end of each of its turns, ending\
      \ the effect on itself with a success."
    "name": "Paralyzing Breath (Recharge 5-6)"
"bonus_actions":
  - "desc": "The collector calls up the enslaved spirits of those it has slain; 1d4\
      \ [specters](/Rules/Source/bestiary/undead/specter-xmm.md) (without Sunlight\
      \ Sensitivity) arise in unoccupied spaces within 15 feet of it. The specters\
      \ act right after the collector on the same initiative count and fight until\
      \ they're destroyed. They disappear when the collector is destroyed."
    "name": "Summon Specters (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/cadaver-collector-mpmm.webp"

Environment

grassland

Canoloth

A quote from Mordenkainen

Canoloths are glorified guard dogs. If you must engage one, just find out exactly what it's been assigned to do. I've often found I can waltz right past them by taking advantage of a relevant loophole.

A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.

With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb.

Canoloth

Canoloth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 69

A quote from Mordenkainen

Canoloths are glorified guard dogs. If you must engage one, just find out exactly what it's been assigned to do. I've often found I can waltz right past them by taking advantage of a relevant loophole.

A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.

With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb.

"name": "Canoloth (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "yugoloth"
"alignment": "Typically  Neutral Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "120"
"hit_dice": "16d8 + 48"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "10"
  - !!int "17"
  - !!int "5"
  - !!int "17"
  - !!int "12"
"speed": "50 ft."
"skillsaves":
  - "name": "[Investigation](/Rules/Source/skills.md#Investigation)"
    "desc": "+3"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+9"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 19"
"languages": "Abyssal, Infernal, telepathy 60 ft."
"cr": "8"
"traits":
  - "desc": "Other creatures can't teleport to or from a space within 60 feet of the\
      \ canoloth. Any attempt to do so is wasted."
    "name": "Dimensional Lock"
  - "desc": "The canoloth has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The canoloth can't be [surprised](/Rules/Source/conditions.md#Surprised)\
      \ unless it's [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Uncanny Senses"
"actions":
  - "desc": "The canoloth makes one Bite or Tongue attack and one Claw attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage plus 18 (4d8) force damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) slashing damage plus 9 (2d8) force damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 30 ft., one target. *Hit:* 10\
      \ (1d12 + 4) piercing damage plus 7 (2d6) acid damage. If the target is Medium\
      \ or smaller, it is [grappled](/Rules/Source/conditions.md#Grappled) (escape\
      \ DC 15), pulled up to 30 feet toward the canoloth, and [restrained](/Rules/Source/conditions.md#Restrained)\
      \ until the grapple ends. The canoloth can grapple one target at a time with\
      \ its tongue."
    "name": "Tongue"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/canoloth-mpmm.webp"

Environment

coastal, underdark, urban

Catoblepas

The catoblepas is as loathsome as the vile swamplands in which it lives, a conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts. Despite its ungainly physiology, a catoblepas resembles a natural animal in its behavior, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if guarding its young.

A catoblepas's stink, like the stench of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act while the catoblepas feasts on its body.

Blighted Territory. A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas's foulness. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice.

Catoblepas in Folklore. Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.

Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle, drinking the monsters' milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle.

Catoblepas

Catoblepas

Source: Mordenkainen Presents: Monsters of the Multiverse p. 70

The catoblepas is as loathsome as the vile swamplands in which it lives, a conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts. Despite its ungainly physiology, a catoblepas resembles a natural animal in its behavior, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if guarding its young.

A catoblepas's stink, like the stench of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act while the catoblepas feasts on its body.

Blighted Territory

A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas's foulness. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice.

Catoblepas in Folklore

Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.

Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle, drinking the monsters' milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle.

"name": "Catoblepas (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "84"
"hit_dice": "8d10 + 40"
"modifier": !!int "1"
"stats":
  - !!int "19"
  - !!int "12"
  - !!int "21"
  - !!int "3"
  - !!int "14"
  - !!int "8"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": ""
"cr": "5"
"traits":
  - "desc": "Any creature other than a catoblepas that starts its turn within 10 feet\
      \ of the catoblepas must succeed on a DC 16 Constitution saving throw or be\
      \ [poisoned](/Rules/Source/conditions.md#Poisoned) until the start of the creature's\
      \ next turn. On a successful saving throw, the creature is immune to the Stench\
      \ of any catoblepas for 1 hour."
    "name": "Stench"
"actions":
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 21\
      \ (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution\
      \ saving throw or be [stunned](/Rules/Source/conditions.md#Stunned) until the\
      \ start of the catoblepas's next turn."
    "name": "Tail"
  - "desc": "The catoblepas targets one creature it can see within 30 feet of it.\
      \ The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic\
      \ damage on a failed save, or half as much damage on a successful one. If the\
      \ saving throw fails by 5 or more, the target instead takes 64 necrotic damage.\
      \ The target dies if reduced to 0 hit points by this ray."
    "name": "Death Ray (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/catoblepas-mpmm.webp"

Environment

swamp

Cattle

Cattle. Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them.

Aurochs

Aurochs

Source: Mordenkainen Presents: Monsters of the Multiverse p. 71

An aurochs is a large, fierce bovine with jutting horns. In many lands, herds of aurochs roam free, while elsewhere orcs and humans train them from an early age to carry riders into combat.

Cattle

Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them.

"name": "Aurochs (MPMM)"
"size": "Large"
"type": "beast"
"subtype": "cattle"
"alignment": "Unaligned"
"ac": !!int "11"
"ac_class": "natural armor"
"hp": !!int "38"
"hit_dice": "4d10 + 16"
"modifier": !!int "0"
"stats":
  - !!int "20"
  - !!int "10"
  - !!int "19"
  - !!int "2"
  - !!int "12"
  - !!int "5"
"speed": "50 ft."
"senses": "passive Perception 11"
"languages": ""
"cr": "2"
"actions":
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14\
      \ (2d8 + 5) piercing damage. If the aurochs moved at least 20 feet straight\
      \ toward the target immediately before the hit, the target takes an extra 9\
      \ (2d8) piercing damage, and the target must succeed on a DC 15 Strength saving\
      \ throw or be knocked [prone](/Rules/Source/conditions.md#Prone) if it is a\
      \ creature."
    "name": "Gore"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/aurochs-mpmm.webp"

Environment

grassland, hill, mountain

Deep Rothé

Deep Rothé

Source: Mordenkainen Presents: Monsters of the Multiverse p. 71

Deep rothé are Underdark cattle that communicate with one another using the dancing lights spell. Some scholars speculate that rothé came originally from the Feywild and brought the ability to cast the spell with them. Other sages attribute the ability to the centuries rothé have spent in the Underdark, where ambient magic slowly transforms everything.

Cattle

Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them.

"name": "Deep Rothé (MPMM)"
"size": "Medium"
"type": "beast"
"subtype": "cattle"
"alignment": "Unaligned"
"ac": !!int "10"
"hp": !!int "13"
"hit_dice": "2d8 + 4"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "10"
  - !!int "14"
  - !!int "2"
  - !!int "10"
  - !!int "4"
"speed": "30 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": ""
"cr": "1/4"
"traits":
  - "desc": "The rothé is considered to be one size larger for the purpose of determining\
      \ its carrying capacity."
    "name": "Beast of Burden"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage. If the rothé moved at least 20 feet straight toward\
      \ the target immediately before the hit, the target takes an extra 7 (2d6) piercing\
      \ damage."
    "name": "Gore"
  - "desc": "The rothé casts [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ requiring no spell components and using Wisdom as the spellcasting ability.\n"
    "name": "Dancing Lights"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/deep-rothe-mpmm.webp"

Environment

underdark

Ox

Ox

Source: Mordenkainen Presents: Monsters of the Multiverse p. 72

Oxen are domesticated cattle bred for milk and meat production and for hauling. Many cultures incorporate the ox into their labor and diets.

Cattle

Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them.

"name": "Ox (MPMM)"
"size": "Large"
"type": "beast"
"subtype": "cattle"
"alignment": "Unaligned"
"ac": !!int "10"
"hp": !!int "15"
"hit_dice": "2d10 + 4"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "10"
  - !!int "14"
  - !!int "2"
  - !!int "10"
  - !!int "4"
"speed": "30 ft."
"senses": "passive Perception 10"
"languages": ""
"cr": "1/4"
"traits":
  - "desc": "The ox is considered to be one size larger for the purpose of determining\
      \ its carrying capacity."
    "name": "Beast of Burden"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage. If the ox moved at least 20 feet straight toward the\
      \ target immediately before the hit, the target takes an extra 7 (2d6) piercing\
      \ damage."
    "name": "Gore"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/ox-mpmm.webp"

Environment

grassland, urban

Stench Kow

Stench Kow

Source: Mordenkainen Presents: Monsters of the Multiverse p. 72

Stench kows are misshapen bison native to the Lower Planes. These orange and green creatures defend themselves by exuding a miasma so hideous as to be toxic. Some mischievous and malevolent wizards have summoned stench kows to the Material Plane, disguised the creatures as oxen, and let the infernal bison loose on unsuspecting villages.

Cattle

Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them.

"name": "Stench Kow (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "cattle"
"alignment": "Unaligned"
"ac": !!int "10"
"hp": !!int "15"
"hit_dice": "2d10 + 4"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "10"
  - !!int "14"
  - !!int "2"
  - !!int "10"
  - !!int "4"
"speed": "30 ft."
"damage_resistances": "cold, fire, poison"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": ""
"cr": "1/2"
"traits":
  - "desc": "Any creature other than a stench kow that starts its turn within 5 feet\
      \ of the stench kow must succeed on a DC 12 Constitution saving throw or be\
      \ [poisoned](/Rules/Source/conditions.md#Poisoned) until the start of the creature's\
      \ next turn. On a successful saving throw, the creature is immune to the Stench\
      \ of all stench kows for 1 hour."
    "name": "Stench"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage. If the stench kow moved at least 20 feet straight toward\
      \ the target immediately before the hit, the target takes an extra 7 (2d6) piercing\
      \ damage."
    "name": "Gore"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/stench-kow-mpmm.webp"

Environment

grassland, urban

Cave Fisher

A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider's webbing, which the creature uses to snag prey.

A cave fisher usually hunts small animals and is particularly fond of bats, so it stretches a filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.

Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area.

Valuable Parts. Nearly every part of a cave fisher is useful after the creature has been dispatched. Cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature's shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab cooked in strong wine.

While some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts of war. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, Underdark denizens often use the threat of fire when training them.

Cave Fisher

Cave Fisher

Source: Mordenkainen Presents: Monsters of the Multiverse p. 73

A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider's webbing, which the creature uses to snag prey.

A cave fisher usually hunts small animals and is particularly fond of bats, so it stretches a filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.

Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area.

Valuable Parts

Nearly every part of a cave fisher is useful after the creature has been dispatched. Cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature's shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab cooked in strong wine.

While some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts of war. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, Underdark denizens often use the threat of fire when training them.

"name": "Cave Fisher (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "58"
"hit_dice": "9d8 + 18"
"modifier": !!int "1"
"stats":
  - !!int "16"
  - !!int "13"
  - !!int "14"
  - !!int "3"
  - !!int "10"
  - !!int "3"
"speed": "20 ft., climb 20 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., passive Perception\
  \ 12"
"languages": ""
"cr": "3"
"traits":
  - "desc": "If the cave fisher drops to half its hit points or fewer, it gains vulnerability\
      \ to fire damage."
    "name": "Flammable Blood"
  - "desc": "The cave fisher can climb difficult surfaces, including upside down on\
      \ ceilings, without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "The cave fisher makes two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d6 + 3) slashing damage."
    "name": "Claw"
  - "desc": "One Large or smaller creature [grappled](/Rules/Source/conditions.md#Grappled)\
      \ by the cave fisher's Adhesive Filament must make a DC 13 Strength saving throw.\
      \ On a failed save, the target is pulled into an unoccupied space within 5 feet\
      \ of the cave fisher, and the cave fisher makes one Claw attack against it.\
      \ Anyone else who was attached to the filament is released. Until the grapple\
      \ ends on the target, the cave fisher can't use Adhesive Filament."
    "name": "Retract Filament"
"bonus_actions":
  - "desc": "The cave fisher extends a sticky filament up to 60 feet, and the filament\
      \ adheres to anything that touches it. A creature the filament adheres to is\
      \ [grappled](/Rules/Source/conditions.md#Grappled) by the cave fisher (escape\
      \ DC 13), and ability checks made to escape this grapple have disadvantage.\
      \ The filament can be attacked (AC 15; 5 hit points; immunity to poison and\
      \ psychic damage). A weapon that fails to sever it becomes stuck to it, requiring\
      \ an action and a successful DC 13 Strength check to pull free. Destroying the\
      \ filament deals no damage to the cave fisher. The filament crumbles away if\
      \ the cave fisher takes this bonus action again."
    "name": "Adhesive Filament"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/cave-fisher-mpmm.webp"

Environment

underdark

Champion

A quote from Mordenkainen

Bountiful and overrated. You can't spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering.

Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.

A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion's Coats of Arms table to determine it.

Champion's Coat of Arms

dice: d12 Coat of Arms
1 Three lit candles on a purple field
2 Sea serpent coiled around a trident on a blue field
3 Hunting horn banded in gold on a gray field
4 Raised fist grasping an anchor on a quartered field of blue and white
5 Turtle with crenelated tower on its shell on a white field
6 Dragon skull supported on either side by dragon wings on a red field
7 Yellow chicken foot on a black field
8 Lightning bolt splitting a galley in two on a blue field
9 Two crouching displacer beasts facing each other on a yellow field
10 Knotted brambles on a green field
11 Red owlbear with a silver crown on a checkered field of black and white
12 Black anvil cracked down the middle on an orange field

Champion

Champion

Source: Mordenkainen Presents: Monsters of the Multiverse p. 74

A quote from Mordenkainen

Bountiful and overrated. You can't spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering.

Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.

A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion's Coats of Arms table to determine it.

Champion's Coat of Arms

dice: d12 Coat of Arms
1 Three lit candles on a purple field
2 Sea serpent coiled around a trident on a blue field
3 Hunting horn banded in gold on a gray field
4 Raised fist grasping an anchor on a quartered field of blue and white
5 Turtle with crenelated tower on its shell on a white field
6 Dragon skull supported on either side by dragon wings on a red field
7 Yellow chicken foot on a black field
8 Lightning bolt splitting a galley in two on a blue field
9 Two crouching displacer beasts facing each other on a yellow field
10 Knotted brambles on a green field
11 Red owlbear with a silver crown on a checkered field of black and white
12 Black anvil cracked down the middle on an orange field
"name": "Champion (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "143"
"hit_dice": "22d8 + 44"
"modifier": !!int "2"
"stats":
  - !!int "20"
  - !!int "15"
  - !!int "14"
  - !!int "10"
  - !!int "14"
  - !!int "12"
"speed": "30 ft."
"saves":
  - "strength": !!int "9"
  - "constitution": !!int "6"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+9"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
"gear":
  - "[greatsword](/Rules/Source/items/greatsword-xphb.md)"
  - "[shortbow](/Rules/Source/items/shortbow-xphb.md)"
"senses": "passive Perception 16"
"languages": "any one language (usually Common)"
"cr": "9"
"traits":
  - "desc": "The champion rerolls a failed saving throw."
    "name": "Indomitable (2/Day)"
"actions":
  - "desc": "The champion makes three Greatsword or Shortbow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has\
      \ more than half of its total hit points remaining."
    "name": "Greatsword"
  - "desc": "*Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:*\
      \ 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion\
      \ has more than half of its total hit points remaining."
    "name": "Shortbow"
"bonus_actions":
  - "desc": "The champion regains 20 hit points."
    "name": "Second Wind (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/champion-mpmm.webp"

Environment

desert, urban

Chitine

Dedicated to Lolth, chitines are multi-armed bipeds with arachnid qualities. Most live in colonies in the Underdark and fight the enemies of the Demon Queen of Spiders. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable.

As punishment, the Spider Queen twisted her worshipers' rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith: an arachnid Monstrosity able to command and create more chitines on its own. These choldriths soon led the chitines to rebel and abandon their creators, founding free colonies elsewhere in the Underdark. On occasion, though, colonies can be found in remote, gloomy areas of the surface world, warring against Lolth's enemies.

The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature.

As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fishers (also in this book). Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.

Chitines resemble spiders, but they behave more like social insects such as ants. They are divided into worker and warrior castes; choldriths, when present, occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all are expected to sacrifice themselves to protect the colony's choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig pit traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface.

Chitine

Chitine

Source: Mordenkainen Presents: Monsters of the Multiverse p. 75

Dedicated to Lolth, chitines are multi-armed bipeds with arachnid qualities. Most live in colonies in the Underdark and fight the enemies of the Demon Queen of Spiders. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable.

As punishment, the Spider Queen twisted her worshipers' rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith: an arachnid Monstrosity able to command and create more chitines on its own. These choldriths soon led the chitines to rebel and abandon their creators, founding free colonies elsewhere in the Underdark. On occasion, though, colonies can be found in remote, gloomy areas of the surface world, warring against Lolth's enemies.

The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature.

As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fishers (also in this book). Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.

Chitines resemble spiders, but they behave more like social insects such as ants. They are divided into worker and warrior castes; choldriths, when present, occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all are expected to sacrifice themselves to protect the colony's choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig pit traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface.

"name": "Chitine (MPMM)"
"size": "Small"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "[hide armor](/Rules/Source/items/hide-armor-xphb.md)"
"hp": !!int "18"
"hit_dice": "4d6 + 4"
"modifier": !!int "2"
"stats":
  - !!int "10"
  - !!int "14"
  - !!int "12"
  - !!int "10"
  - !!int "10"
  - !!int "7"
"speed": "30 ft., climb 30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Undercommon"
"cr": "1/2"
"traits":
  - "desc": "The chitine has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the chitine to sleep."
    "name": "Fey Ancestry"
  - "desc": "While in sunlight, the chitine has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
  - "desc": "While in contact with a web, the chitine knows the exact location of\
      \ any other creature in contact with the same web."
    "name": "Web Sense"
  - "desc": "The chitine ignores movement restrictions caused by webbing."
    "name": "Web Walker"
"actions":
  - "desc": "The chitine makes three Dagger attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 4 (1d4 + 2) piercing damage."
    "name": "Dagger"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/chitine-mpmm.webp"

Environment

underdark

Choker

The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.

Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.

A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker's favorite prey, goblins—to come within reach.

When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.

Chokers tend to set their ambushes alone, rather than working in concert, but where one choker is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through caves and tunnels but are difficult to identify or locate in a typical echo-filled cavern.

Choker

Choker

Source: Mordenkainen Presents: Monsters of the Multiverse p. 76

The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.

Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.

A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker's favorite prey, goblins—to come within reach.

When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.

Chokers tend to set their ambushes alone, rather than working in concert, but where one choker is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through caves and tunnels but are difficult to identify or locate in a typical echo-filled cavern.

"name": "Choker (MPMM)"
"size": "Small"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "13"
"hit_dice": "3d6 + 3"
"modifier": !!int "2"
"stats":
  - !!int "16"
  - !!int "14"
  - !!int "13"
  - !!int "4"
  - !!int "12"
  - !!int "7"
"speed": "30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "Deep Speech"
"cr": "1"
"traits":
  - "desc": "The choker can take an extra action on its turn."
    "name": "Aberrant Quickness (Recharges after a Short or Long Rest)"
  - "desc": "The choker can move through and occupy a space as narrow as 4 inches\
      \ wide without squeezing."
    "name": "Boneless"
  - "desc": "The choker can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "The choker makes two Tentacle attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 5\
      \ (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it\
      \ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 15). Until\
      \ this grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained),\
      \ and the choker can't use this tentacle on another target. The choker has two\
      \ tentacles. If this attack is a critical hit, the target also can't breathe\
      \ or speak until the grapple ends."
    "name": "Tentacle"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/choker-mpmm.webp"

Environment

forest, mountain, underdark

Choldrith

Choldriths are monstrous spiderlike creatures originally created to serve Lolth. They rule colonies of chitines (in this book) and lead them into battle in Lolth's war against her enemies.

When devotees of Lolth created the first chitines, she watched as her followers used arcane magic and demonic powers and invoked her aid for the divine spark needed to ensure the subjects' survival, expecting to see these new abominations dedicated solely to her, but the devotees performed no such ritual. As revenge for the devotees' betrayal, the Spider Queen manipulated the creation rituals so that they sometimes created choldriths instead of chitines.

At first, these devotees were unaware that the new creatures, which they dubbed choldriths, were signs of Lolth's wrath. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the devotees soon realized their mistake—choldriths belonged to Lolth, body and soul. Choldriths whispered to the chitines of their adoration of the Spider Queen and their enmity against their creators, and led them in a successful revolt.

Choldriths are born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony members perform which tasks, including whether a choldrith is permitted to lay eggs. Sometimes a choldrith ruler receives a vision from Lolth that inspires the entire colony into some grand, often violent, action.

Choldrith

Choldrith

Source: Mordenkainen Presents: Monsters of the Multiverse p. 77

Choldriths are monstrous spiderlike creatures originally created to serve Lolth. They rule colonies of chitines (in this book) and lead them into battle in Lolth's war against her enemies.

When devotees of Lolth created the first chitines, she watched as her followers used arcane magic and demonic powers and invoked her aid for the divine spark needed to ensure the subjects' survival, expecting to see these new abominations dedicated solely to her, but the devotees performed no such ritual. As revenge for the devotees' betrayal, the Spider Queen manipulated the creation rituals so that they sometimes created choldriths instead of chitines.

At first, these devotees were unaware that the new creatures, which they dubbed choldriths, were signs of Lolth's wrath. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the devotees soon realized their mistake—choldriths belonged to Lolth, body and soul. Choldriths whispered to the chitines of their adoration of the Spider Queen and their enmity against their creators, and led them in a successful revolt.

Choldriths are born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony members perform which tasks, including whether a choldrith is permitted to lay eggs. Sometimes a choldrith ruler receives a vision from Lolth that inspires the entire colony into some grand, often violent, action.

"name": "Choldrith (MPMM)"
"size": "Medium"
"type": "monstrosity"
"subtype": "cleric"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "66"
"hit_dice": "12d8 + 12"
"modifier": !!int "3"
"stats":
  - !!int "12"
  - !!int "16"
  - !!int "12"
  - !!int "11"
  - !!int "14"
  - !!int "10"
"speed": "30 ft., climb 30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+5"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+2"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "Undercommon"
"cr": "3"
"traits":
  - "desc": "The choldrith has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the choldrith to sleep."
    "name": "Fey Ancestry"
  - "desc": "The choldrith can climb difficult surfaces, including upside down on\
      \ ceilings, without needing to make an ability check."
    "name": "Spider Climb"
  - "desc": "While in sunlight, the choldrith has disadvantage on attack rolls, as\
      \ well as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks\
      \ that rely on sight."
    "name": "Sunlight Sensitivity"
  - "desc": "While in contact with a web, the choldrith knows the exact location of\
      \ any other creature in contact with the same web."
    "name": "Web Sense"
  - "desc": "The choldrith ignores movement restrictions caused by webbing."
    "name": "Web Walker"
"actions":
  - "desc": "*Melee  or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage."
    "name": "Dagger"
  - "desc": "*Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one Large or smaller\
      \ creature. *Hit:* The target is [restrained](/Rules/Source/conditions.md#Restrained)\
      \ by webbing. As an action, the [restrained](/Rules/Source/conditions.md#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; 5 hit points; vulnerability\
      \ to fire damage; immunity to bludgeoning, poison, and psychic damage)."
    "name": "Web (Recharge 5-6)"
  - "desc": "The choldrith casts one of the following spells, using Wisdom as the\
      \ spellcasting ability (spell save DC 12):\n\n**At will:** [guidance](/Rules/Source/spells/guidance-xphb.md),\
      \ [thaumaturgy](/Rules/Source/spells/thaumaturgy-xphb.md)\n\n**1/day each:**\
      \ [bane](/Rules/Source/spells/bane-xphb.md), [hold person](/Rules/Source/spells/hold-person-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The choldrith conjures a floating, spectral dagger within 60 feet of\
      \ itself. The choldrith can make a melee spell attack (+4 to hit) against one\
      \ creature within 5 feet of the dagger. On a hit, the target takes 6 (1d8 +\
      \ 2) force damage.\n\nThe dagger lasts for 1 minute. As a bonus action on later\
      \ turns, the choldrith can move the dagger up to 20 feet and repeat the attack\
      \ against one creature within 5 feet of the dagger."
    "name": "Spectral Dagger (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/choldrith-mpmm.webp"

Environment

underdark

Clockworks

Clockworks. Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.

Individual Designs. Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

Clockwork Enhancements

dice: d10 Enhancement
1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine.
2 Sensors. The range of the clockwork's darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3 Fortified. The clockwork's AC increases by 2.
4 Increased Speed. The clockwork's speed increases by 10 feet.
5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 Suction. The clockwork gains a climbing speed of 30 feet.
9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10 Water Propulsion. The clockwork gains a swimming speed of 30 feet.

Clockwork Malfunctions

dice: d8 Malfunction
1 Faulty Sensors. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 Flawed Targeting. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 Ground Fault. The clockwork has vulnerability to lightning damage.
4 Imprinting Loop. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it.
5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
6 Overactive Sense of Self-Preservation. If the clock work has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7 Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.

Clockwork Bronze Scout

Clockwork Bronze Scout

Source: Mordenkainen Presents: Monsters of the Multiverse p. 79

A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.

Clockworks

Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.

Individual Designs

Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

Clockwork Enhancements

dice: d10 Enhancement
1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine.
2 Sensors. The range of the clockwork's darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3 Fortified. The clockwork's AC increases by 2.
4 Increased Speed. The clockwork's speed increases by 10 feet.
5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 Suction. The clockwork gains a climbing speed of 30 feet.
9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10 Water Propulsion. The clockwork gains a swimming speed of 30 feet.
Clockwork Malfunctions
dice: d8 Malfunction
1 Faulty Sensors. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 Flawed Targeting. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 Ground Fault. The clockwork has vulnerability to lightning damage.
4 Imprinting Loop. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it.
5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
6 Overactive Sense of Self-Preservation. If the clock work has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7 Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
"name": "Clockwork Bronze Scout (MPMM)"
"size": "Medium"
"type": "construct"
"alignment": "Unaligned"
"ac": !!int "13"
"hp": !!int "36"
"hit_dice": "8d8"
"modifier": !!int "3"
"stats":
  - !!int "10"
  - !!int "16"
  - !!int "11"
  - !!int "3"
  - !!int "14"
  - !!int "1"
"speed": "30 ft., burrow 30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 16"
"languages": "understands one language of its creator but can't speak"
"cr": "1"
"traits":
  - "desc": "The clockwork doesn't provoke [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)\
      \ when it burrows."
    "name": "Earth Armor"
  - "desc": "The clockwork has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The clockwork doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) piercing damage plus 3 (1d6) lightning damage."
    "name": "Bite"
  - "desc": "Each creature in contact with the ground within 15 feet of the clockwork\
      \ must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage\
      \ on a failed save, or half as much damage on a successful one."
    "name": "Lightning Flare (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/clockwork-bronze-scout-mpmm.webp"

Environment

forest, grassland, hill, mountain

Clockwork Iron Cobra

Clockwork Iron Cobra

Source: Mordenkainen Presents: Monsters of the Multiverse p. 79

An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.

Clockworks

Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.

Individual Designs

Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

Clockwork Enhancements

dice: d10 Enhancement
1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine.
2 Sensors. The range of the clockwork's darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3 Fortified. The clockwork's AC increases by 2.
4 Increased Speed. The clockwork's speed increases by 10 feet.
5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 Suction. The clockwork gains a climbing speed of 30 feet.
9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10 Water Propulsion. The clockwork gains a swimming speed of 30 feet.
Clockwork Malfunctions
dice: d8 Malfunction
1 Faulty Sensors. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 Flawed Targeting. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 Ground Fault. The clockwork has vulnerability to lightning damage.
4 Imprinting Loop. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it.
5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
6 Overactive Sense of Self-Preservation. If the clock work has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7 Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
"name": "Clockwork Iron Cobra (MPMM)"
"size": "Medium"
"type": "construct"
"alignment": "Unaligned"
"ac": !!int "13"
"hp": !!int "91"
"hit_dice": "14d8 + 28"
"modifier": !!int "3"
"stats":
  - !!int "12"
  - !!int "16"
  - !!int "14"
  - !!int "3"
  - !!int "10"
  - !!int "1"
"speed": "30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "understands one language of its creator but can't speak"
"cr": "4"
"traits":
  - "desc": "The clockwork has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The clockwork doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) piercing damage. If the target is a creature, it must succeed on a DC\
      \ 13 Constitution saving throw or suffer one random effect (roll a d6):\n\n\
      - **1–2 Confusion.** On its next turn, the target must use its action to make\
      \ one weapon attack against a random creature it can see within 30 feet of it,\
      \ using whatever weapon it has in hand and moving beforehand if necessary to\
      \ get in range. If it's holding no weapon, it makes an unarmed strike. If no\
      \ creature is visible within 30 feet, it takes the [Dash](/Rules/Source/actions.md#Dash)\
      \ action, moving toward the nearest creature.  \n- **3–4 Paralysis.** The target\
      \ is [paralyzed](/Rules/Source/conditions.md#Paralyzed) until the end of its\
      \ next turn.  \n- **5–6 Poison.** The target takes 13 (3d8) poison damage.  "
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/clockwork-iron-cobra-mpmm.webp"

Environment

forest, grassland, hill, mountain

Clockwork Oaken Bolter

Clockwork Oaken Bolter

Source: Mordenkainen Presents: Monsters of the Multiverse p. 80

No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.

Clockworks

Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.

Individual Designs

Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

Clockwork Enhancements

dice: d10 Enhancement
1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine.
2 Sensors. The range of the clockwork's darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3 Fortified. The clockwork's AC increases by 2.
4 Increased Speed. The clockwork's speed increases by 10 feet.
5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 Suction. The clockwork gains a climbing speed of 30 feet.
9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10 Water Propulsion. The clockwork gains a swimming speed of 30 feet.
Clockwork Malfunctions
dice: d8 Malfunction
1 Faulty Sensors. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 Flawed Targeting. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 Ground Fault. The clockwork has vulnerability to lightning damage.
4 Imprinting Loop. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it.
5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
6 Overactive Sense of Self-Preservation. If the clock work has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7 Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
"name": "Clockwork Oaken Bolter (MPMM)"
"size": "Medium"
"type": "construct"
"alignment": "Unaligned"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "117"
"hit_dice": "18d8 + 36"
"modifier": !!int "4"
"stats":
  - !!int "12"
  - !!int "18"
  - !!int "15"
  - !!int "3"
  - !!int "10"
  - !!int "1"
"speed": "30 ft."
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "understands one language of its creator but can't speak"
"cr": "5"
"traits":
  - "desc": "The clockwork has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The clockwork doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack\
      \ and one Harpoon attack."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 100/400\
      \ ft., one target. *Hit:* 15 (2d10 + 4) piercing damage."
    "name": "Lancing Bolt"
  - "desc": "*Ranged Weapon Attack:* +7 to hit, range 50/200 ft., one target. *Hit:*\
      \ 9 (1d10 + 4) piercing damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 12). While [grappled](/Rules/Source/conditions.md#Grappled) in\
      \ this way, a creature's speed isn't reduced, but it can move only in directions\
      \ that bring it closer to the clockwork. A creature takes 5 (1d10) slashing\
      \ damage if it escapes from the grapple or if it tries and fails. The clockwork\
      \ can grapple only one creature at a time with its harpoon."
    "name": "Harpoon"
  - "desc": "The clockwork launches an explosive charge at a point within 120 feet.\
      \ Each creature in a 20-foot-radius sphere centered on that point must make\
      \ a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save,\
      \ or half as much damage on a successful one."
    "name": "Explosive Bolt (Recharge 5-6)"
"bonus_actions":
  - "desc": "The clockwork pulls the creature [grappled](/Rules/Source/conditions.md#Grappled)\
      \ by its Harpoon up to 20 feet closer."
    "name": "Reel In"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/clockwork-oaken-bolter-mpmm.webp"

Environment

forest, grassland, hill, mountain

Clockwork Stone Defender

Clockwork Stone Defender

Source: Mordenkainen Presents: Monsters of the Multiverse p. 80

The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.

Clockworks

Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.

Individual Designs

Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

Clockwork Enhancements

dice: d10 Enhancement
1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine.
2 Sensors. The range of the clockwork's darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3 Fortified. The clockwork's AC increases by 2.
4 Increased Speed. The clockwork's speed increases by 10 feet.
5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 Suction. The clockwork gains a climbing speed of 30 feet.
9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10 Water Propulsion. The clockwork gains a swimming speed of 30 feet.
Clockwork Malfunctions
dice: d8 Malfunction
1 Faulty Sensors. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 Flawed Targeting. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 Ground Fault. The clockwork has vulnerability to lightning damage.
4 Imprinting Loop. Roll a d6 at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it.
5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
6 Overactive Sense of Self-Preservation. If the clock work has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7 Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
"name": "Clockwork Stone Defender (MPMM)"
"size": "Medium"
"type": "construct"
"alignment": "Unaligned"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "105"
"hit_dice": "14d8 + 42"
"modifier": !!int "0"
"stats":
  - !!int "19"
  - !!int "10"
  - !!int "17"
  - !!int "3"
  - !!int "10"
  - !!int "1"
"speed": "30 ft."
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "understands one language of its creator but can't speak"
"cr": "4"
"traits":
  - "desc": "The clockwork has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The clockwork doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is\
      \ knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Slam"
"reactions":
  - "desc": "In response to another creature within 5 feet of it being hit by an attack\
      \ roll, the clockwork gives that creature a +5 bonus to its AC against that\
      \ attack, potentially causing a miss. To use this ability, the clockwork must\
      \ be able to see the creature and the attacker."
    "name": "Intercept Attack"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/clockwork-stone-defender-mpmm.webp"

Environment

forest, grassland, hill, mountain

Cloud Giant Smiling One

Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity.

Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants' place in the ordning—second to storm giants. The masks serve as symbols of smiling ones' devotion and also conceal their wearers' true facial expressions.

Cloud Giant Smiling One

Cloud Giant Smiling One

Source: Mordenkainen Presents: Monsters of the Multiverse p. 81

Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity.

Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants' place in the ordning—second to storm giants. The masks serve as symbols of smiling ones' devotion and also conceal their wearers' true facial expressions.

"name": "Cloud Giant Smiling One (MPMM)"
"size": "Huge"
"type": "giant"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "250"
"hit_dice": "20d12 + 120"
"modifier": !!int "1"
"stats":
  - !!int "26"
  - !!int "12"
  - !!int "22"
  - !!int "15"
  - !!int "16"
  - !!int "17"
"speed": "40 ft., fly 40 ft. (hover)"
"saves":
  - "constitution": !!int "10"
  - "intelligence": !!int "6"
  - "charisma": !!int "7"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+11"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+7"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+11"
  - "name": "[Sleight of Hand](/Rules/Source/skills.md#Sleight%20of%20Hand)"
    "desc": "+9"
"senses": "passive Perception 21"
"languages": "Common, Giant"
"cr": "11"
"traits":
  - "desc": "The giant can cast the [control weather](/Rules/Source/spells/control-weather-xphb.md)\
      \ spell, requiring no material components and using Charisma as the spellcasting\
      \ ability."
    "name": "Control Weather (8th-level Spell)"
"actions":
  - "desc": "The giant makes two Slam attacks or two Telekinetic Strike attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21\
      \ (3d8 + 8) bludgeoning damage plus 5 (1d10) psychic damage."
    "name": "Slam"
  - "desc": "*Ranged Spell Attack:* +7 to hit, range 240 ft., one target. *Hit:* 25\
      \ (4d10 + 3) force damage."
    "name": "Telekinetic Strike"
  - "desc": "The giant magically transforms to look and feel like a Beast or a Humanoid\
      \ it has seen or to return to its true form. Any equipment the giant is wearing\
      \ or carrying is absorbed by the new form. Its statistics, other than its size,\
      \ don't change. It reverts to its true form if it dies."
    "name": "Change Shape"
  - "desc": "The giant casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 15):\n\n**At\
      \ will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [fog cloud](/Rules/Source/spells/fog-cloud-xphb.md),\
      \ [light](/Rules/Source/spells/light-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\
      \n**3/day each:** [invisibility](/Rules/Source/spells/invisibility-xphb.md),\
      \ [silent image](/Rules/Source/spells/silent-image-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md),\
      \ [tongues](/Rules/Source/spells/tongues-xphb.md)\n\n**1/day each:** [gaseous\
      \ form](/Rules/Source/spells/gaseous-form-xphb.md), [major image](/Rules/Source/spells/major-image-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The giant teleports, along with any equipment it is wearing or carrying,\
      \ up to 60 feet to an unoccupied space it can see."
    "name": "Cloud Step (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/cloud-giant-smiling-one-mpmm.webp"

Environment

mountain

Corpse Flower

A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living.

With or without corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades 2d4 days after the corpse flower dies.

Corpse Flower

Corpse Flower

Source: Mordenkainen Presents: Monsters of the Multiverse p. 82

A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living.

With or without corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades 2d4 days after the corpse flower dies.

"name": "Corpse Flower (MPMM)"
"size": "Large"
"type": "plant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "12"
"hp": !!int "127"
"hit_dice": "15d10 + 45"
"modifier": !!int "2"
"stats":
  - !!int "14"
  - !!int "14"
  - !!int "16"
  - !!int "7"
  - !!int "15"
  - !!int "3"
"speed": "20 ft., climb 20 ft."
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [deafened](/Rules/Source/conditions.md#Deafened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 120 ft. (blind beyond\
  \ this radius), passive Perception 12"
"languages": ""
"cr": "8"
"traits":
  - "desc": "When first encountered, a corpse flower contains the corpses of 1d6 +\
      \ 3 Humanoids. A corpse flower can hold the remains of up to nine Humanoids.\
      \ These remains have total cover against attacks and other effects outside the\
      \ corpse flower. If the corpse flower dies, the corpses within it can be pulled\
      \ free."
    "name": "Corpses"
  - "desc": "The corpse flower can climb difficult surfaces, including upside down\
      \ on ceilings, without needing to make an ability check."
    "name": "Spider Climb"
  - "desc": "Each creature that starts its turn within 10 feet of the corpse flower\
      \ or one of its zombies must make a DC 14 Constitution saving throw, unless\
      \ the creature is a Construct or an Undead. On a failed save, the creature is\
      \ [poisoned](/Rules/Source/conditions.md#Poisoned) until the start of its next\
      \ turn. On a successful save, the creature is immune to the Stench of Death\
      \ of all corpse flowers for 24 hours."
    "name": "Stench of Death"
"actions":
  - "desc": "The corpse flower makes three Tentacle attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 9\
      \ (2d6 + 2) bludgeoning damage plus 10 (3d6) poison damage."
    "name": "Tentacle"
  - "desc": "The corpse flower swallows one unsecured Humanoid corpse within 10 feet\
      \ of it, along with any equipment the corpse is wearing or carrying."
    "name": "Harvest the Dead"
"bonus_actions":
  - "desc": "The corpse flower digests one corpse in its body and instantly regains\
      \ 11 (2d10) hit points. Nothing of the digested corpse remains. Any equipment\
      \ on the corpse is expelled from the corpse flower in its space."
    "name": "Digest"
  - "desc": "The corpse flower animates one corpse in its body, turning it into a\
      \ [zombie](/Rules/Source/bestiary/undead/zombie-xmm.md). The zombie appears\
      \ in an unoccupied space within 5 feet of the corpse flower and acts immediately\
      \ after it in the initiative order. The zombie acts as an ally of the corpse\
      \ flower but isn't under its control, and the flower's stench clings to it (see\
      \ Stench of Death)."
    "name": "Reanimate"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/plant/token/corpse-flower-mpmm.webp"

Environment

forest, swamp, urban

Cranium Rats

Cranium Rat. Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers.

A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us." Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony's elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.

Cranium Rat

Cranium Rat

Source: Mordenkainen Presents: Monsters of the Multiverse p. 83

Cranium Rat

Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers.

A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us." Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony's elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.

"name": "Cranium Rat (MPMM)"
"size": "Tiny"
"type": "aberration"
"alignment": "Unaligned"
"ac": !!int "12"
"hp": !!int "2"
"hit_dice": "1d4"
"modifier": !!int "2"
"stats":
  - !!int "2"
  - !!int "14"
  - !!int "10"
  - !!int "4"
  - !!int "11"
  - !!int "8"
"speed": "30 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 30 ft., passive Perception\
  \ 10"
"languages": "telepathy 30 ft."
"cr": "0"
"traits":
  - "desc": "The cranium rat is immune to any effect that would sense its emotions\
      \ or read its thoughts, as well as to all divination spells."
    "name": "Telepathic Shroud"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing\
      \ damage."
    "name": "Bite"
"bonus_actions":
  - "desc": "The cranium rat sheds dim light from its exposed brain in a 5-foot radius\
      \ or extinguishes the light."
    "name": "Illumination"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/cranium-rat-mpmm.webp"

Environment

underdark, urban

Swarm of Cranium Rats

Swarm of Cranium Rats

Source: Mordenkainen Presents: Monsters of the Multiverse p. 83

Cranium Rat

Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers.

A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us." Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony's elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.

"name": "Swarm of Cranium Rats (MPMM)"
"size": "Medium"
"type": "aberration"
"alignment": "Typically  Lawful Evil"
"ac": !!int "12"
"hp": !!int "76"
"hit_dice": "17d8"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "10"
  - !!int "15"
  - !!int "11"
  - !!int "14"
"speed": "30 ft."
"damage_resistances": "bludgeoning, piercing, slashing"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [grappled](/Rules/Source/conditions.md#Grappled), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 30 ft., passive Perception\
  \ 10"
"languages": "telepathy 30 ft."
"cr": "5"
"traits":
  - "desc": "The swarm can occupy another creature's space and vice versa, and the\
      \ swarm can move through any opening large enough for a Tiny rat. The swarm\
      \ can't regain hit points or gain temporary hit points."
    "name": "Swarm"
  - "desc": "The swarm is immune to any effect that would sense its emotions or read\
      \ its thoughts, as well as to all divination spells."
    "name": "Telepathic Shroud"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 0 ft., one target in the swarm's\
      \ space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the\
      \ swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage."
    "name": "Bites"
  - "desc": "As long as it has more than half of its hit points remaining, the swarm\
      \ casts one of the following spells, requiring no spell components and using\
      \ Intelligence as the spellcasting ability (spell save DC 13):\n\n**At will:**\
      \ [command](/Rules/Source/spells/command-xphb.md), [comprehend languages](/Rules/Source/spells/comprehend-languages-xphb.md),\
      \ [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md)\n\n**1/day\
      \ each:** [confusion](/Rules/Source/spells/confusion-xphb.md), [dominate monster](/Rules/Source/spells/dominate-monster-xphb.md)"
    "name": "Spellcasting (Psionics)"
"bonus_actions":
  - "desc": "The swarm sheds dim light from its brains in a 5-foot radius, increases\
      \ the illumination to bright light in a 5- to 20-foot radius (and dim light\
      \ for an additional number of feet equal to the chosen radius), or extinguishes\
      \ the light."
    "name": "Illumination"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/swarm-of-cranium-rats-mpmm.webp"

Environment

underdark, urban

Darklings

Darklings. Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens' wrath, she cursed every member of his house. The seelie fey's true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common), and other Fey refer to the house's descendants as dubh sith—"darklings." Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.

Darkling

Darkling

Source: Mordenkainen Presents: Monsters of the Multiverse p. 84

The Summer Queen's curse causes a darkling's body to absorb light, which wizens the creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives explodes outward when they die, incinerating the creatures and much of their possessions.

Darklings

Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens' wrath, she cursed every member of his house. The seelie fey's true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common), and other Fey refer to the house's descendants as dubh sith—"darklings." Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.

"name": "Darkling (MPMM)"
"size": "Small"
"type": "fey"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "14"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "13"
"hit_dice": "3d6 + 3"
"modifier": !!int "3"
"stats":
  - !!int "9"
  - !!int "16"
  - !!int "12"
  - !!int "10"
  - !!int "12"
  - !!int "10"
"speed": "30 ft."
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+5"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+2"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 120 ft., passive Perception 15"
"languages": "Elvish, Sylvan"
"cr": "1/2"
"traits":
  - "desc": "When the darkling dies, nonmagical light flashes out from it in a 10-foot\
      \ radius as its body and possessions, other than metal or magic objects, burn\
      \ to ash. Any creature in that area must succeed on a DC 10 Constitution saving\
      \ throw or be [blinded](/Rules/Source/conditions.md#Blinded) until the end of\
      \ its next turn."
    "name": "Death Flash"
  - "desc": "While in bright light, the darkling has disadvantage on attack rolls,\
      \ as well as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks\
      \ that rely on sight."
    "name": "Light Sensitivity"
"actions":
  - "desc": "*Melee  or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic\
      \ damage."
    "name": "Dagger"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/darkling-mpmm.webp"

Environment

forest, swamp, underdark, urban

Darkling Elder

Darkling Elder

Source: Mordenkainen Presents: Monsters of the Multiverse p. 84

A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling's absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails.

Darklings

Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens' wrath, she cursed every member of his house. The seelie fey's true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common), and other Fey refer to the house's descendants as dubh sith—"darklings." Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.

"name": "Darkling Elder (MPMM)"
"size": "Medium"
"type": "fey"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "15"
"ac_class": "[studded leather armor](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "27"
"hit_dice": "5d8 + 5"
"modifier": !!int "3"
"stats":
  - !!int "13"
  - !!int "17"
  - !!int "12"
  - !!int "10"
  - !!int "14"
  - !!int "13"
"speed": "30 ft."
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+5"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+3"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 120 ft., passive Perception 16"
"languages": "Elvish, Sylvan"
"cr": "2"
"traits":
  - "desc": "When the darkling elder dies, magical light flashes out from it in a\
      \ 10-foot radius as its body and possessions, other than metal or magic objects,\
      \ burn to ash. Any creature in that area must make a DC 11 Constitution saving\
      \ throw. On a failed save, the creature takes 7 (2d6) radiant damage and is\
      \ [blinded](/Rules/Source/conditions.md#Blinded) until the end of its next turn.\
      \ On a successful save, the creature takes half as much damage and isn't [blinded](/Rules/Source/conditions.md#Blinded)."
    "name": "Death Burn"
"actions":
  - "desc": "The darkling elder makes two Scimitar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) slashing damage plus 7 (2d6) necrotic damage."
    "name": "Scimitar"
  - "desc": "The darkling elder casts [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ requiring no spell components and using Wisdom as the spellcasting ability.\n"
    "name": "Darkness (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/darkling-elder-mpmm.webp"

Environment

forest, swamp, underdark, urban

Death Kiss

A death kiss is a lesser beholder that can come into being when a true beholder has a vivid nightmare about losing blood. Its coloration and shape resemble those of the beholder that dreamed it into existence, but its hue is more muted, and instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. It can speak through any of its tentacle-maws in a high-pitched, nasal voice.

Death kisses fear true beholders, which can easily kill or subdue them. Lacking the egotism of their stronger kin, a death kiss usually submits to the rule of its creator or any other beholder it encounters, but it tries to escape as soon as the beholder is preoccupied.

A death kiss consumes ingested blood, which it also uses to heal and generate electrical energy inside its body. Terrified of dying from starvation, it obsessively drains even little creatures such as rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.

A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on to its prey with one or more of its tentacles and drains blood until the prey collapses. If it's in a superior position and its foe poses no threat, it might toy with its food, drawing out its prey's death. A death kiss prefers to hunt alone. If it meets another of its kind, it might fight, flee, or team up, depending on its health and pride.

Death Kiss

Death Kiss

Source: Mordenkainen Presents: Monsters of the Multiverse p. 85

A death kiss is a lesser beholder that can come into being when a true beholder has a vivid nightmare about losing blood. Its coloration and shape resemble those of the beholder that dreamed it into existence, but its hue is more muted, and instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. It can speak through any of its tentacle-maws in a high-pitched, nasal voice.

Death kisses fear true beholders, which can easily kill or subdue them. Lacking the egotism of their stronger kin, a death kiss usually submits to the rule of its creator or any other beholder it encounters, but it tries to escape as soon as the beholder is preoccupied.

A death kiss consumes ingested blood, which it also uses to heal and generate electrical energy inside its body. Terrified of dying from starvation, it obsessively drains even little creatures such as rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.

A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on to its prey with one or more of its tentacles and drains blood until the prey collapses. If it's in a superior position and its foe poses no threat, it might toy with its food, drawing out its prey's death. A death kiss prefers to hunt alone. If it meets another of its kind, it might fight, flee, or team up, depending on its health and pride.

"name": "Death Kiss (MPMM)"
"size": "Large"
"type": "aberration"
"subtype": "beholder"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "142"
"hit_dice": "15d10 + 60"
"modifier": !!int "2"
"stats":
  - !!int "18"
  - !!int "14"
  - !!int "18"
  - !!int "10"
  - !!int "12"
  - !!int "10"
"speed": "0 ft., fly 30 ft. (hover)"
"saves":
  - "constitution": !!int "8"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"damage_immunities": "lightning"
"condition_immunities": "[prone](/Rules/Source/conditions.md#Prone)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 15"
"languages": "Deep Speech, Undercommon"
"cr": "10"
"traits":
  - "desc": "A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage\
      \ whenever it hits the death kiss with a melee attack that deals piercing or\
      \ slashing damage."
    "name": "Lightning Blood"
"actions":
  - "desc": "The death kiss makes three Tentacle attacks. Up to three of these attacks\
      \ can be replaced by Blood Drain—one replacement per tentacle grappling a creature."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:* 11\
      \ (2d6 + 4) piercing damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends,\
      \ the target is [restrained](/Rules/Source/conditions.md#Restrained), and the\
      \ death kiss can't use the same tentacle on another target. The death kiss has\
      \ ten tentacles."
    "name": "Tentacle"
  - "desc": "One creature [grappled](/Rules/Source/conditions.md#Grappled) by a tentacle\
      \ of the death kiss must make a DC 16 Constitution saving throw. On a failed\
      \ save, the target takes 22 (4d10) lightning damage, and the death kiss regains\
      \ half as many hit points."
    "name": "Blood Drain"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/death-kiss-mpmm.webp"

Environment

underdark

Deathlocks

Deathlocks. The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.

An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron.

Deathlock

Deathlock

Source: Mordenkainen Presents: Monsters of the Multiverse p. 86

An overpowering urge to serve consumes the mind of a newly awakened deathlock. Any goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives it. The deathlock immediately resumes work on its patron's behalf.

Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced to serve another powerful creature or might need to gather servants of its own.

Deathlocks

The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.

An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron.

"name": "Deathlock (MPMM)"
"size": "Medium"
"type": "undead"
"subtype": "warlock"
"alignment": "Typically  Neutral Evil"
"ac": !!int "12"
"hp": !!int "36"
"hit_dice": "8d8"
"modifier": !!int "2"
"stats":
  - !!int "11"
  - !!int "15"
  - !!int "10"
  - !!int "14"
  - !!int "12"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "4"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+4"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+4"
"damage_resistances": "necrotic; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "the languages it knew in life"
"cr": "4"
"traits":
  - "desc": "The deathlock has advantage on saving throws against any effect that\
      \ turns Undead."
    "name": "Turn Resistance"
  - "desc": "The deathlock doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The deathlock makes two Deathly Claw or Grave Bolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6\
      \ + 2) necrotic damage."
    "name": "Deathly Claw"
  - "desc": "*Ranged Spell Attack:* +5 to hit, range 120 ft., one target. *Hit:* 14\
      \ (2d10 + 3) necrotic damage."
    "name": "Grave Bolt"
  - "desc": "The deathlock casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 13):\n\n**At will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [disguise self](/Rules/Source/spells/disguise-self-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md)\n\n**1/day each:** [dispel\
      \ magic](/Rules/Source/spells/dispel-magic-xphb.md), [hunger of Hadar](/Rules/Source/spells/hunger-of-hadar-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [spider climb](/Rules/Source/spells/spider-climb-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/deathlock-mpmm.webp"

Environment

urban

Deathlock Mastermind

Deathlock Mastermind

Source: Mordenkainen Presents: Monsters of the Multiverse p. 87

Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.

Deathlocks

The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.

An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron.

"name": "Deathlock Mastermind (MPMM)"
"size": "Medium"
"type": "undead"
"subtype": "warlock"
"alignment": "Typically  Neutral Evil"
"ac": !!int "13"
"hp": !!int "110"
"hit_dice": "20d8 + 20"
"modifier": !!int "3"
"stats":
  - !!int "11"
  - !!int "16"
  - !!int "12"
  - !!int "15"
  - !!int "12"
  - !!int "17"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "5"
  - "charisma": !!int "6"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+5"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"damage_resistances": "necrotic; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 14"
"languages": "the languages it knew in life"
"cr": "8"
"traits":
  - "desc": "Magical darkness doesn't impede the deathlock's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The deathlock has advantage on saving throws against any effect that\
      \ turns Undead."
    "name": "Turn Resistance"
  - "desc": "The deathlock doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The deathlock makes two Deathly Claw or Grave Bolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13\
      \ (3d6 + 3 necrotic damage)."
    "name": "Deathly Claw"
  - "desc": "*Ranged Spell Attack:* +6 to hit, range 120 ft., one target. *Hit:* 13\
      \ (3d8) necrotic damage. If the target is Large or smaller, it must succeed\
      \ on a DC 16 Strength saving throw or become [restrained](/Rules/Source/conditions.md#Restrained)\
      \ as shadowy tendrils wrap around it for 1 minute. A [restrained](/Rules/Source/conditions.md#Restrained)\
      \ target can use its action to repeat the saving throw, ending the effect on\
      \ itself on a success."
    "name": "Grave Bolt"
  - "desc": "The deathlock casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 14):\n\n**At will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [disguise self](/Rules/Source/spells/disguise-self-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\n**1/day each:**\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md), [dimension door](/Rules/Source/spells/dimension-door-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [fly](/Rules/Source/spells/fly-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/deathlock-mastermind-mpmm.webp"

Environment

urban

Deathlock Wight

Deathlock Wight

Source: Mordenkainen Presents: Monsters of the Multiverse p. 87

Deprived of much of its magic as a special punishment, a deathlock wight lingers between the warlock it was and the wretched existence of a wight.

Deathlocks

The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.

An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron.

"name": "Deathlock Wight (MPMM)"
"size": "Medium"
"type": "undead"
"subtype": "warlock"
"alignment": "Typically  Neutral Evil"
"ac": !!int "12"
"hp": !!int "37"
"hit_dice": "5d8 + 15"
"modifier": !!int "2"
"stats":
  - !!int "11"
  - !!int "14"
  - !!int "16"
  - !!int "12"
  - !!int "14"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+3"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"damage_resistances": "necrotic; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": "the languages it knew in life"
"cr": "3"
"traits":
  - "desc": "While in sunlight, the deathlock has disadvantage on attack rolls, as\
      \ well as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks\
      \ that rely on sight."
    "name": "Sunlight Sensitivity"
  - "desc": "The deathlock doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The deathlock makes two Life Drain or Grave Bolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6\
      \ (1d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution\
      \ saving throw, or its hit point maximum is reduced by an amount equal to the\
      \ damage taken. This reduction lasts until the target finishes a long rest.\
      \ The target dies if its hit point maximum is reduced to 0.\n\nA Humanoid slain\
      \ by this attack rises 24 hours later as a [zombie](/Rules/Source/bestiary/undead/zombie-xmm.md)\
      \ under the deathlock's control, unless the Humanoid is restored to life or\
      \ its body is destroyed. The deathlock can have no more than twelve zombies\
      \ under its control at one time."
    "name": "Life Drain"
  - "desc": "*Ranged Spell Attack:* +5 to hit, range 60 ft., one target. *Hit:* 12\
      \ (2d8 + 3) necrotic damage."
    "name": "Grave Bolt"
  - "desc": "The deathlock casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 13):\n\n**At will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [disguise self](/Rules/Source/spells/disguise-self-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md)\n\
      \n**1/day each:** [fear](/Rules/Source/spells/fear-xphb.md), [hold person](/Rules/Source/spells/hold-person-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/deathlock-wight-mpmm.webp"

^statblock

Deep Scion

Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.

A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master's desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their master's commands.

The training to which a deep scion is subjected rids it of empathy for those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was.

Deep Scion

Deep Scion

Source: Mordenkainen Presents: Monsters of the Multiverse p. 88

Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.

A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master's desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their master's commands.

The training to which a deep scion is subjected rids it of empathy for those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was.

"name": "Deep Scion (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "11"
"hp": !!int "67"
"hit_dice": "9d8 + 27"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "13"
  - !!int "16"
  - !!int "10"
  - !!int "12"
  - !!int "14"
"speed": "30 ft. (20 ft. and swim 40 ft. in hybrid form)"
"saves":
  - "wisdom": !!int "3"
  - "charisma": !!int "4"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+6"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+3"
  - "name": "[Sleight of Hand](/Rules/Source/skills.md#Sleight%20of%20Hand)"
    "desc": "+3"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+3"
"gear":
  - "[battleaxe](/Rules/Source/items/battleaxe-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Aquan, Common, thieves' cant"
"cr": "3"
"traits":
  - "desc": "The deep scion can breathe air and water."
    "name": "Amphibious (Hybrid Form Only)"
"actions":
  - "desc": "The deep scion makes two Battleaxe attacks, or it makes one Bite attack\
      \ and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."
    "name": "Battleaxe"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 6\
      \ (1d4 + 4) piercing damage."
    "name": "Bite (Hybrid Form Only)"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) slashing damage."
    "name": "Claw (Hybrid Form Only)"
  - "desc": "The deep scion emits a terrible scream audible within 300 feet. Creatures\
      \ within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw\
      \ or be [stunned](/Rules/Source/conditions.md#Stunned) until the end of the\
      \ deep scion's next turn. In water, the psychic screech also telepathically\
      \ transmits the deep scion's memories of the last 24 hours to its master, regardless\
      \ of distance, so long as it and its master are in the same body of water."
    "name": "Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)"
"bonus_actions":
  - "desc": "The deep scion transforms into a hybrid form (humanoid-piscine) or back\
      \ into its true form, which is humanlike. Its statistics, other than its speed,\
      \ are the same in each form. Any equipment it is wearing or carrying isn't transformed.\
      \ The deep scion reverts to its true form if it dies."
    "name": "Change Shape"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/deep-scion-mpmm.webp"

Environment

coastal, underwater

Demogorgon

A quote from Mordenkainen

Are two heads better than one? In Demogorgon's case, the two double the horror and the chaos.

Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.

The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them.

Similarly, the spiraling Y sign of Demogorgon's cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.

Cultists of Demogorgon

Note

See the Cult of Demogorgon entry.

Demogorgon's Lair. Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.

Demogorgon

Demogorgon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 90

A quote from Mordenkainen

Are two heads better than one? In Demogorgon's case, the two double the horror and the chaos.

Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.

The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them.

Similarly, the spiraling Y sign of Demogorgon's cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.

Cultists of Demogorgon

Note

See the Cult of Demogorgon entry.

Demogorgon's Lair

Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.

"name": "Demogorgon (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "464"
"hit_dice": "32d12 + 256"
"modifier": !!int "2"
"stats":
  - !!int "29"
  - !!int "14"
  - !!int "26"
  - !!int "20"
  - !!int "17"
  - !!int "25"
"speed": "50 ft., swim 50 ft."
"saves":
  - "dexterity": !!int "10"
  - "constitution": !!int "16"
  - "wisdom": !!int "11"
  - "charisma": !!int "15"
"skillsaves":
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+11"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+19"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison; bludgeoning, piercing, slashing from nonmagical attacks"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 29"
"languages": "all, telepathy 120 ft."
"cr": "26"
"traits":
  - "desc": "If Demogorgon fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Demogorgon has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Demogorgon has advantage on saving throws against being [blinded](/Rules/Source/conditions.md#Blinded),\
      \ [deafened](/Rules/Source/conditions.md#Deafened), [stunned](/Rules/Source/conditions.md#Stunned),\
      \ or knocked [unconscious](/Rules/Source/conditions.md#Unconscious)."
    "name": "Two Heads"
"actions":
  - "desc": "Demogorgon makes two Tentacle attacks. He can replace one attack with\
      \ a use of Gaze."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 28\
      \ (3d12 + 9) force damage. If the target is a creature, it must succeed on a\
      \ DC 23 Constitution saving throw, or its hit point maximum is reduced by an\
      \ amount equal to the damage taken. This reduction lasts until the target finishes\
      \ a long rest. The target dies if its hit point maximum is reduced to 0."
    "name": "Tentacle"
  - "desc": "Demogorgon turns his magical gaze toward one creature he can see within\
      \ 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or\
      \ suffer one of the following effects (choose one or roll a d6):\n\n- **1–2\
      \ Beguiling Gaze.** The target is [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the start of Demogorgon's next turn or until Demogorgon is no longer\
      \ within line of sight.  \n- **3–4 Confusing Gaze.** The target suffers the\
      \ effect of the [confusion](/Rules/Source/spells/confusion-xphb.md) spell without\
      \ making a saving throw. The effect lasts until the start of Demogorgon's next\
      \ turn. Demogorgon doesn't need to concentrate on the spell.  \n- **5–6 Hypnotic\
      \ Gaze.** The target is [charmed](/Rules/Source/conditions.md#Charmed) by Demogorgon\
      \ until the start of Demogorgon's next turn. Demogorgon chooses how the [charmed](/Rules/Source/conditions.md#Charmed)\
      \ target uses its action, reaction, and movement.  "
    "name": "Gaze"
  - "desc": "Demogorgon casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 23):\n\n**At\
      \ will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [major\
      \ image](/Rules/Source/spells/major-image-xphb.md)\n\n**3/day each:** [dispel\
      \ magic](/Rules/Source/spells/dispel-magic-xphb.md), [fear](/Rules/Source/spells/fear-xphb.md),\
      \ [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)\n\n**1/day each:**\
      \ [feeblemind](/Rules/Source/spells/befuddlement-xphb.md), [project image](/Rules/Source/spells/project-image-xphb.md)"
    "name": "Spellcasting"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Demogorgon can take\
      \ one of the following lair actions; he can't take the same lair action two\
      \ rounds in a row:\n\n- **Darkness.** Demogorgon casts the [darkness](/Rules/Source/spells/darkness-xphb.md)\
      \ spell four times, targeting different areas with the spell. Demogorgon doesn't\
      \ need to concentrate on the spells, which end on initiative count 20 of the\
      \ next round.  \n- **Illusory Duplicate.** Demogorgon creates an illusory duplicate\
      \ of himself, which appears in his space and lasts until initiative count 20\
      \ of the next round. On his turn, Demogorgon can move the illusory duplicate\
      \ a distance equal to his walking speed (no action required). The first time\
      \ a creature or an object interacts physically with Demogorgon (for example,\
      \ by hitting him with an attack), there is a 50 percent chance that the illusory\
      \ duplicate is affected, not Demogorgon, in which case the illusion disappears.\
      \  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Demogorgon's lair is warped by his magic, creating\
      \ one or more of the following effects:\n\n- **Beguiling Realm.** Within 6 miles\
      \ of the lair, all Charisma ([Persuasion](/Rules/Source/skills.md#Persuasion))\
      \ and Charisma ([Performance](/Rules/Source/skills.md#Performance)) checks have\
      \ disadvantage, and all Charisma ([Deception](/Rules/Source/skills.md#Deception))\
      \ and Charisma ([Intimidation](/Rules/Source/skills.md#Intimidation)) checks\
      \ have advantage.  \n- **Frenzied Animals.** Beasts within 1 mile of the lair\
      \ become frenzied and violent—even creatures that are normally docile. Within\
      \ that area, any ability check involving Animal Handling has disadvantage. \
      \ \n- **Venomous Beasts.** The area within 6 miles of the lair becomes overpopulated\
      \ with [poisonous snakes](/Rules/Source/bestiary/beast/venomous-snake-xmm.md)\
      \ and other venomous Beasts.  \n\nIf Demogorgon dies, these effects fade over\
      \ the course of 1d10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 2. Immediately after another creature's\
  \ turn, Demogorgon can expend a use to take one of the following actions. Demogorgon\
  \ regains all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing\
      \ Gaze."
    "name": "Gaze"
  - "desc": "*Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 20\
      \ (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage."
    "name": "Tail"
  - "desc": "Demogorgon uses Spellcasting."
    "name": "Cast a Spell (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/demogorgon-mpmm.webp"

^statblock

Derro

A quote from Mordenkainen

Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.

Whenever I've met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were. and I must confess that even I have shed tears.

Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.

Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.

Grandiose fantasies and rampant fanaticism have obscured derro's true origin, even among themselves. Most dwarves don't recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers' psionic power that the dwarves became Aberrations.

Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren't always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.

Derro

Derro

Source: Mordenkainen Presents: Monsters of the Multiverse p. 91

A quote from Mordenkainen

Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.

Whenever I've met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were. and I must confess that even I have shed tears.

Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.

Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.

Grandiose fantasies and rampant fanaticism have obscured derro's true origin, even among themselves. Most dwarves don't recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers' psionic power that the dwarves became Aberrations.

Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren't always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.

"name": "Derro (MPMM)"
"size": "Small"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "13"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "13"
"hit_dice": "3d6 + 3"
"modifier": !!int "2"
"stats":
  - !!int "10"
  - !!int "14"
  - !!int "12"
  - !!int "11"
  - !!int "5"
  - !!int "9"
"speed": "30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"gear":
  - "[light crossbow](/Rules/Source/items/light-crossbow-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 7"
"languages": "Dwarvish, Undercommon"
"cr": "1/4"
"traits":
  - "desc": "The derro has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "While in sunlight, the derro has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "*Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6)\
      \ piercing damage. If the target is Medium or smaller, the derro can choose\
      \ to deal no damage and knock it [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Hooked Spear"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:*\
      \ 6 (1d8 + 2) piercing damage."
    "name": "Light Crossbow"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/derro-mpmm.webp"

Environment

mountain, underdark

Derro Savant

Derro Savant

Source: Mordenkainen Presents: Monsters of the Multiverse p. 92

A quote from Mordenkainen

Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.

Whenever I've met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were. and I must confess that even I have shed tears.

Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.

Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.

Grandiose fantasies and rampant fanaticism have obscured derro's true origin, even among themselves. Most dwarves don't recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers' psionic power that the dwarves became Aberrations.

Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren't always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.

"name": "Derro Savant (MPMM)"
"size": "Small"
"type": "aberration"
"subtype": "sorcerer"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "13"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "36"
"hit_dice": "8d6 + 8"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "12"
  - !!int "11"
  - !!int "5"
  - !!int "14"
"speed": "30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"gear":
  - "[quarterstaff](/Rules/Source/items/quarterstaff-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 7"
"languages": "Dwarvish, Undercommon"
"cr": "3"
"traits":
  - "desc": "The derro has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "While in sunlight, the derro has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "*Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6\
      \ - 1) bludgeoning damage."
    "name": "Quarterstaff"
  - "desc": "The derro launches a brilliant beam of magical energy in a 5-foot-wide\
      \ line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity\
      \ saving throw, taking 21 (6d6) radiant damage on a failed save, or half as\
      \ much damage on a successful one."
    "name": "Chromatic Beam"
  - "desc": "The derro casts one of the following spells, using Charisma as the spellcasting\
      \ ability (spell save DC 12):\n\n**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [message](/Rules/Source/spells/message-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**1/day each:** [invisibility](/Rules/Source/spells/invisibility-xphb.md),\
      \ [sleep](/Rules/Source/spells/sleep-xphb.md), [spider climb](/Rules/Source/spells/spider-climb-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/derro-savant-mpmm.webp"

Environment

underdark

Devourer

Of all the abominations unleashed by Orcus, devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus's creed of replacing all life with everlasting death.

A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. Skeletons, zombies, ghouls, ghasts, and shadows are particularly attracted to the presence of a devourer.

Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an Undead servitor of the monster that spawned it.

Devourer

Devourer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 93

Of all the abominations unleashed by Orcus, devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus's creed of replacing all life with everlasting death.

A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. Skeletons, zombies, ghouls, ghasts, and shadows are particularly attracted to the presence of a devourer.

Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an Undead servitor of the monster that spawned it.

"name": "Devourer (MPMM)"
"size": "Large"
"type": "undead"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "189"
"hit_dice": "18d10 + 90"
"modifier": !!int "1"
"stats":
  - !!int "20"
  - !!int "12"
  - !!int "20"
  - !!int "13"
  - !!int "10"
  - !!int "16"
"speed": "30 ft."
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "Abyssal, telepathy 120 ft."
"cr": "13"
"traits":
  - "desc": "A devourer doesn't require air, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The devourer makes two Claw attacks and can use either Imprison Soul\
      \ or Soul Rend, if available."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage."
    "name": "Claw"
  - "desc": "The devourer chooses a living Humanoid with 0 hit points that it can\
      \ see within 30 feet of it. That creature is teleported inside the devourer's\
      \ ribcage and imprisoned there. While imprisoned in this way, the creature is\
      \ [restrained](/Rules/Source/conditions.md#Restrained) and has disadvantage\
      \ on death saving throws. If the creature dies while imprisoned, the devourer\
      \ regains 25 hit points and immediately recharges Soul Rend. Additionally, at\
      \ the start of its next turn, the devourer regurgitates the slain creature as\
      \ a bonus action, and the creature becomes an undead. If the victim had 2 or\
      \ fewer Hit Dice, it becomes a [zombie](/Rules/Source/bestiary/undead/zombie-xmm.md).\
      \ If it had 3 to 5 Hit Dice, it becomes a [ghoul](/Rules/Source/bestiary/undead/ghoul-xmm.md).\
      \ Otherwise, it becomes a [wight](/Rules/Source/bestiary/undead/wight-xmm.md).\
      \ A devourer can imprison only one creature at a time."
    "name": "Imprison Soul"
  - "desc": "The devourer creates a vortex of life-draining energy in a 20-foot radius\
      \ centered on itself. Each creature in that area must make a DC 18 Constitution\
      \ saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as\
      \ much damage on a successful one."
    "name": "Soul Rend (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/devourer-mpmm.webp"

Environment

underdark

Dhergoloth

A quote from Mordenkainen

A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs.

I'd like to vivisect one a some point to find out how this can be.

A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims' screams.

Since dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, however, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them.

Dhergoloth

Dhergoloth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 94

A quote from Mordenkainen

A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs.

I'd like to vivisect one a some point to find out how this can be.

A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims' screams.

Since dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, however, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them.

"name": "Dhergoloth (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "yugoloth"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "119"
"hit_dice": "14d8 + 56"
"modifier": !!int "0"
"stats":
  - !!int "17"
  - !!int "10"
  - !!int "19"
  - !!int "7"
  - !!int "10"
  - !!int "9"
"speed": "30 ft."
"saves":
  - "strength": !!int "6"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 10"
"languages": "Abyssal, Infernal, telepathy 60 ft."
"cr": "7"
"traits":
  - "desc": "The dhergoloth has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The dhergoloth makes two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d8 + 3) force damage."
    "name": "Claw"
  - "desc": "The dhergoloth moves up to its speed in a straight line and targets each\
      \ creature within 5 feet of it during its movement. Each target must succeed\
      \ on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) force damage."
    "name": "Flailing Claws (Recharge 5-6)"
  - "desc": "The dhergoloth teleports, along with any equipment it is wearing or carrying,\
      \ up to 60 feet to an unoccupied space it can see."
    "name": "Teleport"
  - "desc": "The dhergoloth casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 10):\n\
      \n**At will:** [darkness](/Rules/Source/spells/darkness-xphb.md), [fear](/Rules/Source/spells/fear-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/dhergoloth-mpmm.webp"

Environment

underdark

Dinosaurs

This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.

This larger cousin of the velociraptor kills by gripping its target with its claws and feeding.

This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile.

A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider.

This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air.

This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.

This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.

Brontosaurus

Brontosaurus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 95

This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.

This larger cousin of the velociraptor kills by gripping its target with its claws and feeding.

This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile.

A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider.

This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air.

This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.

This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.

"name": "Brontosaurus (MPMM)"
"size": "Gargantuan"
"type": "beast"
"subtype": "dinosaur"
"alignment": "Unaligned"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "121"
"hit_dice": "9d20 + 27"
"modifier": !!int "-1"
"stats":
  - !!int "21"
  - !!int "9"
  - !!int "17"
  - !!int "2"
  - !!int "10"
  - !!int "7"
"speed": "30 ft."
"saves":
  - "constitution": !!int "6"
"senses": "passive Perception 10"
"languages": ""
"cr": "5"
"actions":
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:* 27\
      \ (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength\
      \ saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Stomp"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:* 32\
      \ (6d8 + 5) bludgeoning damage."
    "name": "Tail"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/brontosaurus-mpmm.webp"

Environment

forest, grassland

Deinonychus

Deinonychus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 95

This larger cousin of the velociraptor kills by gripping its target with its claws and feeding.

"name": "Deinonychus (MPMM)"
"size": "Medium"
"type": "beast"
"subtype": "dinosaur"
"alignment": "Unaligned"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "26"
"hit_dice": "4d8 + 8"
"modifier": !!int "2"
"stats":
  - !!int "15"
  - !!int "15"
  - !!int "14"
  - !!int "4"
  - !!int "12"
  - !!int "6"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"senses": "passive Perception 13"
"languages": ""
"cr": "1"
"traits":
  - "desc": "If the deinonychus 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 12 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone).\
      \ If the target is [prone](/Rules/Source/conditions.md#Prone), the deinonychus\
      \ can make one Bite attack against it as a bonus action."
    "name": "Pounce"
"actions":
  - "desc": "The deinonychus makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8\
      \ + 2) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8\
      \ + 2) slashing damage."
    "name": "Claw"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/deinonychus-mpmm.webp"

Environment

forest, grassland, hill

Dimetrodon

Dimetrodon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 95

This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile.

"name": "Dimetrodon (MPMM)"
"size": "Medium"
"type": "beast"
"subtype": "dinosaur"
"alignment": "Unaligned"
"ac": !!int "12"
"ac_class": "natural armor"
"hp": !!int "19"
"hit_dice": "3d8 + 6"
"modifier": !!int "0"
"stats":
  - !!int "14"
  - !!int "10"
  - !!int "15"
  - !!int "2"
  - !!int "10"
  - !!int "5"
"speed": "30 ft., swim 20 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"senses": "passive Perception 12"
"languages": ""
"cr": "1/4"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6\
      \ + 2) piercing damage."
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/dimetrodon-mpmm.webp"

Environment

coastal, swamp

Hadrosaurus

Hadrosaurus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 96

A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider.

"name": "Hadrosaurus (MPMM)"
"size": "Large"
"type": "beast"
"subtype": "dinosaur"
"alignment": "Unaligned"
"ac": !!int "11"
"ac_class": "natural armor"
"hp": !!int "19"
"hit_dice": "3d10 + 3"
"modifier": !!int "0"
"stats":
  - !!int "15"
  - !!int "10"
  - !!int "13"
  - !!int "2"
  - !!int "10"
  - !!int "5"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"senses": "passive Perception 12"
"languages": ""
"cr": "1/4"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10\
      \ + 2) bludgeoning damage."
    "name": "Tail"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/hadrosaurus-mpmm.webp"

Environment

grassland, swamp

Quetzalcoatlus

Quetzalcoatlus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 96

This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air.

"name": "Quetzalcoatlus (MPMM)"
"size": "Huge"
"type": "beast"
"subtype": "dinosaur"
"alignment": "Unaligned"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "30"
"hit_dice": "4d12 + 4"
"modifier": !!int "1"
"stats":
  - !!int "15"
  - !!int "13"
  - !!int "13"
  - !!int "2"
  - !!int "10"
  - !!int "5"
"speed": "10 ft., fly 80 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"senses": "passive Perception 12"
"languages": ""
"cr": "2"
"traits":
  - "desc": "The quetzalcoatlus doesn't provoke an [opportunity attack](/Rules/Source/actions.md#Opportunity%20Attack)\
      \ when it flies out of an enemy's reach."
    "name": "Flyby"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 10 ft., one creature. *Hit:*\
      \ 12 (3d6 + 2) piercing damage. If the quetzalcoatlus flew least 30 feet toward\
      \ the target immediately before the hit, the target takes an extra 10 (3d6)\
      \ piercing damage."
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/quetzalcoatlus-mpmm.webp"

Environment

coastal, hill, mountain

Stegosaurus

Stegosaurus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 96

This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.

"name": "Stegosaurus (MPMM)"
"size": "Huge"
"type": "beast"
"subtype": "dinosaur"
"alignment": "Unaligned"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "76"
"hit_dice": "8d12 + 24"
"modifier": !!int "-1"
"stats":
  - !!int "20"
  - !!int "9"
  - !!int "17"
  - !!int "2"
  - !!int "11"
  - !!int "5"
"speed": "40 ft."
"senses": "passive Perception 10"
"languages": ""
"cr": "4"
"actions":
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 26\
      \ (6d6 + 5) piercing damage."
    "name": "Tail"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/stegosaurus-mpmm.webp"

Environment

forest, grassland

Velociraptor

Velociraptor

Source: Mordenkainen Presents: Monsters of the Multiverse p. 96

This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.

"name": "Velociraptor (MPMM)"
"size": "Tiny"
"type": "beast"
"subtype": "dinosaur"
"alignment": "Unaligned"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "10"
"hit_dice": "3d4 + 3"
"modifier": !!int "2"
"stats":
  - !!int "6"
  - !!int "14"
  - !!int "13"
  - !!int "4"
  - !!int "12"
  - !!int "6"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"senses": "passive Perception 13"
"languages": ""
"cr": "1/4"
"traits":
  - "desc": "The velociraptor has advantage on an attack roll against a creature if\
      \ at least one of the velociraptor's allies is within 5 feet of the creature\
      \ and the ally isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
"actions":
  - "desc": "The velociraptor makes one Bite attack and one Claw attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5\
      \ (1d6 + 2) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) slashing damage."
    "name": "Claw"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/velociraptor-mpmm.webp"

Environment

forest, grassland

Dolphins

Dolphins. Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.

Dolphin

Dolphin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 97

Dolphins are symbols of wisdom and playfulness among the sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared out of nowhere to protect swimmers from sharks and other aquatic predators.

Dolphins

Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.

"name": "Dolphin (MPMM)"
"size": "Medium"
"type": "beast"
"alignment": "Unaligned"
"ac": !!int "12"
"ac_class": "natural armor"
"hp": !!int "11"
"hit_dice": "2d8 + 2"
"modifier": !!int "1"
"stats":
  - !!int "14"
  - !!int "13"
  - !!int "13"
  - !!int "6"
  - !!int "12"
  - !!int "7"
"speed": "0 ft., swim 60 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., passive Perception\
  \ 13"
"languages": ""
"cr": "1/8"
"traits":
  - "desc": "The dolphin can hold its breath for 20 minutes."
    "name": "Hold Breath"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) bludgeoning damage. If the dolphin moved at least 30 feet straight toward\
      \ the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning\
      \ damage."
    "name": "Slam"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/dolphin-mpmm.webp"

Environment

coastal, underwater

Dolphin Delighter

Dolphin Delighter

Source: Mordenkainen Presents: Monsters of the Multiverse p. 97

In the Feywild, dolphin delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.

Dolphin delighters often accompany groups of sea elves, tritons, and tortles as guardians and friends.

Dolphins

Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.

"name": "Dolphin Delighter (MPMM)"
"size": "Medium"
"type": "fey"
"alignment": "Typically  Chaotic Good"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "27"
"hit_dice": "5d8 + 5"
"modifier": !!int "1"
"stats":
  - !!int "14"
  - !!int "13"
  - !!int "13"
  - !!int "11"
  - !!int "12"
  - !!int "16"
"speed": "0 ft., swim 60 ft."
"saves":
  - "wisdom": !!int "3"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
  - "name": "[Performance](/Rules/Source/skills.md#Performance)"
    "desc": "+5"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., passive Perception\
  \ 13"
"languages": "Aquan, telepathy 120 ft."
"cr": "3"
"traits":
  - "desc": "The dolphin can hold its breath for 20 minutes."
    "name": "Hold Breath"
"actions":
  - "desc": "The dolphin makes two Dazzling Slam attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) bludgeoning damage plus 7 (2d6) psychic damage, and the target is [blinded](/Rules/Source/conditions.md#Blinded)\
      \ until the start of the dolphin's next turn."
    "name": "Dazzling Slam"
"bonus_actions":
  - "desc": "The dolphin magically emanates light in a 10-foot radius for a moment.\
      \ The dolphin and each creature of its choice in that light gain 11 (2d10) temporary\
      \ hit points."
    "name": "Delightful Light (Recharge 5-6)"
  - "desc": "The dolphin teleports up to 30 feet to an unoccupied space it can see.\
      \ Immediately before teleporting, the dolphin can choose one creature within\
      \ 5 feet of it. That creature can teleport with the dolphin, appearing in an\
      \ unoccupied space within 5 feet of the dolphin's destination space."
    "name": "Fey Leap"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/dolphin-delighter-mpmm.webp"

Environment

coastal, underwater

Draegloth

A draegloth is a demon created by an elf priest of Lolth in an unholy, dangerous ritual in which it is infused with the fey essence of the creator and the fiendish essence of a glabrezu. This ritual rarely succeeds, but Lolth's faithful consider it worth the risk, as the resulting creature is gifted with innate magic and physical might. The draegloth usually serves its creator, lending its thirst for destruction to the creator's plans to triumph over rivals.

A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and shape of an elf's arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a mouth full of sharp teeth.

Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess's successful creation of a draegloth is seen as a sign of Lolth's favor toward her house—and a sign of the demon lord's disregard for the family's rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own.

Although draegloths plays an important part in the plans of Lolth's cult, a draegloth can't rise above the status of a favored servant to a priest in that cult. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Most draegloths fiercely resent being given orders, but thanks to their training, they typically take out their frustration on their creator's enemies, rather than on their creator. A draegloth that can't suppress its ambitions might abandon its creator and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing chaos is unclear.

Draegloth

Draegloth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 98

A draegloth is a demon created by an elf priest of Lolth in an unholy, dangerous ritual in which it is infused with the fey essence of the creator and the fiendish essence of a glabrezu. This ritual rarely succeeds, but Lolth's faithful consider it worth the risk, as the resulting creature is gifted with innate magic and physical might. The draegloth usually serves its creator, lending its thirst for destruction to the creator's plans to triumph over rivals.

A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and shape of an elf's arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a mouth full of sharp teeth.

Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess's successful creation of a draegloth is seen as a sign of Lolth's favor toward her house—and a sign of the demon lord's disregard for the family's rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own.

Although draegloths plays an important part in the plans of Lolth's cult, a draegloth can't rise above the status of a favored servant to a priest in that cult. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Most draegloths fiercely resent being given orders, but thanks to their training, they typically take out their frustration on their creator's enemies, rather than on their creator. A draegloth that can't suppress its ambitions might abandon its creator and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing chaos is unclear.

"name": "Draegloth (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "123"
"hit_dice": "13d10 + 52"
"modifier": !!int "2"
"stats":
  - !!int "20"
  - !!int "15"
  - !!int "18"
  - !!int "13"
  - !!int "11"
  - !!int "11"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 13"
"languages": "Abyssal, Elvish, Undercommon"
"cr": "7"
"traits":
  - "desc": "The draegloth has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put it to sleep."
    "name": "Fey Ancestry"
"actions":
  - "desc": "The draegloth makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 16\
      \ (2d10 + 5) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16\
      \ (2d10 + 5) slashing damage."
    "name": "Claw"
  - "desc": "The draegloth casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 11):\n\
      \n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md)\n\n**1/day each:** [confusion](/Rules/Source/spells/confusion-xphb.md),\
      \ [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/draegloth-mpmm.webp"

Environment

underdark

Drow Arachnomancer

Drow Arachnomancer

Drow Arachnomancer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 99

Drow spellcasters who seek to devote themselves wholly to Lolth, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.

"name": "Drow Arachnomancer (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "Drow elf"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "162"
"hit_dice": "25d8 + 50"
"modifier": !!int "3"
"stats":
  - !!int "11"
  - !!int "17"
  - !!int "14"
  - !!int "19"
  - !!int "14"
  - !!int "16"
"speed": "30 ft., climb 30 ft."
"saves":
  - "constitution": !!int "7"
  - "intelligence": !!int "9"
  - "charisma": !!int "8"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+9"
  - "name": "[Nature](/Rules/Source/skills.md#Nature)"
    "desc": "+9"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+7"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
"damage_resistances": "poison"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 120 ft., passive Perception 17"
"languages": "Elvish, Undercommon, can speak with spiders"
"cr": "13"
"traits":
  - "desc": "The drow has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the drow to sleep."
    "name": "Fey Ancestry"
  - "desc": "The drow can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
  - "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
  - "desc": "The drow ignores movement restrictions caused by webbing."
    "name": "Web Walker"
"actions":
  - "desc": "The drow makes three attacks, using Bite, Poisonous Touch, Web, or a\
      \ combination of them. One attack can be replaced by a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving\
      \ throw, taking 31 (7d8) poison damage on a failed save, or half as much damage\
      \ on a successful one. If the poison damage reduces the target to 0 hit points,\
      \ the target is stable but [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ for 1 hour, even after regaining hit points, and is [paralyzed](/Rules/Source/conditions.md#Paralyzed)\
      \ while [poisoned](/Rules/Source/conditions.md#Poisoned) in this way."
    "name": "Bite (Spider Form Only)"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 35\
      \ (10d6) poison damage."
    "name": "Poisonous Touch (Humanoid Form Only)"
  - "desc": "*Ranged Weapon Attack:* +8 to hit, range 30/60 ft., one target. *Hit:*\
      \ The target is [restrained](/Rules/Source/conditions.md#Restrained) by webbing.\
      \ As an action, the [restrained](/Rules/Source/conditions.md#Restrained) target\
      \ can make a DC 15 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, poison, and psychic damage)."
    "name": "Web (Spider Form Only; (Recharge 5-6))"
  - "desc": "The drow casts one of the following spells, requiring no material components\
      \ and using Intelligence as the spellcasting ability (spell save DC 17):\n\n\
      **At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md)\n\n**1/day each:** [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [etherealness](/Rules/Source/spells/etherealness-xphb.md),\
      \ [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md), [fly](/Rules/Source/spells/fly-xphb.md),\
      \ [insect plague](/Rules/Source/spells/insect-plague-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The drow magically transforms into a Large spider, remaining in that\
      \ form for up to 1 hour, or back into its true form. Its statistics, other than\
      \ its size, are the same in each form. It can speak and cast spells while in\
      \ spider form. Any equipment it is wearing or carrying in Humanoid form melds\
      \ into the spider form. It can't activate, use, wield, or otherwise benefit\
      \ from any of its equipment. It reverts to its Humanoid form if it dies."
    "name": "Change Shape (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/drow-arachnomancer-mpmm.webp"

Environment

underdark

Drow Favored Consort

Drow Favored Consort

Drow Favored Consort

Source: Mordenkainen Presents: Monsters of the Multiverse p. 100

Nearly every priestess of Lolth, including the powerful drow matron mother in this book, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to claim the throne themselves.

Those favored consorts who prove their cunning gain the ear, and perhaps even the heart, of their priestess and are relied on to provide useful advice. No position of consort is assured for long, though; Lolth's priestesses are notoriously fickle, and a consort must often contend with rivals.

Some favored consorts work behind the scenes to undermine the evils encouraged by Lolth. Others can be found in Underdark cities free of Lolth's influence, where these powerful spellcasters apply their might toward ending her tyranny.

"name": "Drow Favored Consort (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "Drow elf, wizard"
"alignment": "Any alignment"
"ac": !!int "15"
"hp": !!int "240"
"hit_dice": "32d8 + 96"
"modifier": !!int "5"
"stats":
  - !!int "15"
  - !!int "20"
  - !!int "16"
  - !!int "18"
  - !!int "15"
  - !!int "18"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "11"
  - "constitution": !!int "9"
  - "charisma": !!int "10"
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+11"
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+11"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 18"
"languages": "Elvish, Undercommon"
"cr": "18"
"traits":
  - "desc": "The drow has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the drow to sleep."
    "name": "Fey Ancestry"
  - "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The drow makes three Scimitar or Arcane Eruption attacks. The drow can\
      \ replace one of the attacks with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 8\
      \ (1d6 + 5) slashing damage plus 27 (6d8) poison damage."
    "name": "Scimitar"
  - "desc": "*Ranged Spell Attack:* +10 to hit, range 120 ft., one target. *Hit:*\
      \ 36 (8d8) force damage, and the drow can push the target up to 10 feet away\
      \ if it is a Large or smaller creature."
    "name": "Arcane Eruption"
  - "desc": "The drow casts one of the following spells, requiring no material components\
      \ and using Intelligence as the spellcasting ability (spell save DC 18):\n\n\
      **At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [mage armor](/Rules/Source/spells/mage-armor-xphb.md), [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [message](/Rules/Source/spells/message-xphb.md)\n\n**3/day each:** [dimension\
      \ door](/Rules/Source/spells/dimension-door-xphb.md), [fireball](/Rules/Source/spells/fireball-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md)\n\n**1/day each:**\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md), [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md),\
      \ [levitate](/Rules/Source/spells/levitate-xphb.md) (self only)"
    "name": "Spellcasting"
"reactions":
  - "desc": "When the drow or a creature within 10 feet of it is hit by an attack\
      \ roll, the drow gives the target a +5 bonus to its AC until the start of the\
      \ drow's next turn, which can cause the triggering attack roll to miss."
    "name": "Protective Shield (3/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/drow-favored-consort-mpmm.webp"

Environment

underdark

Drow House Captain

Drow House Captain

Drow House Captain

Source: Mordenkainen Presents: Monsters of the Multiverse p. 101

A quote from Tasha

House captains will do anything to protect their family—whether that's their birth house or their platoon of scrappy rebels. I'd do anything for my (sometimes infuriating) mother and for my chosen family, so I admire their dedication.

A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become effective leaders in battle.

Among Lolth's devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who is typically the first or second son of a drow matron mother. Elsewhere drow house captains fight in the war against Lolth, often allying with duergar and others who also wish to rid their subterranean world of that god's malevolence.

"name": "Drow House Captain (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "Drow elf"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "[chain mail](/Rules/Source/items/chain-mail-xphb.md)"
"hp": !!int "162"
"hit_dice": "25d8 + 50"
"modifier": !!int "4"
"stats":
  - !!int "14"
  - !!int "19"
  - !!int "15"
  - !!int "12"
  - !!int "14"
  - !!int "13"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "8"
  - "constitution": !!int "6"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
"gear":
  - "[hand crossbow](/Rules/Source/items/hand-crossbow-xphb.md)"
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
  - "[whip](/Rules/Source/items/whip-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 16"
"languages": "Elvish, Undercommon"
"cr": "9"
"traits":
  - "desc": "The drow has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the drow to sleep."
    "name": "Fey Ancestry"
  - "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) slashing damage plus 14 (4d6) poison damage."
    "name": "Scimitar"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 6\
      \ (1d4 + 4) slashing damage."
    "name": "Whip"
  - "desc": "*Ranged Weapon Attack:* +8 to hit, range 30/120 ft., one target. *Hit:*\
      \ 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution\
      \ saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned) for 1\
      \ hour. If the saving throw fails by 5 or more, the target is also [unconscious](/Rules/Source/conditions.md#Unconscious)\
      \ while [poisoned](/Rules/Source/conditions.md#Poisoned) in this way. The target\
      \ regains consciousness if it takes damage or if another creature takes an action\
      \ to shake it."
    "name": "Hand Crossbow"
  - "desc": "The drow casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 13):\n\n**At\
      \ will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md)\n\n\
      **1/day each:** [darkness](/Rules/Source/spells/darkness-xphb.md), [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md),\
      \ [levitate](/Rules/Source/spells/levitate-xphb.md) (self only)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "Choose one creature within 30 feet of the drow that the drow can see.\
      \ If the chosen creature can see or hear the drow, that creature can use its\
      \ reaction to make one melee attack or to take the [Dodge](/Rules/Source/actions.md#Dodge)\
      \ or [Hide](/Rules/Source/actions.md#Hide) action."
    "name": "Battle Command"
"reactions":
  - "desc": "The drow adds 3 to its AC against one melee attack roll that would hit\
      \ it. To do so, the drow must see the attacker and be wielding a melee weapon."
    "name": "Parry"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/drow-house-captain-mpmm.webp"

Environment

underdark

Drow Inquisitor

Drow Inquisitor

Drow Inquisitor

Source: Mordenkainen Presents: Monsters of the Multiverse p. 102

Lolth's worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood, and their authority is equaled only by that of the drow matron mothers (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.

"name": "Drow Inquisitor (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "cleric, Drow elf"
"alignment": "Typically  Neutral Evil"
"ac": !!int "16"
"ac_class": "[breastplate](/Rules/Source/items/breastplate-xphb.md)"
"hp": !!int "149"
"hit_dice": "23d8 + 46"
"modifier": !!int "2"
"stats":
  - !!int "11"
  - !!int "15"
  - !!int "14"
  - !!int "16"
  - !!int "21"
  - !!int "20"
"speed": "30 ft."
"saves":
  - "constitution": !!int "7"
  - "wisdom": !!int "10"
  - "charisma": !!int "10"
"skillsaves":
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+10"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+8"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 20"
"languages": "Elvish, Undercommon"
"cr": "14"
"traits":
  - "desc": "The drow discerns when a creature in earshot speaks a lie in a language\
      \ the drow knows."
    "name": "Discern Lie"
  - "desc": "The drow has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the drow to sleep."
    "name": "Fey Ancestry"
  - "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The drow makes three Death Lance attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 8\
      \ (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit\
      \ point maximum is reduced by an amount equal to the necrotic damage taken.\
      \ This reduction lasts until the target finishes a long rest. The target dies\
      \ if its hit point maximum is reduced to 0."
    "name": "Death Lance"
  - "desc": "The drow casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 18):\n\n**At\
      \ will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md), [detect\
      \ magic](/Rules/Source/spells/detect-magic-xphb.md), [message](/Rules/Source/spells/message-xphb.md),\
      \ [thaumaturgy](/Rules/Source/spells/thaumaturgy-xphb.md)\n\n**1/day each:**\
      \ [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md), [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
      \ [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md), [levitate](/Rules/Source/spells/levitate-xphb.md)\
      \ (self only), [silence](/Rules/Source/spells/silence-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md),\
      \ [true seeing](/Rules/Source/spells/true-seeing-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The drow conjures a floating, spectral dagger within 60 feet of itself.\
      \ The drow can make a melee spell attack (+10 to hit) against one creature within\
      \ 5 feet of the dagger. On a hit, the target takes 9 (1d8 + 5) force damage.\n\
      \nThe dagger lasts for 1 minute. As a bonus action on later turns, the drow\
      \ can move the dagger up to 20 feet and repeat the attack against one creature\
      \ within 5 feet of the dagger."
    "name": "Spectral Dagger (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/drow-inquisitor-mpmm.webp"

Environment

underdark

Drow Matron Mother

Drow Matron Mother

Drow Matron Mother

Source: Mordenkainen Presents: Monsters of the Multiverse p. 104

Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, spiders, and conscripted soldiers positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the goddess sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.

A matron mother is almost never encountered alone. She is typically accompanied by a drow favored consort and a drow house captain, each of whom appears in this book. Other Underdark creatures might also be in the priestess's presence, providing protection or advice.

Mothers of Rebellion

Some matron mothers renounce Lolth and join the war against their former goddess. Such drow could be of any alignment, and they lose the following abilities in the stat block: Lolth's Fickle Favor, Summon Servant, and Compel Demon. Even without these abilities, drow matron mothers are formidable opponents, and several of them hold positions of great influence in the Underdark armies arrayed against the followers of Lolth.

A Matron Mother's Lair

The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.

Any temple of Lolth also functions as a matron mother's lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.

"name": "Drow Matron Mother (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "cleric, Drow elf"
"alignment": "Typically  Neutral Evil"
"ac": !!int "17"
"ac_class": "[half plate](/Rules/Source/items/half-plate-armor-xphb.md)"
"hp": !!int "247"
"hit_dice": "33d8 + 99"
"modifier": !!int "4"
"stats":
  - !!int "12"
  - !!int "18"
  - !!int "16"
  - !!int "17"
  - !!int "21"
  - !!int "22"
"speed": "30 ft."
"saves":
  - "constitution": !!int "9"
  - "wisdom": !!int "11"
  - "charisma": !!int "12"
"skillsaves":
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+11"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+11"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+9"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+10"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 21"
"languages": "Elvish, Undercommon"
"cr": "20"
"traits":
  - "desc": "The drow has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the drow to sleep."
    "name": "Fey Ancestry"
  - "desc": "The drow wields a [tentacle rod](/Rules/Source/items/tentacle-rod-xdmg.md)."
    "name": "Special Equipment"
  - "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The drow makes two Demon Staff attacks or one Demon Staff attack and\
      \ three Tentacle Rod attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 7\
      \ (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with\
      \ two hands, plus 14 (4d6) psychic damage. The target must succeed on a DC 19\
      \ Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the drow for 1 minute. The [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success."
    "name": "Demon Staff"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 15 ft., one creature. *Hit:*\
      \ 3 (1d6) bludgeoning damage. If the target is hit three times by the [rod](/Rules/Source/items/tentacle-rod-xdmg.md)\
      \ on one turn, the target must succeed on a DC 15 Constitution saving throw\
      \ or suffer the following effects for 1 minute: the target's speed is halved,\
      \ it has disadvantage on Dexterity saving throws, and it can't use reactions.\
      \ Moreover, on each of its turns, it can take either an action or a bonus action,\
      \ but not both. At the end of each of its turns, it can repeat the saving throw,\
      \ ending the effect on itself on a success."
    "name": "Tentacle Rod"
  - "desc": "A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area\
      \ up to 120 feet away from the drow. Each creature in the column must make a\
      \ DC 20 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant\
      \ damage on a failed save, or half as much damage on a successful one."
    "name": "Divine Flame (2/Day)"
  - "desc": "The drow casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 20):\n\n**At\
      \ will:** [command](/Rules/Source/spells/command-xphb.md), [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [thaumaturgy](/Rules/Source/spells/thaumaturgy-xphb.md)\n\
      \n**2/day each:** [banishment](/Rules/Source/spells/banishment-xphb.md), [blade\
      \ barrier](/Rules/Source/spells/blade-barrier-xphb.md), [cure wounds](/Rules/Source/spells/cure-wounds-xphb.md),\
      \ [hold person](/Rules/Source/spells/hold-person-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
      \ [silence](/Rules/Source/spells/silence-xphb.md)\n\n**1/day each:** [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md),\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md), [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md),\
      \ [gate](/Rules/Source/spells/gate-xphb.md), [levitate](/Rules/Source/spells/levitate-xphb.md)\
      \ (self only), [suggestion](/Rules/Source/spells/suggestion-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The drow bestows the Spider Queen's blessing on one ally she can see\
      \ within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage\
      \ on the next attack roll it makes before the end of its next turn."
    "name": "Lolth's Fickle Favor"
  - "desc": "The drow magically summons a [glabrezu](/Rules/Source/bestiary/fiend/glabrezu-xmm.md)\
      \ or a [yochlol](/Rules/Source/bestiary/fiend/yochlol-xmm.md). The summoned\
      \ creature appears in an unoccupied space within 60 feet of its summoner, acts\
      \ as an ally of its summoner, and can't summon other demons. It remains for\
      \ 10 minutes, until it or its summoner dies, or until its summoner dismisses\
      \ it as an action."
    "name": "Summon Servant (1/Day)"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), the drow can take one\
      \ of the following lair actions when in her lair; she can't take the same lair\
      \ action two rounds in a row:\n\n- **Perceive Interlopers.** The drow projects\
      \ her mind throughout her lair, marking any potential threats against her or\
      \ her retinue. Until initiative count 20 of the next round, hostile creatures\
      \ within the lair can't become hidden from her and gain no benefit from the\
      \ [invisible](/Rules/Source/conditions.md#Invisible) condition against her.\
      \  \n- **Spectral Web.** A glistening spectral spider web erupts from a point\
      \ the drow can see within 120 feet of her. Each creature within 60 feet of that\
      \ point must succeed a DC 19 Dexterity saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
      \ 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.  \n- **Telekinetic Throw.**\
      \ The drow targets one creature she can see within 60 feet of her and attempts\
      \ to expel it from her presence. The target must succeed on a DC 19 Strength\
      \ saving throw or be flung 2d6 × 10 feet through the air. A creature smashed\
      \ into a solid object takes 1d6 bludgeoning damage for every 10 feet moved.\
      \ If released in midair, the creature takes falling damage as normal.  "
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the drow matron mother can expend a use to take one of the following actions.\
  \ The drow matron mother regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "An allied demon within 30 feet of the drow uses its reaction to make\
      \ one attack against a target of the drow's choice that she can see."
    "name": "Compel Demon"
  - "desc": "The drow makes one Demon Staff attack."
    "name": "Demon Staff"
  - "desc": "The drow uses Spellcasting."
    "name": "Cast a Spell (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/drow-matron-mother-mpmm.webp"

Environment

underdark

Drow Shadowblade

Drow Shadowblade

Drow Shadowblade

Source: Mordenkainen Presents: Monsters of the Multiverse p. 105

Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from other houses. In communities free of Lolth's sway, they serve as spies tasked with foiling the plots of that demon lord's cult. In any role they take on, they move undetected until the moment they attack—and then they are the last thing their victims see.

A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in the Abyss, siphoning its essence into themselves.

"name": "Drow Shadowblade (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "Drow elf"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "150"
"hit_dice": "20d8 + 60"
"modifier": !!int "5"
"stats":
  - !!int "14"
  - !!int "21"
  - !!int "16"
  - !!int "12"
  - !!int "14"
  - !!int "13"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "9"
  - "constitution": !!int "7"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+9"
"gear":
  - "[hand crossbow](/Rules/Source/items/hand-crossbow-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 16"
"languages": "Elvish, Undercommon"
"cr": "11"
"traits":
  - "desc": "Magical darkness doesn't impede the drow's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The drow has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put the drow to sleep."
    "name": "Fey Ancestry"
  - "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The drow makes three Shadow Sword attacks. One of the attacks can be\
      \ replaced by a Hand Crossbow attack. The drow can also use Spellcasting to\
      \ cast darkness."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +9 to hit, reach 5 ft. or range 30/60\
      \ ft., one target. *Hit:* 27 (7d6 + 5) necrotic damage."
    "name": "Shadow Sword"
  - "desc": "*Ranged Weapon Attack:* +9 to hit, range 30/120 ft., one target. *Hit:*\
      \ 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution\
      \ saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned) for 1\
      \ hour. If the saving throw fails by 5 or more, the target is also [unconscious](/Rules/Source/conditions.md#Unconscious)\
      \ while [poisoned](/Rules/Source/conditions.md#Poisoned) in this way. The target\
      \ regains consciousness if it takes damage or if another creature takes an action\
      \ to shake it."
    "name": "Hand Crossbow"
  - "desc": "The drow casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 13):\n\n**At\
      \ will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md), [darkness](/Rules/Source/spells/darkness-xphb.md)\n\
      \n**1/day each:** [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md), [levitate](/Rules/Source/spells/levitate-xphb.md)\
      \ (self only)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "While in dim light or darkness, the drow teleports, along with any equipment\
      \ it is wearing or carrying, up to 60 feet to an unoccupied space it can see\
      \ that is also in dim light or darkness. It then has advantage on the first\
      \ melee attack it makes before the end of the turn."
    "name": "Shadow Step"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/drow-shadowblade-mpmm.webp"

Environment

underdark

Duergar

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

Duergar Despot

Duergar Despot

Source: Mordenkainen Presents: Monsters of the Multiverse p. 107

Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

"name": "Duergar Despot (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "119"
"hit_dice": "14d8 + 56"
"modifier": !!int "-3"
"stats":
  - !!int "20"
  - !!int "5"
  - !!int "19"
  - !!int "15"
  - !!int "14"
  - !!int "13"
"speed": "25 ft."
"saves":
  - "constitution": !!int "8"
  - "wisdom": !!int "6"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 12"
"languages": "Dwarvish, Undercommon"
"cr": "12"
"traits":
  - "desc": "The duergar has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "When the duergar suffers a critical hit or is reduced to 0 hit points,\
      \ psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each\
      \ creature within 5 feet of it."
    "name": "Psychic Engine"
  - "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The duergar makes two Iron Fist attacks and two Stomping Foot attacks.\
      \ After one of the attacks, the duergar can move up to its speed without provoking\
      \ [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack). It can\
      \ replace one of the attacks with a use of Flame Jet."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 23\
      \ (4d8 + 5) bludgeoning damage. If the target is a Large or smaller creature,\
      \ it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet\
      \ away in a straight line and be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Iron Fist"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (1d10 + 5) bludgeoning damage, or 21 (3d10 + 5) to a [prone](/Rules/Source/conditions.md#Prone)\
      \ target."
    "name": "Stomping Foot"
  - "desc": "The duergar spews flames in a line 100 feet long and 5 feet wide. Each\
      \ creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8)\
      \ fire damage on a failed save, or half as much damage on a successful one."
    "name": "Flame Jet"
  - "desc": "The duergar casts one of the following spells, requiring no spell components\
      \ and using Intelligence as the spellcasting ability (spell save DC 12):\n\n\
      **At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\
      \n**1/day:** [stinking cloud](/Rules/Source/spells/stinking-cloud-xphb.md)"
    "name": "Spellcasting (Psionics)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/duergar-despot-mpmm.webp"

Environment

mountain, underdark

Duergar Kavalrachni

Duergar Kavalrachni

Source: Mordenkainen Presents: Monsters of the Multiverse p. 107

Kavalrachni are duergar cavalry trained to fight while riding female steeders (in this book) or other Underdark creatures as mounts.

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

"name": "Duergar Kavalrachni (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "[scale mail](/Rules/Source/items/scale-mail-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "26"
"hit_dice": "4d8 + 8"
"modifier": !!int "0"
"stats":
  - !!int "14"
  - !!int "11"
  - !!int "14"
  - !!int "11"
  - !!int "10"
  - !!int "9"
"speed": "25 ft."
"damage_resistances": "poison"
"gear":
  - "[heavy crossbow](/Rules/Source/items/heavy-crossbow-xphb.md)"
  - "[war pick](/Rules/Source/items/war-pick-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "Dwarvish, Undercommon"
"cr": "2"
"traits":
  - "desc": "When the duergar hits a target with a melee attack while mounted, the\
      \ mount can use its reaction to make one melee attack against the same target."
    "name": "Cavalry Training"
  - "desc": "The duergar has advantage on saving throws against spells and the [charmed](/Rules/Source/conditions.md#Charmed),\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), and [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ conditions."
    "name": "Duergar Resilience"
  - "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The duergar makes two War Pick attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8\
      \ + 2) piercing damage plus 5 (2d4) poison damage."
    "name": "War Pick"
  - "desc": "*Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:*\
      \ 5 (1d10) piercing damage."
    "name": "Heavy Crossbow"
  - "desc": "The duergar magically turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ for up to 1 hour or until it attacks, it forces a creature to make a saving\
      \ throw, or its [concentration](/Rules/Source/conditions.md#Concentration) is\
      \ broken (as if [concentrating](/Rules/Source/conditions.md#Concentration) on\
      \ a spell). Any equipment the duergar wears or carries is [invisible](/Rules/Source/conditions.md#Invisible)\
      \ with it. While the [invisible](/Rules/Source/conditions.md#Invisible) duergar\
      \ is mounted, the mount is [invisible](/Rules/Source/conditions.md#Invisible)\
      \ as well. The invisibility ends early on the mount immediately after it attacks."
    "name": "Shared Invisibility (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/duergar-kavalrachni-mpmm.webp"

Environment

mountain, underdark

Duergar Mind Master

Duergar Mind Master

Source: Mordenkainen Presents: Monsters of the Multiverse p. 108

Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets.

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

"name": "Duergar Mind Master (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "14"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "39"
"hit_dice": "6d8 + 12"
"modifier": !!int "3"
"stats":
  - !!int "11"
  - !!int "17"
  - !!int "14"
  - !!int "15"
  - !!int "10"
  - !!int "12"
"speed": "25 ft."
"saves":
  - "wisdom": !!int "2"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_resistances": "poison"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., [truesight](/Rules/Source/senses.md#Truesight)\
  \ 30 ft., passive Perception 12"
"languages": "Dwarvish, Undercommon"
"cr": "2"
"traits":
  - "desc": "The duergar has advantage on saving throws against spells and the [charmed](/Rules/Source/conditions.md#Charmed),\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), and [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ conditions."
    "name": "Duergar Resilience"
  - "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The duergar makes two Mind-Poison Dagger attacks. It can replace one\
      \ attack with a use of Mind Mastery."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus\
      \ 10 (3d6) psychic damage while under the effect of Reduce."
    "name": "Mind-Poison Dagger"
  - "desc": "The duergar magically turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ for up to 1 hour or until it attacks, it forces a creature to make a saving\
      \ throw, or its [concentration](/Rules/Source/conditions.md#Concentration) is\
      \ broken (as if [concentrating](/Rules/Source/conditions.md#Concentration) on\
      \ a spell). Any equipment the duergar wears or carries is [invisible](/Rules/Source/conditions.md#Invisible)\
      \ with it."
    "name": "Invisibility (Recharge 4-6)"
  - "desc": "The duergar targets one creature it can see within 60 feet of it. The\
      \ target must succeed on a DC 12 Intelligence saving throw, or the duergar causes\
      \ it to use its reaction, if available, either to make one weapon attack against\
      \ another creature the duergar can see or to move up to 10 feet in a direction\
      \ of the duergar's choice. Creatures that can't be [charmed](/Rules/Source/conditions.md#Charmed)\
      \ are immune to this effect."
    "name": "Mind Mastery"
"bonus_actions":
  - "desc": "For 1 minute, the duergar magically decreases in size, along with anything\
      \ it is wearing or carrying. While reduced, the duergar is Tiny, reduces its\
      \ weapon damage to 1, and makes attack rolls, ability checks, and saving throws\
      \ with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity\
      \ ([Stealth](/Rules/Source/skills.md#Stealth)) checks and a +5 bonus to its\
      \ AC. It can also take a bonus action on each of its turns to take the [Hide](/Rules/Source/actions.md#Hide)\
      \ action."
    "name": "Reduce (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/duergar-mind-master-mpmm.webp"

Environment

mountain, underdark

Duergar Soulblade

Duergar Soulblade

Source: Mordenkainen Presents: Monsters of the Multiverse p. 109

Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

"name": "Duergar Soulblade (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "14"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "27"
"hit_dice": "6d8"
"modifier": !!int "3"
"stats":
  - !!int "16"
  - !!int "16"
  - !!int "10"
  - !!int "11"
  - !!int "10"
  - !!int "12"
"speed": "25 ft."
"damage_resistances": "poison"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "Dwarvish, Undercommon"
"cr": "1"
"traits":
  - "desc": "The duergar has advantage on saving throws against spells and the [charmed](/Rules/Source/conditions.md#Charmed),\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), and [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ conditions."
    "name": "Duergar Resilience"
  - "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "*Melee Spell Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6\
      \ + 3) force damage, or 13 (3d6 + 3) force damage while under the effect of\
      \ Enlarge."
    "name": "Soulblade"
  - "desc": "The duergar magically turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ for up to 1 hour or until it attacks, it forces a creature to make a saving\
      \ throw, or its [concentration](/Rules/Source/conditions.md#Concentration) is\
      \ broken (as if [concentrating](/Rules/Source/conditions.md#Concentration) on\
      \ a spell). Any equipment the duergar wears or carries is [invisible](/Rules/Source/conditions.md#Invisible)\
      \ with it."
    "name": "Invisibility (Recharges after a Short or Long Rest)"
"bonus_actions":
  - "desc": "For 1 minute, the duergar magically increases in size, along with anything\
      \ it is wearing or carrying. While enlarged, the duergar is Large, doubles its\
      \ damage dice on Strength-based weapon attacks (included in the attacks), and\
      \ makes Strength checks and Strength saving throws with advantage. If the duergar\
      \ lacks the room to become Large, it attains the maximum size possible in the\
      \ space available."
    "name": "Enlarge (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/duergar-soulblade-mpmm.webp"

Environment

mountain, underdark

Duergar Stone Guard

Duergar Stone Guard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 110

Stone guards are elite troops deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions.

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

"name": "Duergar Stone Guard (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "[chain mail](/Rules/Source/items/chain-mail-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "39"
"hit_dice": "6d8 + 12"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "11"
  - !!int "14"
  - !!int "11"
  - !!int "10"
  - !!int "9"
"speed": "25 ft."
"damage_resistances": "poison"
"gear":
  - "[javelin](/Rules/Source/items/javelin-xphb.md)"
  - "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "Dwarvish, Undercommon"
"cr": "2"
"traits":
  - "desc": "The duergar has advantage on saving throws against spells and the [charmed](/Rules/Source/conditions.md#Charmed),\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), and [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ conditions."
    "name": "Duergar Resilience"
  - "desc": "The duergar has advantage on attack rolls and Dexterity saving throws\
      \ while standing within 5 feet of an ally wielding a [shield](/Rules/Source/items/shield-xphb.md)."
    "name": "Phalanx Formation"
  - "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The duergar makes two Shortsword or Javelin attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect\
      \ of Enlarge."
    "name": "Shortsword"
  - "desc": "*Melee  or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120\
      \ ft., one target. *Hit:* 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing\
      \ damage while under the effect of Enlarge."
    "name": "Javelin"
  - "desc": "The duergar magically turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ for up to 1 hour or until it attacks, it forces a creature to make a saving\
      \ throw, or its [concentration](/Rules/Source/conditions.md#Concentration) is\
      \ broken (as if [concentrating](/Rules/Source/conditions.md#Concentration) on\
      \ a spell). Any equipment the duergar wears or carries is [invisible](/Rules/Source/conditions.md#Invisible)\
      \ with it."
    "name": "Invisibility (Recharges after a Short or Long Rest)"
"bonus_actions":
  - "desc": "For 1 minute, the duergar magically increases in size, along with anything\
      \ it is wearing or carrying. While enlarged, the duergar is Large, doubles its\
      \ damage dice on Strength-based weapon attacks (included in the attacks), and\
      \ makes Strength checks and Strength saving throws with advantage. If the duergar\
      \ lacks the room to become Large, it attains the maximum size possible in the\
      \ space available."
    "name": "Enlarge (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/duergar-stone-guard-mpmm.webp"

Environment

mountain, underdark

Duergar Warlord

Duergar Warlord

Source: Mordenkainen Presents: Monsters of the Multiverse p. 111

A warlord is cunning, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder.

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

"name": "Duergar Warlord (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "20"
"ac_class": "[plate armor](/Rules/Source/items/plate-armor-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "11"
  - !!int "17"
  - !!int "12"
  - !!int "12"
  - !!int "14"
"speed": "25 ft."
"damage_resistances": "poison"
"gear":
  - "[javelin](/Rules/Source/items/javelin-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Dwarvish, Undercommon"
"cr": "6"
"traits":
  - "desc": "The duergar has advantage on saving throws against spells and the [charmed](/Rules/Source/conditions.md#Charmed),\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), and [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ conditions."
    "name": "Duergar Resilience"
  - "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The duergar makes three Psychic-Attuned Hammer or Javelin attacks and\
      \ uses Call to Attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d10\
      \ + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while under the\
      \ effect of Enlarge, plus 5 (1d10) psychic damage."
    "name": "Psychic-Attuned Hammer"
  - "desc": "*Melee  or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 30/120\
      \ ft., one target. *Hit:* 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing\
      \ damage while under the effect of Enlarge."
    "name": "Javelin"
  - "desc": "Up to three allies within 120 feet of this duergar that can hear it can\
      \ each use their reaction to make one weapon attack."
    "name": "Call to Attack"
  - "desc": "The duergar magically turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ for up to 1 hour or until it attacks, it forces a creature to make a saving\
      \ throw, or its [concentration](/Rules/Source/conditions.md#Concentration) is\
      \ broken (as if [concentrating](/Rules/Source/conditions.md#Concentration) on\
      \ a spell). Any equipment the duergar wears or carries is [invisible](/Rules/Source/conditions.md#Invisible)\
      \ with it."
    "name": "Invisibility (Recharge 4-6)"
"bonus_actions":
  - "desc": "For 1 minute, the duergar magically increases in size, along with anything\
      \ it is wearing or carrying. While enlarged, the duergar is Large, doubles its\
      \ damage dice on Strength-based weapon attacks (included in the attacks), and\
      \ makes Strength checks and Strength saving throws with advantage. If the duergar\
      \ lacks the room to become Large, it attains the maximum size possible in the\
      \ space available."
    "name": "Enlarge (Recharges after a Short or Long Rest)"
"reactions":
  - "desc": "When an ally that the duergar can see makes a d20 roll, the duergar can\
      \ roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1d6)\
      \ psychic damage."
    "name": "Scouring Instruction"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/duergar-warlord-mpmm.webp"

Environment

mountain, underdark

Duergar Xarrorn

Duergar Xarrorn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 111

Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.

Duergar

A quote from Mordenkainen

Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework.

A quote from Mordenkainen

The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?

Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys.

Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.

Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.

Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.

Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose.

"name": "Duergar Xarrorn (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "[plate armor](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "26"
"hit_dice": "4d8 + 8"
"modifier": !!int "0"
"stats":
  - !!int "16"
  - !!int "11"
  - !!int "14"
  - !!int "11"
  - !!int "10"
  - !!int "9"
"speed": "25 ft."
"damage_resistances": "poison"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "Dwarvish, Undercommon"
"cr": "2"
"traits":
  - "desc": "The duergar has advantage on saving throws against spells and the [charmed](/Rules/Source/conditions.md#Charmed),\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), and [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ conditions."
    "name": "Duergar Resilience"
  - "desc": "While in sunlight, the duergar has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 9\
      \ (1d12 + 3) piercing damage, or 16 (2d12 + 3) piercing damage while under the\
      \ effect of Enlarge, plus 3 (1d6) fire damage."
    "name": "Fire Lance"
  - "desc": "From its fire lance, the duergar shoots a 15-foot cone of fire or a line\
      \ of fire 30 feet long and 5 feet wide. Each creature in that area must make\
      \ a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save,\
      \ or half as much damage on a successful one."
    "name": "Fire Spray (Recharge 5-6)"
  - "desc": "The duergar magically turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ for up to 1 hour or until it attacks, it forces a creature to make a saving\
      \ throw, or its [concentration](/Rules/Source/conditions.md#Concentration) is\
      \ broken (as if [concentrating](/Rules/Source/conditions.md#Concentration) on\
      \ a spell). Any equipment the duergar wears or carries is [invisible](/Rules/Source/conditions.md#Invisible)\
      \ with it."
    "name": "Invisibility (Recharges after a Short or Long Rest)"
"bonus_actions":
  - "desc": "For 1 minute, the duergar magically increases in size, along with anything\
      \ it is wearing or carrying. While enlarged, the duergar is Large, doubles its\
      \ damage dice on Strength-based weapon attacks (included in the attacks), and\
      \ makes Strength checks and Strength saving throws with advantage. If the duergar\
      \ lacks the room to become Large, it attains the maximum size possible in the\
      \ space available."
    "name": "Enlarge (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/duergar-xarrorn-mpmm.webp"

Environment

mountain, underdark

Duergar Constructs

Duergar Constructs. Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar's psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked.

These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest's end.

Duergar Hammerer

Duergar Hammerer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 112

The duergar hammerer is a digging machine and siege engine, used to dig tunnels and besiege enemy fortifications.

Duergar Constructs

Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar's psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked.

These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest's end.

"name": "Duergar Hammerer (MPMM)"
"size": "Medium"
"type": "construct"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "33"
"hit_dice": "6d8 + 6"
"modifier": !!int "-2"
"stats":
  - !!int "17"
  - !!int "7"
  - !!int "12"
  - !!int "5"
  - !!int "5"
  - !!int "5"
"speed": "20 ft."
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 7"
"languages": "understands Dwarvish but can't speak"
"cr": "2"
"traits":
  - "desc": "The hammerer deals double damage to objects and structures."
    "name": "Siege Monster"
"actions":
  - "desc": "The hammerer makes one Claw attack and one Hammer attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) piercing damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d6 + 3) bludgeoning damage."
    "name": "Hammer"
"reactions":
  - "desc": "Immediately after a creature within 5 feet of the hammerer hits it with\
      \ an attack roll, the hammerer makes a Hammer attack against that creature."
    "name": "Engine of Pain"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/duergar-hammerer-mpmm.webp"

Environment

mountain, underdark

Duergar Screamer

Duergar Screamer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 111

A duergar screamer uses sonic energy to grind rock into dust and to hurl invaders to the ground.

Duergar Constructs

Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar's psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked.

These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest's end.

"name": "Duergar Screamer (MPMM)"
"size": "Medium"
"type": "construct"
"subtype": "dwarf"
"alignment": "Any alignment"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "38"
"hit_dice": "7d8 + 7"
"modifier": !!int "-2"
"stats":
  - !!int "18"
  - !!int "7"
  - !!int "12"
  - !!int "5"
  - !!int "5"
  - !!int "5"
"speed": "20 ft."
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 7"
"languages": "understands Dwarvish but can't speak"
"cr": "3"
"actions":
  - "desc": "The screamer makes one Drill attack, and it uses Sonic Scream."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (1d12 + 4) piercing damage."
    "name": "Drill"
  - "desc": "The screamer emits destructive energy in a 15-foot cube. Each creature\
      \ in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6)\
      \ thunder damage and be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Sonic Scream"
"reactions":
  - "desc": "Immediately after a creature within 5 feet of the screamer hits it with\
      \ an attack roll, the screamer makes a Drill attack against that creature."
    "name": "Engine of Pain"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/duergar-screamer-mpmm.webp"

Environment

mountain, underdark

Dybbuk

Dybbuks are demons that terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.

In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tentacles as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses a suitable corpse as a vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground.

Dybbuk

Dybbuk

Source: Mordenkainen Presents: Monsters of the Multiverse p. 113

Dybbuks are demons that terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.

In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tentacles as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses a suitable corpse as a vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground.

"name": "Dybbuk (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"hp": !!int "37"
"hit_dice": "5d8 + 15"
"modifier": !!int "4"
"stats":
  - !!int "6"
  - !!int "19"
  - !!int "16"
  - !!int "16"
  - !!int "15"
  - !!int "14"
"speed": "40 ft. (hover)"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+6"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+4"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"damage_resistances": "acid; cold; fire; lightning; thunder; bludgeoning, piercing,\
  \ slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 14"
"languages": "Abyssal, Common, telepathy 120 ft."
"cr": "4"
"traits":
  - "desc": "The dybbuk 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."
    "name": "Incorporeal Movement"
  - "desc": "The dybbuk has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13\
      \ (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum\
      \ is also reduced by 3 (1d6). This reduction lasts until the target finishes\
      \ a short or long rest. The target dies if its hit point maximum is reduced\
      \ to 0."
    "name": "Tentacle"
  - "desc": "The dybbuk disappears into an intact corpse within 5 feet of it that\
      \ belonged to a Large or smaller Beast or Humanoid. The dybbuk gains 20 temporary\
      \ hit points. While possessing the corpse, the dybbuk adopts the corpse's size\
      \ and can't use Incorporeal Movement. Its game statistics otherwise remain the\
      \ same. The possession lasts until the temporary hit points are lost or the\
      \ dybbuk ends it as a bonus action. When the possession ends, the dybbuk appears\
      \ in an unoccupied space within 5 feet of the corpse."
    "name": "Possess Corpse (Recharge 6)"
  - "desc": "The dybbuk casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 12):\n\n**At\
      \ will:** [dimension door](/Rules/Source/spells/dimension-door-xphb.md)\n\n\
      **3/day:** [phantasmal force](/Rules/Source/spells/phantasmal-force-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "While Possess Corpse is active, the dybbuk makes the corpse do something\
      \ unnatural, such as vomit blood, twist its head all the way around, or cause\
      \ a quadruped to move as a biped. Any Beast or Humanoid that sees this behavior\
      \ must succeed on a DC 12 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the dybbuk for 1 minute. The [frightened](/Rules/Source/conditions.md#Frightened)\
      \ creature can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success. A creature that succeeds on a saving throw\
      \ against this ability is immune to Control Corpse for 24 hours."
    "name": "Control Corpse"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/dybbuk-mpmm.webp"

Environment

desert, urban

Eidolon

To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders.

Eidolon

Eidolon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 114

To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders.

"name": "Eidolon (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Any alignment"
"ac": !!int "9"
"hp": !!int "63"
"hit_dice": "18d8 - 18"
"modifier": !!int "-1"
"stats":
  - !!int "7"
  - !!int "8"
  - !!int "9"
  - !!int "14"
  - !!int "19"
  - !!int "16"
"speed": "0 ft., fly 40 ft. (hover)"
"saves":
  - "wisdom": !!int "8"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
"damage_resistances": "acid; fire; lightning; thunder; bludgeoning, piercing, slashing\
  \ from nonmagical attacks"
"damage_immunities": "cold, necrotic, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 18"
"languages": "the languages it knew in life"
"cr": "12"
"traits":
  - "desc": "The eidolon 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 other than a [sacred statue](/Rules/Source/bestiary/construct/sacred-statue-mpmm.md)."
    "name": "Incorporeal Movement"
  - "desc": "When the eidolon moves into a space occupied by a [sacred statue](/Rules/Source/bestiary/construct/sacred-statue-mpmm.md),\
      \ the eidolon can disappear, causing the statue to become a creature under the\
      \ eidolon's control. The eidolon uses the [sacred statue's stat block](/Rules/Source/bestiary/construct/sacred-statue-mpmm.md)\
      \ in place of its own."
    "name": "Sacred Animation (Recharge 5-6)"
  - "desc": "The eidolon has advantage on saving throws against any effect that turns\
      \ Undead."
    "name": "Turn Resistance"
  - "desc": "The eidolon doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "Each creature within 60 feet of the eidolon that can see it must succeed\
      \ on a DC 15 Wisdom saving throw or be [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of it for 1 minute. While [frightened](/Rules/Source/conditions.md#Frightened)\
      \ in this way, the creature must take the [Dash](/Rules/Source/actions.md#Dash)\
      \ action and move away from the eidolon by the safest available route at the\
      \ start of each of its turns, unless there is nowhere for it to move, in which\
      \ case the creature also becomes [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until it can move again. A [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success. If a target's saving throw is successful\
      \ or the effect ends for it, the target is immune to any eidolon's Divine Dread\
      \ for the next 24 hours."
    "name": "Divine Dread"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/eidolon-mpmm.webp"

Environment

coastal, desert, forest, grassland, mountain, urban

Sacred Statue

Sacred Statue

Source: Mordenkainen Presents: Monsters of the Multiverse p. 114

To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders.

"name": "Sacred Statue (MPMM)"
"size": "Large"
"type": "construct"
"alignment": "as the eidolon's alignment"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "95"
"hit_dice": "10d10 + 40"
"modifier": !!int "-1"
"stats":
  - !!int "19"
  - !!int "8"
  - !!int "19"
  - !!int "14"
  - !!int "19"
  - !!int "16"
"speed": "25 ft."
"saves":
  - "wisdom": !!int "8"
"damage_resistances": "acid; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "cold, necrotic, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": "the languages the [eidolon](/Rules/Source/bestiary/undead/eidolon-mpmm.md)\
  \ knew in life"
"traits":
  - "desc": "If the statue is motionless at the start of combat, it has advantage\
      \ on its initiative roll. Moreover, if a creature hasn't observed the statue\
      \ move or act, that creature must succeed on a DC 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation))\
      \ check to discern that the statue isn't an object."
    "name": "False Appearance"
  - "desc": "The [eidolon](/Rules/Source/bestiary/undead/eidolon-mpmm.md) that enters\
      \ the statue remains inside it until the statue drops to 0 hit points, the eidolon\
      \ uses a bonus action to move out of the statue, or the eidolon is turned or\
      \ forced out by an effect such as the [dispel evil and good](/Rules/Source/spells/dispel-evil-and-good-xphb.md)\
      \ spell. When the eidolon leaves the statue, it appears in an unoccupied space\
      \ within 5 feet of the statue."
    "name": "Ghostly Inhabitant"
  - "desc": "Without an [eidolon](/Rules/Source/bestiary/undead/eidolon-mpmm.md) inside,\
      \ the statue is an object."
    "name": "Inert"
  - "desc": "The statue doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The statue makes two Slam or Rock attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 43\
      \ (6d12 + 4) bludgeoning damage."
    "name": "Slam"
  - "desc": "*Ranged Weapon Attack:* +8 to hit, range 60 ft./240 ft., one target.\
      \ *Hit:* 37 (6d10 + 4) bludgeoning damage."
    "name": "Rock"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/sacred-statue-mpmm.webp"

^statblock

Eladrin

Eladrin

A quote from Tasha

If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.

Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up.

Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.

Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.

The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.

Changeable Natures. Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.

Autumn Eladrin

Autumn Eladrin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 115

Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.

Eladrin

A quote from Tasha

If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.

Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up.

Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.

Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.

The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.

Changeable Natures

Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.

"name": "Autumn Eladrin (MPMM)"
"size": "Medium"
"type": "fey"
"subtype": "elf"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "165"
"hit_dice": "22d8 + 66"
"modifier": !!int "3"
"stats":
  - !!int "12"
  - !!int "16"
  - !!int "16"
  - !!int "14"
  - !!int "17"
  - !!int "18"
"speed": "30 ft."
"skillsaves":
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+7"
  - "name": "[Medicine](/Rules/Source/skills.md#Medicine)"
    "desc": "+7"
"damage_resistances": "psychic"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Common, Elvish, Sylvan"
"cr": "10"
"traits":
  - "desc": "Any non-eladrin creature that starts its turn within 60 feet of the eladrin\
      \ must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes\
      \ [charmed](/Rules/Source/conditions.md#Charmed) by the eladrin for 1 minute.\
      \ On a successful save, the creature becomes immune to any eladrin's Enchanting\
      \ Presence for 24 hours.\n\nWhenever the eladrin deals damage to the [charmed](/Rules/Source/conditions.md#Charmed)\
      \ creature, the [charmed](/Rules/Source/conditions.md#Charmed) creature can\
      \ repeat the saving throw, ending the effect on itself on a success."
    "name": "Enchanting Presence"
  - "desc": "The eladrin has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The eladrin makes two Longsword or Longbow attacks. It can replace one\
      \ attack with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d8\
      \ + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands,\
      \ plus 22 (5d8) psychic damage."
    "name": "Longsword"
  - "desc": "*Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:*\
      \ 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage."
    "name": "Longbow"
  - "desc": "The eladrin casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 16):\n\
      \n**At will:** [hold person](/Rules/Source/spells/hold-person-xphb.md)\n\n**2/day\
      \ each:** [cure wounds](/Rules/Source/spells/cure-wounds-xphb.md) (as a 5th-level\
      \ spell), [lesser restoration](/Rules/Source/spells/lesser-restoration-xphb.md)\n\
      \n**1/day each:** [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md),\
      \ [revivify](/Rules/Source/spells/revivify-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The eladrin teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see."
    "name": "Fey Step (Recharge 4-6)"
"reactions":
  - "desc": "If a creature [charmed](/Rules/Source/conditions.md#Charmed) by the eladrin\
      \ hits with an attack roll while within 60 feet of the eladrin, the eladrin\
      \ magically causes the attack to miss, provided the eladrin can see the attacker."
    "name": "Foster Peace"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/autumn-eladrin-mpmm.webp"

Environment

forest

Spring Eladrin

Spring Eladrin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 116

Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.

Eladrin

A quote from Tasha

If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.

Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up.

Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.

Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.

The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.

Changeable Natures

Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.

"name": "Spring Eladrin (MPMM)"
"size": "Medium"
"type": "fey"
"subtype": "elf"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "165"
"hit_dice": "22d8 + 66"
"modifier": !!int "3"
"stats":
  - !!int "14"
  - !!int "16"
  - !!int "16"
  - !!int "18"
  - !!int "11"
  - !!int "18"
"speed": "30 ft."
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+8"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+8"
"damage_resistances": "psychic"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Common, Elvish, Sylvan"
"cr": "10"
"traits":
  - "desc": "Any non-eladrin creature that starts its turn within 60 feet of the eladrin\
      \ must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes\
      \ [charmed](/Rules/Source/conditions.md#Charmed) by the eladrin for 1 minute.\
      \ On a successful save, the creature becomes immune to any eladrin's Joyful\
      \ Presence for 24 hours.\n\nWhenever the eladrin deals damage to the [charmed](/Rules/Source/conditions.md#Charmed)\
      \ creature, the [charmed](/Rules/Source/conditions.md#Charmed) creature can\
      \ repeat the saving throw, ending the effect on itself on a success."
    "name": "Joyful Presence"
  - "desc": "The eladrin has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The eladrin makes two Longsword or Longbow attacks. It can replace one\
      \ attack with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d8\
      \ + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands,\
      \ plus 22 (5d8) psychic damage."
    "name": "Longsword"
  - "desc": "*Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:*\
      \ 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage."
    "name": "Longbow"
  - "desc": "The eladrin casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 16):\n\
      \n**At will:** [Tasha's hideous laughter](/Rules/Source/spells/tashas-hideous-laughter-xphb.md)\n\
      \n**1/day each:** [major image](/Rules/Source/spells/major-image-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The eladrin teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see."
    "name": "Fey Step (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/spring-eladrin-mpmm.webp"

Environment

forest, grassland

Summer Eladrin

Summer Eladrin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 116

When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.

Eladrin

A quote from Tasha

If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.

Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up.

Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.

Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.

The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.

Changeable Natures

Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.

"name": "Summer Eladrin (MPMM)"
"size": "Medium"
"type": "fey"
"subtype": "elf"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "165"
"hit_dice": "22d8 + 66"
"modifier": !!int "5"
"stats":
  - !!int "19"
  - !!int "21"
  - !!int "16"
  - !!int "14"
  - !!int "12"
  - !!int "18"
"speed": "50 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+8"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+8"
"damage_resistances": "fire"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "Common, Elvish, Sylvan"
"cr": "10"
"traits":
  - "desc": "Any non-eladrin creature that starts its turn within 60 feet of the eladrin\
      \ must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes\
      \ [frightened](/Rules/Source/conditions.md#Frightened) of the eladrin 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 any eladrin's\
      \ Fearsome Presence for the next 24 hours."
    "name": "Fearsome Presence"
  - "desc": "The eladrin has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The eladrin makes two Longsword or Longbow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13\
      \ (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two\
      \ hands, plus 9 (2d8) fire damage."
    "name": "Longsword"
  - "desc": "*Ranged Weapon Attack:* +9 to hit, range 150/600 ft., one target. *Hit:*\
      \ 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage."
    "name": "Longbow"
"bonus_actions":
  - "desc": "The eladrin teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see."
    "name": "Fey Step (Recharge 4-6)"
"reactions":
  - "desc": "The eladrin adds 3 to its AC against one melee attack that would hit\
      \ it. To do so, the eladrin must see the attacker and be wielding a melee weapon."
    "name": "Parry"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/summer-eladrin-mpmm.webp"

Environment

desert, forest

Winter Eladrin

Winter Eladrin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 117

When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold.

Eladrin

A quote from Tasha

If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.

Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up.

Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.

Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.

The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.

Changeable Natures

Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.

"name": "Winter Eladrin (MPMM)"
"size": "Medium"
"type": "fey"
"subtype": "elf"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "165"
"hit_dice": "22d8 + 66"
"modifier": !!int "3"
"stats":
  - !!int "11"
  - !!int "16"
  - !!int "16"
  - !!int "18"
  - !!int "17"
  - !!int "13"
"speed": "30 ft."
"damage_resistances": "cold"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Common, Elvish, Sylvan"
"cr": "10"
"traits":
  - "desc": "The eladrin has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Any non-eladrin creature that starts its turn within 60 feet of the eladrin\
      \ must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes\
      \ [charmed](/Rules/Source/conditions.md#Charmed) by the eladrin for 1 minute.\
      \ While [charmed](/Rules/Source/conditions.md#Charmed) in this way, the creature\
      \ has disadvantage on ability checks and saving throws. The [charmed](/Rules/Source/conditions.md#Charmed)\
      \ 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 any eladrin's Sorrowful\
      \ Presence for the next 24 hours.\n\nWhenever the eladrin deals damage to the\
      \ [charmed](/Rules/Source/conditions.md#Charmed) creature, the [charmed](/Rules/Source/conditions.md#Charmed)\
      \ creature can repeat the saving throw, ending the effect on itself on a success."
    "name": "Sorrowful Presence"
"actions":
  - "desc": "The eladrin makes two Longsword or Longbow attacks. It can replace one\
      \ attack with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d8)\
      \ slashing damage, or 5 (1d10) slashing damage if used with two hands, plus\
      \ 13 (3d8) cold damage."
    "name": "Longsword"
  - "desc": "*Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:*\
      \ 7 (1d8 + 3) piercing damage plus 13 (3d8) cold damage."
    "name": "Longbow"
  - "desc": "The eladrin casts one of the following spells, requiring no material\
      \ components and using Intelligence as the spellcasting ability (spell save\
      \ DC 16):\n\n**At will:** [fog cloud](/Rules/Source/spells/fog-cloud-xphb.md),\
      \ [gust of wind](/Rules/Source/spells/gust-of-wind-xphb.md), [sleet storm](/Rules/Source/spells/sleet-storm-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The eladrin teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see."
    "name": "Fey Step (Recharge 4-6)"
"reactions":
  - "desc": "When the eladrin takes damage from a creature the eladrin can see within\
      \ 60 feet of it, the eladrin can force that creature to make a DC 16 Constitution\
      \ saving throw. On a failed save, the creature takes 11 (2d10) cold damage."
    "name": "Frigid Rebuke"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/winter-eladrin-mpmm.webp"

Environment

arctic, forest

Elder Brain

The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures' minds, rewriting their thoughts and authoring their dreams.

An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don't bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.

When a mind flayer perishes, the elder brain's servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.

Hive Mind. Elder brains are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.

An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.

An Elder Brain's Lair. The lair of an elder brain lies deep in the heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.

An elder brain's ambitions are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible.

Elder Brain

Elder Brain

Source: Mordenkainen Presents: Monsters of the Multiverse p. 120

The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures' minds, rewriting their thoughts and authoring their dreams.

An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don't bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.

When a mind flayer perishes, the elder brain's servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.

Hive Mind

Elder brains are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.

An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.

An Elder Brain's Lair

The lair of an elder brain lies deep in the heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.

An elder brain's ambitions are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible.

"name": "Elder Brain (MPMM)"
"size": "Large"
"type": "aberration"
"subtype": "mind flayer"
"alignment": "Typically  Lawful Evil"
"ac": !!int "10"
"hp": !!int "210"
"hit_dice": "20d10 + 100"
"modifier": !!int "0"
"stats":
  - !!int "15"
  - !!int "10"
  - !!int "20"
  - !!int "21"
  - !!int "19"
  - !!int "24"
"speed": "5 ft., swim 10 ft."
"saves":
  - "intelligence": !!int "10"
  - "wisdom": !!int "9"
  - "charisma": !!int "12"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+10"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+12"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+14"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+12"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+12"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 120 ft., passive Perception\
  \ 14"
"languages": "understands Common, Deep Speech, and Undercommon but can't speak, telepathy\
  \ 5 miles"
"cr": "14"
"traits":
  - "desc": "The elder brain is aware of creatures within 5 miles of it that have\
      \ an Intelligence score of 4 or higher. It knows the distance and direction\
      \ to each creature, as well as each one's Intelligence score, but can't sense\
      \ anything else about it. A creature protected by a [mind blank](/Rules/Source/spells/mind-blank-xphb.md)\
      \ spell, a [nondetection](/Rules/Source/spells/nondetection-xphb.md) spell,\
      \ or similar magic can't be perceived in this manner."
    "name": "Creature Sense"
  - "desc": "If the elder brain fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The elder brain has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The elder brain can use its telepathy to initiate and maintain telepathic\
      \ conversations with up to ten creatures at a time. The elder brain can let\
      \ those creatures telepathically hear each other while connected in this way."
    "name": "Telepathic Hub"
"actions":
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 30 ft., one target. *Hit:* 20\
      \ (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature,\
      \ it is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 15) and\
      \ takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the\
      \ grapple ends. The elder brain can have up to four targets [grappled](/Rules/Source/conditions.md#Grappled)\
      \ at a time."
    "name": "Tentacle"
  - "desc": "Creatures of the elder brain's choice within 60 feet of it must succeed\
      \ on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage\
      \ and be [stunned](/Rules/Source/conditions.md#Stunned) for 1 minute. A target\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success."
    "name": "Mind Blast (Recharge 5-6)"
  - "desc": "The elder brain casts one of the following spells, requiring no spell\
      \ components and using Intelligence as the spellcasting ability (spell save\
      \ DC 18):\n\n**At will:** [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
      \ [levitate](/Rules/Source/spells/levitate-xphb.md)\n\n**3/day:** [modify memory](/Rules/Source/spells/modify-memory-xphb.md)\n\
      \n**1/day each:** [dominate monster](/Rules/Source/spells/dominate-monster-xphb.md),\
      \ [plane shift](/Rules/Source/spells/plane-shift-xphb.md) (self only)"
    "name": "Spellcasting (Psionics)"
"bonus_actions":
  - "desc": "The elder brain targets one [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ creature it senses with its Creature Sense trait and establishes a psychic\
      \ link with the target. Until the link ends, the elder brain can perceive everything\
      \ the target senses. The target becomes aware that something is linked to its\
      \ mind once it is no longer [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
      \ and the elder brain can terminate the link at any time (no action required).\
      \ The target can use an action on its turn to attempt to break the link, doing\
      \ so with a successful DC 18 Charisma saving throw. On a successful save, the\
      \ target takes 10 (3d6) psychic damage. The link also ends if the target and\
      \ the elder brain are more than 5 miles apart. The elder brain can form psychic\
      \ links with up to ten creatures at a time."
    "name": "Psychic Link"
  - "desc": "The elder brain targets a creature with which it has a psychic link.\
      \ The elder brain gains insight into the target's emotional state and foremost\
      \ thoughts (including worries, loves, and hates)."
    "name": "Sense Thoughts"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), an elder brain can take\
      \ one of the following lair actions; the elder brain can't take the same lair\
      \ action two rounds in a row:\n\n- **Force Wall.** The elder brain casts [wall\
      \ of force](/Rules/Source/spells/wall-of-force-xphb.md).  \n- **Psionic Anchor.**\
      \ The elder brain targets one creature it can sense within 120 feet of it and\
      \ anchors it by sheer force of will. The target must make a DC 18 Charisma saving\
      \ throw. On a failed save, its speed is reduced to 0, and it can't teleport.\
      \ It can repeat the saving throw at the end of each of its turns, ending the\
      \ effect on itself on a success.  \n- **Psychic Inspiration.** The elder brain\
      \ targets one friendly creature it can sense within 120 feet of it. The target\
      \ has a flash of inspiration and gains advantage on one attack roll, ability\
      \ check, or saving throw it makes before the end of its next turn.  "
    "name": ""
"regional_effects":
  - "desc": "The territory within 5 miles of an elder brain is altered by the creature's\
      \ psionic presence, which creates one or more of the following effects:\n\n\
      - **Paranoia.** Creatures within 5 miles of an elder brain feel as if they are\
      \ being followed, even when they're not.  \n- **Psychic Whispers.** Any creature\
      \ with which the elder brain has formed a psychic link hears faint, incomprehensible\
      \ whispers in the deepest recesses of its mind. This psychic detritus consists\
      \ of the elder brain's stray thoughts commingled with those of other creatures\
      \ to which it is linked.  \n- **Telepathic Eavesdropping.** The elder brain\
      \ can overhear any telepathic conversation within 5 miles of it. The creature\
      \ that initiated the telepathic conversation makes a DC 18 Wisdom saving throw\
      \ when telepathic contact is first established. If the save is successful, the\
      \ creature is aware that something is eavesdropping. The nature of the eavesdropper\
      \ isn't revealed.  \n\nIf the elder brain dies, these effects immediately end."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the elder brain can expend a use to take one of the following actions. The\
  \ elder brain regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The elder brain targets one creature within 120 feet of it with which\
      \ it has a psychic link. The elder brain breaks the creature's [concentration](/Rules/Source/conditions.md#Concentration)\
      \ on a spell it has cast. The creature also takes 2 (1d4) psychic damage per\
      \ level of the spell."
    "name": "Break Concentration"
  - "desc": "The elder brain targets one creature within 120 feet of it with which\
      \ it has a psychic link. The target and enemies of the elder brain within 30\
      \ feet of target take 10 (3d6) psychic damage."
    "name": "Psychic Pulse"
  - "desc": "The elder brain targets one creature within 120 feet of it with which\
      \ it has a psychic link. The elder brain ends the link, causing the creature\
      \ to have disadvantage on all ability checks, attack rolls, and saving throws\
      \ until the end of the creature's next turn."
    "name": "Sever Psychic Link"
  - "desc": "The elder brain makes one Tentacle attack."
    "name": "Tentacle (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/elder-brain-mpmm.webp"

Environment

underdark

Elder Tempest

Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly, feeding the chaos they create.

Elder Tempest

Elder Tempest

Source: Mordenkainen Presents: Monsters of the Multiverse p. 121

Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly, feeding the chaos they create.

"name": "Elder Tempest (MPMM)"
"size": "Gargantuan"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "19"
"hp": !!int "264"
"hit_dice": "16d20 + 96"
"modifier": !!int "9"
"stats":
  - !!int "23"
  - !!int "28"
  - !!int "23"
  - !!int "2"
  - !!int "21"
  - !!int "18"
"speed": "0 ft., fly 120 ft. (hover)"
"saves":
  - "wisdom": !!int "12"
  - "charisma": !!int "11"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "lightning, poison, thunder"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": ""
"cr": "23"
"traits":
  - "desc": "The tempest can enter a hostile creature's space and stop there. It can\
      \ move through a space as narrow as 1 inch wide without squeezing."
    "name": "Air Form"
  - "desc": "The tempest doesn't provoke [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)\
      \ when it flies out of an enemy's reach."
    "name": "Flyby"
  - "desc": "If the tempest fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The tempest is always at the center of a storm 1d6 + 4 miles in diameter.\
      \ Heavy precipitation in the form of either rain or snow falls there, causing\
      \ the area to be lightly obscured. Heavy rain also extinguishes open flames\
      \ and imposes disadvantage on Wisdom ([Perception](/Rules/Source/skills.md#Perception))\
      \ checks that rely on hearing. In addition, strong winds swirl in the area covered\
      \ by the storm. The winds impose disadvantage on ranged attack rolls. They also\
      \ extinguish open flames and disperse fog."
    "name": "Living Storm"
  - "desc": "The tempest deals double damage to objects and structures."
    "name": "Siege Monster"
"actions":
  - "desc": "The tempest makes two Thunderous Slam attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 23\
      \ (4d6 + 9) thunder damage."
    "name": "Thunderous Slam"
  - "desc": "Each creature within 120 feet of the tempest must make a DC 21 Dexterity\
      \ saving throw, taking 27 (6d8) lightning damage on a failed save, or half as\
      \ much damage on a successful one. If a target's saving throw fails by 5 or\
      \ more, the creature is also [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the end of its next turn."
    "name": "Lightning Storm (Recharge 6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the elder tempest can expend a use to take one of the following actions.\
  \ The elder tempest regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The tempest moves up to its speed."
    "name": "Move"
  - "desc": "The tempest can cause a bolt of lightning to strike a point on the ground\
      \ anywhere under its storm. Each creature within 5 feet of that point must make\
      \ a DC 21 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed\
      \ save, or half as much damage on a successful one."
    "name": "Lightning Strike (Costs 2 Actions)"
  - "desc": "The tempest releases a blast of thunder and wind in a line that is 300\
      \ feet long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage.\
      \ Each creature there must succeed on a DC 21 Dexterity saving throw or take\
      \ 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from\
      \ the line. If a thrown target collides with an immovable object (such as a\
      \ wall or floor) or another creature, the target takes 3 (1d6) bludgeoning damage\
      \ for every 10 feet it was thrown before impact. If the target collides with\
      \ another creature, that other creature must succeed on a DC 19 Dexterity saving\
      \ throw or take the same impact damage and be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Screaming Gale (Costs 3 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/elder-tempest-mpmm.webp"

Environment

arctic, coastal, grassland, hill, mountain

Elemental Myrmidons

Elemental Myrmidons. Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.

Air Elemental Myrmidon

Air Elemental Myrmidon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 122

Elemental Myrmidons

Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.

"name": "Air Elemental Myrmidon (MPMM)"
"size": "Medium"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "117"
"hit_dice": "18d8 + 36"
"modifier": !!int "2"
"stats":
  - !!int "18"
  - !!int "14"
  - !!int "14"
  - !!int "9"
  - !!int "10"
  - !!int "10"
"speed": "30 ft., fly 30 ft. (hover)"
"damage_resistances": "lightning; thunder; bludgeoning, piercing, slashing from nonmagical\
  \ attacks"
"damage_immunities": "poison"
"condition_immunities": "[paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"gear":
  - "[flail](/Rules/Source/items/flail-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Auran, one language of its creator's choice"
"cr": "7"
"actions":
  - "desc": "The myrmidon makes three Flail attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) force damage."
    "name": "Flail"
  - "desc": "The myrmidon makes one Flail attack. On a hit, the target takes an extra\
      \ 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution\
      \ saving throw or be [stunned](/Rules/Source/conditions.md#Stunned) until the\
      \ end of the myrmidon's next turn."
    "name": "Lightning Strike (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/air-elemental-myrmidon-mpmm.webp"

^statblock

Earth Elemental Myrmidon

Earth Elemental Myrmidon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 122

Elemental Myrmidons

Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.

"name": "Earth Elemental Myrmidon (MPMM)"
"size": "Medium"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "127"
"hit_dice": "17d8 + 51"
"modifier": !!int "0"
"stats":
  - !!int "18"
  - !!int "10"
  - !!int "17"
  - !!int "8"
  - !!int "10"
  - !!int "10"
"speed": "30 ft."
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"gear":
  - "[maul](/Rules/Source/items/maul-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Terran, one language of its creator's choice"
"cr": "7"
"actions":
  - "desc": "The myrmidon makes two Maul attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) force damage."
    "name": "Maul"
  - "desc": "The myrmidon makes one Maul attack. On a hit, the target takes an extra\
      \ 22 (4d10) thunder damage, and the target must succeed on a DC 14 Strength\
      \ saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Thunderous Strike (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/earth-elemental-myrmidon-mpmm.webp"

^statblock

Fire Elemental Myrmidon

Fire Elemental Myrmidon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 123

Elemental Myrmidons

Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.

"name": "Fire Elemental Myrmidon (MPMM)"
"size": "Medium"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "123"
"hit_dice": "19d8 + 38"
"modifier": !!int "4"
"stats":
  - !!int "13"
  - !!int "18"
  - !!int "15"
  - !!int "9"
  - !!int "10"
  - !!int "10"
"speed": "40 ft."
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "fire, poison"
"condition_immunities": "[paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Ignan, one language of its creator's choice"
"cr": "7"
"traits":
  - "desc": "The myrmidon sheds bright light in a 20-foot radius and dim light in\
      \ a 40-foot radius."
    "name": "Illumination"
  - "desc": "For every 5 feet the myrmidon moves in 1 foot or more of water, it takes\
      \ 2 (1d4) cold damage."
    "name": "Water Susceptibility"
"actions":
  - "desc": "The myrmidon makes three Scimitar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) force damage."
    "name": "Scimitar"
  - "desc": "The myrmidon uses Multiattack. Each attack that hits deals an extra 7\
      \ (2d6) fire damage."
    "name": "Fiery Strikes (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/fire-elemental-myrmidon-mpmm.webp"

^statblock

Water Elemental Myrmidon

Water Elemental Myrmidon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 123

Elemental Myrmidons

Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.

"name": "Water Elemental Myrmidon (MPMM)"
"size": "Medium"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "127"
"hit_dice": "17d8 + 51"
"modifier": !!int "2"
"stats":
  - !!int "18"
  - !!int "14"
  - !!int "16"
  - !!int "8"
  - !!int "10"
  - !!int "10"
"speed": "40 ft., swim 40 ft."
"damage_resistances": "acid; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"gear":
  - "[trident](/Rules/Source/items/trident-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Aquan, one language of its creator's choice"
"cr": "7"
"actions":
  - "desc": "The myrmidon makes three Trident attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 7 (1d6 + 4) force damage, or 8 (1d8 + 4) force damage\
      \ if used with two hands to make a melee attack."
    "name": "Trident"
  - "desc": "The myrmidon uses Multiattack. Each attack that hits deals an extra 5\
      \ (1d10) cold damage. A target that is hit by one or more of these attacks has\
      \ its speed reduced by 10 feet until the end of the myrmidon's next turn."
    "name": "Freezing Strikes (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/water-elemental-myrmidon-mpmm.webp"

^statblock

Fire Giant Dreadnought

A quote from Mordenkainen

When I first saw a fire giant dreadnought, I doubted the giant could even move. I quickly learned my error.

Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground, and political hub rolled into one.

Those whose primary virtue is brawn are usually consigned to the lowliest of tasks, such as working forge bellows or moving coal. However, the strongest among these can excel at and gain rank through a specialized role: the dreadnought.

Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.

When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation and use their fierce and intimidating demeanor to strengthen the delegation's position.

Fire Giant Dreadnought

Fire Giant Dreadnought

Source: Mordenkainen Presents: Monsters of the Multiverse p. 124

A quote from Mordenkainen

When I first saw a fire giant dreadnought, I doubted the giant could even move. I quickly learned my error.

Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground, and political hub rolled into one.

Those whose primary virtue is brawn are usually consigned to the lowliest of tasks, such as working forge bellows or moving coal. However, the strongest among these can excel at and gain rank through a specialized role: the dreadnought.

Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.

When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation and use their fierce and intimidating demeanor to strengthen the delegation's position.

"name": "Fire Giant Dreadnought (MPMM)"
"size": "Huge"
"type": "giant"
"alignment": "Typically  Lawful Evil"
"ac": !!int "21"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md), [Dual Shields](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "187"
"hit_dice": "15d12 + 90"
"modifier": !!int "-1"
"stats":
  - !!int "27"
  - !!int "9"
  - !!int "23"
  - !!int "8"
  - !!int "10"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "4"
  - "constitution": !!int "11"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+13"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"damage_immunities": "fire"
"senses": "passive Perception 15"
"languages": "Giant"
"cr": "14"
"traits":
  - "desc": "The giant carries two shields, which together give the giant +3 to its\
      \ AC (accounted for above)."
    "name": "Dual Shields"
"actions":
  - "desc": "The giant makes two Fireshield or Rock attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 22\
      \ (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing\
      \ damage."
    "name": "Fireshield"
  - "desc": "*Ranged Weapon Attack:* +13 to hit, range 60/240 ft., one target. *Hit:*\
      \ 30 (4d10 + 8) bludgeoning damage."
    "name": "Rock"
  - "desc": "The giant moves up to 30 feet in a straight line and can move through\
      \ the space of any creature smaller than Huge. The first time it enters a creature's\
      \ space during this move, that creature must succeed on a DC 21 Strength saving\
      \ throw or take 36 (8d6 + 8) bludgeoning damage plus 14 (4d6) fire damage and\
      \ be pushed up to 30 feet and knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Shield Charge (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/fire-giant-dreadnought-mpmm.webp"

Environment

mountain, underdark

Firenewts

Firenewts. Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area.

Firenewt Warlock of Imix

Firenewt Warlock of Imix

Source: Mordenkainen Presents: Monsters of the Multiverse p. 125

Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest.

Firenewts

Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area.

"name": "Firenewt Warlock of Imix (MPMM)"
"size": "Medium"
"type": "elemental"
"alignment": "Typically  Neutral Evil"
"ac": !!int "10"
"hp": !!int "33"
"hit_dice": "6d8 + 6"
"modifier": !!int "0"
"stats":
  - !!int "13"
  - !!int "11"
  - !!int "12"
  - !!int "9"
  - !!int "11"
  - !!int "14"
"speed": "30 ft."
"damage_immunities": "fire"
"gear":
  - "[morningstar](/Rules/Source/items/morningstar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "Draconic, Ignan"
"cr": "1"
"traits":
  - "desc": "The firenewt can breathe air and water."
    "name": "Amphibious"
  - "desc": "Magical darkness doesn't impede the firenewt's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "When the firenewt reduces an enemy to 0 hit points, the firenewt gains\
      \ 5 temporary hit points."
    "name": "Imix's Blessing"
"actions":
  - "desc": "The firenewt makes three Morningstar or Fire Ray attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8\
      \ + 1) piercing damage."
    "name": "Morningstar"
  - "desc": "*Ranged Spell Attack:* +4 to hit, range 120 ft., one target. *Hit:* 5\
      \ (1d6 + 2) fire damage."
    "name": "Fire Ray"
  - "desc": "The firenewt casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 12):\n\n**At will:** [guidance](/Rules/Source/spells/guidance-xphb.md),\
      \ [light](/Rules/Source/spells/light-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/firenewt-warlock-of-imix-mpmm.webp"

Environment

hill, mountain, underdark

Firenewt Warrior

Firenewt Warrior

Source: Mordenkainen Presents: Monsters of the Multiverse p. 125

A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders (in this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts.

Firenewts

Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area.

"name": "Firenewt Warrior (MPMM)"
"size": "Medium"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "13"
"ac_class": "[shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "27"
"hit_dice": "5d8 + 5"
"modifier": !!int "1"
"stats":
  - !!int "10"
  - !!int "13"
  - !!int "12"
  - !!int "7"
  - !!int "11"
  - !!int "8"
"speed": "30 ft."
"damage_immunities": "fire"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "passive Perception 10"
"languages": "Draconic, Ignan"
"cr": "1/2"
"traits":
  - "desc": "The firenewt can breathe air and water."
    "name": "Amphibious"
"actions":
  - "desc": "The firenewt makes two Scimitar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6\
      \ + 1) slashing damage."
    "name": "Scimitar"
  - "desc": "The firenewt spits fire at a creature within 10 feet of it. The creature\
      \ must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a\
      \ failed save, or half as much damage on a successful one."
    "name": "Spit Fire (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/firenewt-warrior-mpmm.webp"

Environment

desert, hill, mountain, underdark

Flail Snail

A flail snail is a creature of elemental earth that is prized for its multihued shell. It may seem harmless, but if a creature big enough to be a threat approaches too close, the snail flashes a scintillating light and attacks with its mace-like tentacles.

Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window panes. It can also be heated and spun into other glass objects. Some folk make a living from trailing flail snails to collect this glass.

Using the Shell of a Flail Snail. A flail snail shell weighs about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp.

Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it becomes an exotic shield that is the perfect item from which to make a spellguard shield.

A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe.

Flail Snail

Flail Snail

Source: Mordenkainen Presents: Monsters of the Multiverse p. 126

A flail snail is a creature of elemental earth that is prized for its multihued shell. It may seem harmless, but if a creature big enough to be a threat approaches too close, the snail flashes a scintillating light and attacks with its mace-like tentacles.

Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window panes. It can also be heated and spun into other glass objects. Some folk make a living from trailing flail snails to collect this glass.

Using the Shell of a Flail Snail

A flail snail shell weighs about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp.

Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it becomes an exotic shield that is the perfect item from which to make a spellguard shield.

A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe.

"name": "Flail Snail (MPMM)"
"size": "Large"
"type": "elemental"
"alignment": "Unaligned"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "52"
"hit_dice": "5d10 + 25"
"modifier": !!int "-3"
"stats":
  - !!int "17"
  - !!int "5"
  - !!int "20"
  - !!int "3"
  - !!int "10"
  - !!int "5"
"speed": "10 ft."
"damage_immunities": "fire, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., tremorsense 60\
  \ ft., passive Perception 10"
"languages": ""
"cr": "3"
"traits":
  - "desc": "The snail has advantage on saving throws against spells, and any creature\
      \ making a spell attack against the snail has disadvantage on the attack roll.\n\
      \nIf the snail succeeds on its saving throw against a spell or a spell's attack\
      \ roll misses it, the snail's shell converts some of the spell's energy into\
      \ a burst of destructive force if the spell is of 1st level or higher; each\
      \ creature within 30 feet of the snail must make a DC 15 Constitution saving\
      \ throw, taking 3 (1d6) force damage per level of the spell on a failed save,\
      \ or half as much damage on a successful one."
    "name": "Antimagic Shell"
"actions":
  - "desc": "The snail makes five Flail Tentacle attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 5\
      \ (1d4 + 3) bludgeoning damage."
    "name": "Flail Tentacle"
  - "desc": "The snail's shell emits dazzling, colored light until the end of the\
      \ snail's next turn. During this time, the shell sheds bright light in a 30-foot\
      \ radius and dim light for an additional 30 feet, and creatures that can see\
      \ the snail have disadvantage on attack rolls against it. In addition, any creature\
      \ within the bright light and able to see the snail when this power is activated\
      \ must succeed on a DC 15 Wisdom saving throw or be [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the light ends."
    "name": "Scintillating Shell (Recharges after a Short or Long Rest)"
  - "desc": "The flail snail withdraws into its shell. Until it emerges, it gains\
      \ a +4 bonus to its AC and is [restrained](/Rules/Source/conditions.md#Restrained).\
      \ It can emerge from its shell as a bonus action on its turn."
    "name": "Shell Defense"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/flail-snail-mpmm.webp"

Environment

forest, swamp, underdark

Flind

When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an exceptionally strong and vicious gnoll into a demonic warrior known as a flind.

A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band's path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.

Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.

Flind

Flind

Source: Mordenkainen Presents: Monsters of the Multiverse p. 127

When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an exceptionally strong and vicious gnoll into a demonic warrior known as a flind.

A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band's path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.

Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.

"name": "Flind (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "gnoll"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "[breastplate](/Rules/Source/items/breastplate-xphb.md)"
"hp": !!int "127"
"hit_dice": "15d8 + 60"
"modifier": !!int "2"
"stats":
  - !!int "20"
  - !!int "14"
  - !!int "19"
  - !!int "11"
  - !!int "13"
  - !!int "12"
"speed": "30 ft."
"saves":
  - "constitution": !!int "8"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "Gnoll, Abyssal"
"cr": "9"
"traits":
  - "desc": "If the flind isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
      \ any creature with the Rampage trait can make a Bite attack as a bonus action\
      \ while within 10 feet of the flind."
    "name": "Aura of Blood Thirst"
"actions":
  - "desc": "The flind makes one Flail of Chaos attack, one Flail of Pain attack,\
      \ and one Flail of Paralysis attack, or it makes three Longbow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 10\
      \ (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving\
      \ throw. On a failed save, the target must use its reaction, if available, to\
      \ make one melee attack against a random creature, other than the flind, within\
      \ its reach. If there's no creature within reach, the target instead moves half\
      \ its speed in a random direction."
    "name": "Flail of Chaos"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 10\
      \ (1d10 + 5) bludgeoning damage plus 16 (3d10) psychic damage."
    "name": "Flail of Pain"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 10\
      \ (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution\
      \ saving throw or be [paralyzed](/Rules/Source/conditions.md#Paralyzed) until\
      \ the end of its next turn."
    "name": "Flail of Paralysis"
  - "desc": "*Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:*\
      \ 6 (1d8 + 2) piercing damage."
    "name": "Longbow"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/flind-mpmm.webp"

Environment

coastal, forest, grassland, hill

Fraz-Urb'luu

Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.

Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him and commands his servants to do likewise.

The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful.

Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or Celestial, or even another Fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.

Cultists of Fraz-Urb'luu

Note

See the Cult of Fraz-Urb'luu entry.

Fraz-Urb'luu's Lair. Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape.

The challenge rating of Fraz-Urb'luu is 24 (62,000 XP) when he's encountered in his lair.

Fraz-Urb'luu

Fraz-Urb'luu

Source: Mordenkainen Presents: Monsters of the Multiverse p. 129

Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.

Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him and commands his servants to do likewise.

The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful.

Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or Celestial, or even another Fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.

Cultists of Fraz-Urb'luu

Note

See the Cult of Fraz-Urb'luu entry.

Fraz-Urb'luu's Lair

Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape.

The challenge rating of Fraz-Urb'luu is 24 (62,000 XP) when he's encountered in his lair.

"name": "Fraz-Urb'luu (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "337"
"hit_dice": "27d10 + 189"
"modifier": !!int "1"
"stats":
  - !!int "29"
  - !!int "12"
  - !!int "25"
  - !!int "26"
  - !!int "24"
  - !!int "26"
"speed": "40 ft., fly 40 ft."
"saves":
  - "dexterity": !!int "8"
  - "constitution": !!int "14"
  - "intelligence": !!int "15"
  - "wisdom": !!int "14"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+15"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+14"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison; bludgeoning, piercing, slashing that is nonmagical"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 24"
"languages": "all, telepathy 120 ft."
"cr": "23"
"traits":
  - "desc": "If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Fraz-Urb'luu has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "Fraz-Urb'luu can't be targeted by divination magic, perceived through\
      \ magical scrying sensors, or detected by abilities that sense demons or Fiends."
    "name": "Undetectable"
"actions":
  - "desc": "Fraz-Urb'luu makes one Bite attack and two Fist attacks, and he uses\
      \ Phantasmal Terror."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 19\
      \ (3d6 + 9) force damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 22\
      \ (3d8 + 9) force damage."
    "name": "Fist"
  - "desc": "Fraz-Urb'luu targets one creature he can see within 120 feet of him.\
      \ The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10)\
      \ psychic damage and is [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of Fraz-Urb'luu until the end of its next turn."
    "name": "Phantasmal Terror"
  - "desc": "Fraz-Urb'luu casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 23):\n\
      \n**At will:** [alter self](/Rules/Source/spells/alter-self-xphb.md) (can become\
      \ Medium when changing his appearance), [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [phantasmal force](/Rules/Source/spells/phantasmal-force-xphb.md)\n\
      \n**3/day each:** [mislead](/Rules/Source/spells/mislead-xphb.md), [programmed\
      \ illusion](/Rules/Source/spells/programmed-illusion-xphb.md), [seeming](/Rules/Source/spells/seeming-xphb.md)\n\
      \n**1/day each:** [modify memory](/Rules/Source/spells/modify-memory-xphb.md),\
      \ [project image](/Rules/Source/spells/project-image-xphb.md)"
    "name": "Spellcasting"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Fraz-Urb'luu can take\
      \ one of the following lair actions when in his lair; he can't take the same\
      \ lair action two rounds in a row:\n\n- **Conjure Walls and Doors.** Fraz-Urb'luu\
      \ causes up to five doors within the lair to become walls and an equal number\
      \ of doors to appear on walls where there previously were none.  \n- **Psychic\
      \ Anguish.** Fraz-Urb'luu creates a wave of anguish. Each creature he can see\
      \ within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10)\
      \ psychic damage.  \n- **Simulacrum.** Fraz-Urb'luu chooses one Humanoid within\
      \ the lair and instantly creates a simulacrum of that creature (as if created\
      \ with the [simulacrum](/Rules/Source/spells/simulacrum-xphb.md) spell). This\
      \ simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative\
      \ count 20.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Fraz-Urb'luu's lair is warped by his magic, creating\
      \ one or more of the following effects:\n\n- **Beguiling Realm.** Within 6 miles\
      \ of the lair, all Charisma ([Persuasion](/Rules/Source/skills.md#Persuasion))\
      \ and Wisdom ([Insight](/Rules/Source/skills.md#Insight)) checks have disadvantage,\
      \ and all Charisma ([Deception](/Rules/Source/skills.md#Deception)) and Charisma\
      \ ([Performance](/Rules/Source/skills.md#Performance)) checks have advantage.\
      \  \n- **Nostalgic Pangs.** Sapient creatures within 1 mile of the lair frequently\
      \ see hallucinations of long-dead friends and comrades that vanish after only\
      \ a brief glimpse.  \n- **Twisted Paths.** Roads and paths within 6 miles of\
      \ the lair twist and turn back on themselves, making navigation in the area\
      \ exceedingly difficult.  \n\nIf Fraz-Urb'luu dies, these effects fade over\
      \ the course of 1d10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Fraz-Urb'luu can expend a use to take one of the following actions. Fraz-Urb'luu\
  \ regains all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20\
      \ (2d10 + 9) force damage. If the target is a Large or smaller creature, it\
      \ is also [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 24), and\
      \ it is [restrained](/Rules/Source/conditions.md#Restrained) until the grapple\
      \ ends. Fraz-Urb'luu can grapple only one creature with his tail at a time."
    "name": "Tail"
  - "desc": "Fraz-Urb'luu uses Phantasmal Terror."
    "name": "Terror (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/fraz-urbluu-mpmm.webp"

^statblock

Froghemoth

A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.

Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.

Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth's survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once; it wraps its tongue around one and pulls it in to be devoured while holding the rest at bay.

If bullywugs come across a froghemoth, the bullywugs may treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. The bullywugs gather food as tribute for it, provide it with a comfortable lair, protect it from harm, and try to ensure that any of its offspring reach maturity.

Froghemoth

Froghemoth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 130

A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.

Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.

Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth's survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once; it wraps its tongue around one and pulls it in to be devoured while holding the rest at bay.

If bullywugs come across a froghemoth, the bullywugs may treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. The bullywugs gather food as tribute for it, provide it with a comfortable lair, protect it from harm, and try to ensure that any of its offspring reach maturity.

"name": "Froghemoth (MPMM)"
"size": "Huge"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "161"
"hit_dice": "14d12 + 70"
"modifier": !!int "1"
"stats":
  - !!int "23"
  - !!int "13"
  - !!int "20"
  - !!int "2"
  - !!int "12"
  - !!int "5"
"speed": "30 ft., swim 30 ft."
"saves":
  - "constitution": !!int "9"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+9"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_resistances": "fire, lightning"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 19"
"languages": ""
"cr": "10"
"traits":
  - "desc": "The froghemoth can breathe air and water."
    "name": "Amphibious"
  - "desc": "If the froghemoth takes lightning damage, it suffers two effects until\
      \ the end of its next turn: its speed is halved, and it has disadvantage on\
      \ Dexterity saving throws."
    "name": "Shock Susceptibility"
"actions":
  - "desc": "The froghemoth makes one Bite attack and two Tentacle attacks, and it\
      \ can use Tongue."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 22\
      \ (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium\
      \ or smaller creature. A swallowed creature is [blinded](/Rules/Source/conditions.md#Blinded)\
      \ and [restrained](/Rules/Source/conditions.md#Restrained), has total cover\
      \ against attacks and other effects outside the froghemoth, and takes 10 (3d6)\
      \ acid damage at the start of each of the froghemoth's turns.\n\nThe froghemoth's\
      \ gullet can hold up to two creatures at a time. If the froghemoth takes 20\
      \ damage or more on a single turn from a creature inside it, the froghemoth\
      \ must succeed on a DC 20 Constitution saving throw at the end of that turn\
      \ or regurgitate all swallowed creatures, each of which falls [prone](/Rules/Source/conditions.md#Prone)\
      \ in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed\
      \ creature is no longer [restrained](/Rules/Source/conditions.md#Restrained)\
      \ by it and can escape from the corpse using 10 feet of movement, exiting [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 20 ft., one target. *Hit:* 19\
      \ (3d8 + 6) bludgeoning damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends,\
      \ the froghemoth can't use this tentacle on another target. The froghemoth has\
      \ four tentacles."
    "name": "Tentacle"
  - "desc": "The froghemoth targets one Medium or smaller creature that it can see\
      \ within 20 feet of it. The target must make a DC 18 Strength saving throw.\
      \ On a failed save, the target is pulled into an unoccupied space within 5 feet\
      \ of the froghemoth."
    "name": "Tongue"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/froghemoth-mpmm.webp"

Environment

swamp, underdark

Frost Giant Everlasting One

To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.

Vaprak is a ferocious god of strength and hunger also worshiped by some ogres and trolls. He likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet the giant in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast.

After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, resulting in discolored skin; warty scars; and vestigial body parts, such as extra digits, limbs, and even heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by their clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the "blessing" and worship of Vaprak from one generation to the next.

Frost Giant Everlasting One

Frost Giant Everlasting One

Source: Mordenkainen Presents: Monsters of the Multiverse p. 131

To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.

Vaprak is a ferocious god of strength and hunger also worshiped by some ogres and trolls. He likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet the giant in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast.

After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, resulting in discolored skin; warty scars; and vestigial body parts, such as extra digits, limbs, and even heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by their clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the "blessing" and worship of Vaprak from one generation to the next.

"name": "Frost Giant Everlasting One (MPMM)"
"size": "Huge"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "patchwork armor"
"hp": !!int "189"
"hit_dice": "14d12 + 98"
"modifier": !!int "-1"
"stats":
  - !!int "25"
  - !!int "9"
  - !!int "24"
  - !!int "9"
  - !!int "10"
  - !!int "12"
"speed": "40 ft."
"saves":
  - "strength": !!int "11"
  - "constitution": !!int "11"
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+11"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"damage_immunities": "cold"
"gear":
  - "[greataxe](/Rules/Source/items/greataxe-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": "Giant"
"cr": "12"
"traits":
  - "desc": "The giant has a 25 percent chance of having more than one head. If it\
      \ has more than one, it has advantage on Wisdom ([Perception](/Rules/Source/skills.md#Perception))\
      \ checks and on saving throws against being [blinded](/Rules/Source/conditions.md#Blinded),\
      \ [charmed](/Rules/Source/conditions.md#Charmed), [deafened](/Rules/Source/conditions.md#Deafened),\
      \ [frightened](/Rules/Source/conditions.md#Frightened), [stunned](/Rules/Source/conditions.md#Stunned),\
      \ or knocked [unconscious](/Rules/Source/conditions.md#Unconscious)."
    "name": "Extra Heads"
  - "desc": "The giant regains 10 hit points at the start of its turn. If the giant\
      \ takes acid or fire damage, this trait doesn't function at the start of its\
      \ next turn. The giant dies only if it starts its turn with 0 hit points and\
      \ doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "The giant makes two Greataxe or Rock attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 26\
      \ (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging."
    "name": "Greataxe"
  - "desc": "*Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:*\
      \ 29 (4d10 + 7) bludgeoning damage."
    "name": "Rock"
"bonus_actions":
  - "desc": "The giant enters a rage. The rage lasts for 1 minute or until the giant\
      \ is [incapacitated](/Rules/Source/conditions.md#Incapacitated). While raging,\
      \ the giant gains the following benefits:\n\n- The giant has advantage on Strength\
      \ checks and Strength saving throws.  \n- When it makes a melee weapon attack,\
      \ the giant gains a +4 bonus to the damage roll.  \n- The giant has resistance\
      \ to bludgeoning, piercing, and slashing damage.  "
    "name": "Vaprak's Rage (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/frost-giant-everlasting-one-mpmm.webp"

Environment

coastal

Frost Salamander

Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.

Frost salamanders' aggressive appetite for any heat source leads them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. Azers use this predilection to hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor.

Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs.

A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.

On rare occasions, frost giants capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.

Frost Salamander

Frost Salamander

Source: Mordenkainen Presents: Monsters of the Multiverse p. 132

Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.

Frost salamanders' aggressive appetite for any heat source leads them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. Azers use this predilection to hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor.

Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs.

A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.

On rare occasions, frost giants capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.

"name": "Frost Salamander (MPMM)"
"size": "Huge"
"type": "elemental"
"alignment": "Unaligned"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "168"
"hit_dice": "16d12 + 64"
"modifier": !!int "1"
"stats":
  - !!int "20"
  - !!int "12"
  - !!int "18"
  - !!int "7"
  - !!int "11"
  - !!int "7"
"speed": "60 ft., burrow 40 ft., climb 40 ft."
"saves":
  - "constitution": !!int "8"
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"damage_vulnerabilities": "fire"
"damage_immunities": "cold"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., tremorsense 60\
  \ ft., passive Perception 14"
"languages": "Primordial"
"cr": "9"
"traits":
  - "desc": "When the salamander takes fire damage, its Freezing Breath automatically\
      \ recharges."
    "name": "Burning Fury"
"actions":
  - "desc": "The salamander makes one Bite attack and four Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 9\
      \ (1d8 + 5) piercing damage plus 5 (1d10) cold damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 8\
      \ (1d6 + 5) piercing damage."
    "name": "Claw"
  - "desc": "The salamander exhales chill wind in a 60-foot cone. Each creature in\
      \ that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold\
      \ damage on a failed save, or half as much damage on a successful one."
    "name": "Freezing Breath (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/frost-salamander-mpmm.webp"

Environment

arctic

Gauth

A gauth is a hungry, tyrannical creature similar to a beholder that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.

A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to bring it items that can provide it with sustenance.

When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard.

A beholder usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely.

Gauth

Gauth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 133

A gauth is a hungry, tyrannical creature similar to a beholder that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.

A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to bring it items that can provide it with sustenance.

When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard.

A beholder usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely.

"name": "Gauth (MPMM)"
"size": "Medium"
"type": "aberration"
"subtype": "beholder"
"alignment": "Typically  Lawful Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "52"
"hit_dice": "7d8 + 21"
"modifier": !!int "2"
"stats":
  - !!int "10"
  - !!int "14"
  - !!int "16"
  - !!int "15"
  - !!int "15"
  - !!int "13"
"speed": "0 ft., fly 20 ft. (hover)"
"saves":
  - "intelligence": !!int "5"
  - "wisdom": !!int "5"
  - "charisma": !!int "4"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"condition_immunities": "[prone](/Rules/Source/conditions.md#Prone)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 15"
"languages": "Deep Speech, Undercommon"
"cr": "6"
"traits":
  - "desc": "When a creature that can see the gauth's central eye starts its turn\
      \ within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom\
      \ saving throw if the gauth isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ and can see the creature. A creature that fails the save is [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the start of its next turn.\n\nUnless [surprised](/Rules/Source/conditions.md#Surprised),\
      \ a creature can avert its eyes at the start of its turn to avoid the saving\
      \ throw. If the creature does so, it can't see the gauth until the start of\
      \ its next turn, when it can avert its eyes again. If the creature looks at\
      \ the gauth in the meantime, it must immediately make the save."
    "name": "Stunning Gaze"
  - "desc": "When the gauth dies, the magical energy within it explodes, and each\
      \ creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking\
      \ 13 (3d8) force damage on a failed save, or half as much damage on a successful\
      \ one."
    "name": "Death Throes"
"actions":
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 9 (2d8)\
      \ piercing damage."
    "name": "Bite"
  - "desc": "The gauth shoots three of the following magical eye rays at random (roll\
      \ three d6s, and reroll duplicates), targeting one to three creatures it can\
      \ see within 120 feet of it:\n\n- **1 Devour Magic Ray.** The target must succeed\
      \ on a DC 14 Dexterity saving throw or have one of its magic items lose all\
      \ magical properties until the start of the gauth's next turn. If the object\
      \ is a charged item, it also loses 1d4 charges. Determine the affected item\
      \ randomly, ignoring single-use items such as potions and scrolls.  \n- **2\
      \ Enervation Ray.** The target must make a DC 14 Constitution saving throw,\
      \ taking 18 (4d8) necrotic damage on a failed save, or half as much damage on\
      \ a successful one.  \n- **3 Fire Ray.** The target must succeed on a DC 14\
      \ Dexterity saving throw or take 22 (4d10) fire damage.  \n- **4 Paralyzing\
      \ Ray.** The target must succeed on a DC 14 Constitution saving throw or be\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed) for 1 minute. The target\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success.  \n- **5 Pushing Ray.** The target must succeed on\
      \ a DC 14 Strength saving throw or be pushed up to 15 feet away from the gauth\
      \ and have its speed halved until the start of the gauth's next turn.  \n- **6\
      \ Sleep Ray.** The target must succeed on a DC 14 Wisdom saving throw or fall\
      \ asleep and remain [unconscious](/Rules/Source/conditions.md#Unconscious) for\
      \ 1 minute. The target awakens if it takes damage or another creature takes\
      \ an action to wake it. This ray has no effect on Constructs and Undead.  "
    "name": "Eye Rays"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/gauth-mpmm.webp"

Environment

underdark

Gazer

A gazer is a tiny manifestation of the dreams of a beholder. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.

A gazer can't speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some beholders with wizard minions insist they take a gazer as a familiar because the beholders can see through the eyes of these creatures.

A wild gazer (one living separately from a beholder) is territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow the folk in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill.

Gazer

Gazer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 134

A gazer is a tiny manifestation of the dreams of a beholder. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.

A gazer can't speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some beholders with wizard minions insist they take a gazer as a familiar because the beholders can see through the eyes of these creatures.

A wild gazer (one living separately from a beholder) is territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow the folk in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill.

"name": "Gazer (MPMM)"
"size": "Tiny"
"type": "aberration"
"subtype": "beholder"
"alignment": "Typically  Neutral Evil"
"ac": !!int "13"
"hp": !!int "13"
"hit_dice": "3d4 + 6"
"modifier": !!int "3"
"stats":
  - !!int "3"
  - !!int "17"
  - !!int "14"
  - !!int "3"
  - !!int "10"
  - !!int "7"
"speed": "0 ft., fly 30 ft. (hover)"
"saves":
  - "wisdom": !!int "2"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"condition_immunities": "[prone](/Rules/Source/conditions.md#Prone)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": ""
"cr": "1/2"
"traits":
  - "desc": "The gazer can mimic simple sounds of speech it has heard, in any language.\
      \ A creature that hears the sounds can tell they are imitations with a successful\
      \ DC 10 Wisdom ([Insight](/Rules/Source/skills.md#Insight)) check."
    "name": "Mimicry"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing\
      \ damage."
    "name": "Bite"
  - "desc": "The gazer shoots two of the following magical eye rays at random (roll\
      \ two d4s, and reroll duplicates), choosing one or two targets it can see within\
      \ 60 feet of it:\n\n- **1 Dazing Ray.** The targeted creature must succeed on\
      \ a DC 12 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
      \ until the start of the gazer's next turn. While the target is [charmed](/Rules/Source/conditions.md#Charmed)\
      \ in this way, its speed is halved, and it has disadvantage on attack rolls.\
      \  \n- **2 Fear Ray.** The targeted creature must succeed on a DC 12 Wisdom\
      \ saving throw or be [frightened](/Rules/Source/conditions.md#Frightened) until\
      \ the start of the gazer's next turn.  \n- **3 Frost Ray.** The target must\
      \ succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.  \n\
      - **4 Telekinetic Ray.** If the target is a creature that is Medium or smaller,\
      \ it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet\
      \ directly away from the gazer. If the target is a Tiny object that isn't being\
      \ worn or carried, the gazer moves it up to 30 feet in any direction. The gazer\
      \ can also exert fine control on objects with this ray, such as manipulating\
      \ a simple tool or opening a container.  "
    "name": "Eye Rays"
"bonus_actions":
  - "desc": "The gazer moves up to its speed toward a hostile creature that it can\
      \ see."
    "name": "Aggressive"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/gazer-mpmm.webp"

Environment

underdark

Geryon

Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated rival.

Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered beneath his claws and to taste his foes' blood. Yet Geryon's ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus—or discovering a competent replacement for both.

Cultists of Geryon

Note

See the Cult of Geryon entry.

Geryon's Lair. Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus. The challenge rating of Geryon is 23 (50,000 XP) when he's encountered in his lair.

Geryon

Geryon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 136

Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated rival.

Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered beneath his claws and to taste his foes' blood. Yet Geryon's ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus—or discovering a competent replacement for both.

Cultists of Geryon

Note

See the Cult of Geryon entry.

Geryon's Lair

Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus. The challenge rating of Geryon is 23 (50,000 XP) when he's encountered in his lair.

"name": "Geryon (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "devil"
"alignment": "Lawful Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "300"
"hit_dice": "24d12 + 144"
"modifier": !!int "3"
"stats":
  - !!int "29"
  - !!int "17"
  - !!int "22"
  - !!int "19"
  - !!int "16"
  - !!int "23"
"speed": "30 ft., fly 50 ft."
"saves":
  - "dexterity": !!int "10"
  - "constitution": !!int "13"
  - "wisdom": !!int "10"
  - "charisma": !!int "13"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+13"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+13"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks that\
  \ aren't silvered"
"damage_immunities": "cold, fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 20"
"languages": "all, telepathy 120 ft."
"cr": "22"
"traits":
  - "desc": "If Geryon fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Geryon has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Geryon regains 20 hit points at the start of his turn. If he takes radiant\
      \ damage, this trait doesn't function at the start of his next turn. Geryon\
      \ dies only if he starts his turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "Geryon makes one Claw attack and one Stinger attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 23\
      \ (4d6 + 9) cold damage. If the target is Large or smaller, it is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (DC 24), and it is [restrained](/Rules/Source/conditions.md#Restrained) until\
      \ the grapple ends. Geryon can grapple one creature at a time. If the target\
      \ is already [grappled](/Rules/Source/conditions.md#Grappled) by Geryon, the\
      \ target takes an extra 27 (6d8) cold damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 20 ft., one creature. *Hit:*\
      \ 14 (2d4 + 9) force damage, and the target must succeed on a DC 21 Constitution\
      \ saving throw or take 13 (2d12) poison damage and become [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ until it finishes a short or long rest. The target's hit point maximum is\
      \ reduced by an amount equal to half the poison damage taken. This reduction\
      \ lasts until the [poisoned](/Rules/Source/conditions.md#Poisoned) condition\
      \ is removed. The target dies if its hit point maximum is reduced to 0."
    "name": "Stinger"
  - "desc": "Geryon teleports, along with any equipment he is wearing and carrying,\
      \ up to 120 feet to an unoccupied space he can see."
    "name": "Teleport"
  - "desc": "Geryon casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 21):\n\n**At\
      \ will:** [alter self](/Rules/Source/spells/alter-self-xphb.md) (can become\
      \ Medium when changing his appearance), [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [ice storm](/Rules/Source/spells/ice-storm-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)\
      \ (self only), [locate object](/Rules/Source/spells/locate-object-xphb.md),\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md), [wall of ice](/Rules/Source/spells/wall-of-ice-xphb.md)\n\
      \n**1/day:** [banishment](/Rules/Source/spells/banishment-xphb.md)"
    "name": "Spellcasting"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Geryon can take one\
      \ of the following lair actions; he can't take the same lair action two rounds\
      \ in a row:\n\n- **Banish.** Geryon casts the banishment spell.  \n- **Chill\
      \ Blast.** Geryon causes a blast of cold to burst from the ground at a point\
      \ he can see within 120 feet of him. The cold fills a cube, 10 feet on each\
      \ side, centered on that point. Each creature in that area must succeed on a\
      \ DC 21 Constitution saving throw or take 28 (8d6) cold damage.  \n- **Hateful\
      \ Restraints.** Geryon targets one creature he can see within 60 feet of him.\
      \ The target must succeed on a DC 21 Wisdom saving throw or become [restrained](/Rules/Source/conditions.md#Restrained)\
      \ for 1 minute. The target can end the effect on itself if it deals any damage\
      \ to one or more of its allies.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Geryon's lair is warped by his magic, creating\
      \ one or more of the following effects:\n\n- **Chilling Wind.** Freezing strong\
      \ winds howl around the area within 1 mile of the lair.  \n- **Enervating Screams.**\
      \ Howls and screams fill the air within 1 mile of the lair. Any creature that\
      \ finishes a short or long rest in this area must succeed on a DC 21 Wisdom\
      \ saving throw or derive no benefit from the rest.  \n- **Hellish Doorways.**\
      \ Sapient creatures within 1 mile of the lair frequently see shimmering portals\
      \ leading to places they consider safe. Passing through a portal always deposits\
      \ a traveler somewhere in Stygia.  \n\nIf Geryon dies, these effects fade over\
      \ the course of 1d10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Geryon can expend a use to take one of the following actions. Geryon regains\
  \ all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Geryon targets one creature he can see within 60 feet of him. The target\
      \ must succeed on a DC 23 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of Geryon until the end of its next turn."
    "name": "Infernal Glare"
  - "desc": "Geryon uses Teleport."
    "name": "Teleport"
  - "desc": "Geryon makes one Stinger attack."
    "name": "Swift Sting (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/geryon-mpmm.webp"

^statblock

Giant Strider

A quote from Mordenkainen

Out of curiosity, I once tamed a giant strider. Several potions of fire resistance later, the creature was purring in my lap, and I didn't feel a thing.

A quote from Tasha

We might have discovered the key to unlock Mordenkainen's frigid heart: magical pets!

These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.

Firenewts prize giant striders and seek to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors (in this book).

Giant Strider

Giant Strider

Source: Mordenkainen Presents: Monsters of the Multiverse p. 137

A quote from Mordenkainen

Out of curiosity, I once tamed a giant strider. Several potions of fire resistance later, the creature was purring in my lap, and I didn't feel a thing.

A quote from Tasha

We might have discovered the key to unlock Mordenkainen's frigid heart: magical pets!

These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.

Firenewts prize giant striders and seek to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors (in this book).

"name": "Giant Strider (MPMM)"
"size": "Large"
"type": "elemental"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "22"
"hit_dice": "3d10 + 6"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "13"
  - !!int "14"
  - !!int "4"
  - !!int "12"
  - !!int "6"
"speed": "50 ft."
"damage_immunities": "fire"
"senses": "passive Perception 11"
"languages": ""
"cr": "1"
"traits":
  - "desc": "Whenever the giant strider is subjected to fire damage, it takes no damage\
      \ and regains a number of hit points equal to half the fire damage dealt."
    "name": "Fire Absorption"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) piercing damage."
    "name": "Bite"
  - "desc": "The giant strider hurls a gout of flame at a point it can see within\
      \ 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point\
      \ must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a\
      \ failed save, or half as much damage on a successful one. The fire spreads\
      \ around corners, and it ignites flammable objects in that area that aren't\
      \ being worn or carried"
    "name": "Fire Burst (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/giant-strider-mpmm.webp"

Environment

hill, mountain, underdark

Giff

A quote from Mordenkainen

My travels in Wildspace are always brightened by my giff associates. Their use of gunpowder reminds me of my own explosive wizardry. Spectacular!

It's easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.

Every aspect of these spacefaring giff's society is organized along military lines. From birth until death, each has a military rank. Promotions don't depend on age but are granted by a superior as a reward for valor.

Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency.

Gunpowder by the Keg. In addition to their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or if a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Every other keg of gunpowder within 20 feet of an exploding keg has a 50 percent chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it.

Giff

Giff

Source: Mordenkainen Presents: Monsters of the Multiverse p. 138

A quote from Mordenkainen

My travels in Wildspace are always brightened by my giff associates. Their use of gunpowder reminds me of my own explosive wizardry. Spectacular!

It's easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.

Every aspect of these spacefaring giff's society is organized along military lines. From birth until death, each has a military rank. Promotions don't depend on age but are granted by a superior as a reward for valor.

Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency.

Gunpowder by the Keg

In addition to their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or if a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Every other keg of gunpowder within 20 feet of an exploding keg has a 50 percent chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it.

"name": "Giff (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "[breastplate](/Rules/Source/items/breastplate-xphb.md)"
"hp": !!int "60"
"hit_dice": "8d8 + 24"
"modifier": !!int "2"
"stats":
  - !!int "18"
  - !!int "14"
  - !!int "17"
  - !!int "11"
  - !!int "12"
  - !!int "12"
"speed": "30 ft."
"gear":
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
  - "[musket](/Rules/Source/items/musket-xphb.md)"
  - "[pistol](/Rules/Source/items/pistol-xphb.md)"
"senses": "passive Perception 11"
"languages": "Common"
"cr": "3"
"traits":
  - "desc": "The giff's mastery of its weapons enables it to ignore the loading property\
      \ of muskets and pistols."
    "name": "Firearms Knowledge"
  - "desc": "The giff can try to knock a creature over; if the giff moves at least\
      \ 20 feet in a straight line and ends within 5 feet of a Large or smaller creature,\
      \ that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6)\
      \ bludgeoning damage and be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Headfirst Charge"
"actions":
  - "desc": "The giff makes two Longsword, Musket, or Pistol attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."
    "name": "Longsword"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 40/120 ft., one target. *Hit:*\
      \ 8 (1d12 + 2) piercing damage."
    "name": "Musket"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 30/90 ft., one target. *Hit:*\
      \ 7 (1d10 + 2) piercing damage."
    "name": "Pistol"
  - "desc": "The giff throws a grenade up to 60 feet, and the grenade explodes in\
      \ a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity\
      \ saving throw, taking 17 (5d6) piercing damage on a failed save, or half as\
      \ much damage on a successful one."
    "name": "Fragmentation Grenade (1/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/giff-mpmm.webp"

Environment

urban

Girallon

A girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.

Girallons are most common in temperate or warm forest environments abundant with life. They share apes' adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep forests and jungles, seem to attract girallons. They see a city's buildings as a superior sort of forest whose uppermost "branches" can safely support them. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.

When girallons can't climb, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.

Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill, however. If they succeed, everyone in the group shares the spoils, with the best parts going to those caring for their young.

Girallons' strange appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.

Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels. Recognizing that girallons are peaceful among their own kind, other folk have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.

Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that's captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time.

Girallon

Girallon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 139

A girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.

Girallons are most common in temperate or warm forest environments abundant with life. They share apes' adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep forests and jungles, seem to attract girallons. They see a city's buildings as a superior sort of forest whose uppermost "branches" can safely support them. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.

When girallons can't climb, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.

Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill, however. If they succeed, everyone in the group shares the spoils, with the best parts going to those caring for their young.

Girallons' strange appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.

Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels. Recognizing that girallons are peaceful among their own kind, other folk have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.

Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that's captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time.

"name": "Girallon (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "13"
"hp": !!int "59"
"hit_dice": "7d10 + 21"
"modifier": !!int "3"
"stats":
  - !!int "18"
  - !!int "16"
  - !!int "16"
  - !!int "5"
  - !!int "12"
  - !!int "7"
"speed": "40 ft., climb 40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": ""
"cr": "4"
"actions":
  - "desc": "The girallon makes one Bite attack and four Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 7\
      \ (1d6 + 4) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7\
      \ (1d6 + 4) slashing damage."
    "name": "Claw"
"bonus_actions":
  - "desc": "The girallon moves up to its speed toward a hostile creature that it\
      \ can see."
    "name": "Aggressive"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/girallon-mpmm.webp"

Environment

forest

Githyanki

Githyanki. Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches.

Githyanki Gish

Githyanki Gish

Source: Mordenkainen Presents: Monsters of the Multiverse p. 140

Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage.

Githyanki

Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches.

"name": "Githyanki Gish (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "gith, wizard"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "[half plate](/Rules/Source/items/half-plate-armor-xphb.md)"
"hp": !!int "130"
"hit_dice": "20d8 + 40"
"modifier": !!int "2"
"stats":
  - !!int "17"
  - !!int "15"
  - !!int "14"
  - !!int "16"
  - !!int "15"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "constitution": !!int "6"
  - "intelligence": !!int "7"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+6"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"gear":
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "passive Perception 16"
"languages": "Gith"
"cr": "10"
"actions":
  - "desc": "The githyanki makes three Longsword or Telekinetic Bolt attacks, or it\
      \ makes one of those attacks and uses Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands,\
      \ plus 22 (5d8) psychic damage."
    "name": "Longsword"
  - "desc": "*Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 28\
      \ (8d6) force damage."
    "name": "Telekinetic Bolt"
  - "desc": "The githyanki casts one of the following spells, requiring no spell components\
      \ and using Intelligence as the spellcasting ability (spell save DC 15):\n\n\
      **At will:** [light](/Rules/Source/spells/light-xphb.md), [mage hand](/Rules/Source/spells/mage-hand-xphb.md)\
      \ (the hand is invisible), [message](/Rules/Source/spells/message-xphb.md)\n\
      \n**3/day each:** [fireball](/Rules/Source/spells/fireball-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md),\
      \ [nondetection](/Rules/Source/spells/nondetection-xphb.md) (self only)\n\n\
      **1/day each:** [dimension door](/Rules/Source/spells/dimension-door-xphb.md),\
      \ [plane shift](/Rules/Source/spells/plane-shift-xphb.md), [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
    "name": "Spellcasting (Psionics)"
"bonus_actions":
  - "desc": "The githyanki teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see."
    "name": "Astral Step (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/githyanki-gish-mpmm.webp"

Environment

desert, mountain, urban

Githyanki Kith'rak

Githyanki Kith'rak

Source: Mordenkainen Presents: Monsters of the Multiverse p. 140

Militarized githyanki cultures assign ranks and responsibilities to citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors), while ten sarths obey the commands of a mighty kith'rak. These champions undergo torturous training and psionic testing until they can command the respect of their underlings.

Githyanki

Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches.

"name": "Githyanki Kith'rak (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "gith"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "180"
"hit_dice": "24d8 + 72"
"modifier": !!int "3"
"stats":
  - !!int "18"
  - !!int "16"
  - !!int "17"
  - !!int "16"
  - !!int "15"
  - !!int "17"
"speed": "30 ft."
"saves":
  - "constitution": !!int "7"
  - "intelligence": !!int "7"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+7"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
"gear":
  - "[greatsword](/Rules/Source/items/greatsword-xphb.md)"
"senses": "passive Perception 16"
"languages": "Gith"
"cr": "12"
"actions":
  - "desc": "The githyanki makes three Greatsword attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) slashing damage plus 17 (5d6) psychic damage."
    "name": "Greatsword"
  - "desc": "The githyanki casts one of the following spells, requiring no spell components\
      \ and using Intelligence as the spellcasting ability (spell save DC 15):\n\n\
      **At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is\
      \ invisible)\n\n**3/day each:** [blur](/Rules/Source/spells/blur-xphb.md), [nondetection](/Rules/Source/spells/nondetection-xphb.md)\
      \ (self only)\n\n**1/day each:** [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
      \ [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
    "name": "Spellcasting (Psionics)"
"bonus_actions":
  - "desc": "The githyanki teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see."
    "name": "Astral Step (Recharge 4-6)"
  - "desc": "The githyanki magically ends the [charmed](/Rules/Source/conditions.md#Charmed)\
      \ and [frightened](/Rules/Source/conditions.md#Frightened) conditions on itself\
      \ and each creature of its choice that it can see within 30 feet of it."
    "name": "Rally the Troops"
"reactions":
  - "desc": "The githyanki adds 4 to its AC against one melee attack that would hit\
      \ it. To do so, the githyanki must see the attacker and be wielding a melee\
      \ weapon."
    "name": "Parry"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/githyanki-kithrak-mpmm.webp"

Environment

desert, mountain, urban

Githyanki Supreme Commander

Githyanki Supreme Commander

Source: Mordenkainen Presents: Monsters of the Multiverse p. 141

Supreme commanders lead armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons into battle.

Githyanki

Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches.

"name": "Githyanki Supreme Commander (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "gith"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "187"
"hit_dice": "22d8 + 88"
"modifier": !!int "3"
"stats":
  - !!int "19"
  - !!int "17"
  - !!int "18"
  - !!int "16"
  - !!int "16"
  - !!int "18"
"speed": "30 ft."
"saves":
  - "constitution": !!int "9"
  - "intelligence": !!int "8"
  - "wisdom": !!int "8"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+9"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
"senses": "passive Perception 18"
"languages": "Gith"
"cr": "14"
"traits":
  - "desc": "If the githyanki fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
"actions":
  - "desc": "The githyanki makes two Silver Greatsword attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14\
      \ (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit\
      \ against a target in an astral body (as with the [astral projection](/Rules/Source/spells/astral-projection-xphb.md)\
      \ spell), the githyanki can cut the silvery cord that tethers the target to\
      \ its material body, instead of dealing damage."
    "name": "Silver Greatsword"
  - "desc": "The githyanki casts one of the following spells, requiring no spell components\
      \ and using Intelligence as the spellcasting ability (spell save DC 16):\n\n\
      **At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is\
      \ invisible)\n\n**3/day each:** [levitate](/Rules/Source/spells/levitate-xphb.md)\
      \ (self only), [nondetection](/Rules/Source/spells/nondetection-xphb.md) (self\
      \ only)\n\n**1/day each:** [Bigby's hand](/Rules/Source/spells/bigbys-hand-xphb.md),\
      \ [mass suggestion](/Rules/Source/spells/mass-suggestion-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
      \ [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
    "name": "Spellcasting (Psionics)"
"bonus_actions":
  - "desc": "The githyanki teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see."
    "name": "Astral Step"
"reactions":
  - "desc": "The githyanki adds 5 to its AC against one melee attack that would hit\
      \ it. To do so, the githyanki must see the attacker and be wielding a melee\
      \ weapon."
    "name": "Parry"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the githyanki supreme commander can expend a use to take one of the following\
  \ actions. The githyanki supreme commander regains all expended uses at the start\
  \ of each of its turns."
"legendary_actions":
  - "desc": "The githyanki targets one ally it can see within 30 feet of it. If the\
      \ target can see or hear the githyanki, the target can make one melee weapon\
      \ attack using its reaction, if available, and has advantage on the attack roll."
    "name": "Command Ally"
  - "desc": "The githyanki makes one Silver Greatsword attack."
    "name": "Attack (2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/githyanki-supreme-commander-mpmm.webp"

Environment

desert, mountain, urban

Githzerai

Githzerai. Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home.

Githzerai Anarch

Githzerai Anarch

Source: Mordenkainen Presents: Monsters of the Multiverse p. 142

Anarchs are githzerai sages and mystics who lead communities and maintain the adamantine citadels that serve as strong points in Limbo and on other planes. They have formidable psionic capabilities and are able to manipulate the unformed substance of their adopted plane with a thought.

An Anarch's Lair

In Limbo, githzerai anarchs create islands of tranquility in this turbulent plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community.

The anarch's challenge rating is 17 (18,000 XP) when it's encountered in its lair.

Githzerai

Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home.

"name": "Githzerai Anarch (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "gith"
"alignment": "Any alignment"
"ac": !!int "20"
"ac_class": "psychic defense"
"hp": !!int "144"
"hit_dice": "17d8 + 68"
"modifier": !!int "5"
"stats":
  - !!int "16"
  - !!int "21"
  - !!int "18"
  - !!int "18"
  - !!int "20"
  - !!int "14"
"speed": "30 ft., fly 40 ft. (hover)"
"saves":
  - "strength": !!int "8"
  - "dexterity": !!int "10"
  - "intelligence": !!int "9"
  - "wisdom": !!int "10"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+9"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+10"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
"senses": "passive Perception 20"
"languages": "Gith"
"cr": "16"
"traits":
  - "desc": "If the githzerai fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "While the githzerai is wearing no armor and wielding no shield, its AC\
      \ includes its Wisdom modifier."
    "name": "Psychic Defense"
"actions":
  - "desc": "The githzerai makes three Unarmed Strike attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 9\
      \ (1d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage."
    "name": "Unarmed Strike"
  - "desc": "The githzerai casts one of the following spells, requiring no spell components\
      \ and using Wisdom as the spellcasting ability (spell save DC 18):\n\n**At will:**\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is invisible)\n\
      \n**3/day each:** [see invisibility](/Rules/Source/spells/see-invisibility-xphb.md),\
      \ [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)\n\n**1/day each:**\
      \ [globe of invulnerability](/Rules/Source/spells/globe-of-invulnerability-xphb.md),\
      \ [plane shift](/Rules/Source/spells/plane-shift-xphb.md), [wall of force](/Rules/Source/spells/wall-of-force-xphb.md)"
    "name": "Spellcasting (Psionics)"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), the anarch can take\
      \ one of the following lair actions; the anarch can't take the same lair action\
      \ two rounds in a row:\n\n- **Create Object.** The anarch casts the creation\
      \ spell (as a 9th-level spell) using the unformed substance of Limbo instead\
      \ of shadow material. If used in Limbo, the object remains until the anarch's\
      \ [concentration](/Rules/Source/conditions.md#Concentration) is broken, regardless\
      \ of its composition. If the anarch moves more than 120 feet from the object,\
      \ the anarch's [concentration](/Rules/Source/conditions.md#Concentration) breaks.\
      \  \n- **Move Object.** The anarch can magically move an object it can see within\
      \ 150 feet of it by making a Wisdom check with advantage. The DC depends on\
      \ the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20\
      \ for Large, and DC 25 for Huge or larger.  \n- **Psionic Bolt.** The anarch\
      \ casts the lightning bolt spell (at 5th level), but the anarch can change the\
      \ damage type from lightning to cold, fire, psychic, radiant, or thunder. If\
      \ the spell deals damage other than fire or lightning, it doesn't ignite flammable\
      \ objects.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing an anarch's lair is warped by its presence, which\
      \ creates one or more of the following effects:\n\n- **Form Substance.** In\
      \ Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered\
      \ on it, causing the unformed substance to take whatever inanimate form the\
      \ anarch chooses. During that process, the anarch determines the shape and composition\
      \ of the forms created.  \n- **Stabilize Object.** The anarch stabilizes any\
      \ object created in Limbo and brought to the Material Plane for as long as the\
      \ anarch remains within 1 mile of it (no action required).  \n\nIf the anarch\
      \ dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic\
      \ churn of energy and matter, unraveling into unformed substance that dissipates\
      \ 1d6 rounds later."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the githzerai anarch can expend a use to take one of the following actions.\
  \ The githzerai anarch regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The githzerai makes one Unarmed Strike attack."
    "name": "Strike"
  - "desc": "The githzerai teleports, along with any equipment it is wearing or carrying,\
      \ to an unoccupied space it can see within 30 feet of it."
    "name": "Teleport"
  - "desc": "The githzerai casts the [reverse gravity](/Rules/Source/spells/reverse-gravity-xphb.md)\
      \ spell, using Wisdom as the spellcasting ability. The spell has the normal\
      \ effect, except that the githzerai can orient the area in any direction and\
      \ creatures and objects fall toward the end of the area."
    "name": "Change Gravity (Costs 3 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/githzerai-anarch-mpmm.webp"

^statblock

Githzerai Enlightened

Githzerai Enlightened

Source: Mordenkainen Presents: Monsters of the Multiverse p. 143

Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become known as the enlightened.

Githzerai

Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home.

"name": "Githzerai Enlightened (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "gith"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "psychic defense"
"hp": !!int "112"
"hit_dice": "15d8 + 45"
"modifier": !!int "4"
"stats":
  - !!int "14"
  - !!int "19"
  - !!int "16"
  - !!int "17"
  - !!int "19"
  - !!int "13"
"speed": "40 ft."
"saves":
  - "strength": !!int "6"
  - "dexterity": !!int "8"
  - "intelligence": !!int "7"
  - "wisdom": !!int "8"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+7"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
"senses": "passive Perception 18"
"languages": "Gith"
"cr": "10"
"traits":
  - "desc": "While the githzerai is wearing no armor and wielding no shield, its AC\
      \ includes its Wisdom modifier."
    "name": "Psychic Defense"
"actions":
  - "desc": "The githzerai makes three Unarmed Strike attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13\
      \ (2d8 + 4) bludgeoning damage plus 18 (4d8) psychic damage."
    "name": "Unarmed Strike"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 13\
      \ (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must\
      \ succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A\
      \ target moved forward in time vanishes for the duration. When the effect ends,\
      \ the target reappears in the space it left or in an unoccupied space nearest\
      \ to that space if it's occupied."
    "name": "Temporal Strike (Recharge 6)"
  - "desc": "The githzerai casts one of the following spells, requiring no spell components\
      \ and using Wisdom as the spellcasting ability (spell save DC 16):\n\n**At will:**\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is invisible)\n\
      \n**3/day:** [see invisibility](/Rules/Source/spells/see-invisibility-xphb.md)\n\
      \n**1/day each:** [plane shift](/Rules/Source/spells/plane-shift-xphb.md), [teleport](/Rules/Source/spells/teleport-xphb.md)"
    "name": "Spellcasting (Psionics)"
"reactions":
  - "desc": "When the githzerai falls, it reduces any falling damage it takes by 50."
    "name": "Slow Fall"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/githzerai-enlightened-mpmm.webp"

Environment

desert, mountain, urban

Gnolls

Gnolls. The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive.

Gnoll Flesh Gnawer

Gnoll Flesh Gnawer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 144

These gnolls eschew the use of ranged weapons in favor of short blades that they wield with great speed and efficiency. In the thick of a fight, they dash across the battlefield, slashing and snarling as they run down stragglers and finish off wounded foes.

Gnolls

The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive.

"name": "Gnoll Flesh Gnawer (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "22"
"hit_dice": "4d8 + 4"
"modifier": !!int "2"
"stats":
  - !!int "12"
  - !!int "14"
  - !!int "12"
  - !!int "8"
  - !!int "10"
  - !!int "8"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "4"
"gear":
  - "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Gnoll"
"cr": "1"
"actions":
  - "desc": "The gnoll makes one Bite attack and two Shortsword attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) piercing damage."
    "name": "Shortsword"
  - "desc": "Until the end of the turn, the gnoll's speed increases by 60 feet and\
      \ it doesn't provoke [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)."
    "name": "Sudden Rush"
"bonus_actions":
  - "desc": "After the gnoll reduces a creature to 0 hit points with a melee attack\
      \ on its turn, the gnoll moves up to half its speed and makes a Bite attack."
    "name": "Rampage"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/gnoll-flesh-gnawer-mpmm.webp"

Environment

arctic, forest, grassland, hill

Gnoll Hunter

Gnoll Hunter

Source: Mordenkainen Presents: Monsters of the Multiverse p. 144

Hunters are the stealthiest gnolls in a war band. In the vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance.

Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away.

Gnolls

The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive.

"name": "Gnoll Hunter (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "13"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "22"
"hit_dice": "4d8 + 4"
"modifier": !!int "2"
"stats":
  - !!int "14"
  - !!int "14"
  - !!int "12"
  - !!int "8"
  - !!int "12"
  - !!int "8"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
  - "[spear](/Rules/Source/items/spear-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Gnoll"
"cr": "1/2"
"actions":
  - "desc": "The gnoll makes two Bite, Spear, or Longbow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) piercing damage."
    "name": "Bite"
  - "desc": "*Melee  or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing\
      \ damage when used with two hands to make a melee attack."
    "name": "Spear"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:*\
      \ 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet\
      \ until the end of its next turn."
    "name": "Longbow"
"bonus_actions":
  - "desc": "After the gnoll reduces a creature to 0 hit points with a melee attack\
      \ on its turn, the gnoll moves up to half its speed and makes a Bite attack."
    "name": "Rampage"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/gnoll-hunter-mpmm.webp"

Environment

arctic, forest, grassland, hill

Gnoll Witherling

Gnoll Witherling

Source: Mordenkainen Presents: Monsters of the Multiverse p. 145

A quote from Mordenkainen

The life cycle of Yeenoghu's gnolls begins and ends with eating. They eat their enemies, they eat one another, and they're freed from their hunger only in death.

Sometimes the gnolls of Yeenoghu turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their hunger and violent urges. Eventually, they fight among themselves.

The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring the remains back to a semblance of life in the form of a gnoll witherling.

Witherlings travel with their comrades and try to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band.

"name": "Gnoll Witherling (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "12"
"ac_class": "natural armor"
"hp": !!int "11"
"hit_dice": "2d8 + 2"
"modifier": !!int "-1"
"stats":
  - !!int "14"
  - !!int "8"
  - !!int "12"
  - !!int "5"
  - !!int "5"
  - !!int "5"
"speed": "30 ft."
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 7"
"languages": "understands Gnoll but can't speak"
"cr": "1/4"
"traits":
  - "desc": "The witherling doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The witherling makes two Bite or Spiked Club attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) necrotic damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) piercing damage."
    "name": "Spiked Club"
"bonus_actions":
  - "desc": "After the witherling reduces a creature to 0 hit points with a melee\
      \ attack on its turn, the gnoll moves up to half its speed and makes one Bite\
      \ attack."
    "name": "Rampage"
"reactions":
  - "desc": "In response to a gnoll being reduced to 0 hit points within 30 feet of\
      \ the witherling, the witherling makes one Bite or Spiked Club attack."
    "name": "Vengeful Strike"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/gnoll-witherling-mpmm.webp"

Environment

arctic, forest, grassland, hill

Gray Render

A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning.

Gray renders reproduce by forming nodules on their bodies that, on reaching maturity, break off to begin life as young gray renders. They feel no obligation to their young and have no inclination to gather with others of their kind. Instead, each has an overpowering need to bond with an intelligent creature. When one encounters a suitable master, it sings to that creature—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms a bond, a gray render serves its master devotedly.

A gray render might be a strong ally, but it's always an unpredictable one. In combat, a gray render fights viciously and never willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master's house, burrow holes through a ship's hull, attack out of jealousy, or worse.

The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.

Gray Render Quirks

dice: d12 Quirk
1 Hates horses and other mounts
2 Roars loudly when its bonded creature is touched by another creature
3 Likes to snuggle
4 Uproots and chews on trees
5 Has terrific and eye-watering flatulence
6 Brings offerings of meat to its bonded creature
7 Compulsively digs up the ground
8 Attacks carts and wagons as if they were terrible monsters
9 Howls when it rains
10 Whines piteously in the dark
11 Buries treasure it finds
12 Chases birds, leaping into the air to catch them, heedless of the destruction it causes

Gray Render

Gray Render

Source: Mordenkainen Presents: Monsters of the Multiverse p. 146

A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning.

Gray renders reproduce by forming nodules on their bodies that, on reaching maturity, break off to begin life as young gray renders. They feel no obligation to their young and have no inclination to gather with others of their kind. Instead, each has an overpowering need to bond with an intelligent creature. When one encounters a suitable master, it sings to that creature—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms a bond, a gray render serves its master devotedly.

A gray render might be a strong ally, but it's always an unpredictable one. In combat, a gray render fights viciously and never willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master's house, burrow holes through a ship's hull, attack out of jealousy, or worse.

The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.

Gray Render Quirks

dice: d12 Quirk
1 Hates horses and other mounts
2 Roars loudly when its bonded creature is touched by another creature
3 Likes to snuggle
4 Uproots and chews on trees
5 Has terrific and eye-watering flatulence
6 Brings offerings of meat to its bonded creature
7 Compulsively digs up the ground
8 Attacks carts and wagons as if they were terrible monsters
9 Howls when it rains
10 Whines piteously in the dark
11 Buries treasure it finds
12 Chases birds, leaping into the air to catch them, heedless of the destruction it causes
"name": "Gray Render (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "189"
"hit_dice": "18d10 + 90"
"modifier": !!int "1"
"stats":
  - !!int "19"
  - !!int "13"
  - !!int "20"
  - !!int "3"
  - !!int "6"
  - !!int "8"
"speed": "30 ft."
"saves":
  - "strength": !!int "8"
  - "constitution": !!int "9"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": ""
"cr": "12"
"actions":
  - "desc": "The gray render makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 17\
      \ (2d12 + 4) piercing damage. If the target is Medium or smaller, the target\
      \ must succeed on a DC 16 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13\
      \ (2d8 + 4) slashing damage, plus 10 (3d6) bludgeoning damage if the target\
      \ is [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Claw"
"reactions":
  - "desc": "When the gray render takes damage, it makes one Claw attack against a\
      \ random creature within its reach, other than its master."
    "name": "Bloody Rampage"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/gray-render-mpmm.webp"

Environment

forest, hill

Graz'zt

The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz'zt can transform himself at will, appearing in any humanlike form that pleases him or his onlookers, all equally tempting in their own ways. In every form, though, a subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot.

Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and kindness.

Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.

Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.

Cultists of Graz'zt

Note

See the Cult of Graz'zt entry.

Graz'zt's Lair. Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's demonic influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his power.

Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, devotees and subjects alike are forced to slake Graz'zt's thirst for pageantry.

Graz'zt

Graz'zt

Source: Mordenkainen Presents: Monsters of the Multiverse p. 148

The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz'zt can transform himself at will, appearing in any humanlike form that pleases him or his onlookers, all equally tempting in their own ways. In every form, though, a subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot.

Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and kindness.

Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.

Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.

Cultists of Graz'zt

Note

See the Cult of Graz'zt entry.

Graz'zt's Lair

Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's demonic influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his power.

Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, devotees and subjects alike are forced to slake Graz'zt's thirst for pageantry.

"name": "Graz'zt (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "346"
"hit_dice": "33d10 + 165"
"modifier": !!int "2"
"stats":
  - !!int "22"
  - !!int "15"
  - !!int "21"
  - !!int "23"
  - !!int "21"
  - !!int "26"
"speed": "40 ft."
"saves":
  - "dexterity": !!int "9"
  - "constitution": !!int "12"
  - "wisdom": !!int "12"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+15"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+12"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+15"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison; bludgeoning, piercing, slashing that is nonmagical"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 22"
"languages": "all, telepathy 120 ft."
"cr": "24"
"traits":
  - "desc": "If Graz'zt fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Graz'zt has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "Graz'zt makes two Wave of Sorrow attacks. He can replace one attack with\
      \ a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 20\
      \ (4d6 + 6) force damage plus 14 (4d6) acid damage."
    "name": "Wave of Sorrow (Greatsword)"
  - "desc": "Graz'zt teleports, along with any equipment he is wearing or carrying,\
      \ up to 120 feet to an unoccupied space he can see."
    "name": "Teleport"
  - "desc": "Graz'zt casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 23):\n\n**At\
      \ will:** [charm person](/Rules/Source/spells/charm-person-xphb.md), [detect\
      \ magic](/Rules/Source/spells/detect-magic-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md)\n\
      \n**3/day each:** [darkness](/Rules/Source/spells/darkness-xphb.md), [dominate\
      \ person](/Rules/Source/spells/dominate-person-xphb.md), [telekinesis](/Rules/Source/spells/telekinesis-xphb.md),\
      \ [teleport](/Rules/Source/spells/teleport-xphb.md)\n\n**1/day each:** [dominate\
      \ monster](/Rules/Source/spells/dominate-monster-xphb.md), [greater invisibility](/Rules/Source/spells/greater-invisibility-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "Graz'zt transforms into a form that resembles a Medium Humanoid or back\
      \ into his true form. Aside from his size, his statistics are the same in each\
      \ form. Any equipment he is wearing or carrying isn't transformed."
    "name": "Change Shape"
"reactions":
  - "desc": "Graz'zt tries to interrupt a spell he sees a creature casting within\
      \ 60 feet of him. If the spell is 3rd level or lower, the spell fails and has\
      \ no effect. If the spell is 4th level or higher, Graz'zt makes a Charisma check\
      \ against a DC of 10 + the spell's level. On a success, the spell fails and\
      \ has no effect."
    "name": "Negate Spell (Recharge 5-6)"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Graz'zt can take one\
      \ of the following lair actions; he can't take the same lair action two rounds\
      \ in a row:\n\n- **Command.** Graz'zt casts the command spell on every creature\
      \ of his choice in the lair. He needn't see each one, but he must be aware that\
      \ an individual is in the lair to target that creature. He issues the same command\
      \ to all the targets.  \n- **Conjure Mirrors.** Smooth surfaces within the lair\
      \ become as reflective as a polished mirror. Until a different lair action is\
      \ used, creatures within the lair have disadvantage on Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ checks made to hide.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Graz'zt's lair is warped by his magic, creating\
      \ one or more of the following effects:\n\n- **Agitated Beasts.** Wild beasts\
      \ within 6 miles of the lair break into frequent conflicts and coupling, mirroring\
      \ the behavior that occurs during their mating seasons.  \n- **Beguiling Realm.**\
      \ Within 6 miles of the lair, all Wisdom ([Insight](/Rules/Source/skills.md#Insight))\
      \ checks have disadvantage, and all Charisma ([Deception](/Rules/Source/skills.md#Deception))\
      \ and Charisma ([Persuasion](/Rules/Source/skills.md#Persuasion)) checks have\
      \ advantage.  \n- **Mirrors Everywhere.** Flat surfaces within 1 mile of the\
      \ lair that are made of stone or metal become highly reflective, as though polished\
      \ to a shine. These surfaces become supernaturally mirrorlike.  \n\nIf Graz'zt\
      \ dies, these effects fade over the course of 1d10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Graz'zt can expend a use to take one of the following actions. Graz'zt regains\
  \ all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Graz'zt uses Spellcasting or Teleport."
    "name": "Abyssal Magic"
  - "desc": "Graz'zt makes one Wave of Sorrow attack."
    "name": "Attack"
  - "desc": "One creature [charmed](/Rules/Source/conditions.md#Charmed) by Graz'zt\
      \ that Graz'zt can see must use its reaction to move up to its speed as Graz'zt\
      \ directs."
    "name": "Dance, My Puppet!"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/grazzt-mpmm.webp"

^statblock

Grungs

Grungs. Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.

Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see). They also use this venom to poison their weapons.

Grung

Grung

Source: Mordenkainen Presents: Monsters of the Multiverse p. 149

The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit.

Grungs

Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.

Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see "Variant: Grung Poison"). They also use this venom to poison their weapons.

"name": "Grung (MPMM)"
"size": "Small"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"hp": !!int "11"
"hit_dice": "2d6 + 4"
"modifier": !!int "2"
"stats":
  - !!int "7"
  - !!int "14"
  - !!int "15"
  - !!int "10"
  - !!int "11"
  - !!int "10"
"speed": "25 ft., climb 25 ft."
"saves":
  - "dexterity": !!int "4"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+2"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+2"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "passive Perception 12"
"languages": "Grung"
"cr": "1/4"
"traits":
  - "desc": "The grung can breathe air and water."
    "name": "Amphibious"
  - "desc": "Any creature that grapples the grung or otherwise comes into direct contact\
      \ with the grung's skin must succeed on a DC 12 Constitution saving throw or\
      \ become [poisoned](/Rules/Source/conditions.md#Poisoned) for 1 minute. A [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ creature no longer in direct contact with the grung can repeat the saving\
      \ throw at the end of each of its turns, ending the effect on itself on a success."
    "name": "Poisonous Skin"
  - "desc": "The grung's long jump is up to 25 feet and its high jump is up to 15\
      \ feet, with or without a running start."
    "name": "Standing Leap"
  - "desc": "If the grung isn't immersed in water for at least 1 hour during a day,\
      \ it suffers 1 level of [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
      \ at the end of that day. The grung can recover from this [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
      \ only through magic or by immersing itself in water for at least 1 hour."
    "name": "Water Dependency"
"actions":
  - "desc": "*Melee  or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage."
    "name": "Dagger"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/grung-mpmm.webp"

Environment

forest

Grung Elite Warrior

Grung Elite Warrior

Source: Mordenkainen Presents: Monsters of the Multiverse p. 150

A grung elite warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling.

Grungs

Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.

Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see "Variant: Grung Poison"). They also use this venom to poison their weapons.

"name": "Grung Elite Warrior (MPMM)"
"size": "Small"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "13"
"hp": !!int "49"
"hit_dice": "9d6 + 18"
"modifier": !!int "3"
"stats":
  - !!int "7"
  - !!int "16"
  - !!int "15"
  - !!int "10"
  - !!int "11"
  - !!int "12"
"speed": "25 ft., climb 25 ft."
"saves":
  - "dexterity": !!int "5"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+2"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+2"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
  - "[shortbow](/Rules/Source/items/shortbow-xphb.md)"
"senses": "passive Perception 12"
"languages": "Grung"
"cr": "2"
"traits":
  - "desc": "The grung can breathe air and water."
    "name": "Amphibious"
  - "desc": "Any creature that grapples the grung or otherwise comes into direct contact\
      \ with the grung's skin must succeed on a DC 12 Constitution saving throw or\
      \ become [poisoned](/Rules/Source/conditions.md#Poisoned) for 1 minute. A [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ creature no longer in direct contact with the grung can repeat the saving\
      \ throw at the end of each of its turns, ending the effect on itself on a success."
    "name": "Poisonous Skin"
  - "desc": "The grung's long jump is up to 25 feet and its high jump is up to 15\
      \ feet, with or without a running start."
    "name": "Standing Leap"
  - "desc": "If the grung isn't immersed in water for at least 1 hour during a day,\
      \ it suffers 1 level of [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
      \ at the end of that day. The grung can recover from this [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
      \ only through magic or by immersing itself in water for at least 1 hour."
    "name": "Water Dependency"
"actions":
  - "desc": "*Melee  or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage."
    "name": "Dagger"
  - "desc": "*Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:*\
      \ 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage."
    "name": "Shortbow"
  - "desc": "The grung makes a chirring noise to which grungs are immune. Each Humanoid\
      \ or Beast that is within 15 feet of the grung and able to hear it must succeed\
      \ on a DC 12 Wisdom saving throw or be [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the end of the grung's next turn."
    "name": "Mesmerizing Chirr (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/grung-elite-warrior-mpmm.webp"

Environment

forest

Grung Wildling

Grung Wildling

Source: Mordenkainen Presents: Monsters of the Multiverse p. 150

Gifted with druidic magic, a grung wildling typically serves as an advisor, a healer, and a nurturer of crops.

Grungs

Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.

Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see "Variant: Grung Poison"). They also use this venom to poison their weapons.

"name": "Grung Wildling (MPMM)"
"size": "Small"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "27"
"hit_dice": "5d6 + 10"
"modifier": !!int "3"
"stats":
  - !!int "7"
  - !!int "16"
  - !!int "15"
  - !!int "10"
  - !!int "15"
  - !!int "11"
"speed": "25 ft., climb 25 ft."
"saves":
  - "dexterity": !!int "5"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+2"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+4"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
  - "[shortbow](/Rules/Source/items/shortbow-xphb.md)"
"senses": "passive Perception 14"
"languages": "Grung"
"cr": "1"
"traits":
  - "desc": "The grung can breathe air and water."
    "name": "Amphibious"
  - "desc": "Any creature that grapples the grung or otherwise comes into direct contact\
      \ with the grung's skin must succeed on a DC 12 Constitution saving throw or\
      \ become [poisoned](/Rules/Source/conditions.md#Poisoned) for 1 minute. A [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ creature no longer in direct contact with the grung can repeat the saving\
      \ throw at the end of each of its turns, ending the effect on itself on a success."
    "name": "Poisonous Skin"
  - "desc": "The grung's long jump is up to 25 feet and its high jump is up to 15\
      \ feet, with or without a running start."
    "name": "Standing Leap"
  - "desc": "If the grung isn't immersed in water for at least 1 hour during a day,\
      \ it suffers 1 level of [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
      \ at the end of that day. The grung can recover from this [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
      \ only through magic or by immersing itself in water for at least 1 hour."
    "name": "Water Dependency"
"actions":
  - "desc": "*Melee  or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage."
    "name": "Dagger"
  - "desc": "*Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:*\
      \ 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage."
    "name": "Shortbow"
  - "desc": "The grung casts one of the following spells, using Wisdom as the spellcasting\
      \ ability (spell save DC 12):\n\n**At will:** [druidcraft](/Rules/Source/spells/druidcraft-xphb.md)\n\
      \n**3/day each:** [cure wounds](/Rules/Source/spells/cure-wounds-xphb.md), [spike\
      \ growth](/Rules/Source/spells/spike-growth-xphb.md)\n\n**2/day:** [plant growth](/Rules/Source/spells/plant-growth-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/grung-wildling-mpmm.webp"

Environment

forest

Guard Drake

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands.

Tiamat's cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon's aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.

The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours.

A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.

Guard Drake

Guard Drake

Source: Mordenkainen Presents: Monsters of the Multiverse p. 151

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands.

Tiamat's cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon's aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.

The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours.

A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.

"name": "Guard Drake (MPMM)"
"size": "Medium"
"type": "dragon"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "52"
"hit_dice": "7d8 + 21"
"modifier": !!int "0"
"stats":
  - !!int "16"
  - !!int "11"
  - !!int "16"
  - !!int "4"
  - !!int "10"
  - !!int "7"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "understands Draconic but can't speak"
"cr": "2"
"actions":
  - "desc": "The guard drake makes one Bite attack and one Tail attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) bludgeoning damage."
    "name": "Tail"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/dragon/token/guard-drake-mpmm.webp"

Environment

arctic, desert, forest, mountain, swamp, underdark, urban

Hellfire Engine

Hellfire engines are semiautonomous bringers of destruction. Amnizus (in this book) and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these magical-mechanical hybrids gets loose, driven berserk by its need to destroy.

Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense.

Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far.

Hellfire Engine

Hellfire Engine

Source: Mordenkainen Presents: Monsters of the Multiverse p. 152

Hellfire engines are semiautonomous bringers of destruction. Amnizus (in this book) and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these magical-mechanical hybrids gets loose, driven berserk by its need to destroy.

Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense.

Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far.

"name": "Hellfire Engine (MPMM)"
"size": "Huge"
"type": "construct"
"alignment": "Typically  Lawful Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "216"
"hit_dice": "16d12 + 112"
"modifier": !!int "3"
"stats":
  - !!int "20"
  - !!int "16"
  - !!int "24"
  - !!int "2"
  - !!int "10"
  - !!int "1"
"speed": "40 ft."
"saves":
  - "dexterity": !!int "8"
  - "wisdom": !!int "5"
  - "charisma": !!int "0"
"damage_resistances": "cold; psychic; bludgeoning, piercing, slashing from nonmagical\
  \ attacks that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [deafened](/Rules/Source/conditions.md#Deafened),\
  \ [exhaustion](/Rules/Source/conditions.md#Exhaustion), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [unconscious](/Rules/Source/conditions.md#Unconscious)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "understands Infernal but can't speak"
"cr": "16"
"traits":
  - "desc": "The hellfire engine is immune to any spell or effect that would alter\
      \ its form."
    "name": "Immutable Form"
  - "desc": "The hellfire engine has advantage on saving throws against spells and\
      \ other magical effects."
    "name": "Magic Resistance"
  - "desc": "The hellfire engine doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The hellfire engine moves up to its speed in a straight line. During\
      \ this move, it can enter Large or smaller creatures' spaces. A creature whose\
      \ space the hellfire engine enters must make a DC 18 Dexterity saving throw.\
      \ On a successful save, the creature is pushed to the nearest space out of the\
      \ hellfire engine's path. On a failed save, the creature falls [prone](/Rules/Source/conditions.md#Prone)\
      \ and takes 28 (8d6) bludgeoning damage.\n\nIf the hellfire engine remains in\
      \ the [prone](/Rules/Source/conditions.md#Prone) creature's space, the creature\
      \ is also [restrained](/Rules/Source/conditions.md#Restrained) until it's no\
      \ longer in the same space as the hellfire engine. While [restrained](/Rules/Source/conditions.md#Restrained)\
      \ in this way, the creature, or another creature within 5 feet of it, can make\
      \ a DC 18 Strength check. On a success, the creature is shunted to an unoccupied\
      \ space of its choice within 5 feet of the hellfire engine and is no longer\
      \ [restrained](/Rules/Source/conditions.md#Restrained)."
    "name": "Flesh-Crushing Stride"
  - "desc": "The hellfire engine uses one of the following options (choose one or\
      \ roll a d6):\n\n- **1–2 Bonemelt Sprayer.** The hellfire engine spews acidic\
      \ flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity\
      \ saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a\
      \ failed save, or half as much damage on a successful one. Creatures that fail\
      \ the saving throw are drenched in burning acid and take 5 (1d10) fire damage\
      \ plus 9 (2d8) acid damage at the end of their turns. An affected creature or\
      \ another creature within 5 feet of it can take an action to scrape off the\
      \ burning fuel.  \n- **3–4 Lightning Flail.** *Melee Weapon Attack:* +10 to\
      \ hit, reach 15 ft., one creature. *Hit:* 18 (3d8 + 5) bludgeoning damage plus\
      \ 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's\
      \ choice that it can see within 30 feet of the target must each make a DC 20\
      \ Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save,\
      \ or half as much damage on a successful one.  \n- **5–6 Thunder Cannon.** The\
      \ hellfire engine targets a point within 120 feet of it that it can see. Each\
      \ creature within 30 feet of that point must make a DC 20 Dexterity saving throw,\
      \ taking 27 (5d10) bludgeoning damage plus 19 (3d12) thunder damage on a failed\
      \ save, or half as much damage on a successful one.  \n\n    If the chosen option\
      \ kills a creature, the creature's soul rises from the River Styx as a [lemure](/Rules/Source/bestiary/fiend/lemure-xmm.md)\
      \ in Avernus in 1d4 hours. If the creature isn't revived before then, only a\
      \ [wish](/Rules/Source/spells/wish-xphb.md) spell or killing the [lemure](/Rules/Source/bestiary/fiend/lemure-xmm.md)\
      \ and casting true resurrection on the creature's original body can restore\
      \ it to life. Constructs and devils are immune to this effect.  "
    "name": "Hellfire Weapons"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/hellfire-engine-mpmm.webp"

^statblock

Hobgoblin Devastator

Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them.

Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters.

In the Feywild, many archfey seek to bolster their armies' might with the services of hobgoblin devastators.

Goblinoids of the Feywild

The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book).

Hobgoblin Devastator

Hobgoblin Devastator

Source: Mordenkainen Presents: Monsters of the Multiverse p. 153

Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them.

Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters.

In the Feywild, many archfey seek to bolster their armies' might with the services of hobgoblin devastators.

Goblinoids of the Feywild

The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book).

"name": "Hobgoblin Devastator (MPMM)"
"size": "Medium"
"type": "fey"
"subtype": "goblinoid"
"alignment": "Typically  Lawful Neutral"
"ac": !!int "13"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "45"
"hit_dice": "7d8 + 14"
"modifier": !!int "1"
"stats":
  - !!int "13"
  - !!int "12"
  - !!int "14"
  - !!int "16"
  - !!int "13"
  - !!int "11"
"speed": "30 ft."
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+5"
"gear":
  - "[quarterstaff](/Rules/Source/items/quarterstaff-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "Common, Goblin"
"cr": "4"
"traits":
  - "desc": "When the hobgoblin casts a spell that causes damage or that forces other\
      \ creatures to make a saving throw, it can choose itself and any number of allies\
      \ to be immune to the damage caused by the spell and to succeed on the required\
      \ saving throw."
    "name": "Army Arcana"
"actions":
  - "desc": "The hobgoblin makes two Quarterstaff or Devastating Bolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6\
      \ + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two\
      \ hands, plus 13 (3d8) force damage."
    "name": "Quarterstaff"
  - "desc": "*Ranged Spell Attack:* +5 to hit, range 60 ft., one target. *Hit:* 21\
      \ (4d8 + 3) force damage, and the target is knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Devastating Bolt"
  - "desc": "The hobgoblin casts one of the following spells, using Intelligence as\
      \ the spellcasting ability (spell save DC 13):\n\n**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**2/day\
      \ each:** [fireball](/Rules/Source/spells/fireball-xphb.md), [fly](/Rules/Source/spells/fly-xphb.md),\
      \ [fog cloud](/Rules/Source/spells/fog-cloud-xphb.md), [gust of wind](/Rules/Source/spells/gust-of-wind-xphb.md),\
      \ [lightning bolt](/Rules/Source/spells/lightning-bolt-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/hobgoblin-devastator-mpmm.webp"

Environment

forest, grassland, hill

Hobgoblin Iron Shadow

Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their foes.

An iron shadow is usually recruited from the ranks of the Feywild's hobgoblin armies or from among the hobgoblins who have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruit's training is complete, they are tasked with conducting assassinations and spy missions.

Hobgoblin Iron Shadow

Hobgoblin Iron Shadow

Source: Mordenkainen Presents: Monsters of the Multiverse p. 154

Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their foes.

An iron shadow is usually recruited from the ranks of the Feywild's hobgoblin armies or from among the hobgoblins who have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruit's training is complete, they are tasked with conducting assassinations and spy missions.

"name": "Hobgoblin Iron Shadow (MPMM)"
"size": "Medium"
"type": "fey"
"subtype": "goblinoid"
"alignment": "Typically  Lawful Neutral"
"ac": !!int "15"
"ac_class": "Unarmored Defense"
"hp": !!int "32"
"hit_dice": "5d8 + 10"
"modifier": !!int "3"
"stats":
  - !!int "14"
  - !!int "16"
  - !!int "15"
  - !!int "14"
  - !!int "15"
  - !!int "11"
"speed": "40 ft."
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+5"
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"gear":
  - "[dart](/Rules/Source/items/dart-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "Common, Goblin"
"cr": "2"
"traits":
  - "desc": "While the hobgoblin is wearing no armor and wielding no shield, its AC\
      \ includes its Wisdom modifier."
    "name": "Unarmored Defense"
"actions":
  - "desc": "The hobgoblin makes four attacks, each of which can be an Unarmed Strike\
      \ or a Dart attack. It can also use\n\nShadow Jaunt once, either before or after\
      \ one of the attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) bludgeoning damage."
    "name": "Unarmed Strike"
  - "desc": "*Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:*\
      \ 5 (1d4 + 3) piercing damage."
    "name": "Dart"
  - "desc": "The hobgoblin teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see. Both the space it leaves\
      \ and its destination must be in dim light or darkness."
    "name": "Shadow Jaunt"
  - "desc": "The hobgoblin casts one of the following spells, using Intelligence as\
      \ the spellcasting ability (spell save DC 12):\n\n**At will:** [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**1/day\
      \ each:** [charm person](/Rules/Source/spells/charm-person-xphb.md), [disguise\
      \ self](/Rules/Source/spells/disguise-self-xphb.md), [silent image](/Rules/Source/spells/silent-image-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/hobgoblin-iron-shadow-mpmm.webp"

Environment

forest, grassland, hill

Howler

A quote from Mordenkainen

Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear.

A far-off wail precedes the sight of a howler. Even at a distance, listeners' minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them.

These nightmare creatures are native to Pandemonium, but they can be found on most of the Lower Planes, where they are trained as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.

Howlers rely on speed, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy.

Howler

Howler

Source: Mordenkainen Presents: Monsters of the Multiverse p. 155

A quote from Mordenkainen

Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear.

A far-off wail precedes the sight of a howler. Even at a distance, listeners' minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them.

These nightmare creatures are native to Pandemonium, but they can be found on most of the Lower Planes, where they are trained as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.

Howlers rely on speed, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy.

"name": "Howler (MPMM)"
"size": "Large"
"type": "fiend"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "90"
"hit_dice": "12d10 + 24"
"modifier": !!int "3"
"stats":
  - !!int "17"
  - !!int "16"
  - !!int "15"
  - !!int "5"
  - !!int "14"
  - !!int "6"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "understands Abyssal but can't speak"
"cr": "8"
"traits":
  - "desc": "A howler has advantage on attack rolls against a creature if at least\
      \ one of the howler's allies is within 5 feet of the creature and the ally isn't\
      \ [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
"actions":
  - "desc": "The howler makes two Rending Bite attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is\
      \ [frightened](/Rules/Source/conditions.md#Frightened). This attack ignores\
      \ damage resistance."
    "name": "Rending Bite"
  - "desc": "The howler emits a keening howl in a 60-foot cone. Each creature in that\
      \ area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10) psychic\
      \ damage and be [frightened](/Rules/Source/conditions.md#Frightened) until the\
      \ end of the howler's next turn. While a creature is [frightened](/Rules/Source/conditions.md#Frightened)\
      \ in this way, its speed is halved, and it is [incapacitated](/Rules/Source/conditions.md#Incapacitated).\
      \ A target that successfully saves is immune to the Mind-Breaking Howl of all\
      \ howlers for the next 24 hours."
    "name": "Mind-Breaking Howl (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/howler-mpmm.webp"

Environment

desert, grassland, hill, underdark

Hutijin

Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.

Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.

Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.

Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.

Hutijin

Hutijin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 157

Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.

Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.

Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.

Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.

"name": "Hutijin (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "devil"
"alignment": "Lawful Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "200"
"hit_dice": "16d10 + 112"
"modifier": !!int "2"
"stats":
  - !!int "27"
  - !!int "15"
  - !!int "25"
  - !!int "23"
  - !!int "19"
  - !!int "25"
"speed": "30 ft., fly 60 ft."
"saves":
  - "dexterity": !!int "9"
  - "constitution": !!int "14"
  - "wisdom": !!int "11"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+14"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+11"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[mace](/Rules/Source/items/mace-xphb.md)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 21"
"languages": "all, telepathy 120 ft."
"cr": "21"
"traits":
  - "desc": "Each creature within 30 feet of Hutijin that isn't a devil makes saving\
      \ throws with disadvantage."
    "name": "Infernal Despair"
  - "desc": "If Hutijin fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Hutijin has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Hutijin regains 20 hit points at the start of his turn. If he takes radiant\
      \ damage, this trait doesn't function at the start of his next turn. Hutijin\
      \ dies only if he starts his turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "Hutijin makes one Bite attack, one Claw attack, one Mace attack, and\
      \ one Tail attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 15\
      \ (2d6 + 8) fire damage. The target must succeed on a DC 22 Constitution saving\
      \ throw or become [poisoned](/Rules/Source/conditions.md#Poisoned). While [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ in this way, the target can't regain hit points, and it takes 10 (3d6) poison\
      \ damage at the start of each of its turns. The [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 17\
      \ (2d8 + 8) cold damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 15\
      \ (2d6 + 8) force damage."
    "name": "Mace"
  - "desc": "*Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 19\
      \ (2d10 + 8) thunder damage."
    "name": "Tail"
  - "desc": "Hutijin teleports, along with any equipment he is wearing and carrying,\
      \ up to 120 feet to an unoccupied space he can see."
    "name": "Teleport"
  - "desc": "Hutijin casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 22):\n\n**At\
      \ will:** [alter self](/Rules/Source/spells/alter-self-xphb.md) (can become\
      \ Medium when changing his appearance), [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [hold monster](/Rules/Source/spells/hold-monster-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)\
      \ (self only), [lightning bolt](/Rules/Source/spells/lightning-bolt-xphb.md),\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md), [wall of fire](/Rules/Source/spells/wall-of-fire-xphb.md)\n\
      \n**3/day:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "In response to taking damage, Hutijin utters a dreadful word of power.\
      \ Each creature within 30 feet of him that isn't a devil must succeed on a DC\
      \ 22 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of him 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. A creature that\
      \ saves against this effect is immune to his Fearful Voice for 24 hours."
    "name": "Fearful Voice (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Hutijin can expend a use to take one of the following actions. Hutijin regains\
  \ all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Hutijin makes one Claw, Mace, or Tail attack."
    "name": "Attack"
  - "desc": "Hutijin uses Teleport."
    "name": "Teleport"
  - "desc": "Hutijin releases lightning in a 30-foot radius, blocked only by total\
      \ cover. All other creatures in that area must each make a DC 22 Dexterity saving\
      \ throw, taking 18 (4d8) lightning damage on a failed save, or half as much\
      \ damage on a successful one."
    "name": "Lightning Storm (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/hutijin-mpmm.webp"

^statblock

Hydroloth

Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps.

For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements.

Hydroloth

Hydroloth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 158

Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps.

For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements.

"name": "Hydroloth (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "yugoloth"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"hp": !!int "135"
"hit_dice": "18d8 + 54"
"modifier": !!int "5"
"stats":
  - !!int "12"
  - !!int "21"
  - !!int "16"
  - !!int "19"
  - !!int "10"
  - !!int "14"
"speed": "20 ft., swim 40 ft."
"skillsaves":
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+4"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"damage_vulnerabilities": "fire"
"damage_resistances": "cold; lightning; bludgeoning, piercing, slashing from nonmagical\
  \ attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 14"
"languages": "Abyssal, Infernal, telepathy 60 ft."
"cr": "9"
"traits":
  - "desc": "The hydroloth can breathe air and water."
    "name": "Amphibious"
  - "desc": "The hydroloth has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "The hydroloth is immune to the waters of the River Styx, as well as any\
      \ effect that would steal or modify its memories or detect or read its thoughts."
    "name": "Secure Memory"
  - "desc": "While submerged in liquid, the hydroloth has advantage on attack rolls."
    "name": "Watery Advantage"
"actions":
  - "desc": "The hydroloth makes two Bite or Claw attacks. It can replace one attack\
      \ with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 16\
      \ (2d10 + 5) force damage plus 9 (2d10) psychic damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14\
      \ (2d8 + 5) force damage plus 9 (2d10) psychic damage."
    "name": "Claw"
  - "desc": "The hydroloth targets one creature it can see within 60 feet of it. The\
      \ target takes 14 (4d6) psychic damage, and it must make a DC 16 Intelligence\
      \ saving throw. On a successful save, the target becomes immune to this hydroloth's\
      \ Steal Memory for 24 hours. On a failed save, the target loses all proficiencies;\
      \ it can't cast spells; it can't understand language; and if its Intelligence\
      \ and Charisma scores are higher than 5, they become 5. Each time the target\
      \ finishes a long rest, it can repeat the saving throw, ending the effect on\
      \ itself on a success. A [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md)\
      \ or [remove curse](/Rules/Source/spells/remove-curse-xphb.md) spell cast on\
      \ the target ends this effect early."
    "name": "Steal Memory (1/Day)"
  - "desc": "The hydroloth teleports, along with any equipment it is wearing or carrying,\
      \ up to 60 feet to an unoccupied space it can see."
    "name": "Teleport"
  - "desc": "The hydroloth casts one of the following spells, requiring no material\
      \ components and using Intelligence as the spellcasting ability (spell save\
      \ DC 16):\n\n**At will:** [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md) (self only)\n\n\
      **3/day each:** [control water](/Rules/Source/spells/control-water-xphb.md),\
      \ [crown of madness](/Rules/Source/spells/crown-of-madness-xphb.md), [fear](/Rules/Source/spells/fear-xphb.md),\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/hydroloth-mpmm.webp"

^statblock

Juiblex

Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.

A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.

Cultists of Juiblex

Note

See the Cult of Juiblex entry.

Juiblex's Lair. Juiblex's principal lair is known as the Slime Pits, a realm that Juiblex shares with Zuggtmoy (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze at Juiblex's command.

Juiblex's challenge rating is 24 (62,000 XP) when encountered in its lair.

Juiblex

Juiblex

Source: Mordenkainen Presents: Monsters of the Multiverse p. 160

Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.

A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.

Cultists of Juiblex

Note

See the Cult of Juiblex entry.

Juiblex's Lair

Juiblex's principal lair is known as the Slime Pits, a realm that Juiblex shares with Zuggtmoy (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze at Juiblex's command.

Juiblex's challenge rating is 24 (62,000 XP) when encountered in its lair.

"name": "Juiblex (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "350"
"hit_dice": "28d12 + 168"
"modifier": !!int "0"
"stats":
  - !!int "24"
  - !!int "10"
  - !!int "23"
  - !!int "20"
  - !!int "20"
  - !!int "16"
"speed": "30 ft., climb 30 ft."
"saves":
  - "dexterity": !!int "7"
  - "constitution": !!int "13"
  - "wisdom": !!int "12"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+12"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "acid; poison; bludgeoning, piercing, slashing that is nonmagical"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
  \ [deafened](/Rules/Source/conditions.md#Deafened), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained), [stunned](/Rules/Source/conditions.md#Stunned),\
  \ [unconscious](/Rules/Source/conditions.md#Unconscious)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 22"
"languages": "all, telepathy 120 ft."
"cr": "23"
"traits":
  - "desc": "Any creature other than an Ooze that starts its turn within 10 feet of\
      \ Juiblex must succeed on a DC 21 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ until the start of the creature's next turn."
    "name": "Foul"
  - "desc": "If Juiblex fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Juiblex has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Juiblex regains 20 hit points at the start of its turn. If it takes fire\
      \ or radiant damage, this trait doesn't function at the start of its next turn.\
      \ Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
  - "desc": "Juiblex can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "Juiblex makes three Acid Lash attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +14 to hit, reach 10 ft. or range 60/120\
      \ ft., one target. *Hit:* 21 (4d6 + 7) acid damage. Any creature killed by this\
      \ attack is drawn into Juiblex's body, where the corpse is dissolved after 1\
      \ minute."
    "name": "Acid Lash"
  - "desc": "Juiblex spews out a corrosive slime, targeting one creature that it can\
      \ see within 60 feet of it. The target must succeed on a DC 21 Dexterity saving\
      \ throw or take 55 (10d10) acid damage. Unless the target avoids taking all\
      \ of this damage, any metal armor worn by the target takes a permanent −1 penalty\
      \ to the AC it offers, and any metal weapon the target is carrying or wearing\
      \ takes a permanent −1 penalty to damage rolls. The penalty worsens each time\
      \ a target is subjected to this effect. If the penalty on an object drops to\
      \ −5, the object is destroyed. The penalty on an object can be removed by the\
      \ [mending](/Rules/Source/spells/mending-xphb.md) spell."
    "name": "Eject Slime (Recharge 5-6)"
  - "desc": "Juiblex casts one of the following spells, requiring no material components\
      \ and using Wisdom as the spellcasting ability (spell save DC 20):\n\n**At will:**\
      \ [detect magic](/Rules/Source/spells/detect-magic-xphb.md)\n\n**3/day each:**\
      \ [contagion](/Rules/Source/spells/contagion-xphb.md), [gaseous form](/Rules/Source/spells/gaseous-form-xphb.md)"
    "name": "Spellcasting"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Juiblex can take one\
      \ of the following lair actions; it can't take the same lair action two rounds\
      \ in a row:\n\n- **Green Slime.** A [green slime](/Rules/Source/traps-hazards/green-slime-xdmg.md)\
      \ (see the \"Dungeon Master's Guide\") appears on a spot on the ceiling that\
      \ Juiblex chooses within the lair. The slime disintegrates after 1 hour.  \n\
      - **Slippery Slime.** Juiblex slimes a square area of ground it can see within\
      \ the lair. The area can be up to 10 feet on a side. When the slime appears,\
      \ each creature on it must succeed on a DC 21 Dexterity saving throw or fall\
      \ [prone](/Rules/Source/conditions.md#Prone) and slide 10 feet in a random direction\
      \ determined by a d8 roll. When a creature enters the area for the first time\
      \ on a turn or ends its turn there, that creature must make the same save. \
      \ \n\n    The slime lasts for 1 hour or until it is burned away with fire. If\
      \ the slime is set on fire, it burns away after 1 round. Any creature that starts\
      \ its turn in the burning slime takes 22 (4d10) fire damage.  \n- **Sticky Slime.**\
      \ Juiblex slimes a square area of ground it can see within the lair. The area\
      \ can be up to 10 feet on a side. When the slime appears, each creature in that\
      \ area must succeed on a DC 21 Strength saving throw or become [restrained](/Rules/Source/conditions.md#Restrained).\
      \ When a creature enters the area for the first time on a turn or ends its turn\
      \ there, that creature must make the same save.  \n\n    A [restrained](/Rules/Source/conditions.md#Restrained)\
      \ creature is stuck as long as it remains in the slimy area or until it breaks\
      \ free. The [restrained](/Rules/Source/conditions.md#Restrained) creature, or\
      \ another creature that can reach it, can use its action to try to break free\
      \ and must succeed on a DC 21 Strength check. The slime lasts for 1 hour or\
      \ until it is burned away with fire. If the slime is set on fire, it burns away\
      \ after 1 round. Any creature that starts its turn in the burning slime takes\
      \ 22 (4d10) fire damage.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Juiblex's lair is warped by its magic, creating\
      \ one or more of the following effects:\n\n- **Acidic Water.** Small bodies\
      \ of water, such as ponds or wells, within 1 mile of the lair turn highly acidic,\
      \ corroding any object that touches them.  \n- **Corrupted Nature.** Within\
      \ 6 miles of the lair, all Wisdom ([Medicine](/Rules/Source/skills.md#Medicine))\
      \ and Wisdom ([Survival](/Rules/Source/skills.md#Survival)) checks have disadvantage.\
      \  \n- **Slime.** Surfaces within 6 miles of the lair are frequently covered\
      \ by a thin film of slime, which is slick and sticks to anything that touches\
      \ it.  \n\nIf Juiblex dies, these effects fade over the course of 1d10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Juiblex can expend a use to take one of the following actions. Juiblex regains\
  \ all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Juiblex makes one Acid Lash attack."
    "name": "Attack"
  - "desc": "*Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:*\
      \ 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped\
      \ off with an action, the target is [poisoned](/Rules/Source/conditions.md#Poisoned),\
      \ and any creature, other than an Ooze, is [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ while within 10 feet of the target."
    "name": "Corrupting Touch (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/juiblex-mpmm.webp"

^statblock

Ki-rin

Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil.

Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair appear to blaze with a holy, golden fire.

Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.

In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death.

Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations.

Lair of Luxury. On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master's cause, out to defeat villainy wherever it is found.

When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries.

Ki-rin

Ki-rin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 162

Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil.

Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair appear to blaze with a holy, golden fire.

Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.

In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death.

Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations.

Lair of Luxury

On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master's cause, out to defeat villainy wherever it is found.

When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries.

"name": "Ki-rin (MPMM)"
"size": "Large"
"type": "celestial"
"alignment": "Typically  Lawful Good"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "153"
"hit_dice": "18d10 + 54"
"modifier": !!int "3"
"stats":
  - !!int "21"
  - !!int "16"
  - !!int "16"
  - !!int "19"
  - !!int "20"
  - !!int "20"
"speed": "60 ft., fly 120 ft. (hover)"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+9"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+9"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+8"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., [truesight](/Rules/Source/senses.md#Truesight)\
  \ 30 ft., passive Perception 19"
"languages": "all, telepathy 120 ft."
"cr": "12"
"traits":
  - "desc": "If the ki-rin fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The ki-rin has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The ki-rin makes two Hoof attacks and one Horn attack, or it makes two\
      \ Sacred Fire attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 10\
      \ (2d4 + 5) force damage."
    "name": "Hoof"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14\
      \ (2d8 + 5) radiant damage."
    "name": "Horn"
  - "desc": "*Ranged Spell Attack:* +9 to hit, range 120 ft., one target. *Hit:* 18\
      \ (3d8 + 5) radiant damage."
    "name": "Sacred Fire"
  - "desc": "The ki-rin casts one of the following spells, requiring no material components\
      \ and using Wisdom as the spellcasting ability (spell save DC 17):\n\n**At will:**\
      \ [light](/Rules/Source/spells/light-xphb.md), [major image](/Rules/Source/spells/major-image-xphb.md)\
      \ (6th-level version), [thaumaturgy](/Rules/Source/spells/thaumaturgy-xphb.md)\n\
      \n**3/day each:** [cure wounds](/Rules/Source/spells/cure-wounds-xphb.md), [dispel\
      \ magic](/Rules/Source/spells/dispel-magic-xphb.md), [lesser restoration](/Rules/Source/spells/lesser-restoration-xphb.md),\
      \ [sending](/Rules/Source/spells/sending-xphb.md)\n\n**1/day each:** [banishment](/Rules/Source/spells/banishment-xphb.md),\
      \ [calm emotions](/Rules/Source/spells/calm-emotions-xphb.md), [create food\
      \ and water](/Rules/Source/spells/create-food-and-water-xphb.md), [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md),\
      \ [plane shift](/Rules/Source/spells/plane-shift-xphb.md), [protection from\
      \ evil and good](/Rules/Source/spells/protection-from-evil-and-good-xphb.md),\
      \ [revivify](/Rules/Source/spells/revivify-xphb.md), [wind walk](/Rules/Source/spells/wind-walk-xphb.md)"
    "name": "Spellcasting"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), a kirin can take one\
      \ of the following lair actions, and it must finish a long rest before taking\
      \ the chosen lair action again:\n\n- **Create Comforts.** The ki-rin conjures\
      \ up one or more permanent objects made of soft, plant-based material—including\
      \ manufactured objects like pillows, rope, blankets, and clothing—that can collectively\
      \ fill no more than a 20-foot cube. The objects materialize 1 minute later in\
      \ unoccupied spaces of the ki-rin's choice on the floor of the lair.  \n- **Create\
      \ Stone and Metal.** The ki-rin conjures up one or more temporary objects made\
      \ of stone or metal that can collectively fill no more than a 2-foot cube. The\
      \ objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice\
      \ on the floor of the lair, and the objects vanish after 1 hour.  \n- **Create\
      \ Wood.** The ki-rin conjures up one or more permanent objects made of wood,\
      \ or similarly hard plant-based material, that can collectively fill no more\
      \ than a 10-foot cube. The objects materialize 1 minute later in unoccupied\
      \ spaces of the ki-rin's choice on the floor of the lair.  "
    "name": ""
"regional_effects":
  - "desc": "A ki-rin's Celestial nature transforms the region around its lair. Any\
      \ of the following magical effects is possible for travelers to encounter in\
      \ the vicinity:\n\n- **Blessed Nature.** Beasts, Plants, and Celestials within\
      \ 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized\
      \ form. Such creatures are rarely aggressive toward others that aren't normally\
      \ prey.  \n- **Controlled Weather.** A ki-rin can cast [control weather](/Rules/Source/spells/control-weather-xphb.md)\
      \ while it is within 3 miles of its lair. The spell's point of origin is always\
      \ the point outdoors closest to the center of its lair. The ki-rin doesn't need\
      \ to maintain a clear path to the sky or to concentrate for the change in weather\
      \ to persist.  \n- **Pure Waters.** Water flows pure within 3 miles of a ki-rin's\
      \ lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.\
      \  \n- **Realm of Respite.** Curses, diseases, and poisons on creatures are\
      \ suppressed when those creatures are within 3 miles of the lair, unless the\
      \ creatures are Aberrations, Fiends, or Undead.  \n- **Safe Descents.** Within\
      \ 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin\
      \ or its allies. Such creatures descend at a rate of 60 feet per round and take\
      \ no falling damage. Aberrations, Fiends, and Undead don't gain this benefit,\
      \ falling as normal.  \n\nWhen the ki-rin dies, all these effects disappear\
      \ immediately, although the invigorating effect on flora and fauna remains for\
      \ 3 years."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the ki-rin can expend a use to take one of the following actions. The ki-rin\
  \ regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The ki-rin moves up to half its speed without provoking [opportunity\
      \ attacks](/Rules/Source/actions.md#Opportunity%20Attack)."
    "name": "Move"
  - "desc": "The ki-rin makes one Hoof, Horn, or Sacred Fire attack."
    "name": "Smite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/celestial/token/ki-rin-mpmm.webp"

Environment

coastal, desert, grassland, mountain

Kobold Dragonshield

A quote from Mordenkainen

Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I'd say kobolds are proof of the universe's most fundamental lesson: there is always something bigger than you.

Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. In either case, a dragonshield is skilled at hand-to-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights.

Dragonshields know they have a place of honor among those who venerate dragons, but—being kobolds at heart—most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle.

Kobold Dragonshield

Kobold Dragonshield

Source: Mordenkainen Presents: Monsters of the Multiverse p. 163

A quote from Mordenkainen

Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I'd say kobolds are proof of the universe's most fundamental lesson: there is always something bigger than you.

Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. In either case, a dragonshield is skilled at hand-to-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights.

Dragonshields know they have a place of honor among those who venerate dragons, but—being kobolds at heart—most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle.

"name": "Kobold Dragonshield (MPMM)"
"size": "Small"
"type": "dragon"
"alignment": "Any alignment"
"ac": !!int "15"
"ac_class": "[leather](/Rules/Source/items/leather-armor-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "44"
"hit_dice": "8d6 + 16"
"modifier": !!int "2"
"stats":
  - !!int "12"
  - !!int "15"
  - !!int "14"
  - !!int "8"
  - !!int "9"
  - !!int "10"
"speed": "20 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+1"
"damage_resistances": "see Dragon's Resistance below"
"gear":
  - "[spear](/Rules/Source/items/spear-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "Common, Draconic"
"cr": "1"
"traits":
  - "desc": "The kobold has resistance to a type of damage based on the color of dragon\
      \ that invested it with power (choose or roll a d10): 1–2, acid (black or copper);\
      \ 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning\
      \ (blue or bronze); 9–10, poison (green)."
    "name": "Dragon's Resistance"
  - "desc": "If the kobold is [frightened](/Rules/Source/conditions.md#Frightened)\
      \ or [paralyzed](/Rules/Source/conditions.md#Paralyzed) by an effect that allows\
      \ a saving throw, it can repeat the save at the start of its turn to end the\
      \ effect on itself and all kobolds within 30 feet of it. Any kobold that benefits\
      \ from this trait (including the dragonshield) has advantage on its next attack\
      \ roll."
    "name": "Heart of the Dragon"
  - "desc": "The kobold has advantage on an attack roll against a creature if at least\
      \ one of the kobold's allies is within 5 feet of the creature and the ally isn't\
      \ [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
  - "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The kobold makes two Spear attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing\
      \ damage if used with two hands to make a melee attack."
    "name": "Spear"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/dragon/token/kobold-dragonshield-mpmm.webp"

Environment

forest, hill, mountain, underdark

Kobold Inventor

Kobold Inventor

Kobold Inventor

Source: Mordenkainen Presents: Monsters of the Multiverse p. 164

A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don't have to be lethal—often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe.

"name": "Kobold Inventor (MPMM)"
"size": "Small"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"hp": !!int "13"
"hit_dice": "3d6 + 3"
"modifier": !!int "2"
"stats":
  - !!int "7"
  - !!int "15"
  - !!int "12"
  - !!int "14"
  - !!int "10"
  - !!int "8"
"speed": "30 ft."
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
  - "[sling](/Rules/Source/items/sling-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Common, Draconic"
"cr": "1/4"
"traits":
  - "desc": "The kobold has advantage on an attack roll against a creature if at least\
      \ one of the kobold's allies is within 5 feet of the creature and the ally isn't\
      \ [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
  - "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "*Melee  or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 4 (1d4 + 2) piercing damage."
    "name": "Dagger"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:*\
      \ 4 (1d4 + 2) bludgeoning damage."
    "name": "Sling"
  - "desc": "The kobold uses one of the following options (choose one or roll a d8);\
      \ the kobold can use each one no more than once per day:\n\n- **1 Acid.** The\
      \ kobold hurls a [flask of acid](/Rules/Source/items/acid-xphb.md). *Ranged\
      \ Weapon Attack:* +4 to hit, range 5/20 ft., one target. *Hit:* 7 (2d6) acid\
      \ damage.  \n- **2 Alchemist's Fire.** The kobold throws a [flask of alchemist's\
      \ fire](/Rules/Source/items/alchemists-fire-xphb.md). *Ranged Weapon Attack:*\
      \ +4 to hit, range 5/20 ft., one target. *Hit:* 2 (1d4) fire damage at the start\
      \ of each of the target's turns. The target can end this damage by using its\
      \ action to make a DC 10 Dexterity check to extinguish the flames.  \n- **3\
      \ Basket of Centipedes.** The kobold throws a small basket into a 5-foot-square\
      \ space within 20 feet of it. A [swarm of insects (centipedes)](/Rules/Source/bestiary/beast/swarm-of-insects-xmm.md)\
      \ with 11 hit points emerges from the basket and rolls initiative. At the end\
      \ of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.\
      \  \n- **4 Green Slime Pot.** The kobold throws a clay pot full of green slime\
      \ at the target, and it breaks open on impact. *Ranged Weapon Attack:* +4 to\
      \ hit, range 5/20 ft., one target. *Hit:* 5 (1d10) acid damage, and the target\
      \ is covered in slime until a creature uses its action to scrape or wash the\
      \ slime off. A target covered in the slime takes 5 (1d10) acid damage at the\
      \ start of each of its turns.  \n- **5 Rot Grub Pot.** The kobold throws a clay\
      \ pot into a 5-foot-square space within 20 feet of it, and it breaks open on\
      \ impact. A [swarm of rot grubs](/Rules/Source/bestiary/beast/swarm-of-rot-grubs-mpmm.md)\
      \ (in this book) emerges from the shattered pot and remains a hazard in that\
      \ square.  \n- **6 Scorpion on a Stick.** The kobold makes a melee attack with\
      \ a [scorpion](/Rules/Source/bestiary/beast/scorpion-xmm.md) tied to the end\
      \ of a 5-foot-long pole. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one\
      \ target. *Hit:* 1 piercing damage, and the target must make a DC 9 Constitution\
      \ saving throw, taking 4 (1d8) poison damage on a failed save, or half as much\
      \ damage on a successful one.  \n- **7 Skunk in a Cage.** The kobold releases\
      \ a skunk into an unoccupied space within 5 feet of it. The skunk has a walking\
      \ speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative\
      \ and, on its turn, uses its action to spray musk at a random creature within\
      \ 5 feet of it. The target must succeed on a DC 9 Constitution saving throw,\
      \ or it retches and is [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ 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. A creature that doesn't\
      \ need to breathe or is immune to poison automatically succeeds on the saving\
      \ throw. Once the skunk has sprayed its musk, it can't do so again until it\
      \ finishes a short or long rest.  \n- **8 Wasp Nest in a Bag.** The kobold throws\
      \ a small bag into a 5-foot-square space within 20 feet of it. A [swarm of insects\
      \ (wasps)](/Rules/Source/bestiary/beast/swarm-of-insects-xmm.md) with 11 hit\
      \ points emerges from the bag and rolls initiative. At the end of each of the\
      \ swarm's turns, there's a 50 percent chance that the swarm disperses.  "
    "name": "Weapon Invention"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/kobold-inventor-mpmm.webp"

Environment

forest, hill, mountain, underdark, urban

Kobold Scale Sorcerer

Kobold Scale Sorcerer

Kobold Scale Sorcerer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 165

Kobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with colorful magic.

A scale sorcerer who resides in or near a dragon's lair may serve as that dragon's diplomat and mouthpiece—anticipating the dragon's needs, issuing commands to others on the dragon's behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office. Scale sorcerers are just as awed by and respectful of dragons as others who venerate these mighty creatures, but they know that duty requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became angry or displeased, so they frantically maintain a balance between adoration and terror in their behavior toward their master.

"name": "Kobold Scale Sorcerer (MPMM)"
"size": "Small"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "27"
"hit_dice": "5d6 + 10"
"modifier": !!int "2"
"stats":
  - !!int "7"
  - !!int "15"
  - !!int "14"
  - !!int "10"
  - !!int "9"
  - !!int "14"
"speed": "30 ft."
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+2"
  - "name": "[Medicine](/Rules/Source/skills.md#Medicine)"
    "desc": "+1"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 9"
"languages": "Common, Draconic"
"cr": "1"
"traits":
  - "desc": "The kobold has advantage on an attack roll against a creature if at least\
      \ one of the kobold's allies is within 5 feet of the creature and the ally isn't\
      \ [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
  - "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well\
      \ as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks that\
      \ rely on sight."
    "name": "Sunlight Sensitivity"
"actions":
  - "desc": "The kobold makes two Dagger or Chromatic Bolt attacks. It can replace\
      \ one attack with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 4 (1d4 + 2) piercing damage."
    "name": "Dagger"
  - "desc": "*Ranged Spell Attack:* +4 to hit, range 60 feet, one target. *Hit:* 9\
      \ (2d6 + 2) of a type of the kobold's choice: acid, cold, fire, lightning, poison,\
      \ or thunder."
    "name": "Chromatic Bolt"
  - "desc": "The kobold casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 12):\n\n**At\
      \ will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**2/day each:** [charm person](/Rules/Source/spells/charm-person-xphb.md),\
      \ [fog cloud](/Rules/Source/spells/fog-cloud-xphb.md), [levitate](/Rules/Source/spells/levitate-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/kobold-scale-sorcerer-mpmm.webp"

Environment

forest, hill, mountain, underdark, urban

Korred

Korreds are unpredictable, secretive Fey with strong ties to earth and stone. Because of their magical hair and mystical understanding of minerals, they are sought after by treasure-hunting dwarves and others who desire wealth beneath the earth.

Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr. They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining.

Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, and swim through rock. They also gain supernatural strength just from standing on the ground.

Magical Hair. Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of this magical hair, then twist the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission.

Korred

Korred

Source: Mordenkainen Presents: Monsters of the Multiverse p. 166

Korreds are unpredictable, secretive Fey with strong ties to earth and stone. Because of their magical hair and mystical understanding of minerals, they are sought after by treasure-hunting dwarves and others who desire wealth beneath the earth.

Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr. They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining.

Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, and swim through rock. They also gain supernatural strength just from standing on the ground.

Magical Hair

Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of this magical hair, then twist the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission.

"name": "Korred (MPMM)"
"size": "Small"
"type": "fey"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "93"
"hit_dice": "11d6 + 55"
"modifier": !!int "2"
"stats":
  - !!int "23"
  - !!int "14"
  - !!int "20"
  - !!int "10"
  - !!int "15"
  - !!int "9"
"speed": "30 ft., burrow 30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+9"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"gear":
  - "[greatclub](/Rules/Source/items/greatclub-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., tremorsense 120\
  \ ft., passive Perception 15"
"languages": "Dwarvish, Gnomish, Sylvan, Terran, Undercommon"
"cr": "7"
"traits":
  - "desc": "The korred has advantage on Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ checks made to hide in rocky terrain."
    "name": "Stone Camouflage"
"actions":
  - "desc": "The korred makes two Greatclub or Rock attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred\
      \ is on the ground."
    "name": "Greatclub"
  - "desc": "*Ranged Weapon Attack:* +9 to hit, range 60/120 ft., one target. *Hit:*\
      \ 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the\
      \ korred is on the ground."
    "name": "Rock"
  - "desc": "The korred casts one of the following spells, requiring no spell components\
      \ and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**At will:**\
      \ [commune with nature](/Rules/Source/spells/commune-with-nature-xphb.md) (as\
      \ an action), [meld into stone](/Rules/Source/spells/meld-into-stone-xphb.md),\
      \ [stone shape](/Rules/Source/spells/stone-shape-xphb.md)\n\n**1/day:** [Otto's\
      \ irresistible dance](/Rules/Source/spells/ottos-irresistible-dance-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The korred has at least one 50-foot-long rope woven out of its hair.\
      \ The korred commands one such rope within 30 feet of it to move up to 20 feet\
      \ and entangle a Large or smaller creature that the korred can see. The target\
      \ must succeed on a DC 13 Dexterity saving throw or become [grappled](/Rules/Source/conditions.md#Grappled)\
      \ by the rope (escape DC 13). Until this grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained).\
      \ The korred can use a bonus action to release the target, which is also freed\
      \ if the korred dies or becomes [incapacitated](/Rules/Source/conditions.md#Incapacitated).\n\
      \nA rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point\
      \ at the start of each of the korred's turns while the rope has at least 1 hit\
      \ point and the korred is alive. If the rope drops to 0 hit points, it is destroyed."
    "name": "Command Hair"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/korred-mpmm.webp"

Environment

forest

Kraken Priest

A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.

Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how their reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements.

Kraken Priest

Kraken Priest

Source: Mordenkainen Presents: Monsters of the Multiverse p. 167

A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.

Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how their reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements.

"name": "Kraken Priest (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "0"
"stats":
  - !!int "12"
  - !!int "10"
  - !!int "16"
  - !!int "10"
  - !!int "15"
  - !!int "14"
"speed": "30 ft., swim 30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"senses": "passive Perception 15"
"languages": "any two languages"
"cr": "5"
"traits":
  - "desc": "The priest can breathe air and water."
    "name": "Amphibious"
"actions":
  - "desc": "The priest makes two Thunderous Touch or Thunderbolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Spell Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 27 (5d10)\
      \ thunder damage."
    "name": "Thunderous Touch"
  - "desc": "*Ranged Spell Attack:* +5 to hit, range 60 ft., one target. *Hit:* 11\
      \ (2d10) lightning damage plus 11 (2d10) thunder damage, and the target is knocked\
      \ [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Thunderbolt"
  - "desc": "A kraken speaks through the priest with a thunderous voice audible within\
      \ 300 feet. Creatures of the priest's choice that can hear the kraken's words\
      \ (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC\
      \ 14 Wisdom saving throw or be [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the priest for 1 minute. A [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success."
    "name": "Voice of the Kraken (Recharges after a Short or Long Rest)"
  - "desc": "The priest casts one of the following spells, requiring no material components\
      \ and using Wisdom as the spellcasting ability (spell save DC 13):\n\n**At will:**\
      \ [command](/Rules/Source/spells/command-xphb.md), [create or destroy water](/Rules/Source/spells/create-or-destroy-water-xphb.md)\n\
      \n**3/day each:** [control water](/Rules/Source/spells/control-water-xphb.md),\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md), [water breathing](/Rules/Source/spells/water-breathing-xphb.md),\
      \ [water walk](/Rules/Source/spells/water-walk-xphb.md)\n\n**1/day:** [Evard's\
      \ black tentacles](/Rules/Source/spells/evards-black-tentacles-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/kraken-priest-mpmm.webp"

Environment

coastal, underwater

Kruthiks

Kruthiks

A quote from Mordenkainen

Imagine a hive of ants the size of horses, but the ants are wearing armor.

A quote from Mordenkainen

Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies.

Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.

Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.

In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.

Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.

Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.

Young Kruthik

Young Kruthik

Source: Mordenkainen Presents: Monsters of the Multiverse p. 168

Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless and rarely stray far from the nest. They feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves.

Kruthiks

A quote from Mordenkainen

Imagine a hive of ants the size of horses, but the ants are wearing armor.

A quote from Mordenkainen

Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies.

Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.

Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.

In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.

Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.

Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.

"name": "Young Kruthik (MPMM)"
"size": "Small"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "9"
"hit_dice": "2d6 + 2"
"modifier": !!int "3"
"stats":
  - !!int "13"
  - !!int "16"
  - !!int "13"
  - !!int "4"
  - !!int "10"
  - !!int "6"
"speed": "30 ft., burrow 10 ft., climb 30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 30 ft., tremorsense 60\
  \ ft., passive Perception 14"
"languages": "Kruthik"
"cr": "1/8"
"traits":
  - "desc": "The kruthik has advantage on an attack roll against a creature if at\
      \ least one of the kruthik's allies is within 5 feet of the creature and the\
      \ ally isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
  - "desc": "The kruthik can burrow through solid rock at half its burrowing speed\
      \ and leaves a 2½-foot-diameter tunnel in its wake."
    "name": "Tunneler"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) piercing damage."
    "name": "Stab"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/young-kruthik-mpmm.webp"

Environment

desert, mountain, underdark

Adult Kruthik

Adult Kruthik

Source: Mordenkainen Presents: Monsters of the Multiverse p. 169

It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years.

Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.

Kruthiks

A quote from Mordenkainen

Imagine a hive of ants the size of horses, but the ants are wearing armor.

A quote from Mordenkainen

Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies.

Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.

Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.

In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.

Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.

Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.

"name": "Adult Kruthik (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "39"
"hit_dice": "6d8 + 12"
"modifier": !!int "3"
"stats":
  - !!int "15"
  - !!int "16"
  - !!int "15"
  - !!int "7"
  - !!int "12"
  - !!int "8"
"speed": "40 ft., burrow 20 ft., climb 40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., tremorsense 60\
  \ ft., passive Perception 15"
"languages": "Kruthik"
"cr": "2"
"traits":
  - "desc": "The kruthik has advantage on an attack roll against a creature if at\
      \ least one of the kruthik's allies is within 5 feet of the creature and the\
      \ ally isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
  - "desc": "The kruthik can burrow through solid rock at half its burrowing speed\
      \ and leaves a 5-foot-diameter tunnel in its wake."
    "name": "Tunneler"
"actions":
  - "desc": "The kruthik makes two Stab or Spike attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) piercing damage."
    "name": "Stab"
  - "desc": "*Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:*\
      \ 5 (1d4 + 3) piercing damage."
    "name": "Spike"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/adult-kruthik-mpmm.webp"

Environment

desert, mountain, underdark

Kruthik Hive Lord

Kruthik Hive Lord

Source: Mordenkainen Presents: Monsters of the Multiverse p. 169

A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards.

Kruthiks

A quote from Mordenkainen

Imagine a hive of ants the size of horses, but the ants are wearing armor.

A quote from Mordenkainen

Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies.

Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.

Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.

In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.

Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.

Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.

"name": "Kruthik Hive Lord (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "102"
"hit_dice": "12d10 + 36"
"modifier": !!int "3"
"stats":
  - !!int "19"
  - !!int "16"
  - !!int "17"
  - !!int "10"
  - !!int "14"
  - !!int "10"
"speed": "40 ft., burrow 20 ft., climb 40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., tremorsense 60\
  \ ft., passive Perception 18"
"languages": "Kruthik"
"cr": "5"
"traits":
  - "desc": "The kruthik has advantage on an attack roll against a creature if at\
      \ least one of the kruthik's allies is within 5 feet of the creature and the\
      \ ally isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Pack Tactics"
  - "desc": "The kruthik can burrow through solid rock at half its burrowing speed\
      \ and leaves a 10-foot-diameter tunnel in its wake."
    "name": "Tunneler"
"actions":
  - "desc": "The kruthik makes two Stab or Spike attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 9\
      \ (1d10 + 4) piercing damage."
    "name": "Stab"
  - "desc": "*Ranged Weapon Attack:* +6 to hit, range 30/120 ft., one target. *Hit:*\
      \ 7 (1d6 + 4) piercing damage."
    "name": "Spike"
  - "desc": "The kruthik sprays acid in a 15-foot cone. Each creature in that area\
      \ must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on\
      \ a failed save, or half as much damage on a successful one."
    "name": "Acid Spray (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/kruthik-hive-lord-mpmm.webp"

Environment

desert, mountain, underdark

Leucrotta

A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death.

The first leucrottas came into being alongside some gnolls during the rampages of Yeenoghu on the Material Plane. While many of the hyenas that ate Yeenoghu's kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these.

As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu—particularly his gnoll followers—view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim.

A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.

A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat.

Leucrotta

Leucrotta

Source: Mordenkainen Presents: Monsters of the Multiverse p. 170

A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death.

The first leucrottas came into being alongside some gnolls during the rampages of Yeenoghu on the Material Plane. While many of the hyenas that ate Yeenoghu's kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these.

As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu—particularly his gnoll followers—view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim.

A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.

A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat.

"name": "Leucrotta (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "67"
"hit_dice": "9d10 + 18"
"modifier": !!int "2"
"stats":
  - !!int "18"
  - !!int "14"
  - !!int "15"
  - !!int "9"
  - !!int "12"
  - !!int "6"
"speed": "50 ft."
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+2"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "Abyssal, Gnoll"
"cr": "3"
"traits":
  - "desc": "The leucrotta can mimic Beast sounds and Humanoid voices. A creature\
      \ that hears the sounds can tell they are imitations only with a successful\
      \ DC 14 Wisdom ([Insight](/Rules/Source/skills.md#Insight)) check."
    "name": "Mimicry"
  - "desc": "Any creature other than a leucrotta or gnoll that starts its turn within\
      \ 5 feet of the leucrotta must succeed on a DC 12 Constitution saving throw\
      \ or be [poisoned](/Rules/Source/conditions.md#Poisoned) until the start of\
      \ the creature's next turn. On a successful saving throw, the creature is immune\
      \ to the Stench of all leucrottas for 1 hour."
    "name": "Stench"
"actions":
  - "desc": "The leucrotta makes one Bite attack and one Hooves attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the\
      \ damage dice three times, instead of twice."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) bludgeoning damage."
    "name": "Hooves"
"bonus_actions":
  - "desc": "Immediately after the leucrotta makes a Hooves attack, it takes the [Disengage](/Rules/Source/actions.md#Disengage)\
      \ action."
    "name": "Kicking Retreat"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/leucrotta-mpmm.webp"

Environment

desert, grassland

Leviathan

A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean's depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent.

Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to drown themselves in the elemental's waters.

Leviathan

Leviathan

Source: Mordenkainen Presents: Monsters of the Multiverse p. 171

A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean's depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent.

Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to drown themselves in the elemental's waters.

"name": "Leviathan (MPMM)"
"size": "Gargantuan"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "17"
"hp": !!int "328"
"hit_dice": "16d20 + 160"
"modifier": !!int "7"
"stats":
  - !!int "27"
  - !!int "24"
  - !!int "30"
  - !!int "2"
  - !!int "18"
  - !!int "17"
"speed": "40 ft., swim 120 ft."
"saves":
  - "wisdom": !!int "10"
  - "charisma": !!int "9"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": ""
"cr": "20"
"traits":
  - "desc": "If the leviathan fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "If the leviathan takes 50 cold damage or more during a single turn, the\
      \ leviathan partially freezes; until the end of its next turn, its speeds are\
      \ reduced to 20 feet, and it makes attack rolls with disadvantage."
    "name": "Partial Freeze"
  - "desc": "The leviathan deals double damage to objects and structures."
    "name": "Siege Monster"
  - "desc": "The leviathan can enter a hostile creature's space and stop there. It\
      \ can move through a space as narrow as 1 inch wide without squeezing."
    "name": "Water Form"
"actions":
  - "desc": "The leviathan makes one Slam attack and one Tail attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 21\
      \ (2d12 + 8) bludgeoning damage plus 13 (2d12) acid damage."
    "name": "Slam"
  - "desc": "*Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 19\
      \ (2d10 + 8) bludgeoning damage plus 10 (3d6) acid damage."
    "name": "Tail"
  - "desc": "The leviathan magically creates a wave of water that extends from a point\
      \ it can see within 120 feet of itself. The wave is up to 250 feet long, up\
      \ to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make\
      \ a DC 24 Strength saving throw. On a failed save, a creature takes 45 (7d12)\
      \ bludgeoning damage and is knocked [prone](/Rules/Source/conditions.md#Prone).\
      \ On a successful save, a creature takes half as much damage and isn't knocked\
      \ [prone](/Rules/Source/conditions.md#Prone). The water spreads out across the\
      \ ground in all directions, extinguishing unprotected flames in its area and\
      \ within 250 feet of it, and then it vanishes."
    "name": "Tidal Wave (Recharge 6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the leviathan can expend a use to take one of the following actions. The\
  \ leviathan regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The leviathan moves up to its speed."
    "name": "Move"
  - "desc": "The leviathan makes one Slam attack."
    "name": "Slam (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/leviathan-mpmm.webp"

Environment

coastal, underwater

Martial Arts Adept

Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.

Some martial artists adorn themselves with tattoos to honor inspirations or instructors, or to memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears.

Martial Arts Adept Tattoos

dice: d8 Tattoo
1 Patterning on the arms that make them look as though they were made of marble or granite
2 Colorful dragon scales
3 Collage of playful Elemental or Fey creatures
4 Constellations on the palm of each hand
5 Passage from a fighting manual
6 Beautiful but poisonous flowers
7 Two couatls swirling around each other, rendered in metallic ink
8 Detailed landscape depicting natural beauty

Martial Arts Adept

Martial Arts Adept

Source: Mordenkainen Presents: Monsters of the Multiverse p. 172

Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.

Some martial artists adorn themselves with tattoos to honor inspirations or instructors, or to memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears.

Martial Arts Adept Tattoos

dice: d8 Tattoo
1 Patterning on the arms that make them look as though they were made of marble or granite
2 Colorful dragon scales
3 Collage of playful Elemental or Fey creatures
4 Constellations on the palm of each hand
5 Passage from a fighting manual
6 Beautiful but poisonous flowers
7 Two couatls swirling around each other, rendered in metallic ink
8 Detailed landscape depicting natural beauty
"name": "Martial Arts Adept (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "Unarmored Defense"
"hp": !!int "60"
"hit_dice": "11d8 + 11"
"modifier": !!int "3"
"stats":
  - !!int "11"
  - !!int "17"
  - !!int "13"
  - !!int "11"
  - !!int "16"
  - !!int "10"
"speed": "40 ft."
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+5"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"gear":
  - "[dart](/Rules/Source/items/dart-xphb.md)"
"senses": "passive Perception 13"
"languages": "any one language (usually Common)"
"cr": "3"
"traits":
  - "desc": "While the adept is wearing no armor and wielding no shield, its AC includes\
      \ its Wisdom modifier."
    "name": "Unarmored Defense"
"actions":
  - "desc": "The adept makes three Unarmed Strike attacks or five Dart attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) bludgeoning damage. Once per turn, the adept can cause one of the following\
      \ additional effects (choose one or roll a d4):\n\n- **1–2 Knock Down..** The\
      \ target must succeed on a DC 13 Dexterity saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone).\
      \  \n- **3–4 Push..** The target must succeed on a DC 13 Strength saving throw\
      \ or be pushed up to 10 feet directly away from the adept.  "
    "name": "Unarmed Strike"
  - "desc": "*Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:*\
      \ 5 (1d4 + 3) piercing damage."
    "name": "Dart"
"reactions":
  - "desc": "In response to being hit by a ranged weapon attack, the adept deflects\
      \ the missile. The damage it takes from the attack is reduced by 1d10 + 3. If\
      \ the damage is reduced to 0, the adept catches the missile if it's small enough\
      \ to hold in one hand and the adept has a hand free."
    "name": "Deflect Missile"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/martial-arts-adept-mpmm.webp"

Environment

urban

Marut

The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.

The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.

Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to.

Marut

Marut

Source: Mordenkainen Presents: Monsters of the Multiverse p. 173

The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.

The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.

Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to.

"name": "Marut (MPMM)"
"size": "Large"
"type": "construct"
"subtype": "inevitable"
"alignment": "Typically  Lawful Neutral"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "432"
"hit_dice": "32d10 + 256"
"modifier": !!int "1"
"stats":
  - !!int "28"
  - !!int "12"
  - !!int "26"
  - !!int "19"
  - !!int "15"
  - !!int "18"
"speed": "40 ft., fly 30 ft. (hover)"
"saves":
  - "intelligence": !!int "12"
  - "wisdom": !!int "10"
  - "charisma": !!int "12"
"skillsaves":
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+10"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+12"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
"damage_resistances": "thunder; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [unconscious](/Rules/Source/conditions.md#Unconscious)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 20"
"languages": "all but rarely speaks"
"cr": "25"
"traits":
  - "desc": "The marut is immune to any spell or effect that would alter its form."
    "name": "Immutable Form"
  - "desc": "If the marut fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The marut has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "The marut doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The marut makes two Unerring Slam attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* automatic hit, reach 5 ft., one target. *Hit:*\
      \ 60 force damage, and the target is pushed up to 5 feet away from the marut\
      \ if it is Huge or smaller."
    "name": "Unerring Slam"
  - "desc": "Arcane energy emanates from the marut's chest in a 60-foot cube. Every\
      \ creature in that area takes 45 radiant damage. Each creature that takes any\
      \ of this damage must succeed on a DC 20 Wisdom saving throw or be [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the end of the marut's next turn."
    "name": "Blazing Edict (Recharge 5-6)"
  - "desc": "The marut casts [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
      \ requiring no material components and using Intelligence as the spellcasting\
      \ ability. The marut can cast the spell normally, or it can cast the spell on\
      \ an unwilling creature it can see within 60 feet of it. If it uses the latter\
      \ option, the targeted creature must succeed on a DC 20 Charisma saving throw\
      \ or be banished to a teleportation circle in the Hall of Concordance in Sigil.\n"
    "name": "Plane Shift (3/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/marut-mpmm.webp"

^statblock

Master Thief

Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might "retire" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.

When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.

Master Thief Calling Cards

dice: d10 Calling Card
1 Tiny, folded paper cat
2 Red bird feather
3 Rose petal
4 Figurine made from twigs and twine
5 Small note with the words "It's been fun!" written on it in an ornate script
6 Glass bead that looks like an eye
7 Pistachio shells
8 Two playing cards balanced against each other, resembling a tent
9 Worthless coin with a bite mark in it
10 Chalk or charcoal sketch of a domino mask

Master Thief

Master Thief

Source: Mordenkainen Presents: Monsters of the Multiverse p. 174

Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might "retire" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.

When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.

Master Thief Calling Cards

dice: d10 Calling Card
1 Tiny, folded paper cat
2 Red bird feather
3 Rose petal
4 Figurine made from twigs and twine
5 Small note with the words "It's been fun!" written on it in an ornate script
6 Glass bead that looks like an eye
7 Pistachio shells
8 Two playing cards balanced against each other, resembling a tent
9 Worthless coin with a bite mark in it
10 Chalk or charcoal sketch of a domino mask
"name": "Master Thief (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "84"
"hit_dice": "13d8 + 26"
"modifier": !!int "4"
"stats":
  - !!int "11"
  - !!int "18"
  - !!int "14"
  - !!int "11"
  - !!int "11"
  - !!int "12"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "7"
  - "intelligence": !!int "3"
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+7"
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+3"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
  - "name": "[Sleight of Hand](/Rules/Source/skills.md#Sleight%20of%20Hand)"
    "desc": "+7"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"gear":
  - "[shortbow](/Rules/Source/items/shortbow-xphb.md)"
  - "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "passive Perception 13"
"languages": "any one language (usually Common) plus thieves' cant"
"cr": "5"
"traits":
  - "desc": "If the thief is subjected to an effect that allows it to make a Dexterity\
      \ saving throw to take only half damage, the thief instead takes no damage if\
      \ it succeeds on the saving throw and only half damage if it fails, provided\
      \ the thief isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Evasion"
"actions":
  - "desc": "The thief makes three Shortsword or Shortbow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage plus 3 (1d6) poison damage."
    "name": "Shortsword"
  - "desc": "*Ranged Weapon Attack:* +7 to hit, range 80/320 ft., one target. *Hit:*\
      \ 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage."
    "name": "Shortbow"
"bonus_actions":
  - "desc": "The thief takes the [Dash](/Rules/Source/actions.md#Dash), [Disengage](/Rules/Source/actions.md#Disengage),\
      \ or [Hide](/Rules/Source/actions.md#Hide) action."
    "name": "Cunning Action"
"reactions":
  - "desc": "The thief halves the damage that it takes from an attack that hits it.\
      \ The thief must be able to see the attacker."
    "name": "Uncanny Dodge"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/master-thief-mpmm.webp"

Environment

urban

Maurezhi

When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demon—the maurezhi—to lead packs of ghouls and ghasts on the Material Plane.

When a maurezhi consumes the corpse of a Humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form.

A maurezhi is contagion incarnate. Its bite can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.

Maurezhi

Maurezhi

Source: Mordenkainen Presents: Monsters of the Multiverse p. 175

When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demon—the maurezhi—to lead packs of ghouls and ghasts on the Material Plane.

When a maurezhi consumes the corpse of a Humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form.

A maurezhi is contagion incarnate. Its bite can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.

"name": "Maurezhi (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "88"
"hit_dice": "16d8 + 16"
"modifier": !!int "3"
"stats":
  - !!int "14"
  - !!int "17"
  - !!int "12"
  - !!int "11"
  - !!int "12"
  - !!int "15"
"speed": "30 ft."
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+5"
"damage_resistances": "cold; fire; lightning; necrotic; bludgeoning, piercing, slashing\
  \ from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Abyssal, Elvish, telepathy 120 ft."
"cr": "7"
"traits":
  - "desc": "The maurezhi can assume the appearance of any Medium Humanoid it eats.\
      \ It remains in this form for 1d6 days, during which time the form gradually\
      \ decays until, when the effect ends, the form sloughs from the demon's body."
    "name": "Assume Form"
  - "desc": "The maurezhi has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The maurezhi makes one Bite attack and one Claw attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14\
      \ (2d10 + 3) piercing damage. If the target is a Humanoid, its Charisma score\
      \ is reduced by 1d4. This reduction lasts until the target finishes a short\
      \ or long rest. The target dies if this reduces its Charisma to 0. It rises\
      \ 24 hours later as a [ghoul](/Rules/Source/bestiary/undead/ghoul-xmm.md)  unless\
      \ it has been revived or its corpse has been destroyed."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d8 + 3) slashing damage. If the target is a creature other than an Undead,\
      \ it must succeed on a DC 12 Constitution saving throw or be [paralyzed](/Rules/Source/conditions.md#Paralyzed)\
      \ for 1 minute. The target can repeat the saving throw at the end of each of\
      \ its turns, ending the effect on itself on a success."
    "name": "Claw"
  - "desc": "The maurezhi targets one dead ghoul or [ghast](/Rules/Source/bestiary/undead/ghast-xmm.md)\
      \ it can see within 30 feet of it. The target is revived with all its hit points."
    "name": "Raise Ghoul (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/maurezhi-mpmm.webp"

Environment

swamp, urban

Maw Demon

A quote from Tasha

I once pulled a whole bottle of fine strawberry liquor from the belly of a maw demon. No clue where it might've devoured such a find, but I'm not complaining.

Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu, who appears in this book. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.

Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don't command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon.

Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon's Stomach Contents table.

Maw Demon's Stomach Contents

dice: d8 Stomach Contents
1 Intact wine skin with wine still in it
2 Iron skillet
3 Remnants of silk banner embroidered with a moon-and-stars motif
4 Corroded gauntlet with skeletal hand in it
5 Assorted keys
6 Old leather boot
7 Beehive
8 Humanoid teeth

Maw Demon

Maw Demon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 176

A quote from Tasha

I once pulled a whole bottle of fine strawberry liquor from the belly of a maw demon. No clue where it might've devoured such a find, but I'm not complaining.

Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu, who appears in this book. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.

Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don't command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon.

Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon's Stomach Contents table.

Maw Demon's Stomach Contents

dice: d8 Stomach Contents
1 Intact wine skin with wine still in it
2 Iron skillet
3 Remnants of silk banner embroidered with a moon-and-stars motif
4 Corroded gauntlet with skeletal hand in it
5 Assorted keys
6 Old leather boot
7 Beehive
8 Humanoid teeth
"name": "Maw Demon (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "33"
"hit_dice": "6d8 + 6"
"modifier": !!int "-1"
"stats":
  - !!int "14"
  - !!int "8"
  - !!int "13"
  - !!int "5"
  - !!int "8"
  - !!int "5"
"speed": "30 ft."
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 9"
"languages": "understands Abyssal but can't speak"
"cr": "1"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d8 + 2) piercing damage."
    "name": "Bite"
  - "desc": "The demon vomits in a 15-foot cube. Each creature in that area must succeed\
      \ on a DC 11 Dexterity saving throw or take 11 (2d10) acid damage and fall [prone](/Rules/Source/conditions.md#Prone)\
      \ in the spew."
    "name": "Disgorge (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/maw-demon-mpmm.webp"

Environment

underdark

Meazel

Meazels are malicious hermits who fled to the Shadowfell to escape their mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into their suffering, waylaying travelers who venture too close to their lairs.

The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.

Any creatures meazels draw through the shadows are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn (which appear in this book), Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.

Meazel

Meazel

Source: Mordenkainen Presents: Monsters of the Multiverse p. 177

Meazels are malicious hermits who fled to the Shadowfell to escape their mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into their suffering, waylaying travelers who venture too close to their lairs.

The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.

Any creatures meazels draw through the shadows are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn (which appear in this book), Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.

"name": "Meazel (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "13"
"hp": !!int "35"
"hit_dice": "10d8 - 10"
"modifier": !!int "3"
"stats":
  - !!int "8"
  - !!int "17"
  - !!int "9"
  - !!int "14"
  - !!int "13"
  - !!int "10"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"gear":
  - "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 13"
"languages": "Common"
"cr": "1"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target of the meazel's\
      \ size or smaller. *Hit:* 6 (1d6 + 3) bludgeoning damage, and the target is\
      \ [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 13 with disadvantage).\
      \ Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at\
      \ the start of each of the meazel's turns. The meazel can't make weapon attacks\
      \ while grappling a creature in this way."
    "name": "Garrote"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) piercing damage plus 3 (1d6) necrotic damage."
    "name": "Shortsword"
  - "desc": "The meazel, any equipment it is wearing or carrying, and any creature\
      \ it is grappling teleport to an unoccupied space within 500 feet of it, provided\
      \ that the starting space and the destination are in dim light or darkness.\
      \ The destination must be a place the meazel has seen before, but it need not\
      \ be within line of sight. If the destination space is occupied, the teleportation\
      \ leads to the nearest unoccupied space.\n\nAny other creature the meazel teleports\
      \ becomes cursed for 1 hour or until the curse is ended by [remove curse](/Rules/Source/spells/remove-curse-xphb.md)\
      \ or [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md).\
      \ Until this curse ends, every Undead and every creature native to the Shadowfell\
      \ within 300 feet of the cursed creature can sense it, which prevents that creature\
      \ from hiding from them."
    "name": "Shadow Teleport (Recharge 5-6)"
"bonus_actions":
  - "desc": "While in dim light or darkness, the meazel takes the [Hide](/Rules/Source/actions.md#Hide)\
      \ action."
    "name": "Shadow Stealth"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/meazel-mpmm.webp"

Environment

desert, forest, grassland, hill, mountain, swamp, underdark, urban

Meenlock

Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings.

Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair's only entrance, and a large central chamber serves as the meenlocks' den. Inside the warren, black moss covers every surface, muffling sound.

A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.

Telepathic Torment. Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a wish spell or divine intervention can restore a transformed creature to its former state.

Meenlock

Meenlock

Source: Mordenkainen Presents: Monsters of the Multiverse p. 178

Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings.

Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair's only entrance, and a large central chamber serves as the meenlocks' den. Inside the warren, black moss covers every surface, muffling sound.

A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.

Telepathic Torment

Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a wish spell or divine intervention can restore a transformed creature to its former state.

"name": "Meenlock (MPMM)"
"size": "Small"
"type": "fey"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "31"
"hit_dice": "7d6 + 7"
"modifier": !!int "2"
"stats":
  - !!int "7"
  - !!int "15"
  - !!int "12"
  - !!int "11"
  - !!int "10"
  - !!int "8"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+2"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 14"
"languages": "telepathy 120 ft."
"cr": "2"
"traits":
  - "desc": "Any Beast or Humanoid that starts its turn within 10 feet of the meenlock\
      \ must succeed on a DC 11 Wisdom saving throw or be [frightened](/Rules/Source/conditions.md#Frightened)\
      \ until the start of the creature's next turn."
    "name": "Fear Aura"
  - "desc": "While in bright light, the meenlock has disadvantage on attack rolls,\
      \ as well as on Wisdom ([Perception](/Rules/Source/skills.md#Perception)) checks\
      \ that rely on sight."
    "name": "Light Sensitivity"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4\
      \ + 2) slashing damage, and the target must succeed on a DC 11 Constitution\
      \ saving throw or be [paralyzed](/Rules/Source/conditions.md#Paralyzed) for\
      \ 1 minute. The target can repeat the saving throw at the end of each of its\
      \ turns, ending the effect on itself on a success."
    "name": "Claw"
"bonus_actions":
  - "desc": "The meenlock teleports to an unoccupied space within 30 feet of it, provided\
      \ that both the space it's teleporting from and its destination are in dim light\
      \ or darkness. The destination need not be within line of sight."
    "name": "Shadow Teleport (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/meenlock-mpmm.webp"

Environment

forest, swamp, urban

Merregon

The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells' legionnaires, tasked with protecting their infernal plane and its rulers against intruders.

Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: the commander it serves and the layer of the Nine Hells it protects.

Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight.

Merregon

Merregon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 179

The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells' legionnaires, tasked with protecting their infernal plane and its rulers against intruders.

Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: the commander it serves and the layer of the Nine Hells it protects.

Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight.

"name": "Merregon (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "45"
"hit_dice": "6d8 + 18"
"modifier": !!int "2"
"stats":
  - !!int "18"
  - !!int "14"
  - !!int "17"
  - !!int "6"
  - !!int "12"
  - !!int "8"
"speed": "30 ft."
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[halberd](/Rules/Source/items/halberd-xphb.md)"
  - "[heavy crossbow](/Rules/Source/items/heavy-crossbow-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "understands Infernal but can't speak, telepathy 120 ft."
"cr": "4"
"traits":
  - "desc": "Magical darkness doesn't impede the merregon's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The merregon has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The merregon makes three Halberd attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9\
      \ (1d10 + 4) slashing damage."
    "name": "Halberd"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. *Hit:*\
      \ 7 (1d10 + 2) piercing damage."
    "name": "Heavy Crossbow"
"reactions":
  - "desc": "When another Fiend within 5 feet of the merregon is hit by an attack\
      \ roll, the merregon causes itself to be hit instead."
    "name": "Loyal Bodyguard"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/merregon-mpmm.webp"

^statblock

Merrenoloth

The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels.

Merrenoloth

Merrenoloth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 180

The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels.

"name": "Merrenoloth (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "yugoloth"
"alignment": "Typically  Neutral Evil"
"ac": !!int "13"
"hp": !!int "40"
"hit_dice": "9d8"
"modifier": !!int "3"
"stats":
  - !!int "8"
  - !!int "17"
  - !!int "10"
  - !!int "17"
  - !!int "14"
  - !!int "11"
"speed": "30 ft., swim 40 ft."
"saves":
  - "dexterity": !!int "5"
  - "intelligence": !!int "5"
"skillsaves":
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+5"
  - "name": "[Nature](/Rules/Source/skills.md#Nature)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+4"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 14"
"languages": "Abyssal, Infernal, telepathy 60 ft."
"cr": "3"
"traits":
  - "desc": "The merrenoloth has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The merrenoloth makes one Oar attack and uses Fear Gaze."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4\
      \ + 3) fire damage."
    "name": "Oar"
  - "desc": "The merrenoloth targets one creature it can see within 60 feet of it.\
      \ The target must succeed on a DC 13 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the merrenoloth for 1 minute. The [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success."
    "name": "Fear Gaze"
  - "desc": "The merrenoloth casts one of the following spells, requiring no material\
      \ components and using Intelligence as the spellcasting ability (spell save\
      \ DC 13):\n\n**At will:** [charm person](/Rules/Source/spells/charm-person-xphb.md),\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md), [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [gust of wind](/Rules/Source/spells/gust-of-wind-xphb.md)\n\
      \n**3/day:** [control water](/Rules/Source/spells/control-water-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The merrenoloth teleports, along with any equipment it is wearing or\
      \ carrying, up to 60 feet to an unoccupied space it can see."
    "name": "Teleport"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties) while captaining a vessel,\
      \ the merrenoloth can take one of the following lair actions; it can't take\
      \ the same lair action two rounds in a row:\n\n- **Gale.** The air within 60\
      \ feet of the vessel is filled with wind. Until initiative count 20 on the next\
      \ round, that area is difficult terrain, and when a Medium or smaller creature\
      \ flies into that area or starts its turn flying there, it must succeed on a\
      \ DC 13 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone).\
      \  \n- **Propel.** A strong wind propels the vessel, increasing its speed by\
      \ 30 feet until initiative count 20 on the next round.  \n- **Repair.** The\
      \ vessel regains 22 (4d10) hit points.  "
    "name": ""
"regional_effects":
  - "desc": "A merrenoloth imbues its vessel with magic that creates one or more of\
      \ the following effects:\n\n- **Unerring.** The vessel always stays on course\
      \ to the destination the merrenoloth names.  \n- **Unsinkable.** The vessel\
      \ doesn't sink even if its hull is breached.  \n\nIf the merrenoloth dies, these\
      \ effects fade over the course of 1d6 hours."
    "name": ""
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/merrenoloth-mpmm.webp"

Environment

coastal

Mindwitness

If a beholder is stunned and brought to the brine pool of an elder brain, the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer's. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands.

A mindwitness's primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information.

If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and planar beings such as demons, shifting their worldview and alignment to match those of their new masters.

Mindwitness

Mindwitness

Source: Mordenkainen Presents: Monsters of the Multiverse p. 181

If a beholder is stunned and brought to the brine pool of an elder brain, the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer's. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands.

A mindwitness's primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information.

If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and planar beings such as demons, shifting their worldview and alignment to match those of their new masters.

"name": "Mindwitness (MPMM)"
"size": "Large"
"type": "aberration"
"alignment": "Typically  Lawful Neutral"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "75"
"hit_dice": "10d10 + 20"
"modifier": !!int "2"
"stats":
  - !!int "10"
  - !!int "14"
  - !!int "14"
  - !!int "15"
  - !!int "15"
  - !!int "10"
"speed": "0 ft., fly 20 ft. (hover)"
"saves":
  - "intelligence": !!int "5"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
"condition_immunities": "[prone](/Rules/Source/conditions.md#Prone)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 18"
"languages": "Deep Speech, Undercommon, telepathy 600 ft."
"cr": "5"
"traits":
  - "desc": "When the mindwitness receives a telepathic message, it can telepathically\
      \ share that message with up to seven other creatures within 600 feet of it\
      \ that it can see."
    "name": "Telepathic Hub"
"actions":
  - "desc": "The mindwitness makes one Bite attack and one Tentacles attack, or it\
      \ uses Eye Ray three times."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 16\
      \ (4d6 + 2) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one creature. *Hit:*\
      \ 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 13), and it must succeed on a DC 13 Intelligence saving throw or\
      \ be [restrained](/Rules/Source/conditions.md#Restrained) until this grapple\
      \ ends."
    "name": "Tentacles"
  - "desc": "The mindwitness shoots one magical eye ray at random (roll a d6, and\
      \ reroll if the ray has already been used this turn), choosing one target it\
      \ can see within 120 feet of it:\n\n- **1 Aversion Ray.** The targeted creature\
      \ must make a DC 13 Charisma saving throw. On a failed save, the target has\
      \ disadvantage on attack rolls 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.\
      \  \n- **2 Fear Ray.** The targeted creature must succeed on a DC 13 Wisdom\
      \ saving throw or be [frightened](/Rules/Source/conditions.md#Frightened) for\
      \ 1 minute. The target can repeat the saving throw at the end of each of its\
      \ turns, ending the effect on itself on a success.  \n- **3 Psychic Ray.** The\
      \ target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8)\
      \ psychic damage.  \n- **4 Slowing Ray.** The targeted creature must make a\
      \ DC 13 Dexterity saving throw. On a failed save, the target's speed is halved\
      \ for 1 minute. In addition, the creature can't take reactions, and it can take\
      \ either an action or a bonus action on its turn but not both. The creature\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success.  \n- **5 Stunning Ray.** The targeted creature must\
      \ succeed on a DC 13 Constitution saving throw or be [stunned](/Rules/Source/conditions.md#Stunned)\
      \ 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.  \n- **6 Telekinetic\
      \ Ray.** If the target is a creature, it must make a DC 13 Strength saving throw.\
      \ On a failed save, the mindwitness moves it up to 30 feet in any direction,\
      \ and it is [restrained](/Rules/Source/conditions.md#Restrained) by the ray's\
      \ telekinetic grip until the start of the mindwitness's next turn or until the\
      \ mindwitness is [incapacitated](/Rules/Source/conditions.md#Incapacitated).\
      \  \n\n    If the target is an object weighing 300 pounds or less that isn't\
      \ being worn or carried, it is telekinetically moved up to 30 feet in any direction.\
      \ The mindwitness can also exert fine control on objects with this ray, such\
      \ as manipulating a simple tool or opening a door or a container.  "
    "name": "Eye Ray"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/mindwitness-mpmm.webp"

Environment

underdark

Moloch

A quote from Mordenkainen

Moloch obsesses over the power he lost, rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential.

Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge.

For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death—only the timely use of a planar portal allowed him to escape.

Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an artifact that would ensure his success. But while there, he became trapped, leaving his armies at the mercy of his enemies. They were destroyed in short order.

Moloch was rendered nearly powerless by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help him win back his title.

Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.

Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.

Moloch

Moloch

Source: Mordenkainen Presents: Monsters of the Multiverse p. 183

A quote from Mordenkainen

Moloch obsesses over the power he lost, rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential.

Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge.

For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death—only the timely use of a planar portal allowed him to escape.

Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an artifact that would ensure his success. But while there, he became trapped, leaving his armies at the mercy of his enemies. They were destroyed in short order.

Moloch was rendered nearly powerless by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help him win back his title.

Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.

Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.

"name": "Moloch (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "devil"
"alignment": "Lawful Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "253"
"hit_dice": "22d10 + 132"
"modifier": !!int "4"
"stats":
  - !!int "26"
  - !!int "19"
  - !!int "22"
  - !!int "21"
  - !!int "18"
  - !!int "23"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "11"
  - "constitution": !!int "13"
  - "wisdom": !!int "11"
  - "charisma": !!int "13"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+13"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+13"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+11"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 21"
"languages": "all, telepathy 120 ft."
"cr": "21"
"traits":
  - "desc": "If Moloch fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Moloch has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Moloch regains 20 hit points at the start of his turn. If he takes radiant\
      \ damage, this trait doesn't function at the start of his next turn. Moloch\
      \ dies only if he starts his turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip\
      \ attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 26\
      \ (4d8 + 8) fire damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 17\
      \ (2d8 + 8) force damage."
    "name": "Claw"
  - "desc": "*Melee Weapon Attack:* +15 to hit, reach 30 ft., one target. *Hit:* 13\
      \ (2d4 + 8) lightning damage plus 11 (2d10) thunder damage. If the target is\
      \ a creature, it must succeed on a DC 24 Strength saving throw or be pulled\
      \ up to 30 feet in a straight line toward Moloch."
    "name": "Many-Tailed Whip"
  - "desc": "Moloch exhales in a 30-foot cube. Each creature in that area must succeed\
      \ on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever\
      \ it is holding, and become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of Moloch for 1 minute. While [frightened](/Rules/Source/conditions.md#Frightened)\
      \ in this way, a creature must take the [Dash](/Rules/Source/actions.md#Dash)\
      \ action and move away from Moloch by the safest available route on each of\
      \ its turns, unless there is nowhere to move, in which case it needn't take\
      \ the [Dash](/Rules/Source/actions.md#Dash) action. If the creature ends its\
      \ turn in a location where it doesn't have line of sight to Moloch, the creature\
      \ can repeat the saving throw, ending the effect on itself on a success."
    "name": "Breath of Despair (Recharge 5-6)"
  - "desc": "Moloch teleports, along with any equipment he is wearing or carrying,\
      \ up to 120 feet to an unoccupied space he can see."
    "name": "Teleport"
  - "desc": "Moloch casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 21):\n\n**At\
      \ will:** [alter self](/Rules/Source/spells/alter-self-xphb.md) (can become\
      \ Medium when changing his appearance), [confusion](/Rules/Source/spells/confusion-xphb.md),\
      \ [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [fly](/Rules/Source/spells/fly-xphb.md),\
      \ [major image](/Rules/Source/spells/major-image-xphb.md), [stinking cloud](/Rules/Source/spells/stinking-cloud-xphb.md),\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md), [wall of fire](/Rules/Source/spells/wall-of-fire-xphb.md)"
    "name": "Spellcasting"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Moloch can expend a use to take one of the following actions. Moloch regains\
  \ all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Moloch makes one Bite, Claw, or Many-Tailed Whip attack."
    "name": "Attack"
  - "desc": "Moloch uses Teleport."
    "name": "Teleport"
  - "desc": "Moloch uses Spellcasting."
    "name": "Cast a Spell (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/moloch-mpmm.webp"

^statblock

Molydeus

The fearsome molydeus speaks for the demon lord it serves and enforces its master's will. This demon is 12 feet tall, and its bipedal body has a slavering wolfs head and a fanged serpent's head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.

A molydeus' demon lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon's form varies depending on the creator, but that doesn't affect the weapon's capabilities.

Molydeus

Molydeus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 184

The fearsome molydeus speaks for the demon lord it serves and enforces its master's will. This demon is 12 feet tall, and its bipedal body has a slavering wolfs head and a fanged serpent's head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.

A molydeus' demon lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon's form varies depending on the creator, but that doesn't affect the weapon's capabilities.

"name": "Molydeus (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "216"
"hit_dice": "16d12 + 112"
"modifier": !!int "6"
"stats":
  - !!int "28"
  - !!int "22"
  - !!int "25"
  - !!int "21"
  - !!int "24"
  - !!int "24"
"speed": "40 ft."
"saves":
  - "strength": !!int "16"
  - "constitution": !!int "14"
  - "wisdom": !!int "14"
  - "charisma": !!int "14"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+21"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
  \ [deafened](/Rules/Source/conditions.md#Deafened), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 31"
"languages": "Abyssal, telepathy 120 ft."
"cr": "21"
"traits":
  - "desc": "If the molydeus fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The molydeus has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The molydeus makes one Demonic Weapon attack, one Snakebite attack, and\
      \ one Wolf Bite attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 35\
      \ (4d12 + 9) force damage. If the target has at least one head and the molydeus\
      \ rolled a 20 on the attack roll, the target is decapitated and dies if it can't\
      \ survive without that head. A target is immune to this effect if it takes none\
      \ of the damage, has legendary actions, or is Huge or larger. Such a creature\
      \ takes an extra 27 (6d8) force damage from the hit."
    "name": "Demonic Weapon"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one creature. *Hit:*\
      \ 16 (2d6 + 9) poison damage. The target must succeed on a DC 22 Constitution\
      \ saving throw, or its hit point maximum is reduced by an amount equal to the\
      \ damage taken. This reduction lasts until the target finishes a long rest.\
      \ The target transforms into a [manes](/Rules/Source/bestiary/fiend/manes-xmm.md)\
      \ if this reduces its hit point maximum to 0. This transformation can be ended\
      \ only by a [wish](/Rules/Source/spells/wish-xphb.md) spell."
    "name": "Snakebite"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 25\
      \ (3d10 + 9) necrotic damage."
    "name": "Wolf Bite"
  - "desc": "The molydeus casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 22):\n\
      \n**At will:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [polymorph](/Rules/Source/spells/polymorph-xphb.md),\
      \ [telekinesis](/Rules/Source/spells/telekinesis-xphb.md), [teleport](/Rules/Source/spells/teleport-xphb.md)\n\
      \n**3/day:** [lightning bolt](/Rules/Source/spells/lightning-bolt-xphb.md)"
    "name": "Spellcasting"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the molydeus can expend a use to take one of the following actions. The\
  \ molydeus regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The molydeus makes one Demonic Weapon or Snakebite attack."
    "name": "Attack"
  - "desc": "The molydeus moves without provoking [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)."
    "name": "Move"
  - "desc": "The molydeus uses Spellcasting."
    "name": "Cast a Spell (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/molydeus-mpmm.webp"

^statblock

Morkoth

Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a massive, ever-growing collection.

The first morkoths arose in the Astral Plane when the petrified body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god's petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.

Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their island. A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a deal or try to steal from it. A morkoth knows every person and object in its collection.

A morkoth's island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its "guests" comfortable.

Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth's isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.

Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island's movement.

A Morkoth's Lair. A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial fragments that make up the island's core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.

A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP).

Morkoth

Morkoth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 186

Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a massive, ever-growing collection.

The first morkoths arose in the Astral Plane when the petrified body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god's petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.

Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their island. A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a deal or try to steal from it. A morkoth knows every person and object in its collection.

A morkoth's island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its "guests" comfortable.

Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth's isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.

Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island's movement.

A Morkoth's Lair

A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial fragments that make up the island's core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.

A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP).

"name": "Morkoth (MPMM)"
"size": "Large"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "165"
"hit_dice": "22d10 + 44"
"modifier": !!int "2"
"stats":
  - !!int "14"
  - !!int "14"
  - !!int "14"
  - !!int "20"
  - !!int "15"
  - !!int "13"
"speed": "25 ft., swim 50 ft."
"saves":
  - "dexterity": !!int "6"
  - "intelligence": !!int "9"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+9"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+9"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 120 ft., passive Perception 20"
"languages": "telepathy 120 ft."
"cr": "11"
"traits":
  - "desc": "The morkoth can breathe air and water."
    "name": "Amphibious"
"actions":
  - "desc": "The morkoth makes either two Bite attacks and one Tentacles attack or\
      \ three Bite attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d6\
      \ + 2) slashing damage plus 10 (3d6) psychic damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 15 ft., one target. *Hit:* 15\
      \ (3d8 + 2) bludgeoning damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 14) if it is a Large or smaller creature. Until this grapple ends,\
      \ the target is [restrained](/Rules/Source/conditions.md#Restrained) and takes\
      \ 15 (3d8 + 2) bludgeoning damage at the start of each of its turns, and the\
      \ morkoth can't use its tentacles on another target."
    "name": "Tentacles"
  - "desc": "The morkoth projects a 30-foot cone of magical energy. Each creature\
      \ in that area must make a DC 17 Wisdom saving throw. On a failed save, the\
      \ creature is [charmed](/Rules/Source/conditions.md#Charmed) by the morkoth\
      \ for 1 minute. While [charmed](/Rules/Source/conditions.md#Charmed) in this\
      \ way, the target tries to get as close to the morkoth as possible, using its\
      \ actions to [Dash](/Rules/Source/actions.md#Dash) until it is within 5 feet\
      \ of the morkoth. A [charmed](/Rules/Source/conditions.md#Charmed) target can\
      \ repeat the saving throw at the end of each of its turns and whenever it takes\
      \ damage, ending the effect on itself on a success. If a creature's saving throw\
      \ is successful or the effect ends for it, the creature has advantage on saving\
      \ throws against the morkoth's Hypnosis for 24 hours."
    "name": "Hypnosis"
  - "desc": "The morkoth casts one of the following spells, requiring no material\
      \ components and using Intelligence as the spellcasting ability (spell save\
      \ DC 17):\n\n**At will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md)\n\n**3/day each:** [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ [dimension door](/Rules/Source/spells/dimension-door-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
      \ [lightning bolt](/Rules/Source/spells/lightning-bolt-xphb.md), [sending](/Rules/Source/spells/sending-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "If the morkoth makes a successful saving throw against a spell or a spell\
      \ attack misses it, the morkoth can choose another creature (including the spellcaster)\
      \ it can see within 120 feet of it. The spell targets the chosen creature instead\
      \ of the morkoth. If the spell forced a saving throw, the chosen creature makes\
      \ its own save. If the spell was an attack, the attack roll is rerolled against\
      \ the chosen creature."
    "name": "Spell Reflection"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), the morkoth can take\
      \ one of the following lair actions:\n\n- **Cast a Spell.** The morkoth casts\
      \ [darkness](/Rules/Source/spells/darkness-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
      \ or [misty step](/Rules/Source/spells/misty-step-xphb.md), using Intelligence\
      \ as its spellcasting ability and without expending a spell slot.  \n- **Hypnotize.**\
      \ The morkoth uses its Hypnosis action, originating at a point within 120 feet\
      \ of itself. It doesn't need to see the effect's point of origin.  "
    "name": ""
"regional_effects":
  - "desc": "The island surrounding a morkoth's lair is warped by the creature's presence,\
      \ creating the following effects:\n\n- **Alter Water.** With a thought (no action\
      \ required), the morkoth can initiate a change in the water within its lair\
      \ that takes effect 1 minute later. The water can be as breathable and clear\
      \ as air, or it can be normal water (ranging in clarity from murky to clear).\
      \  \n- **Locate Creatures and Objects.** The morkoth is aware of any new arrival,\
      \ whether an object or a creature, on its island or in its sanctum. As an action,\
      \ the morkoth can locate any one creature or object on the island. Visitors\
      \ to the island feel as though they are being watched, even when they aren't.\
      \  \n- **Lost Possessions.** Each time a creature that has been on the island\
      \ for less than a year finishes a short or long rest, it must make a DC 10 Intelligence\
      \ saving throw. On a failure, the creature has misplaced one possession (chosen\
      \ by the player, if the creature is that player's character). The possession\
      \ remains nearby but concealed for a short time, so it can be recovered with\
      \ a successful DC 15 Wisdom ([Perception](/Rules/Source/skills.md#Perception))\
      \ check. An object that is misplaced but not recovered ends up in the morkoth's\
      \ lair 1 hour later. If the creature later goes to the morkoth's lair, its lost\
      \ possessions stand out in its perception and are easily recovered.  \n- **Supernatural\
      \ Lure.** Entrances to the morkoth's lair have an enchantment that the morkoth\
      \ can activate or suppress at any time while it's in its lair and not [incapacitated](/Rules/Source/conditions.md#Incapacitated).\
      \ Any creature within 30 feet of such an entrance and able to see it must make\
      \ a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense\
      \ urge to use its movement on each of its turns to enter the lair and to move\
      \ toward the morkoth's location (the target doesn't realize it's heading toward\
      \ a creature). The target moves toward the morkoth by the most direct route.\
      \ As soon as it can see the morkoth, the target can repeat the saving throw,\
      \ ending the effect on itself on a success. It can also repeat the saving throw\
      \ at the end of each of its turns and every time it takes damage.  \n\nIf the\
      \ morkoth dies, these regional effects end immediately."
    "name": ""
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/morkoth-mpmm.webp"

Environment

coastal, underwater

Mouth of Grolantor

Hill giants consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert and rarely suffer for such eating habits. When one of their kind becomes incapable of keeping down food, that giant is seen, among hill giant worshipers of the god Grolantor, as the vessel of a message from the deity.

The sickened giant's compatriots separate the giant from the rest of the community, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness soon passes, they allow the hill giant to rejoin society. If not, the hill giant is instead starved to the point of desperation so Grolantor's hunger can be given a mouth in the world.

A mouth of Grolantor is revered as a holy embodiment of Grolantor's aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitchy. Mouths are kept perpetually imprisoned or shackled; if they break free, they're sure to kill anyone nearby before they're brought down or escape on a killing spree. The only time mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor's faithful. When a mouth of Grolantor has slaughtered and eaten their fill of enemies, they pass out amid the gory remains of their victims, making them easy to recapture.

Mouth of Grolantor

Mouth of Grolantor

Source: Mordenkainen Presents: Monsters of the Multiverse p. 187

Hill giants consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert and rarely suffer for such eating habits. When one of their kind becomes incapable of keeping down food, that giant is seen, among hill giant worshipers of the god Grolantor, as the vessel of a message from the deity.

The sickened giant's compatriots separate the giant from the rest of the community, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness soon passes, they allow the hill giant to rejoin society. If not, the hill giant is instead starved to the point of desperation so Grolantor's hunger can be given a mouth in the world.

A mouth of Grolantor is revered as a holy embodiment of Grolantor's aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitchy. Mouths are kept perpetually imprisoned or shackled; if they break free, they're sure to kill anyone nearby before they're brought down or escape on a killing spree. The only time mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor's faithful. When a mouth of Grolantor has slaughtered and eaten their fill of enemies, they pass out amid the gory remains of their victims, making them easy to recapture.

"name": "Mouth of Grolantor (MPMM)"
"size": "Huge"
"type": "giant"
"subtype": "hill giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "105"
"hit_dice": "10d12 + 40"
"modifier": !!int "0"
"stats":
  - !!int "21"
  - !!int "10"
  - !!int "18"
  - !!int "5"
  - !!int "7"
  - !!int "5"
"speed": "50 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+1"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "passive Perception 11"
"languages": "Giant"
"cr": "6"
"traits":
  - "desc": "The giant is immune to the [confusion](/Rules/Source/spells/confusion-xphb.md)\
      \ spell.\n\nOn each of its turns, the giant uses all its movement to move toward\
      \ the nearest creature or whatever else it might perceive as food. Roll a d10\
      \ at the start of each of the giant's turns to determine its action for that\
      \ turn:\n\n- **1–3.** The giant makes three Fist attacks against one random\
      \ creature within reach. If no creatures are within reach, the giant flies into\
      \ a rage and gains advantage on all attack rolls until the end of its next turn.\
      \  \n- **4–5.** The giant makes one Fist attack against each creature within\
      \ reach. If no creatures are within reach, the giant makes one Fist attack against\
      \ itself.  \n- **6–7.** The giant makes one Bite attack against one random creature\
      \ within reach. If no other creatures are within reach, its eyes glaze over\
      \ and it is [stunned](/Rules/Source/conditions.md#Stunned) until the start of\
      \ its next turn.  \n- **8–10.** The giant makes one Bite attack and two Fist\
      \ attacks against one random creature within reach. If no creatures are within\
      \ reach, the giant flies into a rage and gains advantage on all attack rolls\
      \ until the end of its next turn.  "
    "name": "Mouth of Chaos"
"actions":
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 15\
      \ (3d6 + 5) piercing damage, and the giant magically regains hit points equal\
      \ to the damage dealt."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18\
      \ (3d8 + 5) bludgeoning damage."
    "name": "Fist"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/mouth-of-grolantor-mpmm.webp"

Environment

grassland, hill

Nabassu

The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu.

Most other demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets.

Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. A summoned nabassu seeks to break free so that it can devour the soul of its summoner and then feed on the souls of whatever other creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which might persuade the demon to be cooperative—as long as the supply lasts.

Nabassu

Nabassu

Source: Mordenkainen Presents: Monsters of the Multiverse p. 188

The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu.

Most other demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets.

Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. A summoned nabassu seeks to break free so that it can devour the soul of its summoner and then feed on the souls of whatever other creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which might persuade the demon to be cooperative—as long as the supply lasts.

"name": "Nabassu (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "190"
"hit_dice": "20d8 + 100"
"modifier": !!int "2"
"stats":
  - !!int "22"
  - !!int "14"
  - !!int "21"
  - !!int "14"
  - !!int "15"
  - !!int "17"
"speed": "40 ft., fly 60 ft."
"saves":
  - "strength": !!int "11"
  - "dexterity": !!int "7"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+7"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 17"
"languages": "Abyssal, telepathy 120 ft."
"cr": "15"
"traits":
  - "desc": "The nabassu darkens the area around its body in a 10-foot radius. Nonmagical\
      \ light can't illuminate this area of dim light."
    "name": "Demonic Shadows"
  - "desc": "A nabassu can eat the soul of a creature it has killed within the last\
      \ hour, provided that creature is neither a Construct nor an Undead. The devouring\
      \ requires the nabassu to be within 5 feet of the corpse for at least 10 minutes,\
      \ after which it gains a number of Hit Dice (d8s) equal to half the creature's\
      \ number of Hit Dice. Roll those dice, and increase the nabassu's hit points\
      \ by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way,\
      \ its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these\
      \ benefits for 6 days. A creature devoured by a nabassu can be restored to life\
      \ only by a [wish](/Rules/Source/spells/wish-xphb.md) spell."
    "name": "Devour Soul"
  - "desc": "The nabassu has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The nabassu makes one Bite attack and one Claw attack, and it uses Soul-Stealing\
      \ Gaze."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 38\
      \ (5d12 + 6) necrotic damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 28\
      \ (4d10 + 6) force damage."
    "name": "Claw"
  - "desc": "The nabassu targets one creature it can see within 30 feet of it. If\
      \ the target isn't a Construct or an Undead, it must succeed on a DC 16 Charisma\
      \ saving throw or take 13 (2d12) necrotic damage. The target's hit point maximum\
      \ is reduced by an amount equal to the necrotic damage dealt, and the nabassu\
      \ regains hit points equal to half that amount. This reduction lasts until the\
      \ target finishes a short or long rest. The target dies if its hit point maximum\
      \ is reduced to 0, and if the target is a Humanoid, it immediately rises as\
      \ a [ghoul](/Rules/Source/bestiary/undead/ghoul-xmm.md) under the nabassu's\
      \ control."
    "name": "Soul-Stealing Gaze"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/nabassu-mpmm.webp"

Environment

swamp, underdark, urban

Nagpa

Long ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities.

Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive.

Hungry to claim more power despite the Raven Queen's curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about—looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage.

Nagpa

Nagpa

Source: Mordenkainen Presents: Monsters of the Multiverse p. 189

Long ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities.

Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive.

Hungry to claim more power despite the Raven Queen's curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about—looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage.

"name": "Nagpa (MPMM)"
"size": "Medium"
"type": "monstrosity"
"subtype": "wizard"
"alignment": "Typically  Neutral Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "203"
"hit_dice": "37d8 + 37"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "15"
  - !!int "12"
  - !!int "23"
  - !!int "18"
  - !!int "21"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "12"
  - "wisdom": !!int "10"
  - "charisma": !!int "11"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+12"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+11"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+12"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+10"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 20"
"languages": "Common plus up to five other languages"
"cr": "17"
"actions":
  - "desc": "The nagpa makes three Staff or Deathly Ray attacks. It can replace one\
      \ attack with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (2d6\
      \ + 2) bludgeoning damage plus 24 (7d6) necrotic damage."
    "name": "Staff"
  - "desc": "*Ranged Spell Attack:* +12 to hit, range 120 ft., one target. *Hit:*\
      \ 30 (7d6 + 6) necrotic damage."
    "name": "Deathly Ray"
  - "desc": "The nagpa casts one of the following spells, using Intelligence as the\
      \ spellcasting ability (spell save DC 20):\n\n**At will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [message](/Rules/Source/spells/message-xphb.md),\
      \ [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\n**2/day each:**\
      \ [fireball](/Rules/Source/spells/fireball-xphb.md), [fly](/Rules/Source/spells/fly-xphb.md),\
      \ [hold person](/Rules/Source/spells/hold-person-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md),\
      \ [wall of fire](/Rules/Source/spells/wall-of-fire-xphb.md)\n\n**1/day each:**\
      \ [dominate person](/Rules/Source/spells/dominate-person-xphb.md), [etherealness](/Rules/Source/spells/etherealness-xphb.md),\
      \ [feeblemind](/Rules/Source/spells/befuddlement-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The nagpa targets one creature it can see within 90 feet of it. The target\
      \ must make a DC 20 Charisma saving throw. An evil creature makes the save with\
      \ disadvantage. On a failed save, the target is [charmed](/Rules/Source/conditions.md#Charmed)\
      \ by the nagpa until the start of the nagpa's next turn. On a successful save,\
      \ the target becomes immune to the nagpa's Corruption for the next 24 hours."
    "name": "Corruption"
  - "desc": "The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom\
      \ saving throw, excluding Undead and Constructs. On a failed save, a target\
      \ is [paralyzed](/Rules/Source/conditions.md#Paralyzed) for 1 minute. A [paralyzed](/Rules/Source/conditions.md#Paralyzed)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success."
    "name": "Paralysis (Recharge 6-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/nagpa-mpmm.webp"

Environment

coastal, desert, forest, swamp, underdark, urban

Narzugon

Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters' will.

Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as lemures. Every lance bears the marks of both a narzugon and its master.

Each narzugon claims a nightmare as its mount. These steeds are bound by infernal tack and must respond to the summons and commands of the spurs' wearer.

Narzugon

Narzugon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 190

Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters' will.

Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as lemures. Every lance bears the marks of both a narzugon and its master.

Each narzugon claims a nightmare as its mount. These steeds are bound by infernal tack and must respond to the summons and commands of the spurs' wearer.

"name": "Narzugon (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "20"
"ac_class": "[plate armor](/Rules/Source/items/plate-armor-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "112"
"hit_dice": "15d8 + 45"
"modifier": !!int "0"
"stats":
  - !!int "20"
  - !!int "10"
  - !!int "17"
  - !!int "16"
  - !!int "14"
  - !!int "19"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "5"
  - "constitution": !!int "8"
  - "charisma": !!int "9"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+12"
"damage_resistances": "acid; cold; bludgeoning, piercing, slashing from nonmagical\
  \ attacks that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 22"
"languages": "Common, Infernal, telepathy 120 ft."
"cr": "13"
"traits":
  - "desc": "The narzugon wears spurs that are part of [infernal tack](/Rules/Source/items/infernal-tack-mtf.md),\
      \ which allow it to summon its [nightmare](/Rules/Source/bestiary/fiend/nightmare-xmm.md)\
      \ companion as an action."
    "name": "Infernal Tack"
  - "desc": "The narzugon has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The narzugon makes three Hellfire Lance attacks. It also uses Infernal\
      \ Command or Terrifying Command."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 11\
      \ (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills\
      \ a creature with a soul, the soul rises from the River Styx as a [lemure](/Rules/Source/bestiary/fiend/lemure-xmm.md)\
      \ in Avernus in 1d4 hours. If the creature isn't revived before then, only a\
      \ [wish](/Rules/Source/spells/wish-xphb.md) spell or killing the lemure and\
      \ casting true resurrection on the creature's original body can restore it to\
      \ life. Constructs and devils are immune to this effect."
    "name": "Hellfire Lance"
  - "desc": "Each ally of the narzugon within 60 feet of it can't be [charmed](/Rules/Source/conditions.md#Charmed)\
      \ or [frightened](/Rules/Source/conditions.md#Frightened) until the end of the\
      \ narzugon's next turn."
    "name": "Infernal Command"
  - "desc": "Each creature within 60 feet of the narzugon that isn't a Fiend must\
      \ succeed on a DC 17 Charisma saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the narzugon 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. A creature\
      \ that makes a successful saving throw is immune to this narzugon's Terrifying\
      \ Command for 24 hours."
    "name": "Terrifying Command"
  - "desc": "The narzugon, or one creature it touches, regains 100 hit points."
    "name": "Healing (1/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/narzugon-mpmm.webp"

^statblock

Neogi

Neogi

A quote from Mordenkainen

Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey.

A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.

Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.

Neogi

Neogi

Source: Mordenkainen Presents: Monsters of the Multiverse p. 192

The mentality of neogi is alien to many other peoples. Because adult neogi have the power to control minds, they consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.

Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each others' place in the hierarchy—and they must defer to those of higher station or risk harsh punishment.

Neogi

A quote from Mordenkainen

Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey.

A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.

Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.

"name": "Neogi (MPMM)"
"size": "Small"
"type": "aberration"
"alignment": "Typically  Lawful Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "33"
"hit_dice": "6d6 + 12"
"modifier": !!int "3"
"stats":
  - !!int "6"
  - !!int "16"
  - !!int "14"
  - !!int "13"
  - !!int "12"
  - !!int "15"
"speed": "30 ft., climb 30 ft."
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+4"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Common, Deep Speech, Undercommon"
"cr": "3"
"traits":
  - "desc": "The neogi has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed)\
      \ or [frightened](/Rules/Source/conditions.md#Frightened), and magic can't put\
      \ the neogi to sleep."
    "name": "Mental Fortitude"
  - "desc": "The neogi can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "The neogi makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed\
      \ on a DC 12 Constitution saving throw or become [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ for 1 minute. A target can repeat the saving throw at the end of each of its\
      \ turns, ending the effect on itself on a success."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4\
      \ + 3) slashing damage."
    "name": "Claw"
"bonus_actions":
  - "desc": "The neogi targets one creature it can see within 30 feet of it. The target\
      \ must succeed on a DC 14 Wisdom saving throw or be magically [charmed](/Rules/Source/conditions.md#Charmed)\
      \ by the neogi for 1 day, or until the neogi dies or is more than 1 mile from\
      \ the target. The [charmed](/Rules/Source/conditions.md#Charmed) target obeys\
      \ the neogi's commands and can't take reactions, and the neogi and the target\
      \ can communicate telepathically with each other at a distance of up to 1 mile.\
      \ Whenever the [charmed](/Rules/Source/conditions.md#Charmed) target takes damage,\
      \ it can repeat the saving throw, ending the effect on itself on a success."
    "name": "Enslave (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/neogi-mpmm.webp"

Environment

hill, underdark

Neogi Hatchling

Neogi Hatchling

Source: Mordenkainen Presents: Monsters of the Multiverse p. 191

A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. The surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk.

Neogi

A quote from Mordenkainen

Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey.

A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.

Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.

"name": "Neogi Hatchling (MPMM)"
"size": "Tiny"
"type": "aberration"
"alignment": "Typically  Lawful Evil"
"ac": !!int "11"
"hp": !!int "7"
"hit_dice": "3d4"
"modifier": !!int "1"
"stats":
  - !!int "3"
  - !!int "13"
  - !!int "10"
  - !!int "6"
  - !!int "10"
  - !!int "9"
"speed": "20 ft., climb 20 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": ""
"cr": "1/8"
"traits":
  - "desc": "The neogi has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed)\
      \ or [frightened](/Rules/Source/conditions.md#Frightened), and magic can't put\
      \ the neogi to sleep."
    "name": "Mental Fortitude"
  - "desc": "The neogi can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4\
      \ + 1) piercing damage plus 3 (1d6) poison damage, and the target must succeed\
      \ on a DC 10 Constitution saving throw or become [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ for 1 minute. A target can repeat the saving throw at the end of each of its\
      \ turns, ending the effect on itself on a success."
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/neogi-hatchling-mpmm.webp"

Environment

hill, underdark

Neogi Master

Neogi Master

Source: Mordenkainen Presents: Monsters of the Multiverse p. 192

Neogi masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil.

Neogi

A quote from Mordenkainen

Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey.

A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.

Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.

"name": "Neogi Master (MPMM)"
"size": "Medium"
"type": "aberration"
"subtype": "warlock"
"alignment": "Typically  Lawful Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "71"
"hit_dice": "11d8 + 22"
"modifier": !!int "3"
"stats":
  - !!int "6"
  - !!int "16"
  - !!int "14"
  - !!int "16"
  - !!int "12"
  - !!int "18"
"speed": "30 ft., climb 30 ft."
"saves":
  - "wisdom": !!int "3"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+5"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+6"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+6"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+6"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 13"
"languages": "Common, Deep Speech, Undercommon, telepathy 30 ft."
"cr": "4"
"traits":
  - "desc": "Magical darkness doesn't impede the neogi's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The neogi has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed)\
      \ or [frightened](/Rules/Source/conditions.md#Frightened), and magic can't put\
      \ the neogi to sleep."
    "name": "Mental Fortitude"
  - "desc": "The neogi can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "The neogi makes one Bite attack and one Claw attack, or it makes two\
      \ Tentacle of Hadar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed\
      \ on a DC 12 Constitution saving throw or become [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ for 1 minute. A target can repeat the saving throw at the end of each of its\
      \ turns, ending the effect on itself on a success."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4\
      \ + 3) piercing damage."
    "name": "Claw"
  - "desc": "*Ranged Spell Attack:* +6 to hit, range 120 ft., one target. *Hit:* 14\
      \ (3d6 + 4) necrotic damage, and the target can't take reactions until the end\
      \ of the neogi's next turn, as a spectral tentacle clings to the target."
    "name": "Tentacle of Hadar"
  - "desc": "The neogi casts one of the following spells, using Charisma as the spellcasting\
      \ ability (spell save DC 14):\n\n**At will:** [guidance](/Rules/Source/spells/guidance-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**1/day\
      \ each:** [dimension door](/Rules/Source/spells/dimension-door-xphb.md), [hold\
      \ person](/Rules/Source/spells/hold-person-xphb.md), [hunger of Hadar](/Rules/Source/spells/hunger-of-hadar-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The neogi targets one creature it can see within 30 feet of it. The target\
      \ must succeed on a DC 14 Wisdom saving throw or be magically [charmed](/Rules/Source/conditions.md#Charmed)\
      \ by the neogi for 1 day, or until the neogi dies or is more than 1 mile from\
      \ the target. The [charmed](/Rules/Source/conditions.md#Charmed) target obeys\
      \ the neogi's commands and can't take reactions, and the neogi and the target\
      \ can communicate telepathically with each other at a distance of up to 1 mile.\
      \ Whenever the [charmed](/Rules/Source/conditions.md#Charmed) target takes damage,\
      \ it can repeat the saving throw, ending the effect on itself on a success."
    "name": "Enslave (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/neogi-master-mpmm.webp"

Environment

hill, underdark

Neothelid

A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an external assault, and the elder brain is killed, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food—and are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.

Neothelids know nothing beyond their predatory existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.

Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow larger than a few inches in length without being implanted in a brain so they can't become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of.

Neothelid

Neothelid

Source: Mordenkainen Presents: Monsters of the Multiverse p. 193

A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an external assault, and the elder brain is killed, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food—and are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.

Neothelids know nothing beyond their predatory existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.

Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow larger than a few inches in length without being implanted in a brain so they can't become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of.

"name": "Neothelid (MPMM)"
"size": "Gargantuan"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "232"
"hit_dice": "15d20 + 75"
"modifier": !!int "-2"
"stats":
  - !!int "27"
  - !!int "7"
  - !!int "21"
  - !!int "3"
  - !!int "16"
  - !!int "12"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "1"
  - "wisdom": !!int "8"
  - "charisma": !!int "6"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 120 ft. (blind beyond\
  \ this radius), passive Perception 13"
"languages": ""
"cr": "13"
"traits":
  - "desc": "The neothelid is aware of the presence of creatures within 1 mile of\
      \ it that have an Intelligence score of 4 or higher. It knows the distance and\
      \ direction to each creature, as well as each creature's Intelligence score,\
      \ but can't sense anything else about it. A creature protected by a [mind blank](/Rules/Source/spells/mind-blank-xphb.md)\
      \ spell, a [nondetection](/Rules/Source/spells/nondetection-xphb.md) spell,\
      \ or similar magic can't be perceived in this manner."
    "name": "Creature Sense"
  - "desc": "The neothelid has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 21\
      \ (3d8 + 8) bludgeoning damage plus 11 (2d10) psychic damage. If the target\
      \ is a Large or smaller creature, it must succeed on a DC 18 Strength saving\
      \ throw or be swallowed by the neothelid. A swallowed creature is [blinded](/Rules/Source/conditions.md#Blinded)\
      \ and [restrained](/Rules/Source/conditions.md#Restrained), it has total cover\
      \ against attacks and other effects outside the neothelid, and it takes 21 (6d6)\
      \ acid damage at the start of each of the neothelid's turns.\n\nIf the neothelid\
      \ takes 30 damage or more on a single turn from a creature inside it, the neothelid\
      \ must succeed on a DC 18 Constitution saving throw at the end of that turn\
      \ or regurgitate all swallowed creatures, which fall [prone](/Rules/Source/conditions.md#Prone)\
      \ in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed\
      \ creature is no longer [restrained](/Rules/Source/conditions.md#Restrained)\
      \ by it and can escape from the corpse by using 20 feet of movement, exiting\
      \ [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Tentacles"
  - "desc": "The neothelid exhales acid in a 60-foot cone. Each creature in that area\
      \ must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on\
      \ a failed save, or half as much damage on a successful one."
    "name": "Acid Breath (Recharge 5-6)"
  - "desc": "The neothelid casts one of the following spells, requiring no spell components\
      \ and using Wisdom as the spellcasting ability (spell save DC 16):\n\n**At will:**\
      \ [levitate](/Rules/Source/spells/levitate-xphb.md)\n\n**1/day each:** [confusion](/Rules/Source/spells/confusion-xphb.md),\
      \ [feeblemind](/Rules/Source/spells/befuddlement-xphb.md), [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
    "name": "Spellcasting (Psionics)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/neothelid-mpmm.webp"

Environment

underdark

Nightwalker

The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter.

One can reach the Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures, annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can't leave as easily as they arrived. Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.

Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation, which can provide clues as to who the trapped creature is. This attraction doesn't indicate a willingness to engage with the world, though; nightwalkers exist to make life extinct, and they prioritize anything associated with the trapped creature for destruction.

Nightwalker

Nightwalker

Source: Mordenkainen Presents: Monsters of the Multiverse p. 194

The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter.

One can reach the Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures, annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can't leave as easily as they arrived. Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.

Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation, which can provide clues as to who the trapped creature is. This attraction doesn't indicate a willingness to engage with the world, though; nightwalkers exist to make life extinct, and they prioritize anything associated with the trapped creature for destruction.

"name": "Nightwalker (MPMM)"
"size": "Huge"
"type": "undead"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"hp": !!int "337"
"hit_dice": "25d12 + 175"
"modifier": !!int "4"
"stats":
  - !!int "22"
  - !!int "19"
  - !!int "24"
  - !!int "6"
  - !!int "9"
  - !!int "8"
"speed": "40 ft., fly 40 ft."
"saves":
  - "constitution": !!int "13"
"damage_resistances": "acid; cold; fire; lightning; thunder; bludgeoning, piercing,\
  \ slashing from nonmagical attacks"
"damage_immunities": "necrotic, poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [grappled](/Rules/Source/conditions.md#Grappled), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [prone](/Rules/Source/conditions.md#Prone), [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 9"
"languages": ""
"cr": "20"
"traits":
  - "desc": "Any creature that starts its turn within 30 feet of the nightwalker must\
      \ succeed on a DC 21 Constitution saving throw or take 21 (6d6) necrotic damage.\
      \ Undead are immune to this aura."
    "name": "Annihilating Aura"
  - "desc": "A creature dies if reduced to 0 hit points by the nightwalker and can't\
      \ be revived except by a [wish](/Rules/Source/spells/wish-xphb.md) spell."
    "name": "Life Eater"
  - "desc": "The nightwalker doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The nightwalker makes two Enervating Focus attacks, one of which can\
      \ be replaced by Finger of Doom, if available."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 28\
      \ (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution\
      \ saving throw or its hit point maximum is reduced by an amount equal to the\
      \ necrotic damage taken. This reduction lasts until the target finishes a long\
      \ rest. The target dies if its hit point maximum is reduced to 0."
    "name": "Enervating Focus"
  - "desc": "The nightwalker points at one creature it can see within 300 feet of\
      \ it. The target must succeed on a DC 21 Wisdom saving throw or take 39 (6d12)\
      \ necrotic damage and become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ until the end of the nightwalker's next turn. While [frightened](/Rules/Source/conditions.md#Frightened)\
      \ in this way, the creature is also [paralyzed](/Rules/Source/conditions.md#Paralyzed).\
      \ If a target's saving throw is successful, the target is immune to the nightwalker's\
      \ Finger of Doom for the next 24 hours."
    "name": "Finger of Doom (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/nightwalker-mpmm.webp"

Environment

arctic, desert, swamp, underdark

Nilbog

When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, as well as the goblin possessed by it, a nilbog ("goblin" spelled backward), and they revel in the chaos a nilbog sows.

Whenever goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless of reprisal. This nilbog also gains strange powers that drive others to do the opposite of what they desire. Attacking the possessed goblin is foolhardy, and killing them just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.

Among fey courts, the risk of attracting a nilbog has given rise to the practice of always including at least one goblin jester. This jester is allowed to go anywhere and do whatever they please, hopefully preventing a nilbog from manifesting. The position of jester is much sought-after among the courts' goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior.

Nilbogism. A nilbog is an invisible spirit that possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can't be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative ties), the only action it can take is to attempt to possess a goblin within 5 feet of it.

A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed, the goblin uses the nilbog stat block. If the save succeeds, the spirit can't possess that goblin for 24 hours.

If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed.

Nilbog

Nilbog

Source: Mordenkainen Presents: Monsters of the Multiverse p. 195

When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, as well as the goblin possessed by it, a nilbog ("goblin" spelled backward), and they revel in the chaos a nilbog sows.

Whenever goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless of reprisal. This nilbog also gains strange powers that drive others to do the opposite of what they desire. Attacking the possessed goblin is foolhardy, and killing them just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.

Among fey courts, the risk of attracting a nilbog has given rise to the practice of always including at least one goblin jester. This jester is allowed to go anywhere and do whatever they please, hopefully preventing a nilbog from manifesting. The position of jester is much sought-after among the courts' goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior.

Nilbogism

A nilbog is an invisible spirit that possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can't be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative ties), the only action it can take is to attempt to possess a goblin within 5 feet of it.

A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed, the goblin uses the nilbog stat block. If the save succeeds, the spirit can't possess that goblin for 24 hours.

If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed.

"name": "Nilbog (MPMM)"
"size": "Small"
"type": "fey"
"subtype": "goblinoid"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "13"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "7"
"hit_dice": "2d6"
"modifier": !!int "2"
"stats":
  - !!int "8"
  - !!int "14"
  - !!int "10"
  - !!int "10"
  - !!int "8"
  - !!int "15"
"speed": "30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 9"
"languages": "Common, Goblin"
"cr": "1"
"traits":
  - "desc": "Any creature that attempts to damage the nilbog must first succeed on\
      \ a DC 12 Charisma saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
      \ until the end of the creature's next turn. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
      \ in this way must use its action praising the nilbog.\n\nThe nilbog can't regain\
      \ hit points, including through magical healing, except through its Reversal\
      \ of Fortune reaction."
    "name": "Nilbogism"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) bludgeoning damage."
    "name": "Fool's Scepter"
  - "desc": "The nilbog targets one creature it can see within 60 feet of it. The\
      \ target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4) psychic\
      \ damage and have disadvantage on its next attack roll before the end of its\
      \ next turn."
    "name": "Mocking Word"
  - "desc": "The nilbog casts one of the following spells, using Charisma as the spellcasting\
      \ ability (spell save DC 12):\n\n**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [Tasha's hideous laughter](/Rules/Source/spells/tashas-hideous-laughter-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The nilbog takes the [Disengage](/Rules/Source/actions.md#Disengage)\
      \ or [Hide](/Rules/Source/actions.md#Hide) action."
    "name": "Nimble Escape"
"reactions":
  - "desc": "In response to another creature dealing damage to the nilbog, the nilbog\
      \ reduces the damage to 0 and regains 3 (1d6) hit points."
    "name": "Reversal of Fortune"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/nilbog-mpmm.webp"

Environment

forest, hill, underdark

Nupperibo

A quote from Mordenkainen

A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul...

But those who lacked ambition cannot climb the hierarchical ladder of the Hells.

They instead step down, becoming nupperibos.

No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and inaction more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater fiendish power commands it.

Individually, nupperibos are weak, but they're rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.

A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo's vermin cloud senses a potential meal, any nearby nupperibos pursue that prey tirelessly until it or the nupperibos are slain, or some other potential victim crosses the devils' path and distracts them.

Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status.

Nupperibo

Nupperibo

Source: Mordenkainen Presents: Monsters of the Multiverse p. 196

A quote from Mordenkainen

A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul...

But those who lacked ambition cannot climb the hierarchical ladder of the Hells.

They instead step down, becoming nupperibos.

No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and inaction more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater fiendish power commands it.

Individually, nupperibos are weak, but they're rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.

A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo's vermin cloud senses a potential meal, any nearby nupperibos pursue that prey tirelessly until it or the nupperibos are slain, or some other potential victim crosses the devils' path and distracts them.

Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status.

"name": "Nupperibo (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "11"
"hit_dice": "2d8 + 2"
"modifier": !!int "0"
"stats":
  - !!int "16"
  - !!int "11"
  - !!int "13"
  - !!int "3"
  - !!int "8"
  - !!int "1"
"speed": "20 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+1"
"damage_resistances": "acid, cold"
"damage_immunities": "fire, poison"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 20 ft. (blind beyond this\
  \ radius), passive Perception 11"
"languages": "understands Infernal but can't speak"
"cr": "1/2"
"traits":
  - "desc": "Any creature, other than a devil, that starts its turn within 20 feet\
      \ of one or more nupperibos must succeed on a DC 11 Constitution saving throw\
      \ or take 5 (2d4) acid damage. A creature within the areas of two or more nupperibos\
      \ makes the saving throw with disadvantage."
    "name": "Cloud of Vermin"
  - "desc": "In the Nine Hells, the nupperibo can flawlessly track any creature that\
      \ has taken damage from any nupperibo's Cloud of Vermin within the previous\
      \ 24 hours."
    "name": "Driven Tracker"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) piercing damage."
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/nupperibo-mpmm.webp"

^statblock

Oblexes

Oblexes

A quote from Mordenkainen

Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.

A quote from Mordenkainen

An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.

By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.

When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters.

Oblex Spawn

Oblex Spawn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 197

An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go uncontrolled and erratic. This act spawns a new oblex.

Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.

Oblexes

A quote from Mordenkainen

Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.

A quote from Mordenkainen

An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.

By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.

When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters.

"name": "Oblex Spawn (MPMM)"
"size": "Tiny"
"type": "ooze"
"alignment": "Typically  Lawful Evil"
"ac": !!int "13"
"hp": !!int "18"
"hit_dice": "4d4 + 8"
"modifier": !!int "3"
"stats":
  - !!int "8"
  - !!int "16"
  - !!int "15"
  - !!int "14"
  - !!int "11"
  - !!int "10"
"speed": "20 ft."
"saves":
  - "intelligence": !!int "4"
  - "charisma": !!int "2"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
  \ [deafened](/Rules/Source/conditions.md#Deafened), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft. (blind beyond this\
  \ radius), passive Perception 12"
"languages": ""
"cr": "1/4"
"traits":
  - "desc": "The oblex can move through a space as narrow as 1 inch wide without squeezing."
    "name": "Amorphous"
  - "desc": "If the oblex takes fire damage, it has disadvantage on attack rolls and\
      \ ability checks until the end of its next turn."
    "name": "Aversion to Fire"
  - "desc": "The oblex doesn't require sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) bludgeoning damage plus 2 (1d4) psychic damage."
    "name": "Pseudopod"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/ooze/token/oblex-spawn-mpmm.webp"

Environment

swamp, underdark, urban

Adult Oblex

Adult Oblex

Source: Mordenkainen Presents: Monsters of the Multiverse p. 198

Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims.

Oblexes

A quote from Mordenkainen

Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.

A quote from Mordenkainen

An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.

By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.

When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters.

"name": "Adult Oblex (MPMM)"
"size": "Medium"
"type": "ooze"
"alignment": "Typically  Lawful Evil"
"ac": !!int "14"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "4"
"stats":
  - !!int "8"
  - !!int "19"
  - !!int "16"
  - !!int "19"
  - !!int "12"
  - !!int "15"
"speed": "20 ft."
"saves":
  - "intelligence": !!int "7"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "desc": "\n\nOne of [Arcana](/Rules/Source/skills.md#Arcana) +7, [History](/Rules/Source/skills.md#History)\
      \ +7, [Nature](/Rules/Source/skills.md#Nature) +7, or [Religion](/Rules/Source/skills.md#Religion)\
      \ +7"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
  \ [deafened](/Rules/Source/conditions.md#Deafened), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft. (blind beyond this\
  \ distance), passive Perception 14"
"languages": "Common plus two more languages"
"cr": "5"
"traits":
  - "desc": "The oblex can move through a space as narrow as 1 inch wide without squeezing."
    "name": "Amorphous"
  - "desc": "If the oblex takes fire damage, it has disadvantage on attack rolls and\
      \ ability checks until the end of its next turn."
    "name": "Aversion to Fire"
  - "desc": "The oblex doesn't require sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The oblex makes two pseudopod attacks, and it uses Eat Memories."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage."
    "name": "Pseudopod"
  - "desc": "The oblex targets one creature it can see within 5 feet of it. The target\
      \ must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage\
      \ and become memory drained until it finishes a short or long rest or until\
      \ it benefits from the [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md)\
      \ or [heal](/Rules/Source/spells/heal-xphb.md) spell. Constructs, Oozes, Plants,\
      \ and Undead succeed on the save automatically.\n\nWhile memory drained, the\
      \ target must roll a d4 and subtract the number rolled from its ability checks\
      \ and attack rolls. Each time the target is memory drained beyond the first,\
      \ the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and\
      \ so on until the die becomes a d20, at which point the target becomes [unconscious](/Rules/Source/conditions.md#Unconscious)\
      \ for 1 hour. The effect then ends.\n\nThe oblex learns all the languages a\
      \ memory-drained target knows and gains all its skill proficiencies."
    "name": "Eat Memories"
  - "desc": "The oblex casts one of the following spells, requiring no spell components\
      \ and using Intelligence as the spellcasting ability (spell save DC 15):\n\n\
      **3/day each:** [charm person](/Rules/Source/spells/charm-person-xphb.md) (as\
      \ 5th-level spell), [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
      \ [hypnotic pattern](/Rules/Source/spells/hypnotic-pattern-xphb.md)"
    "name": "Spellcasting (Psionics)"
"bonus_actions":
  - "desc": "The oblex extrudes a piece of itself that assumes the appearance of one\
      \ Medium or smaller creature whose memories it has stolen. This simulacrum appears,\
      \ feels, and sounds exactly like the creature it impersonates, though it smells\
      \ faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures,\
      \ each one tethered to its body by a strand of slime that can extend up to 120\
      \ feet away. The simulacrum is an extension of the oblex, meaning that the oblex\
      \ occupies its space and the simulacrum's space simultaneously. The tether is\
      \ immune to damage, but it is severed if there is no opening at least 1 inch\
      \ wide between the oblex and the simulacrum. The simulacrum disappears if the\
      \ tether is severed."
    "name": "Sulfurous Impersonation"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/ooze/token/adult-oblex-mpmm.webp"

Environment

swamp, underdark, urban

Elder Oblex

Elder Oblex

Source: Mordenkainen Presents: Monsters of the Multiverse p. 199

Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims.

Oblexes

A quote from Mordenkainen

Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.

A quote from Mordenkainen

An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.

By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.

When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters.

"name": "Elder Oblex (MPMM)"
"size": "Huge"
"type": "ooze"
"alignment": "Typically  Lawful Evil"
"ac": !!int "16"
"hp": !!int "115"
"hit_dice": "10d12 + 50"
"modifier": !!int "3"
"stats":
  - !!int "15"
  - !!int "16"
  - !!int "21"
  - !!int "22"
  - !!int "13"
  - !!int "18"
"speed": "20 ft."
"saves":
  - "intelligence": !!int "10"
  - "charisma": !!int "8"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+10"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+8"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+10"
  - "name": "[Nature](/Rules/Source/skills.md#Nature)"
    "desc": "+10"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+10"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
  \ [deafened](/Rules/Source/conditions.md#Deafened), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft. (blind beyond this\
  \ distance), passive Perception 15"
"languages": "Common plus six more languages"
"cr": "10"
"traits":
  - "desc": "The oblex can move through a space as narrow as 1 inch wide without squeezing."
    "name": "Amorphous"
  - "desc": "If the oblex takes fire damage, it has disadvantage on attack rolls and\
      \ ability checks until the end of its next turn."
    "name": "Aversion to Fire"
  - "desc": "The oblex doesn't require sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The elder oblex makes two Pseudopod attacks, and it uses Eat Memories."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 17\
      \ (4d6 + 3) bludgeoning damage plus 14 (4d6) psychic damage."
    "name": "Pseudopod"
  - "desc": "The oblex targets one creature it can see within 5 feet of it. The target\
      \ must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage\
      \ and become memory drained until it finishes a short or long rest or until\
      \ it benefits from the [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md)\
      \ or [heal](/Rules/Source/spells/heal-xphb.md) spell. Constructs, Oozes, Plants,\
      \ and Undead succeed on the save automatically.\n\nWhile memory drained, the\
      \ target must roll a d4 and subtract the number rolled from any ability check\
      \ or attack roll it makes. Each time the target is memory drained beyond the\
      \ first, the die size increases by one: the d4 becomes a d6, the d6 becomes\
      \ a d8, and so on until the die becomes a d20, at which point the target becomes\
      \ [unconscious](/Rules/Source/conditions.md#Unconscious) for 1 hour. The effect\
      \ then ends.\n\nThe oblex learns all the languages a memory-drained target knows\
      \ and gains all its skill proficiencies."
    "name": "Eat Memories"
  - "desc": "The oblex casts one of the following spells, requiring no spell components\
      \ and using Intelligence as the spellcasting ability (spell save DC 18):\n\n\
      **At will:** [charm person](/Rules/Source/spells/charm-person-xphb.md) (as 5th-level\
      \ spell), [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md)\n\n\
      **3/day each:** [dimension door](/Rules/Source/spells/dimension-door-xphb.md),\
      \ [dominate person](/Rules/Source/spells/dominate-person-xphb.md), [hypnotic\
      \ pattern](/Rules/Source/spells/hypnotic-pattern-xphb.md), [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
    "name": "Spellcasting (Psionics)"
"bonus_actions":
  - "desc": "The oblex extrudes a piece of itself that assumes the appearance of one\
      \ Medium or smaller creature whose memories it has stolen. This simulacrum appears,\
      \ feels, and sounds exactly like the creature it impersonates, though it smells\
      \ faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures,\
      \ each one tethered to its body by a strand of slime that can extend up to 120\
      \ feet away. The simulacrum is an extension of the oblex, meaning that the oblex\
      \ occupies its space and the simulacrum's space simultaneously. The tether is\
      \ immune to damage, but it is severed if there is no opening at least 1 inch\
      \ wide between the oblex and the simulacrum. The simulacrum disappears if the\
      \ tether is severed."
    "name": "Sulfurous Impersonation"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/ooze/token/elder-oblex-mpmm.webp"

Environment

swamp, underdark, urban

Ogres of War

Ogres of War. Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths.

Ogre Battering Ram

Ogre Battering Ram

Source: Mordenkainen Presents: Monsters of the Multiverse p. 200

An ogre battering ram carries an enormous club that's primarily used for bashing doors into kindling but also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications and using their weapons to force an advancing enemy to halt.

Ogres of War

Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths.

"name": "Ogre Battering Ram (MPMM)"
"size": "Large"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "11"
"ac_class": "[hide armor](/Rules/Source/items/hide-armor-xphb.md)"
"hp": !!int "76"
"hit_dice": "9d10 + 27"
"modifier": !!int "-1"
"stats":
  - !!int "19"
  - !!int "8"
  - !!int "16"
  - !!int "5"
  - !!int "7"
  - !!int "7"
"speed": "40 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": "Common, Giant"
"cr": "4"
"traits":
  - "desc": "The ogre deals double damage to objects and structures."
    "name": "Siege Monster"
"actions":
  - "desc": "The ogre makes two Bash attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 15\
      \ (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away\
      \ if the target is Huge or smaller."
    "name": "Bash"
"reactions":
  - "desc": "When a creature enters a space within 5 feet of the ogre, the ogre makes\
      \ a Bash attack against that creature. If the attack hits, the target's speed\
      \ is reduced to 0 until the start of the ogre's next turn."
    "name": "Block the Path"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/ogre-battering-ram-mpmm.webp"

Environment

grassland, hill, mountain

Ogre Bolt Launcher

Ogre Bolt Launcher

Source: Mordenkainen Presents: Monsters of the Multiverse p. 200

A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low.

Ogres of War

Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths.

"name": "Ogre Bolt Launcher (MPMM)"
"size": "Large"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "13"
"ac_class": "[hide armor](/Rules/Source/items/hide-armor-xphb.md)"
"hp": !!int "59"
"hit_dice": "7d10 + 21"
"modifier": !!int "1"
"stats":
  - !!int "19"
  - !!int "12"
  - !!int "16"
  - !!int "5"
  - !!int "7"
  - !!int "7"
"speed": "40 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": "Common, Giant"
"cr": "2"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4\
      \ + 4) bludgeoning damage."
    "name": "Fist"
  - "desc": "*Ranged Weapon Attack:* +3 to hit, range 120/480 ft., one target. *Hit:*\
      \ 17 (3d10 + 1) piercing damage."
    "name": "Bolt Launcher"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/ogre-bolt-launcher-mpmm.webp"

Environment

grassland, hill, mountain

Ogre Chain Brute

Ogre Chain Brute

Source: Mordenkainen Presents: Monsters of the Multiverse p. 201

An ogre chain brute wields a great spiked chain, swinging it with both hands in a wide circle to knock foes off their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash.

Ogres of War

Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths.

"name": "Ogre Chain Brute (MPMM)"
"size": "Large"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "11"
"ac_class": "[hide armor](/Rules/Source/items/hide-armor-xphb.md)"
"hp": !!int "59"
"hit_dice": "7d10 + 21"
"modifier": !!int "-1"
"stats":
  - !!int "19"
  - !!int "8"
  - !!int "16"
  - !!int "5"
  - !!int "7"
  - !!int "7"
"speed": "40 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": "Common, Giant"
"cr": "3"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4\
      \ + 4) bludgeoning damage."
    "name": "Fist"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 13\
      \ (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution\
      \ saving throw or be [stunned](/Rules/Source/conditions.md#Stunned) for 1 minute.\
      \ The target repeats the saving throw if it takes damage and at the end of each\
      \ of its turns, ending the effect on itself on a success."
    "name": "Chain Smash (Recharge 6)"
  - "desc": "The ogre swings its chain, and every creature within 10 feet of it must\
      \ make a DC 14 Dexterity saving throw. On a failed saving throw, a creature\
      \ takes 8 (1d8 + 4) bludgeoning damage and is knocked [prone](/Rules/Source/conditions.md#Prone).\
      \ On a successful save, the creature takes half as much damage and isn't knocked\
      \ [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Chain Sweep"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/ogre-chain-brute-mpmm.webp"

Environment

grassland, hill, mountain

Ogre Howdah

Ogre Howdah

Source: Mordenkainen Presents: Monsters of the Multiverse p. 201

The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort serves as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding goblins into battle, or perhaps kobolds or deep gnomes, but they might also transport other Small folk.

Ogres of War

Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths.

"name": "Ogre Howdah (MPMM)"
"size": "Large"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "[breastplate](/Rules/Source/items/breastplate-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "59"
"hit_dice": "7d10 + 21"
"modifier": !!int "-1"
"stats":
  - !!int "19"
  - !!int "8"
  - !!int "16"
  - !!int "5"
  - !!int "7"
  - !!int "7"
"speed": "40 ft."
"gear":
  - "[mace](/Rules/Source/items/mace-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": "Common, Giant"
"cr": "2"
"traits":
  - "desc": "The ogre carries a compact fort on its back. Up to four Small creatures\
      \ can ride in the fort without squeezing. To make a melee attack against a target\
      \ within 5 feet of the ogre, they must use spears or weapons with reach. Creatures\
      \ in the fort have three-quarters cover against attacks and effects from outside\
      \ it. If the ogre dies, creatures in the fort are placed in unoccupied spaces\
      \ within 5 feet of the ogre."
    "name": "Howdah"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) bludgeoning damage."
    "name": "Mace"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/ogre-howdah-mpmm.webp"

Environment

grassland, hill, mountain

Oinoloth

Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.

Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks.

Oinoloth

Oinoloth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 202

Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.

Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks.

"name": "Oinoloth (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "yugoloth"
"alignment": "Typically  Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "119"
"hit_dice": "14d8 + 56"
"modifier": !!int "3"
"stats":
  - !!int "19"
  - !!int "17"
  - !!int "18"
  - !!int "17"
  - !!int "16"
  - !!int "19"
"speed": "40 ft."
"saves":
  - "constitution": !!int "8"
  - "wisdom": !!int "7"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+8"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+7"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 17"
"languages": "Abyssal, Infernal, telepathy 60 ft."
"cr": "12"
"traits":
  - "desc": "The oinoloth has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The oinoloth makes two Claw attacks, and it uses Spellcasting or Teleport."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14\
      \ (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage."
    "name": "Claw"
  - "desc": "The oinoloth touches one willing creature within 5 feet of it. The target\
      \ regains all its hit points. In addition, the oinoloth can end one disease\
      \ on the target or remove one of the following conditions from it: [blinded](/Rules/Source/conditions.md#Blinded),\
      \ [deafened](/Rules/Source/conditions.md#Deafened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
      \ or [poisoned](/Rules/Source/conditions.md#Poisoned). The target then gains\
      \ 1 level of [exhaustion](/Rules/Source/conditions.md#Exhaustion), and its hit\
      \ point maximum is reduced by 7 (2d6). This reduction can be removed only by\
      \ a [wish](/Rules/Source/spells/wish-xphb.md) spell or by casting [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md)\
      \ on the target three times within the same hour. The target dies if its hit\
      \ point maximum is reduced to 0."
    "name": "Corrupted Healing (Recharge 6)"
  - "desc": "The oinoloth teleports, along with any equipment it is wearing or carrying,\
      \ up to 60 feet to an unoccupied space it can see."
    "name": "Teleport"
  - "desc": "The oinoloth casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 16):\n\
      \n**At will:** [darkness](/Rules/Source/spells/darkness-xphb.md), [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [hold monster](/Rules/Source/spells/hold-monster-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md) (self only)\n\n\
      **1/day each:** [feeblemind](/Rules/Source/spells/befuddlement-xphb.md), [globe\
      \ of invulnerability](/Rules/Source/spells/globe-of-invulnerability-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The oinoloth blights the area in a 30-foot-radius sphere centered on\
      \ itself. The blight lasts for 24 hours. While the area is blighted, all normal\
      \ plants there wither and die.\n\nFurthermore, when a creature moves into the\
      \ blighted area or starts its turn there, that creature must make a DC 16 Constitution\
      \ saving throw. On a failed save, the creature takes 14 (4d6) poison damage\
      \ and is [poisoned](/Rules/Source/conditions.md#Poisoned). On a successful save,\
      \ the creature is immune to the oinoloth's Bringer of Plagues for the next 24\
      \ hours.\n\nThe [poisoned](/Rules/Source/conditions.md#Poisoned) creature can't\
      \ regain hit points. After every 24 hours that elapse, the [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ creature can repeat the saving throw. On a failed save, the creature's hit\
      \ point maximum is reduced by 5 (1d10). This reduction lasts until the poison\
      \ ends, and the target dies if its hit point maximum is reduced to 0. The poison\
      \ ends after the creature successfully saves against it three times."
    "name": "Bringer of Plagues (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/oinoloth-mpmm.webp"

Environment

desert, underdark

Orcus

Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command.

Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.

Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the Dungeon Master's Guide.

Cultists of Orcus

Note

See the Cult of Orcus entry.

Orcus's Lair. Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another.

Orcus

Orcus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 204

Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command.

Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.

Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the Dungeon Master's Guide.

Cultists of Orcus

Note

See the Cult of Orcus entry.

Orcus's Lair

Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another.

"name": "Orcus (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor; 20 with the [Wand of Orcus](/Rules/Source/items/wand-of-orcus-xdmg.md)"
"hp": !!int "405"
"hit_dice": "30d12 + 210"
"modifier": !!int "2"
"stats":
  - !!int "27"
  - !!int "14"
  - !!int "25"
  - !!int "20"
  - !!int "20"
  - !!int "25"
"speed": "40 ft., fly 40 ft."
"saves":
  - "dexterity": !!int "10"
  - "constitution": !!int "15"
  - "wisdom": !!int "13"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+13"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+13"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "necrotic; poison; bludgeoning, piercing, slashing that is nonmagical"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[wand of orcus](/Rules/Source/items/wand-of-orcus-xdmg.md)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 22"
"languages": "all, telepathy 120 ft."
"cr": "26"
"traits":
  - "desc": "If Orcus fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Orcus has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Orcus can cast [animate dead](/Rules/Source/spells/animate-dead-xphb.md)\
      \ (at will) and [create undead](/Rules/Source/spells/create-undead-xphb.md)\
      \ (3/day). He chooses the level at which the spells are cast, and the creatures\
      \ created by them remain under his control indefinitely. Additionally, he can\
      \ cast [create undead](/Rules/Source/spells/create-undead-xphb.md) even when\
      \ it isn't night."
    "name": "Master of Undeath"
  - "desc": "Orcus wields the [Wand of Orcus](/Rules/Source/items/wand-of-orcus-xdmg.md)."
    "name": "Special Equipment"
"actions":
  - "desc": "Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 24\
      \ (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage."
    "name": "Wand of Orcus"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 21\
      \ (3d8 + 8) force damage plus 9 (2d8) poison damage."
    "name": "Tail"
  - "desc": "*Ranged Spell Attack:* +15 to hit, range 120 ft., one target. *Hit:*\
      \ 29 (5d8 + 7) necrotic damage."
    "name": "Necrotic Bolt"
  - "desc": "While holding the [Wand of Orcus](/Rules/Source/items/wand-of-orcus-xdmg.md),\
      \ Orcus conjures Undead creatures whose combined average hit points don't exceed\
      \ 500. These creatures magically rise up from the ground or otherwise form in\
      \ unoccupied spaces within 300 feet of Orcus and obey his commands until they\
      \ are destroyed or until he dismisses them as an action."
    "name": "Conjure Undead (1/Day)"
  - "desc": "Orcus casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 23):\n\n**At\
      \ will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md)\n\n**3/day:**\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md)\n\n**1/day:** [time\
      \ stop](/Rules/Source/spells/time-stop-xphb.md)"
    "name": "Spellcasting"
  - "desc": "While holding the [Wand of Orcus](/Rules/Source/items/wand-of-orcus-xdmg.md),\
      \ Orcus casts one of the following spells (spell save DC 18), some of which\
      \ require charges; the wand has 7 charges to fuel these spells, and it regains\
      \ 1d4 + 3 charges daily at dawn:\n\n**At will:** [animate dead](/Rules/Source/spells/animate-dead-xphb.md)\
      \ (as an action), [blight](/Rules/Source/spells/blight-xphb.md), [speak with\
      \ dead](/Rules/Source/spells/speak-with-dead-xphb.md)\n\n**2 charges each:**\
      \ [power word kill](/Rules/Source/spells/power-word-kill-xphb.md)\n\n**1 charge\
      \ each:** [circle of death](/Rules/Source/spells/circle-of-death-xphb.md), [finger\
      \ of death](/Rules/Source/spells/finger-of-death-xphb.md)"
    "name": "Wand Spellcasting"
"lair_actions":
  - "desc": "On Initiative count 20 (losing initiative ties), Orcus can take a lair\
      \ action to cause one of the following effects; he can't use the same effect\
      \ two rounds in a row:\n\n- **Deadly Utterance.** Orcus's voice booms throughout\
      \ the lair. His utterance causes one creature of his choice to be subjected\
      \ to [power word kill](/Rules/Source/spells/power-word-kill-xphb.md). Orcus\
      \ needn't see the creature, but he must be aware that the individual is in the\
      \ lair.  \n- **Grasp of the Dead.** Orcus causes skeletal arms to rise from\
      \ an area on the ground in a 20-foot square that he can see. They last until\
      \ the next initiative count 20. Each creature in that area when the arms appear\
      \ must succeed on a DC 23 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
      \ until the arms disappear or until Orcus releases them (no action required).\
      \  \n- **Undead Servants.** Orcus causes up to six corpses within the lair to\
      \ rise as [skeletons](/Rules/Source/bestiary/undead/skeleton-xmm.md), [zombies](/Rules/Source/bestiary/undead/zombie-xmm.md),\
      \ or [ghouls](/Rules/Source/bestiary/undead/ghoul-xmm.md). These undead obey\
      \ his telepathic commands, which can reach anywhere in the lair.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Orcus's lair is warped by his magic, creating one\
      \ or more of the following effects:\n\n- **Charnel Realm.** The air is filled\
      \ with the stench of rotting flesh, and buzzing flies grow thick within the\
      \ region.  \n- **Undead Beasts.** Dead Beasts periodically animate as Undead\
      \ mockeries of their former selves. Skeletal and zombie versions of local wildlife\
      \ are commonly seen in the area.  \n\nIf Orcus dies, these effects fade over\
      \ the course of 1d10 days."
    "name": ""
"legendary_description": "Orcus 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. Orcus regains spent legendary actions at the start\
  \ of his turn."
"legendary_actions":
  - "desc": "Orcus makes one Tail or Necrotic Bolt attack."
    "name": "Attack"
  - "desc": "Orcus chooses a point on the ground that he can see within 100 feet of\
      \ him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot\
      \ radius rises from that point and lasts until the end of Orcus's next turn.\
      \ Creatures in that area have vulnerability to necrotic damage."
    "name": "Creeping Death (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/orcus-mpmm.webp"

^statblock

Orthon

When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse.

Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.

Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells.

Orthon

Orthon

Source: Mordenkainen Presents: Monsters of the Multiverse p. 205

When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse.

Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.

Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells.

"name": "Orthon (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "devil"
"alignment": "Typically  Lawful Evil"
"ac": !!int "17"
"ac_class": "[half plate](/Rules/Source/items/half-plate-armor-xphb.md)"
"hp": !!int "105"
"hit_dice": "10d10 + 50"
"modifier": !!int "3"
"stats":
  - !!int "22"
  - !!int "16"
  - !!int "21"
  - !!int "15"
  - !!int "15"
  - !!int "16"
"speed": "30 ft., climb 30 ft."
"saves":
  - "dexterity": !!int "7"
  - "constitution": !!int "9"
  - "wisdom": !!int "6"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+11"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+10"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., [truesight](/Rules/Source/senses.md#Truesight)\
  \ 30 ft., passive Perception 20"
"languages": "Common, Infernal, telepathy 120 ft."
"cr": "10"
"traits":
  - "desc": "The orthon has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d4 + 6) force damage, and the target must make a DC 17 Constitution saving\
      \ throw, taking 22 (4d10) poison damage on a failed save, or half as much damage\
      \ on a successful one. On a failure, the target is [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ for 1 minute. The [poisoned](/Rules/Source/conditions.md#Poisoned) target\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success."
    "name": "Infernal Dagger"
  - "desc": "*Ranged Weapon Attack:* +7 to hit, range 100/400 ft., one target. *Hit:*\
      \ 14 (2d10 + 3) force damage. The target also suffers one of the following effects\
      \ of the orthon's choice; the orthon can't use the same effect two rounds in\
      \ a row:\n\n- **Acid.** The target must make a DC 17 Constitution saving throw,\
      \ taking an additional 17 (5d6) acid damage on a failed save, or half as much\
      \ damage on a successful one.  \n- **Blindness.** The target takes 5 (1d10)\
      \ radiant damage. In addition, the target and all other creatures within 20\
      \ feet of it must each make a successful DC 17 Dexterity saving throw or be\
      \ [blinded](/Rules/Source/conditions.md#Blinded) until the end of the orthon's\
      \ next turn.  \n- **Concussion.** The target and each creature within 20 feet\
      \ of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder\
      \ damage on a failed save, or half as much damage on a successful one.  \n-\
      \ **Entanglement.** The target must make a successful DC 17 Dexterity saving\
      \ throw or be [restrained](/Rules/Source/conditions.md#Restrained) for 1 hour\
      \ by strands of sticky webbing. The target can escape by taking an action to\
      \ make a DC 17 Strength or Dexterity check and succeeding.  \n- **Paralysis.**\
      \ The target takes 22 (4d10) lightning damage and must make a successful DC\
      \ 17 Constitution saving throw or be [paralyzed](/Rules/Source/conditions.md#Paralyzed)\
      \ for 1 minute. The [paralyzed](/Rules/Source/conditions.md#Paralyzed) target\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success.  \n- **Tracking.** For the next 24 hours, the orthon\
      \ knows the direction and distance to the target, as long as it's on the same\
      \ plane of existence. If the target is on a different plane, the orthon knows\
      \ which one, but not the exact location there.  "
    "name": "Brass Crossbow"
"bonus_actions":
  - "desc": "The orthon becomes [invisible](/Rules/Source/conditions.md#Invisible).\
      \ Any equipment it wears or carries is also [invisible](/Rules/Source/conditions.md#Invisible)\
      \ as long as the equipment is on its person. This invisibility ends immediately\
      \ after it makes an attack roll or is hit by an attack roll."
    "name": "Invisibility Field (Recharge 4-6)"
"reactions":
  - "desc": "In response to dropping to 15 hit points or fewer, the orthon explodes.\
      \ All other creatures within 30 feet of it must each make a DC 17 Dexterity\
      \ saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a\
      \ failed save, or half as much damage on a successful one. The orthon, its infernal\
      \ dagger, and its brass crossbow are destroyed."
    "name": "Explosive Retribution"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/orthon-mpmm.webp"

Environment

desert, underdark, urban

Phoenix

A quote from Mordenkainen

To rise like a phoenix from the ashes–so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth.

Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno.

Phoenix

Phoenix

Source: Mordenkainen Presents: Monsters of the Multiverse p. 206

A quote from Mordenkainen

To rise like a phoenix from the ashes–so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth.

Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno.

"name": "Phoenix (MPMM)"
"size": "Gargantuan"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "18"
"hp": !!int "175"
"hit_dice": "10d20 + 70"
"modifier": !!int "8"
"stats":
  - !!int "19"
  - !!int "26"
  - !!int "25"
  - !!int "2"
  - !!int "21"
  - !!int "18"
"speed": "20 ft., fly 120 ft."
"saves":
  - "wisdom": !!int "10"
  - "charisma": !!int "9"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "fire, poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": ""
"cr": "16"
"traits":
  - "desc": "If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere\
      \ centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22\
      \ (4d10) fire damage on a failed save, or half as much damage on a successful\
      \ one. The fire ignites flammable objects in the area that aren't being worn\
      \ or carried.\n\nThe explosion destroys the phoenix's body and leaves behind\
      \ an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6) fire\
      \ damage to any creature that touches it, though no more than once per round.\
      \ The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix."
    "name": "Fiery Death and Rebirth"
  - "desc": "The phoenix can move through a space as narrow as 1 inch wide without\
      \ squeezing.\n\nAny creature that touches the phoenix or hits it with a melee\
      \ attack while within 5 feet of it takes 5 (1d10) fire damage. In addition,\
      \ the phoenix can enter a hostile creature's space and stop there. The first\
      \ time it enters a creature's space on a turn, that creature takes 5 (1d10)\
      \ fire damage.\n\nWith a touch, the phoenix can also ignite flammable objects\
      \ that aren't worn or carried (no action required)."
    "name": "Fire Form"
  - "desc": "The phoenix doesn't provoke [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)\
      \ when it flies out of an enemy's reach."
    "name": "Flyby"
  - "desc": "The phoenix sheds bright light in a 60-foot radius and dim light for\
      \ an additional 30 feet."
    "name": "Illumination"
  - "desc": "If the phoenix fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The phoenix deals double damage to objects and structures."
    "name": "Siege Monster"
"actions":
  - "desc": "The phoenix makes two attacks: one Beak attack and one Fiery Talons attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 15\
      \ (2d6 + 8) fire damage."
    "name": "Beak"
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17\
      \ (2d8 + 8) fire damage."
    "name": "Fiery Talons"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the phoenix can expend a use to take one of the following actions. The phoenix\
  \ regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The phoenix moves up to its speed."
    "name": "Move"
  - "desc": "The phoenix makes one beak attack."
    "name": "Peck"
  - "desc": "The phoenix moves up to its speed and makes one Fiery Talons attack."
    "name": "Swoop (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/phoenix-mpmm.webp"

Environment

desert, mountain

Quickling

Quicklings rocket through twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. These slender Fey resemble miniature elves with feral features and cold eyes that gleam like jewels. Racing faster than the eye can track, they appear as little more than blurry waverings in the air.

Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a species of lazy and egotistical Fey, quicklings' predecessors were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life—no quickling lives longer than fifteen years.

The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.

To other creatures, quicklings seem blindingly fast, vanishing into an indistinct blur as they move. Their cruel laughter is a burst of rapid staccato sounds, their speech a shrill squeal. Only when quicklings deliberately slow down, which they prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, "stationary" quicklings constantly pace and shift in place, as though they can't wait to be off again.

Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. They spend most of their time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.

Tricks of that sort are hardly the limit of quicklings' artful malice, however. They don't commit outright murder, but they can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their actions falls on others and creates discord.

Quickling

Quickling

Source: Mordenkainen Presents: Monsters of the Multiverse p. 207

Quicklings rocket through twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. These slender Fey resemble miniature elves with feral features and cold eyes that gleam like jewels. Racing faster than the eye can track, they appear as little more than blurry waverings in the air.

Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a species of lazy and egotistical Fey, quicklings' predecessors were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life—no quickling lives longer than fifteen years.

The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.

To other creatures, quicklings seem blindingly fast, vanishing into an indistinct blur as they move. Their cruel laughter is a burst of rapid staccato sounds, their speech a shrill squeal. Only when quicklings deliberately slow down, which they prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, "stationary" quicklings constantly pace and shift in place, as though they can't wait to be off again.

Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. They spend most of their time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.

Tricks of that sort are hardly the limit of quicklings' artful malice, however. They don't commit outright murder, but they can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their actions falls on others and creates discord.

"name": "Quickling (MPMM)"
"size": "Tiny"
"type": "fey"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"hp": !!int "10"
"hit_dice": "3d4 + 3"
"modifier": !!int "6"
"stats":
  - !!int "4"
  - !!int "23"
  - !!int "13"
  - !!int "10"
  - !!int "12"
  - !!int "7"
"speed": "120 ft."
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+8"
  - "name": "[Sleight of Hand](/Rules/Source/skills.md#Sleight%20of%20Hand)"
    "desc": "+8"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "Common, Sylvan"
"cr": "1"
"traits":
  - "desc": "Attack rolls against the quickling have disadvantage unless it is [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ or its speed is 0."
    "name": "Blurred Movement"
  - "desc": "If the quickling is subjected to an effect that allows it to make a Dexterity\
      \ saving throw to take only half damage, it instead takes no damage if it succeeds\
      \ on the saving throw and only half damage if it fails, provided it isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Evasion"
"actions":
  - "desc": "The quickling makes three Dagger attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +8 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 8 (1d4 + 6) piercing damage."
    "name": "Dagger"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/quickling-mpmm.webp"

Environment

forest

Redcap

A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.

In the Feywild, or where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that resembles a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings.

Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, the creature's iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and get in a vicious swing of their weapon before the target can react.

Redcaps' desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the fresh blood of their victims. When redcaps are born, their hats are coated with wet blood, and they know that if the blood isn't replenished at least once every three days, they will vanish as if they had never been.

Some redcaps can sense the being whose murderous acts led to their birth. They typically use this innate connection to find their creator and make that creature their first victim, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don't usually operate in groups, an individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that individual's murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might likewise put teams of them to work as grisly servants.

In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target.

Redcap

Redcap

Source: Mordenkainen Presents: Monsters of the Multiverse p. 208

A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.

In the Feywild, or where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that resembles a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings.

Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, the creature's iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and get in a vicious swing of their weapon before the target can react.

Redcaps' desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the fresh blood of their victims. When redcaps are born, their hats are coated with wet blood, and they know that if the blood isn't replenished at least once every three days, they will vanish as if they had never been.

Some redcaps can sense the being whose murderous acts led to their birth. They typically use this innate connection to find their creator and make that creature their first victim, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don't usually operate in groups, an individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that individual's murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might likewise put teams of them to work as grisly servants.

In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target.

"name": "Redcap (MPMM)"
"size": "Small"
"type": "fey"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "45"
"hit_dice": "6d6 + 24"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "13"
  - !!int "18"
  - !!int "10"
  - !!int "12"
  - !!int "9"
"speed": "25 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+6"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Common, Sylvan"
"cr": "3"
"traits":
  - "desc": "The redcap has disadvantage on Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ checks."
    "name": "Iron Boots"
  - "desc": "While grappling, the redcap is considered to be Medium. Also, wielding\
      \ a heavy weapon doesn't impose disadvantage on its attack rolls."
    "name": "Outsize Strength"
"actions":
  - "desc": "The redcap makes three Wicked Sickle attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4\
      \ + 4) slashing damage."
    "name": "Wicked Sickle"
  - "desc": "The redcap moves up to its speed to a creature it can see and kicks with\
      \ its iron boots. The target must succeed on a DC 14 Dexterity saving throw\
      \ or take 20 (3d10 + 4) bludgeoning damage and be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Ironbound Pursuit"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/redcap-mpmm.webp"

Environment

forest, hill, swamp

Retriever

The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these cultists to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.

Though retrievers were created to operate only in the Abyss, they are sometimes dispatched when a powerful devotee of Lolth needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to others, since Lolth's cultists don't want to take the chance that their creations will be turned against them.

Retriever

Retriever

Source: Mordenkainen Presents: Monsters of the Multiverse p. 209

The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these cultists to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.

Though retrievers were created to operate only in the Abyss, they are sometimes dispatched when a powerful devotee of Lolth needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to others, since Lolth's cultists don't want to take the chance that their creations will be turned against them.

"name": "Retriever (MPMM)"
"size": "Large"
"type": "construct"
"alignment": "Typically  Lawful Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "210"
"hit_dice": "20d10 + 100"
"modifier": !!int "3"
"stats":
  - !!int "22"
  - !!int "16"
  - !!int "20"
  - !!int "3"
  - !!int "11"
  - !!int "4"
"speed": "40 ft., climb 40 ft."
"saves":
  - "dexterity": !!int "8"
  - "constitution": !!int "10"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
"damage_immunities": "necrotic; poison; psychic; bludgeoning, piercing, slashing from\
  \ nonmagical attacks that aren't adamantine"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 15"
"languages": "understands Abyssal, Elvish, and Undercommon but can't speak"
"cr": "14"
"traits":
  - "desc": "The retriever is given a quarry by its master. The quarry can be a specific\
      \ creature or object the master is personally acquainted with, or it can be\
      \ a general type of creature or object the master has seen before. The retriever\
      \ knows the direction and distance to its quarry as long as the two of them\
      \ are on the same plane of existence. The retriever can have only one such quarry\
      \ at a time. The retriever also always knows the location of its master."
    "name": "Faultless Tracker"
"actions":
  - "desc": "The retriever makes two Foreleg attacks, and it uses Force Beam or Paralyzing\
      \ Beam, if available."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 15\
      \ (2d8 + 6) slashing damage."
    "name": "Foreleg"
  - "desc": "The retriever targets one creature it can see within 60 feet of it. The\
      \ target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage\
      \ on a failed save, or half as much damage on a successful one."
    "name": "Force Beam"
  - "desc": "The retriever targets one creature it can see within 60 feet of it. The\
      \ target must succeed on a DC 18 Constitution saving throw or be [paralyzed](/Rules/Source/conditions.md#Paralyzed)\
      \ for 1 minute. The [paralyzed](/Rules/Source/conditions.md#Paralyzed) target\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success.\n\nIf the [paralyzed](/Rules/Source/conditions.md#Paralyzed)\
      \ creature is Medium or smaller, the retriever can pick it up as part of the\
      \ retriever's move and walk or climb with it at full speed."
    "name": "Paralyzing Beam (Recharge 5-6)"
  - "desc": "The retriever casts one of the following spells, requiring no material\
      \ components and using Wisdom as the spellcasting ability (spell save DC 13):\n\
      \n**3/day each:** [plane shift](/Rules/Source/spells/plane-shift-xphb.md) (only\
      \ self and up to one incapacitated creature, which is considered willing for\
      \ the spell), [web](/Rules/Source/spells/web-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/retriever-mpmm.webp"

Environment

desert, forest, underdark

Rutterkin

A quote from Tasha

Eugh, rutterkins. You've heard of stinking cloud—now get ready for its sequel, rancid crows.

(Mordenkainen, my dear, I know you just died inside when you read that. Kisses!)

Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.

Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons that follow in the wake of the rutterkin mob that laid them low.

Rutterkin

Rutterkin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 210

A quote from Tasha

Eugh, rutterkins. You've heard of stinking cloud—now get ready for its sequel, rancid crows.

(Mordenkainen, my dear, I know you just died inside when you read that. Kisses!)

Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.

Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons that follow in the wake of the rutterkin mob that laid them low.

"name": "Rutterkin (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "12"
"hp": !!int "37"
"hit_dice": "5d8 + 15"
"modifier": !!int "2"
"stats":
  - !!int "14"
  - !!int "15"
  - !!int "17"
  - !!int "5"
  - !!int "12"
  - !!int "6"
"speed": "20 ft."
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "understands Abyssal but can't speak"
"cr": "2"
"traits":
  - "desc": "When a creature that isn't a demon starts its turn within 30 feet of\
      \ one or more rutterkins, that creature must make a DC 11 Wisdom saving throw.\
      \ The creature has disadvantage on the save if it's within 30 feet of six or\
      \ more rutterkins. On a failed save, the creature becomes [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the rutterkins for 1 minute. While [frightened](/Rules/Source/conditions.md#Frightened)\
      \ in this way, the creature is [restrained](/Rules/Source/conditions.md#Restrained).\
      \ At the end of each of the [frightened](/Rules/Source/conditions.md#Frightened)\
      \ creature's turns, it can repeat the saving throw, ending the effect on itself\
      \ on a success. On a successful save, the creature is immune to the Crippling\
      \ Fear of all rutterkins for 24 hours."
    "name": "Immobilizing Fear"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (3d6 + 2) piercing damage. If the target is a creature, it must succeed on\
      \ a DC 13 Constitution saving throw against disease or become [poisoned](/Rules/Source/conditions.md#Poisoned).\
      \ At the end of each long rest, the [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ target can repeat the saving throw, ending the effect on itself on a success.\
      \ If the target is reduced to 0 hit points while [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ in this way, it dies and instantly transforms into a living [manes](/Rules/Source/bestiary/fiend/manes-xmm.md).\
      \ The transformation can be undone only by a [wish](/Rules/Source/spells/wish-xphb.md)\
      \ spell."
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/rutterkin-mpmm.webp"

^statblock

Sea Spawn

Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.

Tales provide myriad reasons for these strange transformations. Folklore warns against falling in love with a sea elf or merfolk, braving storms in hopes of a bounteous catch, and promising your heart to a sea god. Such cautionary tales disguise the deeper truth: things lurking beneath the waves strive to claim the hearts and minds of land dwellers.

Krakens, morkoths, sea hags, marids, storm giants, dragon turtles—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can't leave the water for long without courting death.

Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some of these piscine body parts provide them with special abilities.

The Sea Spawn of Purple Rocks. Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full transformation in order to keep the secret of the Purple Rocks.

Kraken priests (in this book) tend to the kraken's flock. Most of the priests are island natives, but some are other sorts of creatures that live in the water around the Purple Rocks, such as merfolk or merrow, or even sea elves.

Sea Spawn

Sea Spawn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 211

Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.

Tales provide myriad reasons for these strange transformations. Folklore warns against falling in love with a sea elf or merfolk, braving storms in hopes of a bounteous catch, and promising your heart to a sea god. Such cautionary tales disguise the deeper truth: things lurking beneath the waves strive to claim the hearts and minds of land dwellers.

Krakens, morkoths, sea hags, marids, storm giants, dragon turtles—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can't leave the water for long without courting death.

Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some of these piscine body parts provide them with special abilities.

The Sea Spawn of Purple Rocks

Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full transformation in order to keep the secret of the Purple Rocks.

Kraken priests (in this book) tend to the kraken's flock. Most of the priests are island natives, but some are other sorts of creatures that live in the water around the Purple Rocks, such as merfolk or merrow, or even sea elves.

"name": "Sea Spawn (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "11"
"ac_class": "natural armor"
"hp": !!int "32"
"hit_dice": "5d8 + 10"
"modifier": !!int "-1"
"stats":
  - !!int "15"
  - !!int "8"
  - !!int "15"
  - !!int "6"
  - !!int "10"
  - !!int "8"
"speed": "20 ft., swim 30 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 10"
"languages": "understands Aquan and Common but can't speak"
"cr": "1"
"traits":
  - "desc": "The sea spawn can breathe air and water, but it needs to be submerged\
      \ in the sea at least once a day for 1 minute to avoid suffocating."
    "name": "Limited Amphibiousness"
"actions":
  - "desc": "The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy\
      \ attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) bludgeoning damage."
    "name": "Unarmed Strike"
  - "desc": "The sea spawn uses one of the following options (choose one or roll a\
      \ d6):\n\n- **1–2 Bite.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one\
      \ target. *Hit:* 4 (1d4 + 2) piercing damage.  \n- **3–4 Poison Quills.** *Melee\
      \ Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 3 (1d6) poison\
      \ damage, and the target must succeed on a DC 12 Constitution saving throw or\
      \ be [poisoned](/Rules/Source/conditions.md#Poisoned) 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.  \n- **5–6 Tentacle.** *Melee Weapon Attack:* +4 to\
      \ hit, reach 10 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage, and\
      \ the target is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC\
      \ 12) if it is a Medium or smaller creature. Until this grapple ends, the sea\
      \ spawn can't use this tentacle on another target.  "
    "name": "Piscine Anatomy"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/sea-spawn-mpmm.webp"

Environment

coastal, underwater

Shadar-kai

Shadar-kai. In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.

Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.

Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.

Fortress of Memories. The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.

Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.

Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle.

Shadar-kai Gloom Weaver

Shadar-kai Gloom Weaver

Source: Mordenkainen Presents: Monsters of the Multiverse p. 213

Although they're formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down the heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses.

Shadar-kai

In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.

Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.

Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.

Fortress of Memories

The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.

Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.

Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle.

"name": "Shadar-kai Gloom Weaver (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "elf"
"alignment": "Typically  Neutral Evil"
"ac": !!int "14"
"hp": !!int "104"
"hit_dice": "16d8 + 32"
"modifier": !!int "4"
"stats":
  - !!int "11"
  - !!int "18"
  - !!int "14"
  - !!int "15"
  - !!int "12"
  - !!int "18"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "8"
  - "constitution": !!int "6"
"damage_immunities": "necrotic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "Common, Elvish"
"cr": "9"
"traits":
  - "desc": "Beasts and Humanoids (except elves) have disadvantage on saving throws\
      \ while within 10 feet of the shadar-kai."
    "name": "Burden of Time"
  - "desc": "The shadar-kai has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put it to sleep."
    "name": "Fey Ancestry"
"actions":
  - "desc": "The shadar-kai makes three Shadow Spear attacks. It can replace one attack\
      \ with a use of Spellcasting."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +8 to hit, reach 5 ft. or range 30/120,\
      \ one target. *Hit:* 7 (1d6 + 4) piercing damage plus 26 (4d12) necrotic damage.\
      \ *Hit or Miss:* The spear magically returns to the shadar-kai's hand immediately\
      \ after a ranged attack."
    "name": "Shadow Spear"
  - "desc": "The shadar-kai casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 16):\n\
      \n**At will:** [arcane eye](/Rules/Source/spells/arcane-eye-xphb.md), [mage\
      \ armor](/Rules/Source/spells/mage-armor-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md), [speak\
      \ with dead](/Rules/Source/spells/speak-with-dead-xphb.md)\n\n**1/day each:**\
      \ [arcane gate](/Rules/Source/spells/arcane-gate-xphb.md), [bane](/Rules/Source/spells/bane-xphb.md),\
      \ [confusion](/Rules/Source/spells/confusion-xphb.md), [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ [fear](/Rules/Source/spells/fear-xphb.md), [major image](/Rules/Source/spells/major-image-xphb.md),\
      \ [true seeing](/Rules/Source/spells/true-seeing-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "When the shadar-kai takes damage, it turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ and teleports, along with any equipment it is wearing or carrying, up to 60\
      \ feet to an unoccupied space it can see. It remains [invisible](/Rules/Source/conditions.md#Invisible)\
      \ until the start of its next turn or until it attacks or casts a spell."
    "name": "Misty Escape (Recharge 6-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/shadar-kai-gloom-weaver-mpmm.webp"

Environment

underdark, urban

Shadar-kai Shadow Dancer

Shadar-kai Shadow Dancer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 213

Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place the lithe and acrobatic shadow dancers can emerge from to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, they dispatch it and then loot the corpse for trinkets, particularly anything colorful and lively to gaze at after they return to the gloom of the Shadowfell.

Shadar-kai

In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.

Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.

Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.

Fortress of Memories

The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.

Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.

Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle.

"name": "Shadar-kai Shadow Dancer (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "elf"
"alignment": "Any alignment"
"ac": !!int "15"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "71"
"hit_dice": "13d8 + 13"
"modifier": !!int "3"
"stats":
  - !!int "12"
  - !!int "16"
  - !!int "13"
  - !!int "11"
  - !!int "12"
  - !!int "12"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "6"
  - "charisma": !!int "4"
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"damage_resistances": "necrotic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "Common, Elvish"
"cr": "7"
"traits":
  - "desc": "The shadar-kai has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put it to sleep."
    "name": "Fey Ancestry"
"actions":
  - "desc": "The shadar-kai makes three Spiked Chain attacks.\n\nIt can use Shadow\
      \ Jump after one of these attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 10\
      \ (2d6 + 3) piercing damage. The target must succeed on a DC 14 Dexterity saving\
      \ throw or suffer one of the following effects (choose one or roll a d6):\n\n\
      - **1–2 Decay.** The target takes 22 (4d10) necrotic damage.  \n- **3–4 Grapple.**\
      \ The target is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC\
      \ 14) if it is a Medium or smaller creature. Until the grapple ends, the target\
      \ is [restrained](/Rules/Source/conditions.md#Restrained), and the shadar-kai\
      \ can't grapple another target.  \n- **5–6 Topple.** The target is knocked [prone](/Rules/Source/conditions.md#Prone).\
      \  "
    "name": "Spiked Chain"
"bonus_actions":
  - "desc": "The shadar-kai teleports, along with any equipment is it wearing or carrying,\
      \ up to 30 feet to an unoccupied space it can see. Both the space it teleports\
      \ from and the space it teleports to must be in dim light or darkness."
    "name": "Shadow Jump"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/shadar-kai-shadow-dancer-mpmm.webp"

Environment

forest, underdark, urban

Shadar-kai Soul Monger

Shadar-kai Soul Monger

Source: Mordenkainen Presents: Monsters of the Multiverse p. 214

Wracked with despair over the loss of memories of a brighter time, soul mongers crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in their presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound they make—the moan of a tortured soul, lost in a bottomless well of tragedy.

Shadar-kai

In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.

Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.

Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.

Fortress of Memories

The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.

Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.

Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle.

"name": "Shadar-kai Soul Monger (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "elf"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "[studded leather](/Rules/Source/items/studded-leather-armor-xphb.md)"
"hp": !!int "136"
"hit_dice": "21d8 + 42"
"modifier": !!int "3"
"stats":
  - !!int "8"
  - !!int "17"
  - !!int "14"
  - !!int "19"
  - !!int "16"
  - !!int "13"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "7"
  - "wisdom": !!int "7"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+7"
"damage_immunities": "necrotic, psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 17"
"languages": "Common, Elvish"
"cr": "11"
"traits":
  - "desc": "The shadar-kai has advantage on saving throws against being [charmed](/Rules/Source/conditions.md#Charmed),\
      \ and magic can't put it to sleep."
    "name": "Fey Ancestry"
  - "desc": "The shadar-kai has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "When it reduces a creature to 0 hit points, the shadar-kai can gain temporary\
      \ hit points equal to half the creature's hit point maximum. While the shadar-kai\
      \ has temporary hit points from this trait, it has advantage on attack rolls."
    "name": "Soul Thirst"
  - "desc": "Any Beast or Humanoid (except an elf) that starts its turn within 5 feet\
      \ of the shadar-kai has its speed reduced by 20 feet until the start of that\
      \ creature's next turn."
    "name": "Weight of Ages"
"actions":
  - "desc": "The shadar-kai makes two Shadow Dagger attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic\
      \ damage, and the target has disadvantage on saving throws until the end of\
      \ the shadar-kai's next turn. *Hit or Miss:* The dagger magically returns to\
      \ the shadar-kai's hand immediately after a ranged attack."
    "name": "Shadow Dagger"
  - "desc": "The shadar-kai emits weariness in a 60-foot cube. Each creature in that\
      \ area must make a DC 16 Constitution saving throw. On a failed save, a creature\
      \ takes 45 (10d8) psychic damage and suffers 1 level of [exhaustion](/Rules/Source/conditions.md#Exhaustion).\
      \ On a successful save, it takes half as much damage and doesn't gain a level\
      \ of [exhaustion](/Rules/Source/conditions.md#Exhaustion)."
    "name": "Wave of Weariness (Recharge 4-6)"
  - "desc": "The shadar-kai casts one of the following spells, requiring no material\
      \ components and using Intelligence as the spellcasting ability (spell save\
      \ DC 16):\n\n**1/day each:** [bestow curse](/Rules/Source/spells/bestow-curse-xphb.md),\
      \ [finger of death](/Rules/Source/spells/finger-of-death-xphb.md), [gaseous\
      \ form](/Rules/Source/spells/gaseous-form-xphb.md), [seeming](/Rules/Source/spells/seeming-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/shadar-kai-soul-monger-mpmm.webp"

Environment

underdark, urban

Shadow Mastiffs

Shadow Mastiffs. Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt.

Shadow Mastiff

Shadow Mastiff

Source: Mordenkainen Presents: Monsters of the Multiverse p. 215

Shunning sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work as temple sentinels and bodyguards.

Shadow Mastiffs

Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt.

"name": "Shadow Mastiff (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "12"
"hp": !!int "33"
"hit_dice": "6d8 + 6"
"modifier": !!int "2"
"stats":
  - !!int "16"
  - !!int "14"
  - !!int "13"
  - !!int "5"
  - !!int "12"
  - !!int "5"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks while\
  \ in dim light or darkness"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": ""
"cr": "2"
"traits":
  - "desc": "The shadow mastiff can see ethereal creatures and objects."
    "name": "Ethereal Awareness"
  - "desc": "While in bright light created by sunlight, the shadow mastiff has disadvantage\
      \ on attack rolls, ability checks, and saving throws."
    "name": "Sunlight Weakness"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d6 + 3) piercing damage. If the target is a creature, it must succeed on\
      \ a DC 13 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Bite"
"bonus_actions":
  - "desc": "While in dim light or darkness, the shadow mastiff becomes [invisible](/Rules/Source/conditions.md#Invisible),\
      \ along with anything it is wearing or carrying. The invisibility lasts until\
      \ the shadow mastiff uses a bonus action to end it or until the shadow mastiff\
      \ attacks, is in bright light, or is [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Shadow Blend"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/shadow-mastiff-mpmm.webp"

Environment

forest, hill, swamp

Shadow Mastiff Alpha

Shadow Mastiff Alpha

Source: Mordenkainen Presents: Monsters of the Multiverse p. 215

Each pack of shadow mastiffs is led by an alpha, the smartest one of the group. The sound of an alpha's howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl.

Shadow Mastiffs

Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt.

"name": "Shadow Mastiff Alpha (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "12"
"hp": !!int "44"
"hit_dice": "8d8 + 8"
"modifier": !!int "2"
"stats":
  - !!int "16"
  - !!int "14"
  - !!int "13"
  - !!int "6"
  - !!int "12"
  - !!int "5"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+6"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks while\
  \ in dim light or darkness"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": ""
"cr": "3"
"traits":
  - "desc": "The shadow mastiff can see ethereal creatures and objects."
    "name": "Ethereal Awareness"
  - "desc": "While in bright light created by sunlight, the shadow mastiff has disadvantage\
      \ on attack rolls, ability checks, and saving throws."
    "name": "Sunlight Weakness"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d6 + 3) piercing damage. If the target is a creature, it must succeed on\
      \ a DC 13 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Bite"
  - "desc": "The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it\
      \ must succeed on a DC 11 Wisdom saving throw or be [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of it for 1 minute. A [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success. If a target's save is successful or the\
      \ effect ends for it, the target is immune to any shadow mastiff's Terrifying\
      \ Howl for the next 24 hours."
    "name": "Terrifying Howl (Recharge 6)"
"bonus_actions":
  - "desc": "While in dim light or darkness, the shadow mastiff becomes [invisible](/Rules/Source/conditions.md#Invisible),\
      \ along with anything it is wearing or carrying. The invisibility lasts until\
      \ the shadow mastiff uses a bonus action to end it or until the shadow mastiff\
      \ attacks, is in bright light, or is [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Shadow Blend"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/shadow-mastiff-alpha-mpmm.webp"

Environment

forest, hill, swamp

Shoosuva

A quote from Mordenkainen

What? Are you expecting me to comment on these creatures? Fine, how's this: a loyal pet deserves a loyal pet.

A quote from Tasha

Trust Mordenkainen to look down on any sort of companionship—even the slavering, venomous, demonic puppy kind.

A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful worshiper (typically a fang of Yeenoghu). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band.

Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu.

Shoosuva

Shoosuva

Source: Mordenkainen Presents: Monsters of the Multiverse p. 216

A quote from Mordenkainen

What? Are you expecting me to comment on these creatures? Fine, how's this: a loyal pet deserves a loyal pet.

A quote from Tasha

Trust Mordenkainen to look down on any sort of companionship—even the slavering, venomous, demonic puppy kind.

A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful worshiper (typically a fang of Yeenoghu). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band.

Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu.

"name": "Shoosuva (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "136"
"hit_dice": "16d10 + 48"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "13"
  - !!int "17"
  - !!int "7"
  - !!int "14"
  - !!int "9"
"speed": "40 ft."
"saves":
  - "dexterity": !!int "4"
  - "constitution": !!int "6"
  - "wisdom": !!int "5"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "Abyssal, Gnoll, telepathy 120 ft."
"cr": "8"
"actions":
  - "desc": "The shoosuva makes one Bite attack and one Tail Stinger attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 26\
      \ (4d10 + 4) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 15 ft., one creature. *Hit:*\
      \ 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution\
      \ saving throw or become [poisoned](/Rules/Source/conditions.md#Poisoned). While\
      \ [poisoned](/Rules/Source/conditions.md#Poisoned) in this way, the target is\
      \ also [paralyzed](/Rules/Source/conditions.md#Paralyzed). The target can repeat\
      \ the saving throw at the end of each of its turns, ending the effect on itself\
      \ on a success."
    "name": "Tail Stinger"
"bonus_actions":
  - "desc": "When it reduces a creature to 0 hit points with a melee attack on its\
      \ turn, the shoosuva can move up to half its speed and make one Bite attack."
    "name": "Rampage"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/shoosuva-mpmm.webp"

Environment

coastal, forest, grassland, hill

Sibriex

Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex's body, polluting the surrounding landscape.

Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans.

Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide.

Sibriex

Sibriex

Source: Mordenkainen Presents: Monsters of the Multiverse p. 217

Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex's body, polluting the surrounding landscape.

Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans.

Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide.

"name": "Sibriex (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "150"
"hit_dice": "12d12 + 72"
"modifier": !!int "-4"
"stats":
  - !!int "10"
  - !!int "3"
  - !!int "23"
  - !!int "25"
  - !!int "24"
  - !!int "25"
"speed": "0 ft., fly 20 ft. (hover)"
"saves":
  - "intelligence": !!int "13"
  - "charisma": !!int "13"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+13"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+13"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+13"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 23"
"languages": "all, telepathy 120 ft."
"cr": "18"
"traits":
  - "desc": "The sibriex emits an aura of corruption 30 feet in every direction. Vegetation\
      \ withers in the aura, and the ground in the aura is difficult terrain for other\
      \ creatures. Any creature that starts its turn in the aura must succeed on a\
      \ DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature\
      \ that succeeds on the save is immune to this sibriex's Contamination for 24\
      \ hours."
    "name": "Contamination"
  - "desc": "If the sibriex fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The sibriex has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The sibriex makes three Chain attacks, and it uses Squirt Bile."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 20\
      \ (2d12 + 7) force damage."
    "name": "Chain"
  - "desc": "The sibriex targets one creature it can see within 120 feet of it. The\
      \ target must succeed on a DC 20 Dexterity saving throw or take 31 (9d6) acid\
      \ damage."
    "name": "Squirt Bile"
  - "desc": "The sibriex targets up to three creatures it can see within 120 feet\
      \ of it. Each target must make a DC 20 Constitution saving throw. On a successful\
      \ save, a creature becomes immune to this sibriex's Warp Creature. On a failed\
      \ save, the target is [poisoned](/Rules/Source/conditions.md#Poisoned), which\
      \ causes it to also gain 1 level of [exhaustion](/Rules/Source/conditions.md#Exhaustion).\
      \ While [poisoned](/Rules/Source/conditions.md#Poisoned) in this way, the target\
      \ must repeat the saving throw at the start of each of its turns. Three successful\
      \ saves against the poison end it, and ending the poison removes any levels\
      \ of [exhaustion](/Rules/Source/conditions.md#Exhaustion) caused by it. Each\
      \ failed save causes the target to gain another level of [exhaustion](/Rules/Source/conditions.md#Exhaustion).\
      \ Once the target reaches 6 levels of [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
      \ it dies and instantly transforms into a living [manes](/Rules/Source/bestiary/fiend/manes-xmm.md)\
      \ under the sibriex's control. The transformation of the body can be undone\
      \ only by a [wish](/Rules/Source/spells/wish-xphb.md) spell."
    "name": "Warp Creature"
  - "desc": "The sibriex casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 21):\n\
      \n**At will:** [command](/Rules/Source/spells/command-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
      \ [hold monster](/Rules/Source/spells/hold-monster-xphb.md)\n\n**1/day:** [feeblemind](/Rules/Source/spells/befuddlement-xphb.md)"
    "name": "Spellcasting"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the sibriex can expend a use to take one of the following actions. The sibriex\
  \ regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The sibriex uses Spellcasting."
    "name": "Cast a Spell"
  - "desc": "The sibriex uses Squirt Bile."
    "name": "Spray Bile"
  - "desc": "The sibriex uses Warp Creature."
    "name": "Warp (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/sibriex-mpmm.webp"

Environment

underdark

Skulk

A quote from Mordenkainen

Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary.

Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped.

A skulk can be summoned from the Shadowfell by performing a ritual, and it is bound to obey the summoner's commands for 30 days. During this time, if the skulk is visible, an astute observer might deduce who summoned it, because the skulk assumes a vague likeness of its master.

Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves.

Skulk

Skulk

Source: Mordenkainen Presents: Monsters of the Multiverse p. 219

A quote from Mordenkainen

Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary.

Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped.

A skulk can be summoned from the Shadowfell by performing a ritual, and it is bound to obey the summoner's commands for 30 days. During this time, if the skulk is visible, an astute observer might deduce who summoned it, because the skulk assumes a vague likeness of its master.

Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves.

"name": "Skulk (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "14"
"hp": !!int "18"
"hit_dice": "4d8"
"modifier": !!int "4"
"stats":
  - !!int "6"
  - !!int "19"
  - !!int "10"
  - !!int "10"
  - !!int "7"
  - !!int "1"
"speed": "30 ft."
"saves":
  - "constitution": !!int "2"
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 8"
"languages": "understands Common but can't speak"
"cr": "1/2"
"traits":
  - "desc": "The skulk is [invisible](/Rules/Source/conditions.md#Invisible). This\
      \ invisibility can be circumvented by three things:\n\n- **Charnel Candles.**\
      \ The skulk appears as a dim, translucent form in the light of a candle made\
      \ of fat rendered from a corpse whose identity is unknown.  \n- **Children.**\
      \ Humanoid children, aged 10 and under, can see through this invisibility. \
      \ \n- **Reflective Surfaces.** The skulk appears as a drab, smooth-skinned biped\
      \ if its reflection can be seen in a mirror or on another surface.  "
    "name": "Fallible Invisibility"
  - "desc": "The skulk leaves no tracks to indicate where it has been or where it's\
      \ headed."
    "name": "Trackless"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d4\
      \ + 4) slashing damage plus 3 (1d6) necrotic damage."
    "name": "Claw"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/skulk-mpmm.webp"

Environment

coastal, forest, swamp, underdark, urban

Skull Lord

Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; each is a combined being born from three hateful individuals, and they constantly plot against themselves.

Infighting and treachery brought skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other leaders who betrayed their masters.

Skull Lord

Skull Lord

Source: Mordenkainen Presents: Monsters of the Multiverse p. 220

Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; each is a combined being born from three hateful individuals, and they constantly plot against themselves.

Infighting and treachery brought skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other leaders who betrayed their masters.

"name": "Skull Lord (MPMM)"
"size": "Medium"
"type": "undead"
"subtype": "sorcerer"
"alignment": "Typically  Lawful Evil"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "112"
"hit_dice": "15d8 + 45"
"modifier": !!int "3"
"stats":
  - !!int "14"
  - !!int "16"
  - !!int "17"
  - !!int "16"
  - !!int "15"
  - !!int "21"
"speed": "30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+7"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+12"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
"damage_resistances": "cold; necrotic; bludgeoning, piercing, slashing from nonmagical\
  \ attacks"
"damage_immunities": "poison"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
  \ [deafened](/Rules/Source/conditions.md#Deafened), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [stunned](/Rules/Source/conditions.md#Stunned), [unconscious](/Rules/Source/conditions.md#Unconscious)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 22"
"languages": "all the languages it knew in life"
"cr": "15"
"traits":
  - "desc": "If the skull lord is subjected to an effect that allows it to make a\
      \ Dexterity saving throw to take only half the damage, the skull lord instead\
      \ takes no damage if it succeeds on the saving throw and only half damage if\
      \ it fails, provided it isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Evasion"
  - "desc": "If the skull lord fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "While within 30 feet of the skull lord, any Undead ally of the skull\
      \ lord makes saving throws with advantage, and that ally regains 1d6 hit points\
      \ whenever it starts its turn there."
    "name": "Master of the Grave"
  - "desc": "The skull lord doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The skull lord makes three Bone Staff or Deathly Ray attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) bludgeoning damage plus 21 (6d6) necrotic damage."
    "name": "Bone Staff"
  - "desc": "*Ranged Spell Attack:* +10 to hit, range 60 ft., one target. *Hit:* 27\
      \ (5d8 + 5) necrotic damage."
    "name": "Deathly Ray"
  - "desc": "The skull, lord casts one of the following spells, using Charisma as\
      \ the spellcasting ability (spell save DC 18):\n\n**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [message](/Rules/Source/spells/message-xphb.md)\n\n**2/day each:** [dimension\
      \ door](/Rules/Source/spells/dimension-door-xphb.md), [fear](/Rules/Source/spells/fear-xphb.md)\n\
      \n**1/day each:** [cloudkill](/Rules/Source/spells/cloudkill-xphb.md), [cone\
      \ of cold](/Rules/Source/spells/cone-of-cold-xphb.md)"
    "name": "Spellcasting"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the skull lord can expend a use to take one of the following actions. The\
  \ skull lord regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The skull lord makes one Bone Staff or Deathly Ray attack."
    "name": "Attack"
  - "desc": "The skull lord moves up to its speed without provoking [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)."
    "name": "Move"
  - "desc": "The skull lord summons up to five [skeletons](/Rules/Source/bestiary/undead/skeleton-xmm.md)\
      \ or [zombies](/Rules/Source/bestiary/undead/zombie-xmm.md) in unoccupied spaces\
      \ within 30 feet of it. They remain until destroyed. Undead summoned in this\
      \ way roll initiative, act in the next available turn, and obey the skull lord.\
      \ The skull lord can have no more than five Undead summoned by this ability\
      \ at a time."
    "name": "Summon Undead (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/skull-lord-mpmm.webp"

Environment

desert, swamp, underdark

Slithering Tracker

The quest for revenge sometimes leads those terribly aggrieved to undergo a ritual whereby they transform into bodies of semiliquid sentience known as slithering trackers. Innocuous and insidious at the same time, a slithering tracker flows into places where a normal creature can't go and brings its own brand of watery death down on its quarry.

The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can be performed only on a willing creature that hungers for revenge. The ritual sucks all the moisture from the subject's body, killing it. Yet the subject's mind lives on in the puddle that issues forth from the remains, and so too does its insatiable need for retribution.

A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood.

Achieving revenge against its target doesn't end a slithering tracker's existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood; after fulfilling its duty, the overwhelmed creature attacks indiscriminately until it is destroyed.

Slithering Tracker

Slithering Tracker

Source: Mordenkainen Presents: Monsters of the Multiverse p. 221

The quest for revenge sometimes leads those terribly aggrieved to undergo a ritual whereby they transform into bodies of semiliquid sentience known as slithering trackers. Innocuous and insidious at the same time, a slithering tracker flows into places where a normal creature can't go and brings its own brand of watery death down on its quarry.

The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can be performed only on a willing creature that hungers for revenge. The ritual sucks all the moisture from the subject's body, killing it. Yet the subject's mind lives on in the puddle that issues forth from the remains, and so too does its insatiable need for retribution.

A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood.

Achieving revenge against its target doesn't end a slithering tracker's existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood; after fulfilling its duty, the overwhelmed creature attacks indiscriminately until it is destroyed.

"name": "Slithering Tracker (MPMM)"
"size": "Medium"
"type": "ooze"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"hp": !!int "39"
"hit_dice": "6d8 + 12"
"modifier": !!int "4"
"stats":
  - !!int "16"
  - !!int "19"
  - !!int "15"
  - !!int "10"
  - !!int "14"
  - !!int "11"
"speed": "30 ft., climb 30 ft., swim 30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+6"
"damage_vulnerabilities": "cold, fire"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [deafened](/Rules/Source/conditions.md#Deafened),\
  \ [exhaustion](/Rules/Source/conditions.md#Exhaustion), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [prone](/Rules/Source/conditions.md#Prone), [restrained](/Rules/Source/conditions.md#Restrained),\
  \ [unconscious](/Rules/Source/conditions.md#Unconscious)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 120 ft., passive Perception\
  \ 12"
"languages": "understands languages it knew in its previous form but can't speak"
"cr": "3"
"traits":
  - "desc": "If the slithering tracker is motionless at the start of combat, it has\
      \ advantage on its initiative roll. Moreover, if a creature hasn't observed\
      \ the slithering tracker move or act, that creature must succeed on a DC 18\
      \ Intelligence ([Investigation](/Rules/Source/skills.md#Investigation)) check\
      \ to discern that the slithering tracker isn't a puddle."
    "name": "False Appearance"
  - "desc": "The slithering tracker can enter an enemy's space and stop there. It\
      \ can also move through a space as narrow as 1 inch wide without squeezing."
    "name": "Liquid Form"
  - "desc": "The slithering tracker can climb difficult surfaces, including upside\
      \ down on ceilings, without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10\
      \ + 3) bludgeoning damage."
    "name": "Slam"
  - "desc": "One Large or smaller creature that the slithering tracker can see within\
      \ 5 feet of it must succeed on a DC 13 Dexterity saving throw or be [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 13). Until this grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained)\
      \ and unable to breathe unless it can breathe water. In addition, the [grappled](/Rules/Source/conditions.md#Grappled)\
      \ target takes 16 (3d10) necrotic damage at the start of each of its turns.\
      \ The slithering tracker can grapple only one target at a time.\n\nWhile grappling\
      \ the target, the slithering tracker takes only half any damage dealt to it\
      \ (rounded down), and the target takes the other half."
    "name": "Life Leech"
"bonus_actions":
  - "desc": "If underwater, the slithering tracker takes the [Hide](/Rules/Source/actions.md#Hide)\
      \ action, and it makes the Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ check with advantage."
    "name": "Watery Stealth"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/ooze/token/slithering-tracker-mpmm.webp"

Environment

underdark, urban

Sorrowsworn

Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.

Angry Sorrowsworn

Angry Sorrowsworn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 222

Relying on violence to sustain their existence, angry sorrowsworn—sometimes called the Angry—grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn becomes confused, and its attacks weaken. It also has two heads, which bicker with each other incessantly.

Sorrowsworn

The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.

"name": "Angry Sorrowsworn (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "255"
"hit_dice": "30d8 + 120"
"modifier": !!int "0"
"stats":
  - !!int "17"
  - !!int "10"
  - !!int "19"
  - !!int "8"
  - !!int "13"
  - !!int "6"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+11"
"damage_resistances": "bludgeoning, piercing, slashing while in dim light or darkness"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 21"
"languages": "Common"
"cr": "13"
"traits":
  - "desc": "The sorrowsworn has advantage on saving throws against being [blinded](/Rules/Source/conditions.md#Blinded),\
      \ [charmed](/Rules/Source/conditions.md#Charmed), [deafened](/Rules/Source/conditions.md#Deafened),\
      \ [frightened](/Rules/Source/conditions.md#Frightened), [stunned](/Rules/Source/conditions.md#Stunned),\
      \ or knocked [unconscious](/Rules/Source/conditions.md#Unconscious)."
    "name": "Two Heads"
  - "desc": "If another creature deals damage to the sorrowsworn, the sorrowsworn's\
      \ attack rolls have advantage until the end of its next turn, and the first\
      \ time it hits with a Hook attack on its next turn, the attack's target takes\
      \ an extra 19 (3d12) psychic damage.\n\nOn its turn, the sorrowsworn has disadvantage\
      \ on attack rolls if no other creature has dealt damage to it since the end\
      \ of its last turn."
    "name": "Rising Anger"
"actions":
  - "desc": "The sorrowsworn makes two Hook attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16\
      \ (2d12 + 3) piercing damage."
    "name": "Hook"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/angry-sorrowsworn-mpmm.webp"

Environment

underdark, urban

Hungry Sorrowsworn

Hungry Sorrowsworn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 223

Horrible creatures with grasping claws and distended jaws, hungry sorrowsworn—also known as the Hungry—do whatever is necessary to sate their appetites. These greedy devourers stuff their maws with flesh and drink in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume.

Sorrowsworn

The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.

"name": "Hungry Sorrowsworn (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "225"
"hit_dice": "30d8 + 90"
"modifier": !!int "0"
"stats":
  - !!int "19"
  - !!int "10"
  - !!int "17"
  - !!int "6"
  - !!int "11"
  - !!int "6"
"speed": "30 ft."
"damage_resistances": "bludgeoning, piercing, slashing while in dim light or darkness"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Common"
"cr": "11"
"traits":
  - "desc": "If a creature within 60 feet of the sorrowsworn regains hit points, the\
      \ sorrowsworn gains two benefits until the end of its next turn: it has advantage\
      \ on attack rolls, and its Bite deals an extra 22 (4d10) necrotic damage on\
      \ a hit."
    "name": "Life Hunger"
"actions":
  - "desc": "The sorrowsworn makes one Bite attack and one Claw attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) piercing damage plus 13 (3d8) necrotic damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18\
      \ (4d6 + 4) slashing damage. If the target is Medium or smaller, it is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 16), and it is [restrained](/Rules/Source/conditions.md#Restrained)\
      \ until the grapple ends. While grappling a creature, the sorrowsworn can't\
      \ make a Claw attack."
    "name": "Claw"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/hungry-sorrowsworn-mpmm.webp"

Environment

forest, underdark, urban

Lonely Sorrowsworn

Lonely Sorrowsworn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 223

The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the lonely sorrowsworn—also called the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer.

Sorrowsworn

The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.

"name": "Lonely Sorrowsworn (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "112"
"hit_dice": "15d8 + 45"
"modifier": !!int "1"
"stats":
  - !!int "16"
  - !!int "12"
  - !!int "17"
  - !!int "6"
  - !!int "11"
  - !!int "6"
"speed": "30 ft."
"damage_resistances": "bludgeoning, piercing, slashing while in dim light or darkness"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Common"
"cr": "9"
"traits":
  - "desc": "At the start of each of the sorrowsworn's turns, each creature within\
      \ 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6)\
      \ psychic damage."
    "name": "Psychic Leech"
  - "desc": "The sorrowsworn has advantage on attack rolls while it is within 30 feet\
      \ of at least two other creatures. It otherwise has disadvantage on attack rolls."
    "name": "Thrives on Company"
"actions":
  - "desc": "The sorrowsworn makes one Harpoon Arm attack, and it uses Sorrowful Embrace."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 60 ft., one target. *Hit:* 21\
      \ (4d8 + 3) piercing damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 15) if it is a Large or smaller creature. The sorrowsworn has two\
      \ harpoon arms and can grapple up to two creatures at once."
    "name": "Harpoon Arm"
  - "desc": "Each creature [grappled](/Rules/Source/conditions.md#Grappled) by the\
      \ sorrowsworn must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic\
      \ damage on a failed save, or half as much damage on a successful one. In either\
      \ case, the sorrowsworn pulls each of those creatures up to 30 feet straight\
      \ toward it."
    "name": "Sorrowful Embrace"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/lonely-sorrowsworn-mpmm.webp"

Environment

coastal, desert, mountain, underdark, urban

Lost Sorrowsworn

Lost Sorrowsworn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 224

The Shadowfell turns visitors around until they become marooned in its twisted landscape. Lost sorrowsworn—often referred to as the Lost—are representations of the anxiety and fear people experience when they can't find their way. These sorrowsworn appear desperate and panicked.

Lost sorrowsworn grasp at any creatures they can reach. A victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder a victim's allies fight to break the grasp, the more the victim suffers.

Sorrowsworn

The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.

"name": "Lost Sorrowsworn (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "78"
"hit_dice": "12d8 + 24"
"modifier": !!int "1"
"stats":
  - !!int "17"
  - !!int "12"
  - !!int "15"
  - !!int "6"
  - !!int "7"
  - !!int "5"
"speed": "30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+6"
"damage_resistances": "bludgeoning, piercing, slashing while in dim light or darkness"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": "Common"
"cr": "7"
"actions":
  - "desc": "The sorrowsworn makes two Arm Spike attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14\
      \ (2d10 + 3) piercing damage."
    "name": "Arm Spike"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 25\
      \ (4d10 + 3) piercing damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends,\
      \ the target is [frightened](/Rules/Source/conditions.md#Frightened), and it\
      \ takes 27 (6d8) psychic damage at the end of each of its turns. The sorrowsworn\
      \ can grapple only one creature at a time."
    "name": "Embrace (Recharge 4-6)"
"reactions":
  - "desc": "If the sorrowsworn takes damage, the creature [grappled](/Rules/Source/conditions.md#Grappled)\
      \ by Embrace takes 18 (4d8) psychic damage."
    "name": "Tightening Embrace"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/lost-sorrowsworn-mpmm.webp"

Environment

arctic, desert, forest, mountain, swamp, underdark, urban

Wretched Sorrowsworn

Wretched Sorrowsworn

Source: Mordenkainen Presents: Monsters of the Multiverse p. 224

Horrid little monsters, wretched sorrowsworn—or the Wretched—gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep.

Sorrowsworn

The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.

"name": "Wretched Sorrowsworn (MPMM)"
"size": "Small"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "10"
"hit_dice": "4d6 - 4"
"modifier": !!int "1"
"stats":
  - !!int "7"
  - !!int "12"
  - !!int "9"
  - !!int "5"
  - !!int "6"
  - !!int "5"
"speed": "40 ft."
"damage_resistances": "bludgeoning, piercing, slashing while in dim light or darkness"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": ""
"cr": "1/4"
"traits":
  - "desc": "The sorrowsworn has advantage on an attack roll against a creature if\
      \ at least one of the sorrowsworn's allies is within 5 feet of the creature\
      \ and the ally isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated).\
      \ The sorrowsworn otherwise has disadvantage on attack rolls."
    "name": "Wretched Pack Tactics"
"actions":
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (1d10\
      \ + 1) piercing damage, and the sorrowsworn attaches to the target. While attached,\
      \ the sorrowsworn can't attack, and at the start of each of the sorrowsworn's\
      \ turns, the target takes 6 (1d10 + 1) necrotic damage.\n\nThe attached sorrowsworn\
      \ moves with the target whenever the target moves, requiring none of the sorrowsworn's\
      \ movement. The sorrowsworn can detach itself by spending 5 feet of its movement\
      \ on its turn. A creature, including the target, can use its action to detach\
      \ the sorrowsworn."
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/wretched-sorrowsworn-mpmm.webp"

Environment

swamp, underdark, urban

Spawn of Kyuss

Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his malign disciples continue performing the horrific rites he perfected.

From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss, which breeds more worms.

Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them.

Spawn of Kyuss

Spawn of Kyuss

Source: Mordenkainen Presents: Monsters of the Multiverse p. 225

Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his malign disciples continue performing the horrific rites he perfected.

From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss, which breeds more worms.

Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them.

"name": "Spawn of Kyuss (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "10"
"hp": !!int "76"
"hit_dice": "9d8 + 36"
"modifier": !!int "0"
"stats":
  - !!int "16"
  - !!int "11"
  - !!int "18"
  - !!int "5"
  - !!int "7"
  - !!int "3"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "1"
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": "understands the languages it knew in life but can't speak"
"cr": "5"
"traits":
  - "desc": "The spawn of Kyuss regains 10 hit points at the start of its turn if\
      \ it has at least 1 hit point and isn't in sunlight or a body of running water.\
      \ If the spawn takes acid, fire, or radiant damage, this trait doesn't function\
      \ at the start of the spawn's next turn. The spawn is destroyed only if it starts\
      \ its turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
  - "desc": "If the spawn of Kyuss is targeted by an effect that cures disease or\
      \ removes a curse, all the worms infesting it wither away, and it loses its\
      \ Burrowing Worm action."
    "name": "Worms"
  - "desc": "The spawn of Kyuss requires no air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) slashing damage plus 7 (2d6) necrotic damage."
    "name": "Claw"
  - "desc": "A worm launches from the spawn of Kyuss at one Humanoid that the spawn\
      \ can see within 10 feet of it. The worm latches onto the target's skin unless\
      \ the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny\
      \ Undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed\
      \ of 1 foot. While on the target's skin, the worm can be killed by normal means\
      \ or scraped off using an action (the spawn can use Burrowing Worm to launch\
      \ a scraped-off worm at a Humanoid it can see within 10 feet of the worm). Otherwise,\
      \ the worm burrows under the target's skin at the end of the target's next turn,\
      \ dealing 1 piercing damage to it. At the end of each of its turns thereafter,\
      \ the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of\
      \ 10d6), and if it drops to 0 hit points, it dies and then rises 10 minutes\
      \ later as a spawn of Kyuss. If a worm-infested target is targeted by an effect\
      \ that cures disease or removes a curse, all the worms infesting it wither away."
    "name": "Burrowing Worm"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/spawn-of-kyuss-mpmm.webp"

Environment

desert, underdark

Star Spawn

Star Spawn

A quote from Mordenkainen

Stars don't spawn these creatures.

Such beautiful lights shouldn't be blamed for such balefulness.

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.

Elder Evil Blessings. Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.

Star Spawn Grue

Star Spawn Grue

Source: Mordenkainen Presents: Monsters of the Multiverse p. 227

Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of hopelessness.

Star Spawn

A quote from Mordenkainen

Stars don't spawn these creatures.

Such beautiful lights shouldn't be blamed for such balefulness.

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.

Elder Evil Blessings

Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.

  • Cult of Atropus, the World Born Dead
  • Cult of Borem, of the Lake of Boiling Mud
  • Cult of Haask, the Voice of Hargut
  • Cult of Tharizdun, the Chained God
  • Cult of Tyranthraxus, the Flamed One
"name": "Star Spawn Grue (MPMM)"
"size": "Small"
"type": "aberration"
"alignment": "Typically  Neutral Evil"
"ac": !!int "11"
"hp": !!int "17"
"hit_dice": "5d6"
"modifier": !!int "1"
"stats":
  - !!int "6"
  - !!int "13"
  - !!int "10"
  - !!int "9"
  - !!int "11"
  - !!int "6"
"speed": "30 ft."
"damage_immunities": "psychic"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 10"
"languages": "Deep Speech"
"cr": "1/4"
"traits":
  - "desc": "Creatures within 20 feet of the grue that aren't Aberrations have disadvantage\
      \ on saving throws, as well as on attack rolls against creatures other than\
      \ a star spawn grue."
    "name": "Aura of Shrieks"
"actions":
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4\
      \ + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving\
      \ throw or attack rolls against it have advantage until the start of the grue's\
      \ next turn."
    "name": "Confounding Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/star-spawn-grue-mpmm.webp"

Environment

mountain, swamp

Star Spawn Hulk

Star Spawn Hulk

Source: Mordenkainen Presents: Monsters of the Multiverse p. 227

The hulk is one of the largest of the known star spawn, with glistening, translucent skin. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. Hulks are seldom encountered without a commanding star spawn seer (also in this book) nearby. A hulk appears to have little will of its own and is driven to protect its master.

Star Spawn

A quote from Mordenkainen

Stars don't spawn these creatures.

Such beautiful lights shouldn't be blamed for such balefulness.

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.

Elder Evil Blessings

Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.

  • Cult of Atropus, the World Born Dead
  • Cult of Borem, of the Lake of Boiling Mud
  • Cult of Haask, the Voice of Hargut
  • Cult of Tharizdun, the Chained God
  • Cult of Tyranthraxus, the Flamed One
"name": "Star Spawn Hulk (MPMM)"
"size": "Large"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "136"
"hit_dice": "13d10 + 65"
"modifier": !!int "-1"
"stats":
  - !!int "20"
  - !!int "8"
  - !!int "21"
  - !!int "7"
  - !!int "12"
  - !!int "9"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "3"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "Deep Speech"
"cr": "10"
"traits":
  - "desc": "If the hulk takes psychic damage, each creature within 10 feet of the\
      \ hulk takes that damage instead; the hulk takes none of the damage. In addition,\
      \ the hulk's thoughts and location can't be discerned by magic."
    "name": "Psychic Mirror"
"actions":
  - "desc": "The hulk makes two Slam attacks. If both attacks hit the same target,\
      \ the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution\
      \ saving throw or be [stunned](/Rules/Source/conditions.md#Stunned) until the\
      \ end of the target's next turn."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 14\
      \ (2d8 + 5) bludgeoning damage."
    "name": "Slam"
  - "desc": "The hulk makes a separate Slam attack against each creature within 10\
      \ feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity\
      \ saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Reaping Arms (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/star-spawn-hulk-mpmm.webp"

^statblock

Star Spawn Larva Mage

Star Spawn Larva Mage

Source: Mordenkainen Presents: Monsters of the Multiverse p. 228

A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation; what emerges is wholly alien.

Star Spawn

A quote from Mordenkainen

Stars don't spawn these creatures.

Such beautiful lights shouldn't be blamed for such balefulness.

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.

Elder Evil Blessings

Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.

  • Cult of Atropus, the World Born Dead
  • Cult of Borem, of the Lake of Boiling Mud
  • Cult of Haask, the Voice of Hargut
  • Cult of Tharizdun, the Chained God
  • Cult of Tyranthraxus, the Flamed One
"name": "Star Spawn Larva Mage (MPMM)"
"size": "Medium"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "168"
"hit_dice": "16d8 + 96"
"modifier": !!int "1"
"stats":
  - !!int "17"
  - !!int "12"
  - !!int "23"
  - !!int "18"
  - !!int "12"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "6"
  - "wisdom": !!int "6"
  - "charisma": !!int "8"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 16"
"languages": "Deep Speech"
"cr": "16"
"traits":
  - "desc": "When the mage is reduced to 0 hit points, it breaks apart into a [swarm\
      \ of insects](/Rules/Source/bestiary/beast/swarm-of-insects-xmm.md) in the same\
      \ space. Unless the swarm is destroyed, the mage reforms from it 24 hours later."
    "name": "Return to Worms"
"actions":
  - "desc": "The mage makes three Slam or Eldritch Bolt attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 7\
      \ (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution\
      \ saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned) until\
      \ the end of its next turn."
    "name": "Slam"
  - "desc": "*Ranged Spell Attack:* +8 to hit, range 60 ft., one target. *Hit:* 19\
      \ (3d10 + 3) force damage."
    "name": "Eldritch Bolt"
  - "desc": "Each creature other than a star spawn within 10 feet of the mage must\
      \ succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage\
      \ and be [blinded](/Rules/Source/conditions.md#Blinded) and [restrained](/Rules/Source/conditions.md#Restrained)\
      \ by masses of swarming worms. The affected creature takes 22 (5d8) necrotic\
      \ damage at the start of each of the mage's turns. The creature can repeat the\
      \ saving throw at the end of each of its turns, ending the effect on itself\
      \ on a success."
    "name": "Plague of Worms (Recharge 6)"
  - "desc": "The mage casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 16):\n\n**At\
      \ will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [message](/Rules/Source/spells/message-xphb.md),\
      \ [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\n**1/day:**\
      \ [dominate monster](/Rules/Source/spells/dominate-monster-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "When a creature within 20 feet of the mage fails a saving throw, the\
      \ mage gains 10 temporary hit points."
    "name": "Feed on Weakness"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the star spawn larva mage can expend a use to take one of the following\
  \ actions. The star spawn larva mage regains all expended uses at the start of each\
  \ of its turns."
"legendary_actions":
  - "desc": "The mage makes one Slam attack."
    "name": "Slam"
  - "desc": "The mage makes one Eldritch Bolt attack."
    "name": "Eldritch Bolt (Costs 2 Actions)"
  - "desc": "Each creature [restrained](/Rules/Source/conditions.md#Restrained) by\
      \ the mage's Plague of Worms takes 13 (3d8) necrotic damage, and the mage gains\
      \ 6 temporary hit points."
    "name": "Feed (Costs 3 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/star-spawn-larva-mage-mpmm.webp"

Environment

mountain

Star Spawn Mangler

Star Spawn Mangler

Source: Mordenkainen Presents: Monsters of the Multiverse p. 229

A quote from Mordenkainen

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail.

In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.

A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel.

Star Spawn

A quote from Mordenkainen

Stars don't spawn these creatures.

Such beautiful lights shouldn't be blamed for such balefulness.

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.

Elder Evil Blessings

Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.

  • Cult of Atropus, the World Born Dead
  • Cult of Borem, of the Lake of Boiling Mud
  • Cult of Haask, the Voice of Hargut
  • Cult of Tharizdun, the Chained God
  • Cult of Tyranthraxus, the Flamed One
"name": "Star Spawn Mangler (MPMM)"
"size": "Medium"
"type": "aberration"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"hp": !!int "71"
"hit_dice": "13d8 + 13"
"modifier": !!int "4"
"stats":
  - !!int "8"
  - !!int "18"
  - !!int "12"
  - !!int "11"
  - !!int "12"
  - !!int "7"
"speed": "40 ft., climb 40 ft."
"saves":
  - "dexterity": !!int "7"
  - "constitution": !!int "4"
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
"damage_resistances": "cold"
"damage_immunities": "psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "Deep Speech"
"cr": "5"
"traits":
  - "desc": "The mangler has advantage on initiative rolls."
    "name": "Ambusher"
"actions":
  - "desc": "The mangler makes two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) slashing damage. If the attack roll has advantage, the target also takes\
      \ 7 (2d6) psychic damage."
    "name": "Claw"
  - "desc": "The mangler makes six Claw attacks. Either before or after these attacks,\
      \ it can move up to its speed without provoking [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)."
    "name": "Flurry of Claws (Recharge 5-6)"
"bonus_actions":
  - "desc": "While in dim light or darkness, the mangler takes the [Hide](/Rules/Source/actions.md#Hide)\
      \ action."
    "name": "Shadow Stealth"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/star-spawn-mangler-mpmm.webp"

^statblock

Star Spawn Seer

Star Spawn Seer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 230

A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer's goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil's realm.

An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer's body. The mortal's hands become bulky, flipper-like appendages able to grasp the seer's strange staff formed of a blend of flesh, bone, and star stuff.

A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn't hurt, and the effect ricochets off and expands to assault other creatures.

Star Spawn

A quote from Mordenkainen

Stars don't spawn these creatures.

Such beautiful lights shouldn't be blamed for such balefulness.

The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.

Elder Evil Blessings

Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.

  • Cult of Atropus, the World Born Dead
  • Cult of Borem, of the Lake of Boiling Mud
  • Cult of Haask, the Voice of Hargut
  • Cult of Tharizdun, the Chained God
  • Cult of Tyranthraxus, the Flamed One
"name": "Star Spawn Seer (MPMM)"
"size": "Medium"
"type": "aberration"
"alignment": "Typically  Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "153"
"hit_dice": "18d8 + 72"
"modifier": !!int "1"
"stats":
  - !!int "14"
  - !!int "12"
  - !!int "18"
  - !!int "22"
  - !!int "19"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "6"
  - "intelligence": !!int "11"
  - "wisdom": !!int "9"
  - "charisma": !!int "8"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+9"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 19"
"languages": "Common, Deep Speech, Undercommon"
"cr": "13"
"traits":
  - "desc": "The seer can move through other creatures and objects as if they were\
      \ difficult terrain, and its movement doesn't provoke [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack).\n\
      \nEach creature it moves through takes 5 (1d10) psychic damage; no creature\
      \ can take this damage more than once per turn.\n\nThe seer takes 5 (1d10) force\
      \ damage if it ends its turn inside an object."
    "name": "Out-Of-Phase Movement"
"actions":
  - "desc": "The seer makes two Comet Staff or Psychic Orb attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, and if the target\
      \ is a creature, it must succeed on a DC 19 Constitution saving throw or be\
      \ [incapacitated](/Rules/Source/conditions.md#Incapacitated) until the end of\
      \ its next turn."
    "name": "Comet Staff"
  - "desc": "*Ranged Spell Attack:* +11 to hit, range 120 feet, one creature. *Hit:*\
      \ 27 (5d10) psychic damage."
    "name": "Psychic Orb"
  - "desc": "The seer warps space around one creature it can see within 30 feet of\
      \ it. That creature must make a DC 19 Wisdom saving throw. On a failed save,\
      \ the target, along with any equipment it is wearing or carrying, is teleported\
      \ up to 60 feet to an unoccupied space the seer can see, and then each creature\
      \ within 10 feet of the target's original space takes 39 (6d12) psychic damage.\
      \ On a successful save, the target takes 19 (3d12) psychic damage and isn't\
      \ teleported."
    "name": "Collapse Distance (Recharge 6)"
"reactions":
  - "desc": "When the seer would be hit by an attack roll, it teleports, along with\
      \ any equipment it is wearing or carrying, exchanging positions with another\
      \ star spawn it can see within 60 feet of it. The other star spawn is hit by\
      \ the attack instead."
    "name": "Bend Space"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/star-spawn-seer-mpmm.webp"

Environment

mountain, swamp, urban

Steeders

Steeders

A quote from Mordenkainen

Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.

Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals.

Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they're put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other.

Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.

Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.

Female Steeder

Female Steeder

Source: Mordenkainen Presents: Monsters of the Multiverse p. 231

Steeders

A quote from Mordenkainen

Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.

Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals.

Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they're put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other.

Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.

Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.

"name": "Female Steeder (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "30"
"hit_dice": "4d10 + 8"
"modifier": !!int "3"
"stats":
  - !!int "15"
  - !!int "16"
  - !!int "14"
  - !!int "2"
  - !!int "10"
  - !!int "3"
"speed": "30 ft., climb 30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+7"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 14"
"languages": ""
"cr": "1"
"traits":
  - "desc": "The distance of the steeder's long jumps is tripled; every foot of its\
      \ walking speed that it spends on the jump allows it to move 3 feet."
    "name": "Extraordinary Leap"
  - "desc": "The steeder can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) piercing damage plus 9 (2d8) poison damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller\
      \ creature. *Hit:* The target is stuck to the steeder's leg and [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 12). The steeder can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
      \ at a time."
    "name": "Sticky Leg"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/female-steeder-mpmm.webp"

Environment

underdark

Male Steeder

Male Steeder

Source: Mordenkainen Presents: Monsters of the Multiverse p. 231

Steeders

A quote from Mordenkainen

Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.

Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals.

Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they're put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other.

Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.

Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.

"name": "Male Steeder (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "12"
"ac_class": "natural armor"
"hp": !!int "13"
"hit_dice": "2d8 + 4"
"modifier": !!int "1"
"stats":
  - !!int "15"
  - !!int "12"
  - !!int "14"
  - !!int "2"
  - !!int "10"
  - !!int "3"
"speed": "30 ft., climb 30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 14"
"languages": ""
"cr": "1/4"
"traits":
  - "desc": "The distance of the steeder's long jumps is tripled; every foot of its\
      \ walking speed that it spends on the jump allows it to jump 3 feet."
    "name": "Extraordinary Leap"
  - "desc": "The steeder can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8\
      \ + 2) piercing damage plus 4 (1d8) poison damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one Small or Tiny creature.\
      \ *Hit:* The target is stuck to the steeder's leg and [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 12). The steeder can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
      \ at a time."
    "name": "Sticky Leg"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/male-steeder-mpmm.webp"

Environment

underdark

Steel Predator

A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.

Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.

To create a steel predator, the modron's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.

Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.

If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble its target or that simply live nearby. Such rogue predators are dangerous to anyone in the vicinity.

Steel Predator

Steel Predator

Source: Mordenkainen Presents: Monsters of the Multiverse p. 232

A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.

Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.

To create a steel predator, the modron's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.

Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.

If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble its target or that simply live nearby. Such rogue predators are dangerous to anyone in the vicinity.

"name": "Steel Predator (MPMM)"
"size": "Large"
"type": "construct"
"alignment": "Typically  Lawful Neutral"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "207"
"hit_dice": "18d10 + 108"
"modifier": !!int "3"
"stats":
  - !!int "24"
  - !!int "17"
  - !!int "22"
  - !!int "4"
  - !!int "14"
  - !!int "6"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+7"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+8"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+7"
"damage_resistances": "cold, lightning, necrotic, thunder"
"damage_immunities": "poison; psychic; bludgeoning, piercing, slashing from nonmagical\
  \ attacks"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 17"
"languages": "understands Modron and the language of its owner but can't speak"
"cr": "16"
"traits":
  - "desc": "The steel predator has advantage on saving throws against spells and\
      \ other magical effects."
    "name": "Magic Resistance"
  - "desc": "The steel predator doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The steel predator makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 18\
      \ (2d10 + 7) lightning damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 16\
      \ (2d8 + 7) force damage."
    "name": "Claw"
  - "desc": "The steel predator emits a roar in a 60-foot cone. Each creature in that\
      \ area must make a DC 19 Constitution saving throw. On a failed save, a creature\
      \ takes 33 (6d10) thunder damage, drops everything it's holding, and is [stunned](/Rules/Source/conditions.md#Stunned)\
      \ for 1 minute. The [stunned](/Rules/Source/conditions.md#Stunned) creature\
      \ can repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success. On a successful save, a creature takes half as much\
      \ damage and isn't [stunned](/Rules/Source/conditions.md#Stunned)."
    "name": "Stunning Roar (Recharge 5-6)"
  - "desc": "The steel predator casts one of the following spells, requiring no spell\
      \ components and using Wisdom as the spellcasting ability:\n\n**3/day each:**\
      \ [dimension door](/Rules/Source/spells/dimension-door-xphb.md) (self only),\
      \ [plane shift](/Rules/Source/spells/plane-shift-xphb.md) (self only)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/steel-predator-mpmm.webp"

Environment

urban

Stone Cursed

Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim's spirit, animating the statue and turning it into a useful guardian.

Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.

As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a faint echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.

Cryptic Whispers. Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.

Stone Cursed

Stone Cursed

Source: Mordenkainen Presents: Monsters of the Multiverse p. 233

Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim's spirit, animating the statue and turning it into a useful guardian.

Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.

As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a faint echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.

Cryptic Whispers

Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.

"name": "Stone Cursed (MPMM)"
"size": "Medium"
"type": "construct"
"alignment": "Typically  Lawful Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "19"
"hit_dice": "3d8 + 6"
"modifier": !!int "-3"
"stats":
  - !!int "16"
  - !!int "5"
  - !!int "14"
  - !!int "5"
  - !!int "8"
  - !!int "7"
"speed": "10 ft."
"damage_vulnerabilities": "bludgeoning"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "passive Perception 9"
"languages": "the languages it knew in life"
"cr": "1"
"traits":
  - "desc": "The stone cursed has advantage on the attack rolls of [opportunity attacks](/Rules/Source/actions.md#Opportunity%20Attack)."
    "name": "Cunning Opportunist"
  - "desc": "If the stone cursed is motionless at the start of combat, it has advantage\
      \ on its initiative roll. Moreover, if a creature hasn't observed the stone\
      \ cursed move or act, that creature must succeed on a DC 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation))\
      \ check to discern that the stone cursed isn't a statue."
    "name": "False Appearance"
  - "desc": "The stone cursed doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d8 + 3) slashing damage. If the target is a creature, it must succeed on\
      \ a DC 12 Constitution saving throw, or it begins to turn to stone and is [restrained](/Rules/Source/conditions.md#Restrained)\
      \ until the end of its next turn, when it must repeat the saving throw. The\
      \ effect ends if the second save is successful; otherwise the target is [petrified](/Rules/Source/conditions.md#Petrified)\
      \ for 24 hours."
    "name": "Petrifying Claws"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/construct/token/stone-cursed-mpmm.webp"

Environment

desert, mountain, urban

Stone Giant Dreamwalker

The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.

Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, a break from decades-long ennui, or satisfaction of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don't take shelter under stone, such stone giants can become dreamwalkers.

Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.

Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time, the collected things accrete to their bodies, becoming encased in stone.

Stone Giant Dreamwalker

Stone Giant Dreamwalker

Source: Mordenkainen Presents: Monsters of the Multiverse p. 234

The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.

Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, a break from decades-long ennui, or satisfaction of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don't take shelter under stone, such stone giants can become dreamwalkers.

Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.

Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time, the collected things accrete to their bodies, becoming encased in stone.

"name": "Stone Giant Dreamwalker (MPMM)"
"size": "Huge"
"type": "giant"
"alignment": "Typically  Chaotic Neutral"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "161"
"hit_dice": "14d12 + 70"
"modifier": !!int "2"
"stats":
  - !!int "23"
  - !!int "14"
  - !!int "21"
  - !!int "10"
  - !!int "8"
  - !!int "12"
"speed": "40 ft."
"saves":
  - "dexterity": !!int "6"
  - "constitution": !!int "9"
  - "wisdom": !!int "3"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+14"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened)"
"gear":
  - "[greatclub](/Rules/Source/items/greatclub-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Common, Giant"
"cr": "10"
"traits":
  - "desc": "An enemy that starts its turn within 30 feet of the giant must make a\
      \ DC 13 Charisma saving throw, provided that the giant isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated).\
      \ On a failed save, the creature is [charmed](/Rules/Source/conditions.md#Charmed)\
      \ by the giant. A creature [charmed](/Rules/Source/conditions.md#Charmed) in\
      \ this way can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success. Once it succeeds on the saving throw, the\
      \ creature is immune to this giant's Dreamwalker's Charm for 24 hours."
    "name": "Dreamwalker's Charm"
"actions":
  - "desc": "The giant makes two Greatclub or Rock attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 15 ft., one target. *Hit:* 24\
      \ (4d8 + 6) bludgeoning damage."
    "name": "Greatclub"
  - "desc": "*Ranged Weapon Attack:* +10 to hit, range 60/240 ft., one target. *Hit:*\
      \ 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed\
      \ on a DC 17 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Rock"
  - "desc": "The giant touches one Medium or smaller creature within 10 feet of it\
      \ that is [charmed](/Rules/Source/conditions.md#Charmed) by it. The target must\
      \ make a DC 17 Constitution saving throw. On a failed save, the target becomes\
      \ [petrified](/Rules/Source/conditions.md#Petrified), and the giant can adhere\
      \ the target to its stony body. [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md)\
      \ spells and other magic that can undo petrification have no effect on a [petrified](/Rules/Source/conditions.md#Petrified)\
      \ creature adhered to the giant unless the giant is dead, in which case the\
      \ magic works normally, freeing the [petrified](/Rules/Source/conditions.md#Petrified)\
      \ creature as well as ending the [petrified](/Rules/Source/conditions.md#Petrified)\
      \ condition on it."
    "name": "Petrifying Touch"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/stone-giant-dreamwalker-mpmm.webp"

Environment

coastal, hill, mountain

Storm Giant Quintessent

To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.

A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear.

A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.

A Quintessent's Lair. A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment.

Storm Giant Quintessent

Storm Giant Quintessent

Source: Mordenkainen Presents: Monsters of the Multiverse p. 235

To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.

A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear.

A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.

A Quintessent's Lair

A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment.

"name": "Storm Giant Quintessent (MPMM)"
"size": "Huge"
"type": "giant"
"alignment": "Typically  Chaotic Good"
"ac": !!int "12"
"hp": !!int "230"
"hit_dice": "20d12 + 100"
"modifier": !!int "2"
"stats":
  - !!int "29"
  - !!int "14"
  - !!int "20"
  - !!int "17"
  - !!int "20"
  - !!int "19"
"speed": "50 ft., fly 50 ft. (hover), swim 50 ft."
"saves":
  - "strength": !!int "14"
  - "constitution": !!int "10"
  - "wisdom": !!int "10"
  - "charisma": !!int "9"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+8"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+10"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "lightning, thunder"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 60 ft., passive Perception\
  \ 20"
"languages": "Common, Giant"
"cr": "16"
"traits":
  - "desc": "The giant can breathe air and water."
    "name": "Amphibious"
  - "desc": "If the giant fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (1/Day)"
"actions":
  - "desc": "The giant makes two Lightning Sword attacks, or it uses Wind Javelin\
      \ twice."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 40\
      \ (9d6 + 9) lightning damage."
    "name": "Lightning Sword"
  - "desc": "The giant coalesces wind into a javelin-like form and hurls it at a creature\
      \ it can see within 600 feet of it. The javelin deals 19 (3d6 + 9) force damage\
      \ to the target, striking unerringly. The javelin disappears after it hits."
    "name": "Wind Javelin"
"lair_actions":
  - "desc": "A storm giant quintessent can use lair actions in giant form and while\
      \ transformed into a storm. On initiative count 20 (losing initiative ties),\
      \ the giant can take one of the following lair actions; the giant can't take\
      \ the same lair action two rounds in a row:\n\n- **Deafening Boom.** The giant\
      \ creates a thunderclap centered on a point anywhere in their lair. Each creature\
      \ within 20 feet of that point must succeed on a DC 18 Constitution saving throw\
      \ or be [deafened](/Rules/Source/conditions.md#Deafened) until the end of its\
      \ next turn.  \n- **Fog.** The giant creates a 20-foot-radius sphere of fog\
      \ (or murky water if within water) centered on a point anywhere in its lair.\
      \ The sphere spreads around corners, and its area is heavily obscured. The fog\
      \ lasts until the giant disperses it (no action required), and it can't be dispersed\
      \ by wind.  \n- **Gale.** The giant creates a 60-foot-long, 10-foot-wide line\
      \ of strong wind (or strong current within water) originating from a point anywhere\
      \ in its lair. Each creature in that line must succeed on a DC 18 Strength saving\
      \ throw or be pushed 15 feet in the direction the wind is blowing. The gust\
      \ disperses gas or vapor, and it extinguishes candles, torches, and similar\
      \ unprotected flames in its area. Protected flames, such as those of lanterns,\
      \ have a 50 percent chance of being extinguished.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing a storm giant quintessent's lair is warped by the\
      \ giant's presence, which creates one or more of the following effects:\n\n\
      - **Downpour.** Rain, snow, or blowing dust or sand (whichever is most appropriate)\
      \ is constant within 1 mile of the lair. Rain causes rivers and streams to fill\
      \ or overflow their banks; snow, dust, or sand forms deep drifts or dunes. \
      \ \n- **Lightning.** Flashes of lightning and peals of thunder are continual,\
      \ day and night, within 5 miles of the lair.  \n- **Winds.** High wind blows\
      \ within 1 mile of the lair, making it impossible to light a fire unless the\
      \ location where the fire is lit is protected from the wind.  \n\nIf the giant\
      \ dies, the lightning, thunder, and high wind regional effects end immediately.\
      \ Rain, snow, and blowing dust abate gradually within 1d8 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the storm giant quintessent can expend a use to take one of the following\
  \ actions. The storm giant quintessent regains all expended uses at the start of\
  \ each of its turns."
"legendary_actions":
  - "desc": "The giant targets a creature it can see within 60 feet of it and creates\
      \ a magical gust of wind around the target, who must succeed on a DC 18 Strength\
      \ saving throw or be moved up to 20 feet in any horizontal direction the giant\
      \ chooses."
    "name": "Gust"
  - "desc": "The giant hurls a thunderbolt at a creature it can see within 600 feet\
      \ of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10)\
      \ thunder damage on a failed save, or half as much damage on a successful one."
    "name": "Thunderbolt (Costs 2 Actions)"
  - "desc": "The giant vanishes, dispersing itself into the storm surrounding its\
      \ lair. The giant can end this effect at the start of any of its turns, becoming\
      \ a giant once more and appearing in any location it chooses within its lair.\
      \ While dispersed, the giant can't take any actions other than lair actions,\
      \ and it can't be targeted by attacks, spells, or other effects. The giant can't\
      \ use this ability outside its lair, nor can it use this ability if another\
      \ creature is using a [control weather](/Rules/Source/spells/control-weather-xphb.md)\
      \ spell or similar magic to quell the storm."
    "name": "One with the Storm (Costs 3 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/storm-giant-quintessent-mpmm.webp"

Environment

coastal, desert, mountain, underwater

Swarm of Rot Grubs

Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.

Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.

Single Rot Grub. Rot grubs pose a threat both singly and as a swarm. See the stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.

Any creature that comes into contact with a single rot grub must succeed on a DC 10 Constitution saving throw or be poisoned, as the rot grub burrows into the creature. The poisoned creature takes 3 (1d6) poison damage at the end of each of its turns. Whenever the poisoned creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the poisoned creature ends its turn with 0 hit points, it dies, as the rot grub kills it.

Swarm of Rot Grubs

Swarm of Rot Grubs

Source: Mordenkainen Presents: Monsters of the Multiverse p. 237

Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.

Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.

Single Rot Grub

Rot grubs pose a threat both singly and as a swarm. See the stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.

Any creature that comes into contact with a single rot grub must succeed on a DC 10 Constitution saving throw or be poisoned, as the rot grub burrows into the creature. The poisoned creature takes 3 (1d6) poison damage at the end of each of its turns. Whenever the poisoned creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the poisoned creature ends its turn with 0 hit points, it dies, as the rot grub kills it.

"name": "Swarm of Rot Grubs (MPMM)"
"size": "Medium"
"type": "beast"
"alignment": "Unaligned"
"ac": !!int "8"
"hp": !!int "22"
"hit_dice": "5d8"
"modifier": !!int "-2"
"stats":
  - !!int "2"
  - !!int "7"
  - !!int "10"
  - !!int "1"
  - !!int "2"
  - !!int "1"
"speed": "5 ft., climb 5 ft."
"damage_vulnerabilities": "fire"
"damage_resistances": "piercing, slashing"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [grappled](/Rules/Source/conditions.md#Grappled), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [prone](/Rules/Source/conditions.md#Prone),\
  \ [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., passive Perception\
  \ 6"
"languages": ""
"cr": "1/2"
"traits":
  - "desc": "The swarm can occupy another creature's space and vice versa, and the\
      \ swarm can move through any opening large enough for a Tiny maggot. The swarm\
      \ can't regain hit points or gain temporary hit points."
    "name": "Swarm"
"actions":
  - "desc": "*Melee Weapon Attack:* +0 to hit, reach 0 ft., one creature in the swarm's\
      \ space. *Hit:* 7 (2d6) piercing damage, and the target must succeed on a DC\
      \ 10 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned).\
      \ At the end of each of the [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ target's turns, the target takes 3 (1d6) poison damage. Whenever the [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ target takes fire damage, the target can repeat the saving throw, ending the\
      \ effect on itself on a success. If the [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ target ends its turn with 0 hit points, it dies."
    "name": "Bites"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/beast/token/swarm-of-rot-grubs-mpmm.webp"

Environment

swamp, underdark

Swashbuckler

Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.

Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. You can roll on the Swashbuckler Flourishes table or choose one of the options to find a suitably dramatic flourish for a swashbuckler.

Swashbuckler Flourishes

dice: d8 Flourish
1 Winks and flashes a charming grin
2 Bows theatrically
3 Constantly flips their dagger
4 Punctuates sentences with a boisterous "Ha-HA!"
5 Sings catchy sea chanteys
6 Dexterously manipulates a silver coin through their fingers
7 Hurls colorful insults
8 Adds showy embellishments to rapier strokes

Swashbuckler

Swashbuckler

Source: Mordenkainen Presents: Monsters of the Multiverse p. 238

Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.

Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. You can roll on the Swashbuckler Flourishes table or choose one of the options to find a suitably dramatic flourish for a swashbuckler.

Swashbuckler Flourishes

dice: d8 Flourish
1 Winks and flashes a charming grin
2 Bows theatrically
3 Constantly flips their dagger
4 Punctuates sentences with a boisterous "Ha-HA!"
5 Sings catchy sea chanteys
6 Dexterously manipulates a silver coin through their fingers
7 Hurls colorful insults
8 Adds showy embellishments to rapier strokes
"name": "Swashbuckler (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md), suave defense"
"hp": !!int "66"
"hit_dice": "12d8 + 12"
"modifier": !!int "4"
"stats":
  - !!int "12"
  - !!int "18"
  - !!int "12"
  - !!int "14"
  - !!int "11"
  - !!int "15"
"speed": "30 ft."
"skillsaves":
  - "name": "[Acrobatics](/Rules/Source/skills.md#Acrobatics)"
    "desc": "+8"
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+5"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+6"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
  - "[rapier](/Rules/Source/items/rapier-xphb.md)"
"senses": "passive Perception 10"
"languages": "any one language (usually Common)"
"cr": "3"
"traits":
  - "desc": "While the swashbuckler is wearing light or no armor and wielding no [shield](/Rules/Source/items/shield-xphb.md),\
      \ its AC includes its Charisma modifier."
    "name": "Suave Defense"
"actions":
  - "desc": "The swashbuckler makes one Dagger attack and two Rapier attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 6 (1d4 + 4) piercing damage."
    "name": "Dagger"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) piercing damage."
    "name": "Rapier"
"bonus_actions":
  - "desc": "The swashbuckler takes the [Dash](/Rules/Source/actions.md#Dash) or [Disengage](/Rules/Source/actions.md#Disengage)\
      \ action."
    "name": "Lightfooted"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/swashbuckler-mpmm.webp"

Environment

coastal, urban

Sword Wraiths

Sword Wraiths. When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths.

Sword Wraith Commander

Sword Wraith Commander

Source: Mordenkainen Presents: Monsters of the Multiverse p. 239

Sword wraith commanders haunt battlefields, attacking anyone who questions their valor but looking kindly on those who sing their praises.

Sword Wraiths

When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths.

"name": "Sword Wraith Commander (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Typically  Lawful Evil"
"ac": !!int "18"
"ac_class": "[breastplate](/Rules/Source/items/breastplate-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "127"
"hit_dice": "15d8 + 60"
"modifier": !!int "2"
"stats":
  - !!int "18"
  - !!int "14"
  - !!int "18"
  - !!int "11"
  - !!int "12"
  - !!int "14"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
"damage_resistances": "necrotic; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [unconscious](/Rules/Source/conditions.md#Unconscious)"
"gear":
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": "the languages it knew in life"
"cr": "8"
"traits":
  - "desc": "The commander and any other sword wraiths within 30 feet of it have advantage\
      \ on saving throws against effects that turn Undead."
    "name": "Turning Defiance"
  - "desc": "The commander doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The commander makes two Longsword or Longbow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."
    "name": "Longsword"
  - "desc": "*Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:*\
      \ 6 (1d8 + 2) piercing damage."
    "name": "Longbow"
  - "desc": "If the commander has taken damage during this combat, it gives itself\
      \ advantage on attack rolls until the end of its next turn, and 1d4 + 1 [sword\
      \ wraith warriors](/Rules/Source/bestiary/undead/sword-wraith-warrior-mpmm.md)\
      \ appear in unoccupied spaces within 30 feet of it. The warriors last until\
      \ they drop to 0 hit points, and they take their turns immediately after the\
      \ commander's turn on the same initiative count."
    "name": "Call to Honor (1/Day)"
"bonus_actions":
  - "desc": "The commander makes one Longsword or Longbow attack, which deals an extra\
      \ 9 (2d8) necrotic damage on a hit, and attack rolls against it have advantage\
      \ until the start of its next turn."
    "name": "Martial Fury"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/sword-wraith-commander-mpmm.webp"

Environment

grassland, swamp

Sword Wraith Warrior

Sword Wraith Warrior

Source: Mordenkainen Presents: Monsters of the Multiverse p. 239

Sword wraith warriors are most often found on ancient battlefields where soldiers were hemmed in and slaughtered without quarter.

Sword Wraiths

When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths.

"name": "Sword Wraith Warrior (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Typically  Lawful Evil"
"ac": !!int "16"
"ac_class": "[chain shirt](/Rules/Source/items/chain-shirt-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "45"
"hit_dice": "6d8 + 18"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "12"
  - !!int "17"
  - !!int "6"
  - !!int "9"
  - !!int "10"
"speed": "30 ft."
"damage_resistances": "necrotic; bludgeoning, piercing, slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [frightened](/Rules/Source/conditions.md#Frightened),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned), [unconscious](/Rules/Source/conditions.md#Unconscious)"
"gear":
  - "[battleaxe](/Rules/Source/items/battleaxe-xphb.md)"
  - "[longbow](/Rules/Source/items/longbow-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 9"
"languages": "the languages it knew in life"
"cr": "3"
"traits":
  - "desc": "The warrior doesn't require air, food, drink, or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."
    "name": "Battleaxe"
  - "desc": "*Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:*\
      \ 5 (1d8 + 1) piercing damage."
    "name": "Longbow"
"bonus_actions":
  - "desc": "The warrior makes one Battleaxe or Longbow attack, and attack rolls against\
      \ it have advantage until the start of its next turn."
    "name": "Martial Fury"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/sword-wraith-warrior-mpmm.webp"

Environment

grassland, swamp

Tanarukk

A quote from Tasha

I believe spite can be an excellent motivator. But unchecked fury? That rarely leads to anything more than a big mess.

When demonic influence corrupts the leadership of a people or an organization, the leaders might embrace abyssal magic to make tanarukks, using these ferocious warriors to bolster their followers' strength.

The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power; the cult of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend.

Although tanarukks are valued as fearsome fighters, they are a threat to their allies off the battlefield. When not in combat, a tanarukk is destructive and volatile and is usually kept imprisoned by its allies. If unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably choose.

Tanarukk

Tanarukk

Source: Mordenkainen Presents: Monsters of the Multiverse p. 240

A quote from Tasha

I believe spite can be an excellent motivator. But unchecked fury? That rarely leads to anything more than a big mess.

When demonic influence corrupts the leadership of a people or an organization, the leaders might embrace abyssal magic to make tanarukks, using these ferocious warriors to bolster their followers' strength.

The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power; the cult of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend.

Although tanarukks are valued as fearsome fighters, they are a threat to their allies off the battlefield. When not in combat, a tanarukk is destructive and volatile and is usually kept imprisoned by its allies. If unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably choose.

"name": "Tanarukk (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "95"
"hit_dice": "10d8 + 50"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "13"
  - !!int "20"
  - !!int "9"
  - !!int "9"
  - !!int "9"
"speed": "30 ft."
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+2"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"damage_resistances": "fire, poison"
"gear":
  - "[greatsword](/Rules/Source/items/greatsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "Abyssal, Common, plus any one language"
"cr": "5"
"traits":
  - "desc": "The tanarukk has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The tanarukk makes one Bite attack and one Greatsword attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) slashing damage."
    "name": "Greatsword"
"bonus_actions":
  - "desc": "The tanarukk moves up to its speed toward an enemy that it can see."
    "name": "Aggressive"
"reactions":
  - "desc": "In response to being hit by a melee attack, the tanarukk can make one\
      \ Bite or Greatsword attack with advantage against the attacker."
    "name": "Unbridled Fury"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/tanarukk-mpmm.webp"

Environment

hill, mountain, underdark

Titivilus

Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he'll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace.

Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.

Although Titivilus is inferior in physical strength and power when compared to other archdevils, he compensates with cunning. A shrewd politician, he has clawed his way up through the ranks to become the second-most powerful devil in Dis, entirely by saying the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he's on their side. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.

Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.

Titivilus recognizes the precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate him against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require.

Titivilus

Titivilus

Source: Mordenkainen Presents: Monsters of the Multiverse p. 242

Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he'll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace.

Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.

Although Titivilus is inferior in physical strength and power when compared to other archdevils, he compensates with cunning. A shrewd politician, he has clawed his way up through the ranks to become the second-most powerful devil in Dis, entirely by saying the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he's on their side. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.

Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.

Titivilus recognizes the precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate him against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require.

"name": "Titivilus (MPMM)"
"size": "Medium"
"type": "fiend"
"subtype": "devil"
"alignment": "Lawful Evil"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "150"
"hit_dice": "20d8 + 60"
"modifier": !!int "6"
"stats":
  - !!int "19"
  - !!int "22"
  - !!int "17"
  - !!int "24"
  - !!int "22"
  - !!int "26"
"speed": "40 ft., fly 60 ft."
"saves":
  - "dexterity": !!int "11"
  - "constitution": !!int "8"
  - "wisdom": !!int "11"
  - "charisma": !!int "13"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+13"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+11"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+13"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+13"
"damage_resistances": "cold; bludgeoning, piercing, slashing from nonmagical attacks\
  \ that aren't silvered"
"damage_immunities": "fire, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 16"
"languages": "all, telepathy 120 ft."
"cr": "16"
"traits":
  - "desc": "If Titivilus fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Titivilus has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Titivilus regains 10 hit points at the start of his turn. If he takes\
      \ cold or radiant damage, this trait doesn't function at the start of his next\
      \ turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't\
      \ regenerate."
    "name": "Regeneration"
  - "desc": "Whenever Titivilus speaks, he can choose a point within 60 feet of him;\
      \ his voice emanates from that point."
    "name": "Ventriloquism"
"actions":
  - "desc": "Titivilus makes one Silver Sword attack, and he uses Frightful Word."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
      \ + 4) force damage, or 9 (1d10 + 4) force damage if used with two hands, plus\
      \ 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum\
      \ is reduced by an amount equal to half the necrotic damage taken."
    "name": "Silver Sword"
  - "desc": "Titivilus targets one creature he can see within 10 feet of him. The\
      \ target must succeed on a DC 21 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of him for 1 minute. While [frightened](/Rules/Source/conditions.md#Frightened)\
      \ in this way, the target must take the [Dash](/Rules/Source/actions.md#Dash)\
      \ action and move away from Titivilus by the safest available route on each\
      \ of its turns, unless there is nowhere to move, in which case it needn't take\
      \ the [Dash](/Rules/Source/actions.md#Dash) action. The target can repeat the\
      \ saving throw at the end of each of its turns, ending the effect on itself\
      \ on a success."
    "name": "Frightful Word"
  - "desc": "Titivilus teleports, along with any equipment he is wearing or carrying,\
      \ up to 120 feet to an unoccupied space he can see."
    "name": "Teleport"
  - "desc": "Titivilus targets one creature he can see within 60 feet of him. The\
      \ target must succeed on a DC 21 Charisma saving throw or become [charmed](/Rules/Source/conditions.md#Charmed)\
      \ by Titivilus for 1 minute. The [charmed](/Rules/Source/conditions.md#Charmed)\
      \ target can repeat the saving throw if Titivilus deals any damage to it. A\
      \ creature that succeeds on the saving throw is immune to Titivilus's Twisting\
      \ Words for 24 hours."
    "name": "Twisting Words"
  - "desc": "Titivilus casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 21):\n\n**At\
      \ will:** [alter self](/Rules/Source/spells/alter-self-xphb.md), [major image](/Rules/Source/spells/major-image-xphb.md),\
      \ [nondetection](/Rules/Source/spells/nondetection-xphb.md), [sending](/Rules/Source/spells/sending-xphb.md),\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md)\n\n**3/day each:** [mislead](/Rules/Source/spells/mislead-xphb.md),\
      \ [modify memory](/Rules/Source/spells/modify-memory-xphb.md)"
    "name": "Spellcasting"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Titivilus can expend a use to take one of the following actions. Titivilus\
  \ regains all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Titivilus uses Twisting Words. Alternatively, he targets one creature\
      \ [charmed](/Rules/Source/conditions.md#Charmed) by him that is within 60 feet\
      \ of him; that [charmed](/Rules/Source/conditions.md#Charmed) target must succeed\
      \ on a DC 21 Charisma saving throw, or Titivilus decides how the target acts\
      \ during its next turn."
    "name": "Corrupting Guidance"
  - "desc": "Titivilus uses Teleport."
    "name": "Teleport"
  - "desc": "Titivilus makes one Silver Sword attack, or he uses Frightful Word."
    "name": "Assault (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/titivilus-mpmm.webp"

^statblock

Tlincalli

Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.

Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it's time to lay eggs and hatch a new brood of young.

These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate.

Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive.

These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.

Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.

Tlincalli

Tlincalli

Source: Mordenkainen Presents: Monsters of the Multiverse p. 242

Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.

Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it's time to lay eggs and hatch a new brood of young.

These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate.

Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive.

These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.

Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.

"name": "Tlincalli (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Typically  Neutral"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "85"
"hit_dice": "10d10 + 30"
"modifier": !!int "1"
"stats":
  - !!int "16"
  - !!int "13"
  - !!int "16"
  - !!int "8"
  - !!int "12"
  - !!int "8"
"speed": "40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+4"
"gear":
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": "Tlincalli"
"cr": "5"
"actions":
  - "desc": "The tlincalli makes one Longsword or Spiked Chain attack and one Sting\
      \ attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands."
    "name": "Longsword"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6\
      \ (1d6 + 3) piercing damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 11) if it is a Large or smaller creature. Until this grapple ends,\
      \ the target is [restrained](/Rules/Source/conditions.md#Restrained), and the\
      \ tlincalli can't use the spiked chain against another target."
    "name": "Spiked Chain"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 6\
      \ (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must\
      \ succeed on a DC 14 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ for 1 minute. If it fails the saving throw by 5 or more, the target is also\
      \ [paralyzed](/Rules/Source/conditions.md#Paralyzed) while [poisoned](/Rules/Source/conditions.md#Poisoned).\
      \ The target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success."
    "name": "Sting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/tlincalli-mpmm.webp"

Environment

desert

Tortles

Tortles. Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.

Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.

Tortle

Tortle

Source: Mordenkainen Presents: Monsters of the Multiverse p. 244

The generic tortle stat block here represents a warrior, especially the sort who travels far and wide.

Tortles

Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.

Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.

"name": "Tortle (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "22"
"hit_dice": "4d8 + 4"
"modifier": !!int "0"
"stats":
  - !!int "15"
  - !!int "10"
  - !!int "12"
  - !!int "11"
  - !!int "13"
  - !!int "12"
"speed": "30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+4"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+3"
"gear":
  - "[light crossbow](/Rules/Source/items/light-crossbow-xphb.md)"
  - "[spear](/Rules/Source/items/spear-xphb.md)"
"senses": "passive Perception 11"
"languages": "Aquan, Common"
"cr": "1/4"
"traits":
  - "desc": "The tortle can hold its breath for 1 hour."
    "name": "Hold Breath"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) slashing damage."
    "name": "Claw"
  - "desc": "*Melee  or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing\
      \ damage if used with two hands in melee."
    "name": "Spear"
  - "desc": "*Ranged Weapon Attack:* +2 to hit, range 80/320 ft., one target. *Hit:*\
      \ 4 (1d8) piercing damage."
    "name": "Light Crossbow"
  - "desc": "The tortle withdraws into its shell. Until it emerges, it gains a +4\
      \ bonus to AC and has advantage on Strength and Constitution saving throws.\
      \ While in its shell, the tortle is [prone](/Rules/Source/conditions.md#Prone),\
      \ its speed is 0 and can't increase, it has disadvantage on Dexterity saving\
      \ throws, it can't take reactions, and the only action it can take is a bonus\
      \ action to emerge."
    "name": "Shell Defense"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/tortle-mpmm.webp"

Environment

coastal

Tortle Druid

Tortle Druid

Source: Mordenkainen Presents: Monsters of the Multiverse p. 244

Many tortles view the world as a place of wonder. They live for the chance to hear a soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world around them.

Tortles

Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.

Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.

"name": "Tortle Druid (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "33"
"hit_dice": "6d8 + 6"
"modifier": !!int "0"
"stats":
  - !!int "14"
  - !!int "10"
  - !!int "12"
  - !!int "11"
  - !!int "15"
  - !!int "12"
"speed": "30 ft."
"skillsaves":
  - "name": "[Animal Handling](/Rules/Source/skills.md#Animal%20Handling)"
    "desc": "+4"
  - "name": "[Nature](/Rules/Source/skills.md#Nature)"
    "desc": "+2"
  - "name": "[Survival](/Rules/Source/skills.md#Survival)"
    "desc": "+4"
"senses": "passive Perception 12"
"languages": "Aquan, Common"
"cr": "2"
"traits":
  - "desc": "The tortle can hold its breath for 1 hour."
    "name": "Hold Breath"
"actions":
  - "desc": "The tortle makes four Claw attacks or two [Nature](/Rules/Source/skills.md#Nature)'s\
      \ Wrath attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
      \ + 2) slashing damage."
    "name": "Claw"
  - "desc": "*Ranged Spell Attack:* +4 to hit, range 90 ft., one target. *Hit:* 9\
      \ (2d6 + 2) damage of a type chosen by the tortle: cold, fire, lightning, or\
      \ thunder."
    "name": "Nature's Wrath"
  - "desc": "The tortle withdraws into its shell. Until it emerges, it gains a +4\
      \ bonus to AC and has advantage on Strength and Constitution saving throws.\
      \ While in its shell, the tortle is [prone](/Rules/Source/conditions.md#Prone),\
      \ its speed is 0 and can't increase, it has disadvantage on Dexterity saving\
      \ throws, it can't take reactions, and the only action it can take is a bonus\
      \ action to emerge."
    "name": "Shell Defense"
  - "desc": "The tortle casts one of the following spells, using Wisdom as the spellcasting\
      \ ability (spell save DC 12):\n\n**At will:** [druidcraft](/Rules/Source/spells/druidcraft-xphb.md),\
      \ [guidance](/Rules/Source/spells/guidance-xphb.md)\n\n**2/day each:** [cure\
      \ wounds](/Rules/Source/spells/cure-wounds-xphb.md), [hold person](/Rules/Source/spells/hold-person-xphb.md),\
      \ [speak with animals](/Rules/Source/spells/speak-with-animals-xphb.md), [thunderwave](/Rules/Source/spells/thunderwave-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/tortle-druid-mpmm.webp"

Environment

coastal

Trapper

A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.

A trapper's ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it is just cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual snow.

A trapper that lurks on the floor of its hunting grounds can cover any remains there with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to investigate the bones for valuables becomes the trapper's next meal.

A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and abandon its old territory in search of better hunting.

Trapper

Trapper

Source: Mordenkainen Presents: Monsters of the Multiverse p. 245

A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.

A trapper's ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it is just cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual snow.

A trapper that lurks on the floor of its hunting grounds can cover any remains there with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to investigate the bones for valuables becomes the trapper's next meal.

A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and abandon its old territory in search of better hunting.

"name": "Trapper (MPMM)"
"size": "Large"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "68"
"hit_dice": "8d10 + 24"
"modifier": !!int "0"
"stats":
  - !!int "17"
  - !!int "10"
  - !!int "17"
  - !!int "2"
  - !!int "13"
  - !!int "4"
"speed": "20 ft., climb 20 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+2"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 11"
"languages": ""
"cr": "3"
"traits":
  - "desc": "If the trapper is motionless on a floor, wall, or ceiling at the start\
      \ of combat, it has advantage on its initiative roll. Moreover, if a creature\
      \ hasn't observed the trapper move or act, that creature must succeed on a DC\
      \ 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation)) check\
      \ to discern that the trapper isn't part of the floor, wall, or ceiling."
    "name": "False Appearance"
  - "desc": "The trapper can climb difficult surfaces, including upside down on ceilings,\
      \ without needing to make an ability check."
    "name": "Spider Climb"
"actions":
  - "desc": "One Large or smaller creature within 10 feet of the trapper must succeed\
      \ on a DC 13 Dexterity saving throw or be [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 14). Until the grapple ends, the target takes 13 (3d6 + 3) bludgeoning\
      \ damage plus 3 (1d6) acid damage at the start of each of its turns. While [grappled](/Rules/Source/conditions.md#Grappled)\
      \ in this way, the target is [restrained](/Rules/Source/conditions.md#Restrained),\
      \ [blinded](/Rules/Source/conditions.md#Blinded), and deprived of air. The trapper\
      \ can smother only one creature at a time."
    "name": "Smother"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/trapper-mpmm.webp"

Environment

underdark

Trolls

Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.

Vaprak the Destroyer. Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.

Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.

Dire Troll

Dire Troll

Source: Mordenkainen Presents: Monsters of the Multiverse p. 246

Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing a troll to grow to an unusually large size. The resulting dire trolls crave more and more troll flesh to fuel their continued growth.

Dire trolls also increase their size by grafting flesh onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on a dire troll, the dire troll's regenerative capacity incorporates the new mass into the troll's own musculature. Even more horrifying are the multiple arms, eyes, claws, and organs that dire trolls tear from their victims and graft onto themselves in this manner.

Trolls

Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.

Vaprak the Destroyer

Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.

Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.

"name": "Dire Troll (MPMM)"
"size": "Huge"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "172"
"hit_dice": "15d12 + 75"
"modifier": !!int "2"
"stats":
  - !!int "22"
  - !!int "15"
  - !!int "21"
  - !!int "9"
  - !!int "11"
  - !!int "5"
"speed": "40 ft."
"saves":
  - "wisdom": !!int "5"
  - "charisma": !!int "2"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"damage_resistances": "bludgeoning, piercing, slashing from nonmagical attacks"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "Giant"
"cr": "13"
"traits":
  - "desc": "The troll regains 10 hit points at the start of its turn. If the troll\
      \ takes acid or fire damage, it regains only 5 hit points at the start of its\
      \ next turn. The troll dies only if it is hit by an attack that deals 10 or\
      \ more acid or fire damage while the troll has 0 hit points."
    "name": "Regeneration"
"actions":
  - "desc": "The troll makes one Bite attack and four Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 10\
      \ (1d8 + 6) piercing damage plus 5 (1d10) poison damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 16\
      \ (3d6 + 6) slashing damage."
    "name": "Claws"
  - "desc": "Each creature within 10 feet of the troll must make a DC 19 Dexterity\
      \ saving throw, taking 44 (8d10) slashing damage on a failed save, or half as\
      \ much damage on a successful one."
    "name": "Whirlwind of Claws (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/dire-troll-mpmm.webp"

Environment

arctic, forest, hill, mountain, underdark

Rot Troll

Rot Troll

Source: Mordenkainen Presents: Monsters of the Multiverse p. 247

A troll infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body wither and the flesh falls away from the body as quickly, as it forms. Eventually a rot troll becomes unable to regenerate, though the troll still heals normally. The creature courses with necrotic energy; simply standing near a rot troll exposes other creatures to lethal emanations.

Trolls

Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.

Vaprak the Destroyer

Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.

Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.

"name": "Rot Troll (MPMM)"
"size": "Large"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "138"
"hit_dice": "12d10 + 72"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "13"
  - !!int "22"
  - !!int "5"
  - !!int "8"
  - !!int "4"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"damage_immunities": "necrotic"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Giant"
"cr": "9"
"traits":
  - "desc": "At the end of each of the troll's turns, each creature within 5 feet\
      \ of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or\
      \ fire damage since the end of its last turn."
    "name": "Rancid Degeneration"
"actions":
  - "desc": "The troll makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (1d10\
      \ + 4) piercing damage plus 16 (3d10) necrotic damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage."
    "name": "Claws"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/rot-troll-mpmm.webp"

Environment

desert, forest, swamp, underdark

Spirit Troll

Spirit Troll

Source: Mordenkainen Presents: Monsters of the Multiverse p. 247

A troll blasted with psychic energy can take a non physical form upon regenerating. The troll's psyche survives, but the body is as insubstantial as shadow. The troll might be unaware of the transition—the creature still moves and attacks with teeth and claws as ever—but now the troll strikes at victims' minds.

Trolls

Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.

Vaprak the Destroyer

Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.

Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.

"name": "Spirit Troll (MPMM)"
"size": "Large"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "130"
"hit_dice": "20d10 + 20"
"modifier": !!int "3"
"stats":
  - !!int "1"
  - !!int "17"
  - !!int "13"
  - !!int "8"
  - !!int "9"
  - !!int "16"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
"damage_resistances": "acid, cold, fire"
"damage_immunities": "bludgeoning, piercing, slashing from nonmagical attacks"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [grappled](/Rules/Source/conditions.md#Grappled),\
  \ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
  \ [prone](/Rules/Source/conditions.md#Prone), [restrained](/Rules/Source/conditions.md#Restrained),\
  \ [unconscious](/Rules/Source/conditions.md#Unconscious)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Giant"
"cr": "11"
"traits":
  - "desc": "The troll 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."
    "name": "Incorporeal Movement"
  - "desc": "The troll regains 10 hit points at the start of each of its turns. If\
      \ the troll takes psychic or force damage, this trait doesn't function at the\
      \ start of the troll's next turn. The troll dies only if it starts its turn\
      \ with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "The troll makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 19\
      \ (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving\
      \ throw or be [stunned](/Rules/Source/conditions.md#Stunned) for 1 minute. The\
      \ [stunned](/Rules/Source/conditions.md#Stunned) target can repeat the saving\
      \ throw at the end of each of its turns, ending the effect on itself on a success."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 19\
      \ (3d10 + 3) psychic damage."
    "name": "Claws"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/spirit-troll-mpmm.webp"

Environment

coastal, forest, swamp, underdark

Venom Troll

Venom Troll

Source: Mordenkainen Presents: Monsters of the Multiverse p. 248

A troll that survives massive doses of poison might transform into a venom troll. Lingering poison infuses the troll's blood and tissue, and poison leaks from the pores to coat the troll's fangs and claws. These creatures are especially dangerous in close combat because poison drips off their flesh and sprays out from every wound they receive.

Trolls

Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.

Vaprak the Destroyer

Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.

Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.

"name": "Venom Troll (MPMM)"
"size": "Large"
"type": "giant"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "94"
"hit_dice": "9d10 + 45"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "13"
  - !!int "20"
  - !!int "7"
  - !!int "9"
  - !!int "7"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "Giant"
"cr": "7"
"traits":
  - "desc": "When the troll takes damage of any type but psychic, each creature within\
      \ 5 feet of the troll takes 9 (2d8) poison damage."
    "name": "Poison Splash"
  - "desc": "The troll regains 10 hit points at the start of each of its turns. If\
      \ the troll takes acid or fire damage, this trait doesn't function at the start\
      \ of the troll's next turn. The troll dies only if it starts its turn with 0\
      \ hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "The troll makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
      \ + 4) piercing damage plus 4 (1d8) poison damage, and the creature is [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ until the start of the troll's next turn."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) slashing damage plus 4 (1d8) poison damage."
    "name": "Claws"
  - "desc": "The troll slices itself with a claw, releasing a spray of poison in a\
      \ 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be\
      \ reduced in any way). Each creature in the area must make a DC 16 Constitution\
      \ saving throw. On a failed save, a creature takes 18 (4d8) poison damage and\
      \ is [poisoned](/Rules/Source/conditions.md#Poisoned) for 1 minute. On a successful\
      \ save, the creature takes half as much damage and isn't [poisoned](/Rules/Source/conditions.md#Poisoned).\
      \ A [poisoned](/Rules/Source/conditions.md#Poisoned) creature can repeat the\
      \ saving throw at the end of each of its turns, ending the effect on itself\
      \ on a success."
    "name": "Venom Spray (Recharge 6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/giant/token/venom-troll-mpmm.webp"

Environment

forest, swamp, underdark

Ulitharid

Very rarely, when a tadpole from the brine pool of an elder brain is implanted into a creature, that creature transforms into an ulitharid: a larger and more potent mind flayer with six tentacles. Illithids innately recognize that an ulitharid's survival is more important than their own. An elder brain's reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival and manipulates or quashes the ulitharid's ambitions accordingly.

When an ulitharid finds sharing leadership with an elder brain insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid's body, a special process transforms its brain into a new elder brain for the colony.

This process doesn't work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic elder brain.

Ulitharid

Ulitharid

Source: Mordenkainen Presents: Monsters of the Multiverse p. 249

Very rarely, when a tadpole from the brine pool of an elder brain is implanted into a creature, that creature transforms into an ulitharid: a larger and more potent mind flayer with six tentacles. Illithids innately recognize that an ulitharid's survival is more important than their own. An elder brain's reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival and manipulates or quashes the ulitharid's ambitions accordingly.

When an ulitharid finds sharing leadership with an elder brain insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid's body, a special process transforms its brain into a new elder brain for the colony.

This process doesn't work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic elder brain.

"name": "Ulitharid (MPMM)"
"size": "Large"
"type": "aberration"
"subtype": "mind flayer"
"alignment": "Typically  Lawful Evil"
"ac": !!int "15"
"ac_class": "[breastplate](/Rules/Source/items/breastplate-xphb.md)"
"hp": !!int "127"
"hit_dice": "17d10 + 14"
"modifier": !!int "1"
"stats":
  - !!int "15"
  - !!int "12"
  - !!int "15"
  - !!int "21"
  - !!int "19"
  - !!int "21"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "9"
  - "wisdom": !!int "8"
  - "charisma": !!int "9"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+9"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+8"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 18"
"languages": "Deep Speech, Undercommon, telepathy 2 miles"
"cr": "9"
"traits":
  - "desc": "The ulitharid is aware of the presence of creatures within 2 miles of\
      \ it that have an Intelligence score of 4 or higher. It knows the distance and\
      \ direction to each creature, as well as each creature's intelligence score,\
      \ but can't sense anything else about it. A creature protected by a [mind blank](/Rules/Source/spells/mind-blank-xphb.md)\
      \ spell, a [nondetection](/Rules/Source/spells/nondetection-xphb.md) spell,\
      \ or similar magic can't be perceived in this manner."
    "name": "Creature Sense"
  - "desc": "The ulitharid has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "If an elder brain establishes a psychic link with the ulitharid, the\
      \ elder brain can form a psychic link with any other creature the ulitharid\
      \ can detect using its Creature Sense. Any such link ends if the creature falls\
      \ outside the telepathy ranges of both the ulitharid and the elder brain. The\
      \ ulitharid can maintain its psychic link with the elder brain regardless of\
      \ the distance between them, so long as they are both on the same plane of existence.\
      \ If the ulitharid is more than 5 miles away from the elder brain, it can end\
      \ the psychic link at any time (no action required)."
    "name": "Psionic Hub"
"actions":
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:*\
      \ 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be\
      \ [stunned](/Rules/Source/conditions.md#Stunned) until this grapple ends."
    "name": "Tentacles"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ Humanoid [grappled](/Rules/Source/conditions.md#Grappled) by the ulitharid.\
      \ *Hit:* 55 (10d10) piercing damage. If this damage reduces the target to 0\
      \ hit points, the ulitharid kills the target by extracting and devouring its\
      \ brain."
    "name": "Extract Brain"
  - "desc": "The ulitharid magically emits psychic energy in a 60-foot cone. Each\
      \ creature in that area must succeed on a DC 17 Intelligence saving throw or\
      \ take 31 (4d12 + 5) psychic damage and be [stunned](/Rules/Source/conditions.md#Stunned)\
      \ for 1 minute. A target can repeat the saving throw at the end of each of its\
      \ turns, ending the effect on itself on a success."
    "name": "Mind Blast (Recharge 5-6)"
  - "desc": "The ulitharid casts one of the following spells, requiring no spell components\
      \ and using Intelligence as the spellcasting ability (spell save DC 17):\n\n\
      **At will:** [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
      \ [levitate](/Rules/Source/spells/levitate-xphb.md)\n\n**1/day each:** [dominate\
      \ monster](/Rules/Source/spells/dominate-monster-xphb.md), [feeblemind](/Rules/Source/spells/befuddlement-xphb.md),\
      \ [mass suggestion](/Rules/Source/spells/mass-suggestion-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md)\
      \ (self only), [project image](/Rules/Source/spells/project-image-xphb.md),\
      \ [scrying](/Rules/Source/spells/scrying-xphb.md), [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
    "name": "Spellcasting (Psionics)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/ulitharid-mpmm.webp"

Environment

underdark

Vampiric Mist

In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry.

Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.

Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature's body to ooze through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood droplets wherever it goes.

Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood.

Vampiric Mist

Vampiric Mist

Source: Mordenkainen Presents: Monsters of the Multiverse p. 250

In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry.

Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.

Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature's body to ooze through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood droplets wherever it goes.

Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood.

"name": "Vampiric Mist (MPMM)"
"size": "Medium"
"type": "undead"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "13"
"hp": !!int "30"
"hit_dice": "4d8 + 12"
"modifier": !!int "3"
"stats":
  - !!int "6"
  - !!int "16"
  - !!int "16"
  - !!int "6"
  - !!int "12"
  - !!int "7"
"speed": "0 ft., fly 30 ft. (hover)"
"saves":
  - "wisdom": !!int "3"
"damage_resistances": "acid; cold; lightning; necrotic; thunder; bludgeoning, piercing,\
  \ slashing from nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [grappled](/Rules/Source/conditions.md#Grappled), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [prone](/Rules/Source/conditions.md#Prone), [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": ""
"cr": "3"
"traits":
  - "desc": "The mist can sense the location of any creature within 60 feet of it,\
      \ unless that creature's type is Construct or Undead."
    "name": "Life Sense"
  - "desc": "The mist can't enter a residence without an invitation from one of the\
      \ occupants."
    "name": "Forbiddance"
  - "desc": "The mist can occupy another creature's space and vice versa. In addition,\
      \ if air can pass through a space, the mist can pass through it without squeezing.\
      \ Each foot of movement in water costs it 2 extra feet, rather than 1 extra\
      \ foot. The mist can't manipulate objects in any way that requires fingers or\
      \ manual dexterity."
    "name": "Misty Form"
  - "desc": "The mist takes 10 radiant damage whenever it starts its turn in sunlight.\
      \ While in sunlight, the mist has disadvantage on attack rolls and ability checks."
    "name": "Sunlight Hypersensitivity"
  - "desc": "The mist doesn't require air or sleep."
    "name": "Unusual Nature"
"actions":
  - "desc": "The mist touches one creature in its space. The target must succeed on\
      \ a DC 13 Constitution saving throw (Undead and Constructs automatically succeed),\
      \ or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points,\
      \ and the target's hit point maximum is reduced by an amount equal to the necrotic\
      \ damage taken. This reduction lasts until the target finishes a long rest.\
      \ The target dies if its hit point maximum is reduced to 0."
    "name": "Life Drain"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/undead/token/vampiric-mist-mpmm.webp"

Environment

arctic, coastal, forest, grassland, mountain, swamp, underdark, urban

Vargouille

Shrieking, flapping, and hideous to behold—with a body like a severed head and wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil.

Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one Fiend kills another.

Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a vargouille along for the ride, attached like a tick. The precautions a mortal takes to control a summoned demon rarely account for a stowaway, enabling the vargouille to escape into the world.

Vargouilles that roam free on the Material Plane are a dire threat to all creatures. Their awful shrieking can paralyze other creatures with fear, which also makes the creatures susceptible to the vargouille's curse. If the curse is allowed to run its course, an abyssal spirit invades the person's body, causing a gruesome transformation. Over a period of hours, the victim's head takes on fiendish aspects, such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a daylight spell can delay this transformation; otherwise, only magic can overcome the curse.

Vargouille

Vargouille

Source: Mordenkainen Presents: Monsters of the Multiverse p. 251

Shrieking, flapping, and hideous to behold—with a body like a severed head and wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil.

Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one Fiend kills another.

Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a vargouille along for the ride, attached like a tick. The precautions a mortal takes to control a summoned demon rarely account for a stowaway, enabling the vargouille to escape into the world.

Vargouilles that roam free on the Material Plane are a dire threat to all creatures. Their awful shrieking can paralyze other creatures with fear, which also makes the creatures susceptible to the vargouille's curse. If the curse is allowed to run its course, an abyssal spirit invades the person's body, causing a gruesome transformation. Over a period of hours, the victim's head takes on fiendish aspects, such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a daylight spell can delay this transformation; otherwise, only magic can overcome the curse.

"name": "Vargouille (MPMM)"
"size": "Tiny"
"type": "fiend"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "12"
"hp": !!int "18"
"hit_dice": "4d4 + 8"
"modifier": !!int "2"
"stats":
  - !!int "6"
  - !!int "14"
  - !!int "14"
  - !!int "4"
  - !!int "7"
  - !!int "2"
"speed": "5 ft., fly 40 ft."
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 8"
"languages": "understands Abyssal, Infernal, and any languages it knew before becoming\
  \ a vargouille but can't speak"
"cr": "1"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) piercing damage plus 10 (3d6) poison damage."
    "name": "Bite"
  - "desc": "The vargouille targets one [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ Humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma\
      \ saving throw or become cursed. The cursed target loses 1 point of Charisma\
      \ after each hour, as its head takes on fiendish aspects. The curse doesn't\
      \ advance while the target is in sunlight or the area of a [daylight](/Rules/Source/spells/daylight-xphb.md)\
      \ spell; don't count that time. When the cursed target's Charisma becomes 2,\
      \ it dies, and its head tears from its body and becomes a new vargouille. Casting\
      \ [remove curse](/Rules/Source/spells/remove-curse-xphb.md), [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md),\
      \ or a similar spell on the target before the transformation is complete can\
      \ end the curse. Doing so undoes the changes made to the target by the curse."
    "name": "Abyssal Curse"
  - "desc": "The vargouille shrieks. Each Humanoid and Beast within 30 feet of the\
      \ vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw\
      \ or be [frightened](/Rules/Source/conditions.md#Frightened) of the vargouille\
      \ until the end of the vargouille's next turn. While [frightened](/Rules/Source/conditions.md#Frightened)\
      \ in this way, a target is [stunned](/Rules/Source/conditions.md#Stunned). If\
      \ a target's saving throw is successful or the effect ends for it, the target\
      \ is immune to the Stunning Shriek of all vargouilles for 1 hour."
    "name": "Stunning Shriek (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/vargouille-mpmm.webp"

Environment

desert, swamp, underdark

Vegepygmies

Vegepygmies. Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi.

Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.

Vegepygmy

Vegepygmy

Source: Mordenkainen Presents: Monsters of the Multiverse p. 252

Typical vegepygmies originate from the remains left behind when a Humanoid or a Giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later.

Vegepygmies

Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi.

Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.

"name": "Vegepygmy (MPMM)"
"size": "Small"
"type": "plant"
"alignment": "Typically  Neutral"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "13"
"hit_dice": "3d6 + 3"
"modifier": !!int "2"
"stats":
  - !!int "7"
  - !!int "14"
  - !!int "13"
  - !!int "6"
  - !!int "11"
  - !!int "7"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"damage_resistances": "lightning, piercing"
"gear":
  - "[sling](/Rules/Source/items/sling-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "Vegepygmy"
"cr": "1/4"
"traits":
  - "desc": "The vegepygmy has advantage on Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ checks it makes in any terrain with ample obscuring vegetation."
    "name": "Plant Camouflage"
  - "desc": "The vegepygmy regains 3 hit points at the start of its turn. If it takes\
      \ cold, fire, or necrotic damage, this trait doesn't function at the start of\
      \ the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with\
      \ 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) slashing damage."
    "name": "Claws"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:*\
      \ 4 (1d4 + 2) bludgeoning damage."
    "name": "Sling"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/plant/token/vegepygmy-mpmm.webp"

Environment

forest, swamp

Vegepygmy Chief

Vegepygmy Chief

Source: Mordenkainen Presents: Monsters of the Multiverse p. 253

As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.

Vegepygmies

Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi.

Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.

"name": "Vegepygmy Chief (MPMM)"
"size": "Small"
"type": "plant"
"alignment": "Typically  Neutral"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "33"
"hit_dice": "6d6 + 12"
"modifier": !!int "2"
"stats":
  - !!int "14"
  - !!int "14"
  - !!int "14"
  - !!int "7"
  - !!int "12"
  - !!int "9"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+3"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"damage_resistances": "lightning, piercing"
"gear":
  - "[spear](/Rules/Source/items/spear-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 13"
"languages": "Vegepygmy"
"cr": "2"
"traits":
  - "desc": "The vegepygmy has advantage on Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ checks it makes in any terrain with ample obscuring vegetation."
    "name": "Plant Camouflage"
  - "desc": "The vegepygmy regains 5 hit points at the start of its turn. If it takes\
      \ cold, fire, or necrotic damage, this trait doesn't function at the start of\
      \ the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with\
      \ 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "The vegepygmy makes two Claw attacks or two melee Spear attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) slashing damage."
    "name": "Claws"
  - "desc": "*Melee  or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing\
      \ damage if used with two hands to make a melee attack."
    "name": "Spear"
  - "desc": "A 15-foot-radius cloud of toxic spores extends out from the vegepygmy.\
      \ The spores spread around corners. Each creature in that area that isn't a\
      \ Plant must succeed on a DC 12 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned).\
      \ While [poisoned](/Rules/Source/conditions.md#Poisoned) in this way, a target\
      \ takes 9 (2d8) poison damage at the start of each of its turns. A target can\
      \ repeat the saving throw at the end of each of its turns, ending the effect\
      \ on itself on a success."
    "name": "Spores (1/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/plant/token/vegepygmy-chief-mpmm.webp"

Environment

forest, swamp

Thorny Vegepygmy

Thorny Vegepygmy

Source: Mordenkainen Presents: Monsters of the Multiverse p. 253

If a Beast such as a dog or a bear dies from russet mold, the result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies.

Vegepygmies

Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi.

Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.

"name": "Thorny Vegepygmy (MPMM)"
"size": "Medium"
"type": "plant"
"alignment": "Typically  Neutral"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "27"
"hit_dice": "5d8 + 5"
"modifier": !!int "1"
"stats":
  - !!int "13"
  - !!int "12"
  - !!int "13"
  - !!int "2"
  - !!int "10"
  - !!int "6"
"speed": "30 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+3"
"damage_resistances": "lightning, piercing"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": ""
"cr": "1"
"traits":
  - "desc": "The thorny has advantage on Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ checks it makes in any terrain with ample obscuring vegetation."
    "name": "Plant Camouflage"
  - "desc": "The thorny regains 5 hit points at the start of its turn. If it takes\
      \ cold, fire, or necrotic damage, this trait doesn't function at the start of\
      \ the thorny's next turn. The thorny dies only if it starts its turn with 0\
      \ hit points and doesn't regenerate."
    "name": "Regeneration"
  - "desc": "At the start of its turn, the thorny deals 2 (1d4) piercing damage to\
      \ any creature grappling it."
    "name": "Thorny Body"
"actions":
  - "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d8 + 1) piercing damage."
    "name": "Bite"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/plant/token/thorny-vegepygmy-mpmm.webp"

Environment

forest, swamp

War Priest

War priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as the right hand of a warlord (appears in) on the battlefield.

War priests typically adorn themselves with a symbol of their faith. You can roll on the War Priest Holy Symbols table below, or choose one that fits your campaign.

War Priest Holy Symbols

dice: d8 Holy Symbol
1 Vial of iridescent liquid
2 Hilt of a broken sword
3 Piece of stained glass from a shrine
4 Clay figurine of a ki-rin or another Celestial
5 Torch carved so that a hand appears to be holding the flame
6 Circlet of woven reeds
7 Scrimshawed bone
8 Vessel such as a cup, a jug, an urn, or an amphora

War Priest

War Priest

Source: Mordenkainen Presents: Monsters of the Multiverse p. 254

War priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as the right hand of a warlord (appears in "this book") on the battlefield.

War priests typically adorn themselves with a symbol of their faith. You can roll on the War Priest Holy Symbols table below, or choose one that fits your campaign.

War Priest Holy Symbols

dice: d8 Holy Symbol
1 Vial of iridescent liquid
2 Hilt of a broken sword
3 Piece of stained glass from a shrine
4 Clay figurine of a ki-rin or another Celestial
5 Torch carved so that a hand appears to be holding the flame
6 Circlet of woven reeds
7 Scrimshawed bone
8 Vessel such as a cup, a jug, an urn, or an amphora
"name": "War Priest (MPMM)"
"size": "Medium"
"type": "humanoid"
"subtype": "cleric"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "117"
"hit_dice": "18d8 + 36"
"modifier": !!int "0"
"stats":
  - !!int "16"
  - !!int "10"
  - !!int "14"
  - !!int "11"
  - !!int "17"
  - !!int "13"
"speed": "30 ft."
"saves":
  - "constitution": !!int "6"
  - "wisdom": !!int "7"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+5"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+4"
"gear":
  - "[maul](/Rules/Source/items/maul-xphb.md)"
"senses": "passive Perception 13"
"languages": "any two languages"
"cr": "9"
"actions":
  - "desc": "The war priest makes two Maul attacks, and it uses Holy Fire."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d6 + 3) bludgeoning damage  plus *Hit:* 10 (3d6) radiant damage."
    "name": "Maul"
  - "desc": "The war priest targets one creature it can see within 60 feet of it.\
      \ The target must make a DC 15 Wisdom saving throw. On a failed save, the target\
      \ takes 12 (2d8 + 3) radiant damage, and it is [blinded](/Rules/Source/conditions.md#Blinded)\
      \ until the start of the war priest's next turn. On a successful save, the target\
      \ takes half as much damage and isn't [blinded](/Rules/Source/conditions.md#Blinded)."
    "name": "Holy Fire"
  - "desc": "The war priest casts one of the following spells, using Wisdom as the\
      \ spellcasting ability (spell save DC 15):\n\n**At will:** [light](/Rules/Source/spells/light-xphb.md),\
      \ [spare the dying](/Rules/Source/spells/spare-the-dying-xphb.md), [thaumaturgy](/Rules/Source/spells/thaumaturgy-xphb.md)\n\
      \n**1/day each:** [banishment](/Rules/Source/spells/banishment-xphb.md), [command](/Rules/Source/spells/command-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [flame strike](/Rules/Source/spells/flame-strike-xphb.md),\
      \ [guardian of faith](/Rules/Source/spells/guardian-of-faith-xphb.md), [hold\
      \ person](/Rules/Source/spells/hold-person-xphb.md), [lesser restoration](/Rules/Source/spells/lesser-restoration-xphb.md),\
      \ [revivify](/Rules/Source/spells/revivify-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The war priest or one creature of its choice within 60 feet of it regains\
      \ 12 (2d8 + 3) hit points."
    "name": "Healing Light (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/war-priest-mpmm.webp"

Environment

desert, urban

Warlocks

Warlocks. Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.

Warlock of the Archfey

Warlock of the Archfey

Source: Mordenkainen Presents: Monsters of the Multiverse p. 255

Warlocks of the Archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser Fey creatures such as boggles, quicklings, and redcaps (all appear in "this book") or even satyrs and sprites.

Warlocks

Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.

"name": "Warlock of the Archfey (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "13"
"ac_class": "16 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "67"
"hit_dice": "15d8"
"modifier": !!int "3"
"stats":
  - !!int "9"
  - !!int "16"
  - !!int "11"
  - !!int "11"
  - !!int "12"
  - !!int "18"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "3"
  - "charisma": !!int "6"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+2"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+6"
  - "name": "[Nature](/Rules/Source/skills.md#Nature)"
    "desc": "+2"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+6"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed)"
"gear":
  - "[rapier](/Rules/Source/items/rapier-xphb.md)"
"senses": "passive Perception 11"
"languages": "any two languages (usually Sylvan)"
"cr": "4"
"actions":
  - "desc": "The warlock makes two Rapier attacks, or it uses Bewildering Word twice."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8\
      \ + 3) piercing damage plus 7 (2d6) force damage."
    "name": "Rapier"
  - "desc": "The warlock utters a magical bewilderment, targeting one creature it\
      \ can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving\
      \ throw or take 9 (2d8) psychic damage and have disadvantage on attack rolls\
      \ until the end of the warlock's next turn."
    "name": "Bewildering Word"
  - "desc": "The warlock casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 14): \n\n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [disguise self](/Rules/Source/spells/disguise-self-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md)\
      \ (self only), [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md), [speak\
      \ with animals](/Rules/Source/spells/speak-with-animals-xphb.md)\n\n**1/day\
      \ each:** [charm person](/Rules/Source/spells/charm-person-xphb.md), [dimension\
      \ door](/Rules/Source/spells/dimension-door-xphb.md), [hold monster](/Rules/Source/spells/hold-monster-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "In response to taking damage, the warlock turns [invisible](/Rules/Source/conditions.md#Invisible)\
      \ and teleports, along with any equipment it is wearing or carrying, up to 60\
      \ feet to an unoccupied space it can see. It remains [invisible](/Rules/Source/conditions.md#Invisible)\
      \ until the start of its next turn or until it attacks, makes a damage roll,\
      \ or casts a spell."
    "name": "Misty Escape (Recharges after a Short or Long Rest)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/warlock-of-the-archfey-mpmm.webp"

Environment

arctic, forest, mountain, swamp, urban

Warlock of the Fiend

Warlock of the Fiend

Source: Mordenkainen Presents: Monsters of the Multiverse p. 255

Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their lives to destroying such cults.

Warlocks

Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.

"name": "Warlock of the Fiend (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "13"
"ac_class": "16 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "78"
"hit_dice": "12d8 + 24"
"modifier": !!int "3"
"stats":
  - !!int "10"
  - !!int "16"
  - !!int "15"
  - !!int "12"
  - !!int "12"
  - !!int "18"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "4"
  - "charisma": !!int "7"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+4"
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+7"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+7"
  - "name": "[Religion](/Rules/Source/skills.md#Religion)"
    "desc": "+4"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "any two languages (usually Abyssal or Infernal)"
"cr": "7"
"traits":
  - "desc": "When the warlock makes an ability check or saving throw, it can add a\
      \ d10 to the roll. It can do this after the roll is made but before any of the\
      \ roll's effects occur."
    "name": "Dark One's Own Luck (Recharges after a Short or Long Rest)"
"actions":
  - "desc": "The warlock makes three Scimitar attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) slashing damage plus 14 (4d6) fire damage."
    "name": "Scimitar"
  - "desc": "Green flame explodes in a 10-foot-radius sphere centered on a point within\
      \ 120 feet of the warlock. Each creature in that area must make a DC 15 Dexterity\
      \ saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on\
      \ a failed save, or half as much damage on a successful one."
    "name": "Hellfire"
  - "desc": "The warlock casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 15): \n\n**At will:** [alter self](/Rules/Source/spells/alter-self-xphb.md),\
      \ [mage armor](/Rules/Source/spells/mage-armor-xphb.md) (self only), [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**1/day each:** [banishment](/Rules/Source/spells/banishment-xphb.md), [plane\
      \ shift](/Rules/Source/spells/plane-shift-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "In response to being damaged by a visible creature within 60 feet of\
      \ it, the warlock forces that creature to make a DC 15 Constitution saving throw,\
      \ taking 22 (4d10) necrotic damage on a failed save, or half as much damage\
      \ on a successful one."
    "name": "Fiendish Rebuke (3/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/warlock-of-the-fiend-mpmm.webp"

Environment

arctic, desert, underdark, urban

Warlock of the Great Old One

Warlock of the Great Old One

Source: Mordenkainen Presents: Monsters of the Multiverse p. 256

Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the stars.

Warlocks

Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.

"name": "Warlock of the Great Old One (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "13"
"ac_class": "16 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "91"
"hit_dice": "14d8 + 28"
"modifier": !!int "3"
"stats":
  - !!int "9"
  - !!int "16"
  - !!int "15"
  - !!int "12"
  - !!int "12"
  - !!int "18"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "4"
  - "charisma": !!int "7"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+4"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+4"
"damage_resistances": "psychic"
"gear":
  - "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 11"
"languages": "any two languages, telepathy 30 ft."
"cr": "6"
"traits":
  - "desc": "At the start of each of the warlock's turns, each creature of its choice\
      \ within 10 feet of it must succeed on a DC 15 Wisdom saving throw or take 10\
      \ (3d6) psychic damage, provided that the warlock isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
    "name": "Whispering Aura"
"actions":
  - "desc": "The warlock makes two Dagger attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60\
      \ ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic\
      \ damage."
    "name": "Dagger"
  - "desc": "The warlock opens a momentary extraplanar rift within 60 feet of it.\
      \ The rift is a scream-filled, 20-foot cube. Each creature in that area must\
      \ make a DC 15 Wisdom saving throw. On a failed save, a creature takes 9 (2d8)\
      \ psychic damage and is [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the warlock until the start of the warlock's next turn. On a successful\
      \ save, a creature takes half as much damage and isn't [frightened](/Rules/Source/conditions.md#Frightened)."
    "name": "Howling Void"
  - "desc": "The warlock casts one of the following spells, using Charisma as the\
      \ spellcasting ability (spell save DC 15): \n\n**At will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [guidance](/Rules/Source/spells/guidance-xphb.md), [levitate](/Rules/Source/spells/levitate-xphb.md),\
      \ [mage armor](/Rules/Source/spells/mage-armor-xphb.md) (self only), [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**1/day each:** [arcane gate](/Rules/Source/spells/arcane-gate-xphb.md), [detect\
      \ thoughts](/Rules/Source/spells/detect-thoughts-xphb.md), [true seeing](/Rules/Source/spells/true-seeing-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/warlock-of-the-great-old-one-mpmm.webp"

Environment

arctic, hill, mountain, underdark, urban

Warlord

Warlords are legendary battlefield commanders, whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for the warlord's banner.

Warlords urge their troops into the fray with shouted exhortations. You can roll on the Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign.

Warlord Battle Cries

dice: d8 Battle Cry
1 "Remember why we fight!"
2 "Victory awaits!"
3 "For the crown!"
4 "Be monstrous to the enemy!"
5 "Fight so they fear us!"
6 "Weapons drawn! Spells at the ready!"
7 "To the Abyss with them!"
8 "You know what to do!"

Warlord

Warlord

Source: Mordenkainen Presents: Monsters of the Multiverse p. 257

Warlords are legendary battlefield commanders, whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for the warlord's banner.

Warlords urge their troops into the fray with shouted exhortations. You can roll on the Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign.

Warlord Battle Cries

dice: d8 Battle Cry
1 "Remember why we fight!"
2 "Victory awaits!"
3 "For the crown!"
4 "Be monstrous to the enemy!"
5 "Fight so they fear us!"
6 "Weapons drawn! Spells at the ready!"
7 "To the Abyss with them!"
8 "You know what to do!"
"name": "Warlord (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "229"
"hit_dice": "27d8 + 108"
"modifier": !!int "3"
"stats":
  - !!int "20"
  - !!int "16"
  - !!int "18"
  - !!int "12"
  - !!int "12"
  - !!int "18"
"speed": "30 ft."
"saves":
  - "strength": !!int "9"
  - "dexterity": !!int "7"
  - "constitution": !!int "8"
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+9"
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+8"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+8"
"gear":
  - "[greatsword](/Rules/Source/items/greatsword-xphb.md)"
  - "[shortbow](/Rules/Source/items/shortbow-xphb.md)"
"senses": "passive Perception 15"
"languages": "any two languages"
"cr": "12"
"traits":
  - "desc": "The warlord can reroll a saving throw it fails. It must use the new roll."
    "name": "Indomitable (3/Day)"
  - "desc": "The warlord regains 10 hit points at the start of its turn if it has\
      \ fewer than half its hit points but at least 1 hit point."
    "name": "Survivor"
"actions":
  - "desc": "The warlord makes two Greatsword or Short bow attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12\
      \ (2d6 + 5) slashing damage."
    "name": "Greatsword"
  - "desc": "*Ranged Weapon Attack:* +7 to hit, range 80/320 ft., one target. *Hit:*\
      \ 6 (1d6 + 3) piercing damage."
    "name": "Shortbow"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the warlord can expend a use to take one of the following actions. The warlord\
  \ regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The warlord targets one ally it can see within 30 feet of it. If the\
      \ target can see and hear the warlord, the target can make one weapon attack\
      \ as a reaction and gains advantage on the attack roll."
    "name": "Command Ally"
  - "desc": "The warlord makes one Greatsword or Shortbow attack."
    "name": "Weapon Attack"
  - "desc": "The warlord targets one creature it can see within 30 feet of it. If\
      \ the target can see and hear it, the target must succeed on a DC 16 Wisdom\
      \ saving throw or be [frightened](/Rules/Source/conditions.md#Frightened) until\
      \ the end of warlord's next turn."
    "name": "Frighten Foe (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/warlord-mpmm.webp"

Environment

urban

Wastrilith

Found in the waters of the Abyss and other bodies of water contaminated by that plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty.

A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to the wastrilith's commands—perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach.

Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in "chapter 2 of the Dungeon Master's Guide", causing the poisoned creature to be corrupted.

Wastrilith

Wastrilith

Source: Mordenkainen Presents: Monsters of the Multiverse p. 258

Found in the waters of the Abyss and other bodies of water contaminated by that plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty.

A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to the wastrilith's commands—perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach.

Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in "chapter 2 of the Dungeon Master's Guide", causing the poisoned creature to be corrupted.

"name": "Wastrilith (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "demon"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "157"
"hit_dice": "15d10 + 75"
"modifier": !!int "4"
"stats":
  - !!int "19"
  - !!int "18"
  - !!int "21"
  - !!int "19"
  - !!int "12"
  - !!int "14"
"speed": "30 ft., swim 80 ft."
"saves":
  - "strength": !!int "9"
  - "constitution": !!int "10"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Abyssal, telepathy 120 ft."
"cr": "13"
"traits":
  - "desc": "The wastrilith can breathe air and water."
    "name": "Amphibious"
  - "desc": "At the start of each of the wastrilith's turns, exposed water within\
      \ 30 feet of it is befouled. Underwater, this effect lightly obscures the area\
      \ until a current clears it away. Water in containers remains corrupted until\
      \ it evaporates.\n\nA creature that consumes this foul water or swims in it\
      \ must make a DC 18 Constitution saving throw. On a successful save, the creature\
      \ is immune to the foul water for 24 hours. On a failed save, the creature takes\
      \ 14 (4d6) poison damage and is [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ for 1 minute. At the end of this time, the [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ creature must repeat the saving throw. On a failure, the creature takes 18\
      \ (4d8) poison damage and is [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ until it finishes a long rest.\n\nIf another demon drinks the foul water as\
      \ an action, it gains 11 (2d10) temporary hit points."
    "name": "Corrupt Water"
  - "desc": "The wastrilith has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The wastrilith makes one Bite attack and two Claw attacks, and it uses\
      \ Grasping Spout."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 30\
      \ (4d12 + 4) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 18\
      \ (4d6 + 4) slashing damage."
    "name": "Claws"
  - "desc": "The wastrilith magically launches a spout of water at one creature it\
      \ can see within 60 feet of it. The target must make a DC 17 Strength saving\
      \ throw, and it has disadvantage if it's underwater. On a failed save, it takes\
      \ 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith.\
      \ On a successful save, it takes half as much damage and isn't pulled."
    "name": "Grasping Spout"
"bonus_actions":
  - "desc": "If the wastrilith is underwater, it causes all water within 60 feet of\
      \ it to be difficult terrain for other creatures until the start of its next\
      \ turn."
    "name": "Undertow"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/wastrilith-mpmm.webp"

Environment

coastal, swamp, underdark, underwater

Wizards

Wizards. Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

Apprentice Wizard

Apprentice Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 259

Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work like cooking or cleaning in exchange for education in the ways of magic.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Apprentice Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "10"
"ac_class": "13 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "13"
"hit_dice": "3d8"
"modifier": !!int "0"
"stats":
  - !!int "10"
  - !!int "10"
  - !!int "10"
  - !!int "14"
  - !!int "10"
  - !!int "11"
"speed": "30 ft."
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+4"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+4"
"senses": "passive Perception 10"
"languages": "any one language (usually Common)"
"cr": "1/4"
"actions":
  - "desc": "*Melee  or Ranged Spell Attack:* +4 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 7 (1d10 + 2) force damage."
    "name": "Arcane Burst"
  - "desc": "The apprentice casts one of the following spells, using Intelligence\
      \ as the spellcasting ability (spell save DC 12)\n\n**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**1/day\
      \ each:** [burning hands](/Rules/Source/spells/burning-hands-xphb.md), [disguise\
      \ self](/Rules/Source/spells/disguise-self-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/apprentice-wizard-mpmm.webp"

Environment

urban

Abjurer Wizard

Abjurer Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 260

Abjurers specialize in creating protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Abjurer Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "104"
"hit_dice": "16d8 + 32"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "14"
  - !!int "18"
  - !!int "12"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "8"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+8"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+8"
"senses": "passive Perception 11"
"languages": "any four languages"
"cr": "9"
"actions":
  - "desc": "The abjurer makes three Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +8 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 20 (3d10 + 4) force damage."
    "name": "Arcane Burst"
  - "desc": "Each creature in a 20-foot cube originating from the abjurer must make\
      \ a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8)\
      \ force damage and is pushed up to 10 feet away from the abjurer. On a successful\
      \ save, a creature takes half as much damage and isn't pushed."
    "name": "Force Blast"
  - "desc": "The abjurer casts one of the following spells, using Intelligence as\
      \ the spellcasting ability (spell save DC 16):\n\n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [message](/Rules/Source/spells/message-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**2/day\
      \ each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [lightning\
      \ bolt](/Rules/Source/spells/lightning-bolt-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md)\n\
      \n**1/day each:** [arcane lock](/Rules/Source/spells/arcane-lock-xphb.md), [banishment](/Rules/Source/spells/banishment-xphb.md),\
      \ [globe of invulnerability](/Rules/Source/spells/globe-of-invulnerability-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [wall of force](/Rules/Source/spells/wall-of-force-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "When the abjurer or a creature it can see within 30 feet of it takes\
      \ damage, the abjurer magically creates a protective barrier around itself or\
      \ the other creature. The barrier reduces the damage to the protected creature\
      \ by 26 (4d10 + 4), to a minimum of 0, and then vanishes."
    "name": "Arcane Ward (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/abjurer-wizard-mpmm.webp"

Environment

urban

Conjurer Wizard

Conjurer Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 260

Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Conjurer Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "58"
"hit_dice": "13d8"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "11"
  - !!int "17"
  - !!int "12"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "6"
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+6"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+6"
"senses": "passive Perception 11"
"languages": "any four languages"
"cr": "6"
"actions":
  - "desc": "The conjurer makes three Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +8 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 19 (3d10 + 3) force damage."
    "name": "Arcane Burst"
  - "desc": "The conjurer casts one of the following spells, using Intelligence as\
      \ the spellcasting ability (spell save DC 14):\n\n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**2/day each:** [fireball](/Rules/Source/spells/fireball-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [unseen servant](/Rules/Source/spells/unseen-servant-xphb.md)\n\n**1/day each:**\
      \ [fly](/Rules/Source/spells/fly-xphb.md), [stinking cloud](/Rules/Source/spells/stinking-cloud-xphb.md),\
      \ [web](/Rules/Source/spells/web-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The conjurer teleports, along with any equipment it is wearing or carrying,\
      \ up to 30 feet to an unoccupied space that it can see. If it instead chooses\
      \ a space within range that is occupied by a willing Small or Medium creature,\
      \ they both teleport, swapping places."
    "name": "Benign Transportation (Recharge 4-6)"
  - "desc": "The conjurer magically summons an [air elemental](/Rules/Source/bestiary/elemental/air-elemental-xmm.md),\
      \ an [earth elemental](/Rules/Source/bestiary/elemental/earth-elemental-xmm.md),\
      \ a [fire elemental](/Rules/Source/bestiary/elemental/fire-elemental-xmm.md),\
      \ or a [water elemental](/Rules/Source/bestiary/elemental/water-elemental-xmm.md).\
      \ The elemental appears in an unoccupied space within 60 feet of the conjurer,\
      \ whom it obeys. It takes its turn immediately after the conjurer. It lasts\
      \ for 1 hour, until it or the conjurer dies, or until the conjurer dismisses\
      \ it as a bonus action."
    "name": "Summon Elemental (1/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/conjurer-wizard-mpmm.webp"

Environment

urban

Diviner Wizard

Diviner Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 261

Diviners peer into the future and know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling insights to advance their own status.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Diviner Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "90"
"hit_dice": "20d8"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "11"
  - !!int "18"
  - !!int "12"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "7"
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+7"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+7"
"senses": "passive Perception 11"
"languages": "any four languages"
"cr": "8"
"actions":
  - "desc": "The diviner makes three Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +7 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 20 (3d10 + 4) radiant damage."
    "name": "Arcane Burst"
  - "desc": "The diviner magically creates a burst of illumination in a 10-foot-radius\
      \ sphere centered on a point within 120 feet of it. Each creature in that area\
      \ must make a DC 15 Wisdom saving throw. On a failed save, a creature takes\
      \ 45 (10d8) psychic damage and is [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the end of the diviner's next turn. On a successful save, the creature\
      \ takes half as much damage and isn't [stunned](/Rules/Source/conditions.md#Stunned)."
    "name": "Overwhelming Revelation (Recharge 5-6)"
  - "desc": "The diviner casts one of the following spells, using Intelligence as\
      \ the spellcasting ability (spell save DC 15):\n\n**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [message](/Rules/Source/spells/message-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**2/day each:** [arcane eye](/Rules/Source/spells/arcane-eye-xphb.md), [detect\
      \ magic](/Rules/Source/spells/detect-magic-xphb.md), [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
      \ [fly](/Rules/Source/spells/fly-xphb.md), [lightning bolt](/Rules/Source/spells/lightning-bolt-xphb.md),\
      \ [locate object](/Rules/Source/spells/locate-object-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [Rary's telepathic bond](/Rules/Source/spells/rarys-telepathic-bond-xphb.md)\n\
      \n**1/day each:** [true seeing](/Rules/Source/spells/true-seeing-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "When the diviner or a creature it can see makes an attack roll, a saving\
      \ throw, or an ability check, the diviner rolls a d20 and chooses whether to\
      \ use that roll in place of the d20 rolled for the attack roll, saving throw,\
      \ or ability check. "
    "name": "Portent (3/Day)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/diviner-wizard-mpmm.webp"

Environment

urban

Enchanter Wizard

Enchanter Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 261

Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Enchanter Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "49"
"hit_dice": "11d8"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "11"
  - !!int "17"
  - !!int "12"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "6"
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+6"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+6"
"senses": "passive Perception 11"
"languages": "any four languages"
"cr": "5"
"actions":
  - "desc": "The enchanter makes three Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +6 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 19 (3d10 + 3) psychic damage."
    "name": "Arcane Burst"
  - "desc": "The enchanter casts one of the following spells, using Intelligence as\
      \ the spellcasting ability (spell save DC 14):\n\n**At will:** [friends](/Rules/Source/spells/friends-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [message](/Rules/Source/spells/message-xphb.md)\n\
      \n**2/day each:** [charm person](/Rules/Source/spells/charm-person-xphb.md),\
      \ [mage armor](/Rules/Source/spells/mage-armor-xphb.md), [hold person](/Rules/Source/spells/hold-person-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md),\
      \ [tongues](/Rules/Source/spells/tongues-xphb.md)"
    "name": "Spellcasting"
"reactions":
  - "desc": "When a visible creature within 30 feet of the enchanter makes an attack\
      \ roll against it, the enchanter forces the attacker to make a DC 14 Wisdom\
      \ saving throw. On a failed save, the attacker redirects the attack roll to\
      \ the creature closest to it, other than the enchanter or itself. If multiple\
      \ eligible creatures are closest, the attacker chooses which one to target."
    "name": "Instinctive Charm (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/enchanter-wizard-mpmm.webp"

Environment

urban

Evoker Wizard

Evoker Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 262

Evokers harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Evoker Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "121"
"hit_dice": "22d8 + 22"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "12"
  - !!int "17"
  - !!int "12"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "7"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+7"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+7"
"senses": "passive Perception 11"
"languages": "any four languages"
"cr": "9"
"actions":
  - "desc": "The evoker makes three Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +7 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 25 (4d10 + 3) force damage."
    "name": "Arcane Burst"
  - "desc": "The evoker unleashes a magical explosion of a particular damage type:\
      \ cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere\
      \ centered on a point within 150 feet of the evoker. Each creature in that area\
      \ must make a DC 15 Dexterity saving throw. The evoker can select up to three\
      \ creatures it can see in the area to ignore the spell, as the evoker sculpts\
      \ the spell's energy around them. On a failed save, a creature takes 40 (9d8)\
      \ damage of the chosen type and is knocked [prone](/Rules/Source/conditions.md#Prone).\
      \ On a successful save, a creature takes half as much damage and isn't knocked\
      \ [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Sculpted Explosion (Recharge 4-6)"
  - "desc": "The evoker casts one of the following spells, using Intelligence as the\
      \ spellcasting ability (spell save DC 15):\n\n**At will:** [light](/Rules/Source/spells/light-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [message](/Rules/Source/spells/message-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**2/day\
      \ each:** [ice storm](/Rules/Source/spells/ice-storm-xphb.md), [lightning bolt](/Rules/Source/spells/lightning-bolt-xphb.md),\
      \ [mage armor](/Rules/Source/spells/mage-armor-xphb.md)\n\n**1/day each:** [wall\
      \ of ice](/Rules/Source/spells/wall-of-ice-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/evoker-wizard-mpmm.webp"

Environment

urban

Illusionist Wizard

Illusionist Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 263

Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers, while others are devilish tricksters.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Illusionist Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "44"
"hit_dice": "8d8 + 8"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "13"
  - !!int "16"
  - !!int "11"
  - !!int "12"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "5"
  - "wisdom": !!int "2"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+5"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+5"
"senses": "passive Perception 10"
"languages": "any four languages"
"cr": "3"
"actions":
  - "desc": "The illusionist makes two Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +5 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 14 (2d10 + 3) psychic damage."
    "name": "Arcane Burst"
  - "desc": "The illusionist casts one of the following spells, using Intelligence\
      \ as the spellcasting ability (spell save DC 13):\n\n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\
      \n**2/day each:** [disguise self](/Rules/Source/spells/disguise-self-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [major image](/Rules/Source/spells/major-image-xphb.md), [phantasmal force](/Rules/Source/spells/phantasmal-force-xphb.md),\
      \ [phantom steed](/Rules/Source/spells/phantom-steed-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The illusionist projects an illusion that makes the illusionist appear\
      \ to be standing in a place a few inches from its actual location, causing any\
      \ creature to have disadvantage on attack rolls against the illusionist. The\
      \ effect lasts for 1 minute, and it ends early if the illusionist takes damage,\
      \ if it is [incapacitated](/Rules/Source/conditions.md#Incapacitated), or if\
      \ its speed becomes 0."
    "name": "Displacement (Recharge 5-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/illusionist-wizard-mpmm.webp"

Environment

urban

Necromancer Wizard

Necromancer Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 264

Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their powers for good, hunting Undead.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Necromancer Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "110"
"hit_dice": "20d8 + 20"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "12"
  - !!int "17"
  - !!int "12"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "7"
  - "wisdom": !!int "5"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+7"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+7"
"damage_resistances": "necrotic"
"senses": "passive Perception 11"
"languages": "any four languages"
"cr": "9"
"actions":
  - "desc": "The necromancer makes three Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +7 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 25 (4d10 + 3) necrotic damage."
    "name": "Arcane Burst"
  - "desc": "The necromancer casts one of the following spells, using Intelligence\
      \ as the spellcasting ability (spell save DC 15):\n\n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
      \ [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**2/day each:** [bestow curse](/Rules/Source/spells/bestow-curse-xphb.md),\
      \ [dimension door](/Rules/Source/spells/dimension-door-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [web](/Rules/Source/spells/web-xphb.md)\n\n**1/day each:** [circle of death](/Rules/Source/spells/circle-of-death-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The necromancer magically summons five [skeletons](/Rules/Source/bestiary/undead/skeleton-xmm.md)\
      \ or [zombies](/Rules/Source/bestiary/undead/zombie-xmm.md). The summoned creatures\
      \ appear in unoccupied spaces within 60 feet of the necromancer, whom they obey.\
      \ They take their turns immediately after the necromancer. Each lasts for 1\
      \ hour, until it or the necromancer dies, or until the necromancer dismisses\
      \ it as a bonus action."
    "name": "Summon Undead (1/Day)"
"reactions":
  - "desc": "When the necromancer kills a creature with necrotic damage, the necromancer\
      \ regains 9 (2d8) hit points. "
    "name": "Grim Harvest (1/Turn)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/necromancer-wizard-mpmm.webp"

Environment

desert, urban

Transmuter Wizard

Transmuter Wizard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 265

Transmuters are masters at transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis.

Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.

"name": "Transmuter Wizard (MPMM)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "12"
"ac_class": "15 with [mage armor](/Rules/Source/spells/mage-armor-xphb.md)"
"hp": !!int "49"
"hit_dice": "11d8"
"modifier": !!int "2"
"stats":
  - !!int "9"
  - !!int "14"
  - !!int "11"
  - !!int "17"
  - !!int "12"
  - !!int "11"
"speed": "30 ft."
"saves":
  - "intelligence": !!int "6"
  - "wisdom": !!int "4"
"skillsaves":
  - "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
    "desc": "+6"
  - "name": "[History](/Rules/Source/skills.md#History)"
    "desc": "+6"
"senses": "passive Perception 11"
"languages": "any four languages"
"cr": "5"
"traits":
  - "desc": "The transmuter carries a magic stone it crafted. The stone grants it\
      \ one of the following benefits while bearing the stone; the transmuter chooses\
      \ the benefit at the end of each long rest:\n\n- **Darkvision.** The transmuter\
      \ has [darkvision](/Rules/Source/senses.md#Darkvision) out to a range of 60\
      \ feet.  \n- **Resilience.** The transmuter has proficiency in Constitution\
      \ saving throws.   \n- **Resistance.** The transmuter has resistance to acid,\
      \ cold, fire, lightning, or thunder damage (transmuter's choice whenever choosing\
      \ this benefit).  \n- **Speed.** The transmuter's walking speed is increased\
      \ by 10 feet.  "
    "name": "Transmuter's Stone"
"actions":
  - "desc": "The transmuter makes three Arcane Burst attacks."
    "name": "Multiattack"
  - "desc": "*Melee  or Ranged Spell Attack:* +6 to hit, reach 5 ft. or range 120\
      \ ft., one target. *Hit:* 19 (3d10 + 3) acid damage."
    "name": "Arcane Burst"
  - "desc": "The transmuter casts one of the following spells, using Intelligence\
      \ as the spellcasting ability (spell save DC 14):\n\n**At will:** [light](/Rules/Source/spells/light-xphb.md),\
      \ [message](/Rules/Source/spells/message-xphb.md), [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\
      \n**2/day each:** [fireball](/Rules/Source/spells/fireball-xphb.md), [hold person](/Rules/Source/spells/hold-person-xphb.md),\
      \ [knock](/Rules/Source/spells/knock-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md),\
      \ [polymorph](/Rules/Source/spells/polymorph-xphb.md), [slow](/Rules/Source/spells/slow-xphb.md)\n\
      \n**1/day each:** [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The transmuter casts [alter self](/Rules/Source/spells/alter-self-xphb.md)\
      \ or changes the benefit of Transmuter's Stone if bearing the stone."
    "name": "Transmute (Recharge 4-6)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/humanoid/token/transmuter-wizard-mpmm.webp"

Environment

urban

Wood Woad

A wood woad is a powerful bipedal Plant invested with the soul of someone who gave up life to become an everlasting guardian.

The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn't necessarily an evil act if the victim-to-be is a willing sacrifice.

In the ritual, a living person's chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.

This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.

A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not called on to take action, they root themselves in the earth and silently take sustenance from it.

Like trees, wood woads need only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.

Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or Fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in serving a kindred guardian.

Wood Woad

Wood Woad

Source: Mordenkainen Presents: Monsters of the Multiverse p. 266

A wood woad is a powerful bipedal Plant invested with the soul of someone who gave up life to become an everlasting guardian.

The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn't necessarily an evil act if the victim-to-be is a willing sacrifice.

In the ritual, a living person's chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.

This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.

A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not called on to take action, they root themselves in the earth and silently take sustenance from it.

Like trees, wood woads need only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.

Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or Fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in serving a kindred guardian.

"name": "Wood Woad (MPMM)"
"size": "Medium"
"type": "plant"
"alignment": "Typically  Lawful Neutral"
"ac": !!int "18"
"ac_class": "natural armor, [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "12"
  - !!int "16"
  - !!int "10"
  - !!int "13"
  - !!int "8"
"speed": "30 ft., climb 30 ft."
"skillsaves":
  - "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
    "desc": "+7"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+4"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"damage_vulnerabilities": "fire"
"damage_resistances": "bludgeoning, piercing"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened)"
"gear":
  - "[club](/Rules/Source/items/club-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 14"
"languages": "Sylvan"
"cr": "5"
"traits":
  - "desc": "The wood woad has advantage on Dexterity ([Stealth](/Rules/Source/skills.md#Stealth))\
      \ checks it makes in any terrain with ample obscuring vegetation."
    "name": "Plant Camouflage"
  - "desc": "The wood woad regains 10 hit points at the start of its turn if it is\
      \ in contact with the ground. If the wood woad takes fire damage, this trait\
      \ doesn't function at the start of the wood woad's next turn. The wood woad\
      \ dies only if it starts its turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
  - "desc": "Once on each of its turns, the wood woad can use 10 feet of its movement\
      \ to step magically into one living tree within 5 feet of it and emerge from\
      \ a second living tree within 60 feet of it that it can see, appearing in an\
      \ unoccupied space within 5 feet of the second tree. Both trees must be Large\
      \ or bigger."
    "name": "Tree Stride"
"actions":
  - "desc": "The wood woad makes two Club attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14\
      \ (4d4 + 4) force damage."
    "name": "Club"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/plant/token/wood-woad-mpmm.webp"

Environment

forest

Xvarts

Xvarts. Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.

Raxivort spent centuries watching over the treasury of Graz'zt, and in time, Raxivort plundered his lord's vault. One of the treasures he stole was the Infinity Spindle, a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz'zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort.

Xvart

Xvart

Source: Mordenkainen Presents: Monsters of the Multiverse p. 267

Fleeing his pursuers, Raxivort wandered across the multiverse and spawned xvarts, who not only look like him but also cause any magic that could reveal his location to point to the nearest xvart instead.

Xvarts

Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.

Raxivort spent centuries watching over the treasury of Graz'zt, and in time, Raxivort plundered his lord's vault. One of the treasures he stole was the Infinity Spindle, a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz'zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort.

"name": "Xvart (MPMM)"
"size": "Small"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "13"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "7"
"hit_dice": "2d6"
"modifier": !!int "2"
"stats":
  - !!int "8"
  - !!int "14"
  - !!int "10"
  - !!int "8"
  - !!int "7"
  - !!int "7"
"speed": "30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"gear":
  - "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
  - "[sling](/Rules/Source/items/sling-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 30 ft., passive Perception\
  \ 8"
"languages": "Abyssal"
"cr": "1/8"
"traits":
  - "desc": "The xvart can communicate with ordinary [bats](/Rules/Source/bestiary/beast/bat-xmm.md)\
      \ and [rats](/Rules/Source/bestiary/beast/rat-xmm.md), as well as [giant bats](/Rules/Source/bestiary/beast/giant-bat-xmm.md)\
      \ and [giant rats](/Rules/Source/bestiary/beast/giant-rat-xmm.md)."
    "name": "Raxivort's Tongue"
"actions":
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) piercing damage. If at least one of the xvart's allies is within 5 feet\
      \ of the target, the xvart can push the target 5 feet if the target is a Medium\
      \ or smaller creature."
    "name": "Shortsword"
  - "desc": "*Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:*\
      \ 4 (1d4 + 2) bludgeoning damage."
    "name": "Sling"
"bonus_actions":
  - "desc": "The xvart takes the [Disengage](/Rules/Source/actions.md#Disengage) action."
    "name": "Low Cunning"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/xvart-mpmm.webp"

Environment

hill, underdark

Xvart Warlock of Raxivort

Xvart Warlock of Raxivort

Source: Mordenkainen Presents: Monsters of the Multiverse p. 267

Some xvarts are spawned with a trace of Raxivort's divine energy. These xvarts usually form a pact with him and wield magic in his service as warlocks.

Xvarts

Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.

Raxivort spent centuries watching over the treasury of Graz'zt, and in time, Raxivort plundered his lord's vault. One of the treasures he stole was the Infinity Spindle, a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz'zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort.

"name": "Xvart Warlock of Raxivort (MPMM)"
"size": "Small"
"type": "monstrosity"
"alignment": "Typically  Chaotic Evil"
"ac": !!int "12"
"hp": !!int "22"
"hit_dice": "5d6 + 5"
"modifier": !!int "2"
"stats":
  - !!int "8"
  - !!int "14"
  - !!int "12"
  - !!int "8"
  - !!int "11"
  - !!int "12"
"speed": "30 ft."
"skillsaves":
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+3"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 30 ft., passive Perception\
  \ 10"
"languages": "Abyssal"
"cr": "1"
"traits":
  - "desc": "When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary\
      \ hit points."
    "name": "Raxivort's Blessing"
  - "desc": "The xvart can communicate with ordinary [bats](/Rules/Source/bestiary/beast/bat-xmm.md)\
      \ and [rats](/Rules/Source/bestiary/beast/rat-xmm.md), as well as [giant bats](/Rules/Source/bestiary/beast/giant-bat-xmm.md)\
      \ and [giant rats](/Rules/Source/bestiary/beast/giant-rat-xmm.md)."
    "name": "Raxivort's Tongue"
"actions":
  - "desc": "The xvart makes two Scimitar or Raxivort's Bite attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) slashing damage."
    "name": "Scimitar"
  - "desc": "*Ranged Spell Attack:* +3 to hit, range 30 ft., one creature. *Hit:*\
      \ 7 (1d10 + 2) poison damage."
    "name": "Raxivort's Bite"
  - "desc": "The xvart casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 11):\n\n**At\
      \ will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [mage armor](/Rules/Source/spells/mage-armor-xphb.md)\
      \ (self only), [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**1/day\
      \ each:** [burning hands](/Rules/Source/spells/burning-hands-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "The xvart takes the [Disengage](/Rules/Source/actions.md#Disengage) action."
    "name": "Low Cunning"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/xvart-warlock-of-raxivort-mpmm.webp"

Environment

hill, underdark

Yagnoloth

Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths. Once a yagnoloth is hired, it communicates its employer's desires to the yugoloths it commands.

Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the yugoloths under their command. Yagnoloths follow the dictates of the contracts they negotiate but always include a loophole to escape their obligations if the situation warrants.

A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm.

Yagnoloth

Yagnoloth

Source: Mordenkainen Presents: Monsters of the Multiverse p. 268

Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths. Once a yagnoloth is hired, it communicates its employer's desires to the yugoloths it commands.

Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the yugoloths under their command. Yagnoloths follow the dictates of the contracts they negotiate but always include a loophole to escape their obligations if the situation warrants.

A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm.

"name": "Yagnoloth (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "yugoloth"
"alignment": "Typically  Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "147"
"hit_dice": "14d10 + 70"
"modifier": !!int "2"
"stats":
  - !!int "19"
  - !!int "14"
  - !!int "21"
  - !!int "16"
  - !!int "15"
  - !!int "18"
"speed": "40 ft."
"saves":
  - "dexterity": !!int "6"
  - "intelligence": !!int "7"
  - "wisdom": !!int "6"
  - "charisma": !!int "8"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+8"
  - "name": "[Insight](/Rules/Source/skills.md#Insight)"
    "desc": "+6"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+6"
  - "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
    "desc": "+8"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 16"
"languages": "Abyssal, Infernal, telepathy 60 ft."
"cr": "11"
"traits":
  - "desc": "The yagnoloth has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The yagnoloth makes one Electrified Touch attack and one Massive Arm\
      \ attack, or it makes one Massive Arm attack and uses Battlefield Cunning, if\
      \ available, or Teleport."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 27\
      \ (6d8) lightning damage."
    "name": "Electrified Touch"
  - "desc": "*Melee Weapon Attack:* +8 to hit, reach 15 ft., one target. *Hit:* 23\
      \ (3d12 + 4) force damage. If the target is a creature, it must succeed on a\
      \ DC 16 Constitution saving throw or become [stunned](/Rules/Source/conditions.md#Stunned)\
      \ until the end of the yagnoloth's next turn."
    "name": "Massive Arm"
  - "desc": "Up to two allied yugoloths within 60 feet of the yagnoloth that can hear\
      \ it can use their reactions to make one melee attack each."
    "name": "Battlefield Cunning (Recharge 4-6)"
  - "desc": "The yagnoloth touches one [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
      \ creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage,\
      \ and the yagnoloth gains temporary hit points equal to half the damage dealt.\
      \ The target must succeed on a DC 16 Constitution saving throw, or its hit point\
      \ maximum is reduced by an amount equal to half the necrotic damage taken. This\
      \ reduction lasts until the target finishes a long rest, and the target dies\
      \ if its hit point maximum is reduced to 0."
    "name": "Life Leech"
  - "desc": "The yagnoloth teleports, along with any equipment it is wearing or carrying,\
      \ up to 60 feet to an unoccupied space it can see."
    "name": "Teleport"
  - "desc": "The yagnoloth casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 16):\n\
      \n**At will:** [darkness](/Rules/Source/spells/darkness-xphb.md), [detect magic](/Rules/Source/spells/detect-magic-xphb.md),\
      \ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)\
      \ (self only), [suggestion](/Rules/Source/spells/suggestion-xphb.md)\n\n**3/day:**\
      \ [lightning bolt](/Rules/Source/spells/lightning-bolt-xphb.md)"
    "name": "Spellcasting"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fiend/token/yagnoloth-mpmm.webp"

Environment

urban

Yeenoghu

The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake, and those that ate of great Yeenoghu's kills became gnolls. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.

Yeenoghu wants nothing more than slaughter and senseless destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms them into flinds (in this book). Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.

The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator's skull. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his teeth.

Cultists of Yeenoghu

Note

See the Cult of Yeenoghu entry.

Yeenoghu's Lair. Yeenoghu's lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss.

The challenge rating of Yeenoghu is 25 (75,000 XP) when he's encountered in his lair.

Yeenoghu

Yeenoghu

Source: Mordenkainen Presents: Monsters of the Multiverse p. 270

The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake, and those that ate of great Yeenoghu's kills became gnolls. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.

Yeenoghu wants nothing more than slaughter and senseless destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms them into flinds (in this book). Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.

The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator's skull. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his teeth.

Cultists of Yeenoghu

Note

See the Cult of Yeenoghu entry.

Yeenoghu's Lair

Yeenoghu's lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss.

The challenge rating of Yeenoghu is 25 (75,000 XP) when he's encountered in his lair.

"name": "Yeenoghu (MPMM)"
"size": "Huge"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "333"
"hit_dice": "23d12 + 184"
"modifier": !!int "3"
"stats":
  - !!int "29"
  - !!int "16"
  - !!int "26"
  - !!int "16"
  - !!int "24"
  - !!int "15"
"speed": "50 ft."
"saves":
  - "dexterity": !!int "10"
  - "constitution": !!int "15"
  - "wisdom": !!int "14"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+9"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+14"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison; bludgeoning, piercing, slashing that is nonmagical"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[flail](/Rules/Source/items/flail-xphb.md)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 24"
"languages": "all, telepathy 120 ft."
"cr": "24"
"traits":
  - "desc": "If Yeenoghu fails a saving throw, he can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Yeenoghu has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "Yeenoghu makes three Flail attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 22\
      \ (2d12 + 9) force damage. If it's his turn, Yeenoghu can cause the target to\
      \ suffer one of the following additional effects, each of which he can apply\
      \ only once per turn\n\n- **Confusion.** The target must succeed on a DC 17\
      \ Wisdom saving throw or be affected by the confusion spell until the start\
      \ of Yeenoghu's next turn.  \n- **Force.** The target takes an extra 13 (2d12)\
      \ force damage.  \n- **Paralysis.** The target must succeed on a DC 17 Constitution\
      \ saving throw or be [paralyzed](/Rules/Source/conditions.md#Paralyzed) until\
      \ the start of Yeenoghu's next turn.  "
    "name": "Flail"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 20\
      \ (2d10 + 9) acid damage."
    "name": "Bite"
  - "desc": "Yeenoghu casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 17):\n\n**At\
      \ will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md)\n\n**3/day\
      \ each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [fear](/Rules/Source/spells/fear-xphb.md),\
      \ [invisibility](/Rules/Source/spells/invisibility-xphb.md)\n\n**1/day:** [teleport](/Rules/Source/spells/teleport-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "When Yeenoghu reduces a creature to 0 hit points with a melee attack,\
      \ he moves up to half his speed and makes one Bite attack."
    "name": "Rampage"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Yeenoghu can take one\
      \ of the following lair actions; he can't take the same lair action two rounds\
      \ in a row:\n\n- **Incite the Pack.** Until the next initiative count 20, all\
      \ gnolls and hyenas within the lair are enraged, causing them to have advantage\
      \ on melee weapon attack rolls and causing attack rolls to have advantage against\
      \ them.  \n- **Iron Spike.** Yeenoghu causes an iron spike—5 feet tall and 1\
      \ inch in diameter—to burst from the ground at a point he can see within 100\
      \ feet of him. Any creature in the space where the spike emerges must make a\
      \ DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8)\
      \ piercing damage and is [restrained](/Rules/Source/conditions.md#Restrained)\
      \ by being impaled on the spike. A creature can use an action to remove itself\
      \ (or a creature it can reach) from the spike, ending the restrained condition.\
      \  \n- **Pack Rush.** Each gnoll or hyena that Yeenoghu can see can use its\
      \ reaction to move up to its speed.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Yeenoghu's lair is warped by his magic, creating\
      \ one or more of the following effects:\n\n- **Savage Predators.** Predatory\
      \ beasts within 6 miles of the lair become unusually savage, killing far more\
      \ than what they need for food. Carcasses of prey are left to rot in an unnatural\
      \ display of wasteful slaughter.  \n- **Spiky Terrain.** Within 1 mile of the\
      \ lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu\
      \ impales the bodies of the slain on these spikes.  \n- If Yeenoghu dies, these\
      \ effects fade over the course of 1d10 days.  "
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Yeenoghu can expend a use to take one of the following actions. Yeenoghu\
  \ regains all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Yeenoghu moves up to his speed."
    "name": "Charge"
  - "desc": "Yeenoghu makes one Flail attack. If the attack hits, the target must\
      \ succeed on a DC 24 Strength saving throw or be pushed up to 15 feet in a straight\
      \ line away from Yeenoghu. If the saving throw fails by 5 or more, the target\
      \ is also knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Swat Away"
  - "desc": "Yeenoghu makes a separate Bite attack against each creature within 10\
      \ feet of him."
    "name": "Savage (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/yeenoghu-mpmm.webp"

^statblock

Yeth Hound

Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it's too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.

A pack of yeth hounds can be created by powerful Fey such as the Queen of Air and Darkness. Each pack's master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack's master is killed, the hounds seek out a new master, typically an evil vampire, necromancer, or hag.

Yeth Hound

Yeth Hound

Source: Mordenkainen Presents: Monsters of the Multiverse p. 271

Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it's too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.

A pack of yeth hounds can be created by powerful Fey such as the Queen of Air and Darkness. Each pack's master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack's master is killed, the hounds seek out a new master, typically an evil vampire, necromancer, or hag.

"name": "Yeth Hound (MPMM)"
"size": "Large"
"type": "fey"
"alignment": "Typically  Neutral Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "51"
"hit_dice": "6d10 + 18"
"modifier": !!int "3"
"stats":
  - !!int "18"
  - !!int "17"
  - !!int "16"
  - !!int "5"
  - !!int "12"
  - !!int "7"
"speed": "40 ft., fly 40 ft. (hover)"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+5"
"damage_immunities": "bludgeoning, piercing, slashing from nonmagical attacks not\
  \ made with silvered weapons"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 15"
"languages": "understands Common, Elvish and Sylvan but can't speak"
"cr": "4"
"traits":
  - "desc": "If the yeth hound starts its turn in sunlight, it is transported to the\
      \ Ethereal Plane. While sunlight shines on the spot from which it vanished,\
      \ the hound must remain in the Deep Ethereal. After sunset, it returns to the\
      \ Border Ethereal at the same spot, whereupon it typically sets out to find\
      \ its pack or its master. The hound is visible on the Material Plane while it\
      \ is in the Border Ethereal, and vice versa, but it can't affect or be affected\
      \ by anything on the other plane. Once it is adjacent to its master or a pack\
      \ mate that is on the Material Plane, a yeth hound in the Border Ethereal can\
      \ return to the Material Plane as an action."
    "name": "Sunlight Banishment"
  - "desc": "While the yeth hound is on the same plane of existence as its master,\
      \ it can magically convey what it senses to its master, and the two can communicate\
      \ telepathically with each other."
    "name": "Telepathic Bond"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11\
      \ (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is [frightened](/Rules/Source/conditions.md#Frightened)."
    "name": "Bite"
  - "desc": "The yeth hound bays magically. Every enemy within 300 feet of the hound\
      \ that can hear it must succeed on a DC 13 Wisdom saving throw or be [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the hound until the end of the hound's next turn or until the hound is\
      \ [incapacitated](/Rules/Source/conditions.md#Incapacitated). A [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target that starts its turn within 30 feet of the hound must use all its movement\
      \ on that turn to get as far from the hound as possible, must finish the move\
      \ before taking an action, and must take the most direct route, even if hazards\
      \ lie that way. A target that successfully saves is immune to the baying of\
      \ all yeth hounds for the next 24 hours."
    "name": "Baleful Baying"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/fey/token/yeth-hound-mpmm.webp"

Environment

forest, grassland, hill

Yuan-ti Anathema

As part of their quest for godhood, a yuan-ti abomination might perform a ritual that, if successful, transforms them into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.

Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity.

Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control.

Yuan-ti Anathema

Yuan-ti Anathema

Source: Mordenkainen Presents: Monsters of the Multiverse p. 272

As part of their quest for godhood, a yuan-ti abomination might perform a ritual that, if successful, transforms them into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.

Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity.

Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control.

"name": "Yuan-ti Anathema (MPMM)"
"size": "Huge"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "189"
"hit_dice": "18d12 + 72"
"modifier": !!int "1"
"stats":
  - !!int "23"
  - !!int "13"
  - !!int "19"
  - !!int "19"
  - !!int "17"
  - !!int "20"
"speed": "40 ft., climb 40 ft., swim 40 ft."
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+11"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_resistances": "acid, fire, lightning"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
  \ 60 ft., passive Perception 21"
"languages": "Abyssal, Common, Draconic"
"cr": "12"
"traits":
  - "desc": "The anathema has advantage on saving throws against spells and other\
      \ magical effects."
    "name": "Magic Resistance"
  - "desc": "Any creature of the anathema's choice, other than a snake or a yuan-ti,\
      \ that starts its turn within 30 feet of the anathema must succeed on a DC 17\
      \ Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of snakes and yuan-ti. A [frightened](/Rules/Source/conditions.md#Frightened)\
      \ target can repeat the saving throw at the end of each of its turns, ending\
      \ the effect on itself on a success. If a target's saving throw is successful\
      \ or the effect ends for it, the target is immune to this anathema's aura for\
      \ the next 24 hours."
    "name": "Ophidiophobia Aura"
  - "desc": "The anathema has advantage on saves against being [blinded](/Rules/Source/conditions.md#Blinded),\
      \ [charmed](/Rules/Source/conditions.md#Charmed), [deafened](/Rules/Source/conditions.md#Deafened),\
      \ [frightened](/Rules/Source/conditions.md#Frightened), [stunned](/Rules/Source/conditions.md#Stunned),\
      \ or knocked [unconscious](/Rules/Source/conditions.md#Unconscious)."
    "name": "Six Heads"
"actions":
  - "desc": "The anathema makes two Claw attacks and one Flurry of Bites attack."
    "name": "Multiattack (Anathema Form Only)"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 13\
      \ (2d6 + 6) slashing damage."
    "name": "Claw (Anathema Form Only)"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 10 ft., one creature. *Hit:*\
      \ 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage."
    "name": "Flurry of Bites (Anathema Form Only)"
  - "desc": "*Melee Weapon Attack:* +10 to hit, reach 15 ft., one Large or smaller\
      \ creature. *Hit:* 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage,\
      \ and the target is [grappled](/Rules/Source/conditions.md#Grappled) (escape\
      \ DC 16). Until this grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained),\
      \ and it takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the\
      \ start of each of its turns. The anathema can constrict only one creature at\
      \ a time."
    "name": "Constrict (Snake Form Only)"
  - "desc": "The anathema casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 17):\n\
      \n**At will:** [animal friendship](/Rules/Source/spells/animal-friendship-xphb.md)\
      \ (snakes only)\n\n**3/day each:** [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ [entangle](/Rules/Source/spells/entangle-xphb.md), [fear](/Rules/Source/spells/fear-xphb.md),\
      \ [polymorph](/Rules/Source/spells/polymorph-xphb.md), [suggestion](/Rules/Source/spells/suggestion-xphb.md)"
    "name": "Spellcasting (Anathema Form Only)"
"bonus_actions":
  - "desc": "The anathema transforms into a Huge constrictor snake or back into its\
      \ true form. Its statistics are the same in each form. Any equipment it is wearing\
      \ or carrying isn't transformed."
    "name": "Change Shape"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/yuan-ti-anathema-mpmm.webp"

Environment

desert, forest, underdark

Yuan-ti Broodguard

A quote from Mordenkainen

Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process.

Broodguards were once Humanoids, but they have been transformed by yuan-ti into simpleminded, scaly Monstrosities that do their serpentine masters' bidding. The transformation process warps not only a subject's body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures.

Although broodguards can no longer think as clearly as before their transformation, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. Yuan-ti refer to broodguards as "histachii," which means "egg-watchers."

Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the inevitable transformation. A human transformed into a broodguard loses all semblance of who they once were. A broodguard is hairless and emaciated, with scaly skin. They have a forked tongue, and they smell faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises.

Yuan-ti Broodguard

Yuan-ti Broodguard

Source: Mordenkainen Presents: Monsters of the Multiverse p. 273

A quote from Mordenkainen

Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process.

Broodguards were once Humanoids, but they have been transformed by yuan-ti into simpleminded, scaly Monstrosities that do their serpentine masters' bidding. The transformation process warps not only a subject's body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures.

Although broodguards can no longer think as clearly as before their transformation, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. Yuan-ti refer to broodguards as "histachii," which means "egg-watchers."

Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the inevitable transformation. A human transformed into a broodguard loses all semblance of who they once were. A broodguard is hairless and emaciated, with scaly skin. They have a forked tongue, and they smell faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises.

"name": "Yuan-ti Broodguard (MPMM)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Typically  Neutral Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "45"
"hit_dice": "7d8 + 14"
"modifier": !!int "2"
"stats":
  - !!int "15"
  - !!int "14"
  - !!int "14"
  - !!int "6"
  - !!int "11"
  - !!int "4"
"speed": "30 ft."
"saves":
  - "strength": !!int "4"
  - "dexterity": !!int "4"
  - "wisdom": !!int "2"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+2"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
  \ 12"
"languages": "Abyssal, Common, Draconic"
"cr": "2"
"traits":
  - "desc": "At the start of its turn, the broodguard can gain advantage on all melee\
      \ weapon attack rolls it makes during that turn, but attack rolls against it\
      \ have advantage until the start of its next turn."
    "name": "Reckless"
"actions":
  - "desc": "The broodguard makes one Bite attack and two Claw attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8\
      \ + 2) piercing damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
      \ + 2) slashing damage."
    "name": "Claw"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/yuan-ti-broodguard-mpmm.webp"

Environment

desert, forest, underdark

Yuan-ti Mind Whisperer

Mind whisperers are yuan-ti malison spellcasters who enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.

Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits them. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure none of their allies learn of their conflicting connections. Even among Sseth-worshiping communities, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble.

Yuan-ti Mind Whisperer

Yuan-ti Mind Whisperer

Source: Mordenkainen Presents: Monsters of the Multiverse p. 274

Mind whisperers are yuan-ti malison spellcasters who enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.

Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits them. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure none of their allies learn of their conflicting connections. Even among Sseth-worshiping communities, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble.

"name": "Yuan-ti Mind Whisperer (MPMM)"
"size": "Medium"
"type": "monstrosity"
"subtype": "warlock"
"alignment": "Typically  Neutral Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "71"
"hit_dice": "13d8 + 13"
"modifier": !!int "2"
"stats":
  - !!int "16"
  - !!int "14"
  - !!int "13"
  - !!int "14"
  - !!int "14"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "4"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 12"
"languages": "Abyssal, Common, Draconic"
"cr": "4"
"traits":
  - "desc": "Magical darkness doesn't impede the yuan-ti's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The yuan-ti has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains\
      \ 9 temporary hit points."
    "name": "Sseth's Blessing"
"actions":
  - "desc": "The yuan-ti makes two Bite attacks and one Scimitar attack, or it makes\
      \ two Spectral Fangs attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) piercing damage plus 7 (2d6) poison damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) slashing damage."
    "name": "Scimitar (Yuan-ti Form Only)"
  - "desc": "*Ranged Spell Attack:* +5 to hit, range 120 ft., one target. *Hit:* 16\
      \ (3d8 + 3) psychic damage."
    "name": "Spectral Fangs"
  - "desc": "The yuan-ti casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 13):\n\
      \n**At will:** [animal friendship](/Rules/Source/spells/animal-friendship-xphb.md)\
      \ (snakes only), [message](/Rules/Source/spells/message-xphb.md), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**3/day:**\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md)\n\n**2/day each:** [detect\
      \ thoughts](/Rules/Source/spells/detect-thoughts-xphb.md), [hypnotic pattern](/Rules/Source/spells/hypnotic-pattern-xphb.md)"
    "name": "Spellcasting (Yuan-ti Form Only)"
"bonus_actions":
  - "desc": "The yuan-ti transforms into a Medium snake or back into its true form.\
      \ Its statistics are the same in each form. Any equipment it is wearing or carrying\
      \ isn't transformed. If it dies, it stays in its current form."
    "name": "Change Shape"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/yuan-ti-mind-whisperer-mpmm.webp"

Environment

desert, forest, underdark

Yuan-ti Nightmare Speaker

Nightmare speakers are yuan-ti malison priests who make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. These priests receive nightmarish visions from Dendar that they interpret as prophecies, and they then use their magic and influence to make these visions come true.

Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the purpose of acquiring more victims and enjoy the company of Undead.

Yuan-ti Nightmare Speaker

Yuan-ti Nightmare Speaker

Source: Mordenkainen Presents: Monsters of the Multiverse p. 275

Nightmare speakers are yuan-ti malison priests who make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. These priests receive nightmarish visions from Dendar that they interpret as prophecies, and they then use their magic and influence to make these visions come true.

Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the purpose of acquiring more victims and enjoy the company of Undead.

"name": "Yuan-ti Nightmare Speaker (MPMM)"
"size": "Medium"
"type": "monstrosity"
"subtype": "warlock"
"alignment": "Typically  Neutral Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "71"
"hit_dice": "13d8 + 13"
"modifier": !!int "2"
"stats":
  - !!int "16"
  - !!int "14"
  - !!int "13"
  - !!int "14"
  - !!int "12"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "3"
  - "charisma": !!int "5"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+5"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+4"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[scimitar](/Rules/Source/items/scimitar-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Abyssal, Common, Draconic"
"cr": "4"
"traits":
  - "desc": "Magical darkness doesn't impede the yuan-ti's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The yuan-ti has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The yuan-ti makes one Constrict attack and one Scimitar attack, or it\
      \ makes two Spectral Fangs attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 10\
      \ (2d6 + 3) bludgeoning damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
      \ (escape DC 14) if it is a Large or smaller creature. Until this grapple ends,\
      \ the target is [restrained](/Rules/Source/conditions.md#Restrained). The yuan-ti\
      \ can constrict only one creature at a time."
    "name": "Constrict"
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
      \ + 3) slashing damage."
    "name": "Scimitar (Yuan-ti Form Only)"
  - "desc": "*Ranged Spell Attack:* +5 to hit, range 120 ft., one target. *Hit:* 16\
      \ (3d8 + 3) necrotic damage."
    "name": "Spectral Fangs"
  - "desc": "The yuan-ti taps into the nightmares of one creature it can see within\
      \ 60 feet of it and creates an illusory, immobile manifestation of the creature's\
      \ deepest fears, visible only to that creature.\n\nThe target must make a DC\
      \ 13 Intelligence saving throw. On a failed save, the target takes 22 (4d10)\
      \ psychic damage and is [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the manifestation, believing it to be real. The yuan-ti must concentrate\
      \ to maintain the illusion (as if [concentrating](/Rules/Source/conditions.md#Concentration)\
      \ on a spell), which lasts for up to 1 minute and can't be harmed. The target\
      \ can repeat the saving throw at the end of each of its turns, ending the illusion\
      \ on a success or taking 11 (2d10) psychic damage on a failure."
    "name": "Invoke Nightmare (Recharges after a Short or Long Rest)"
  - "desc": "The yuan-ti casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 13):\n\
      \n**At will:** [animal friendship](/Rules/Source/spells/animal-friendship-xphb.md)\
      \ (snakes only), [mage hand](/Rules/Source/spells/mage-hand-xphb.md), [message](/Rules/Source/spells/message-xphb.md),\
      \ [prestidigitation](/Rules/Source/spells/prestidigitation-xphb.md)\n\n**3/day:**\
      \ [suggestion](/Rules/Source/spells/suggestion-xphb.md)\n\n**2/day each:** [darkness](/Rules/Source/spells/darkness-xphb.md),\
      \ [fear](/Rules/Source/spells/fear-xphb.md)"
    "name": "Spellcasting (Yuan-ti Form Only)"
"bonus_actions":
  - "desc": "The yuan-ti transforms into a Medium snake or back into its true form.\
      \ Its statistics are the same in each form. Any equipment it is wearing or carrying\
      \ isn't transformed. If it dies, it stays in its current form."
    "name": "Change Shape"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/yuan-ti-nightmare-speaker-mpmm.webp"

Environment

desert, forest, underdark

Yuan-ti Pit Master

With snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people.

Pit masters are deeply involved in yuan-ti's long-term plan to take over Humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters.

Yuan-ti Pit Master

Yuan-ti Pit Master

Source: Mordenkainen Presents: Monsters of the Multiverse p. 276

With snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people.

Pit masters are deeply involved in yuan-ti's long-term plan to take over Humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters.

"name": "Yuan-ti Pit Master (MPMM)"
"size": "Medium"
"type": "monstrosity"
"subtype": "warlock"
"alignment": "Typically  Neutral Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "88"
"hit_dice": "16d8 + 16"
"modifier": !!int "2"
"stats":
  - !!int "16"
  - !!int "14"
  - !!int "13"
  - !!int "14"
  - !!int "12"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "wisdom": !!int "4"
  - "charisma": !!int "6"
"skillsaves":
  - "name": "[Deception](/Rules/Source/skills.md#Deception)"
    "desc": "+6"
  - "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
    "desc": "+5"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 11"
"languages": "Abyssal, Common, Draconic"
"cr": "5"
"traits":
  - "desc": "Magical darkness doesn't impede the yuan-ti's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "The yuan-ti has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "The yuan-ti makes three Bite attacks or two Spectral Fangs attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
      \ + 3) piercing damage plus 7 (2d6) poison damage."
    "name": "Bite"
  - "desc": "*Ranged Spell Attack:* +6 to hit, range 120 ft., one target. *Hit:* 16\
      \ (3d8 + 3) poison damage."
    "name": "Spectral Fangs"
  - "desc": "The yuan-ti targets up to five creatures that it can see within 60 feet\
      \ of it. Each target must succeed on a DC 13 Constitution saving throw or fall\
      \ into a magical sleep and be [unconscious](/Rules/Source/conditions.md#Unconscious)\
      \ for 10 minutes. A sleeping target awakens if it takes damage or if someone\
      \ uses an action to shake or slap it awake. This magical sleep has no effect\
      \ on a creature immune to being [charmed](/Rules/Source/conditions.md#Charmed)."
    "name": "Merrshaulk's Slumber (1/Day)"
  - "desc": "The yuan-ti casts one of the following spells, requiring no material\
      \ components and using Charisma as the spellcasting ability (spell save DC 14):\n\
      \n**At will:** [animal friendship](/Rules/Source/spells/animal-friendship-xphb.md)\
      \ (snakes only), [guidance](/Rules/Source/spells/guidance-xphb.md), [mage hand](/Rules/Source/spells/mage-hand-xphb.md),\
      \ [message](/Rules/Source/spells/message-xphb.md)\n\n**3/day:** [suggestion](/Rules/Source/spells/suggestion-xphb.md)\n\
      \n**2/day each:** [hold person](/Rules/Source/spells/hold-person-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)"
    "name": "Spellcasting (Yuan-ti Form Only)"
"bonus_actions":
  - "desc": "The yuan-ti transforms into a Medium snake or back into its true form.\
      \ Its statistics are the same in each form. Any equipment it is wearing or carrying\
      \ isn't transformed. It doesn't change form if it dies."
    "name": "Change Shape"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/monstrosity/token/yuan-ti-pit-master-mpmm.webp"

Environment

desert, forest, underdark

Zaratan

When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking, armored reptile. A zaratan's steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march.

Zaratan

Zaratan

Source: Mordenkainen Presents: Monsters of the Multiverse p. 278

When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking, armored reptile. A zaratan's steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march.

"name": "Zaratan (MPMM)"
"size": "Gargantuan"
"type": "elemental"
"alignment": "Typically  Neutral"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "307"
"hit_dice": "15d20 + 150"
"modifier": !!int "0"
"stats":
  - !!int "30"
  - !!int "10"
  - !!int "30"
  - !!int "2"
  - !!int "21"
  - !!int "18"
"speed": "40 ft., swim 40 ft."
"saves":
  - "wisdom": !!int "12"
  - "charisma": !!int "11"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
  \ nonmagical attacks"
"damage_immunities": "poison"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
  \ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned),\
  \ [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., tremorsense 60\
  \ ft., passive Perception 15"
"languages": ""
"cr": "22"
"traits":
  - "desc": "If the zaratan fails a saving throw, it can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "The elemental deals double damage to objects and structures (included\
      \ in Earth-Shaking Movement)."
    "name": "Siege Monster"
"actions":
  - "desc": "The zaratan makes one Bite attack and one Stomp attack."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 28\
      \ (4d8 + 10) force damage."
    "name": "Bite"
  - "desc": "*Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 26\
      \ (3d10 + 10) thunder damage."
    "name": "Stomp"
  - "desc": "*Ranged Weapon Attack:* +17 to hit, range 120 ft./240 ft., one target.\
      \ *Hit:* 31 (6d8 + 10) force damage."
    "name": "Spit Rock"
  - "desc": "The zaratan exhales rocky debris in a 90-foot cube. Each creature in\
      \ that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10)\
      \ bludgeoning damage on a failed save, or half as much damage on a successful\
      \ one. A creature that fails the save by 5 or more is knocked [prone](/Rules/Source/conditions.md#Prone)."
    "name": "Spew Debris (Recharge 5-6)"
"bonus_actions":
  - "desc": "After moving at least 10 feet on the ground, the zaratan sends a shock\
      \ wave through the ground in a 120-foot-radius circle centered on itself. That\
      \ area becomes difficult terrain for 1 minute. Each creature on the ground that\
      \ is [concentrating](/Rules/Source/conditions.md#Concentration) must succeed\
      \ on a DC 25 Constitution saving throw or the creature's [concentration](/Rules/Source/conditions.md#Concentration)\
      \ is broken. The shock wave deals 100 thunder damage to all structures in contact\
      \ with the ground in the area. If a creature is near a structure that collapses,\
      \ the creature might be buried; a creature within half the distance of the structure's\
      \ height must make a DC 25 Dexterity saving throw. On a failed save, the creature\
      \ takes 17 (5d6) bludgeoning damage, is knocked [prone](/Rules/Source/conditions.md#Prone),\
      \ and is trapped in the rubble. A trapped creature is [restrained](/Rules/Source/conditions.md#Restrained),\
      \ requiring a successful DC 20 Strength ([Athletics](/Rules/Source/skills.md#Athletics))\
      \ check as an action to escape. Another creature within 5 feet of the buried\
      \ creature can use its action to clear rubble and grant advantage on the check.\
      \ If three creatures use their actions in this way, the check is an automatic\
      \ success. On a successful save, the creature takes half as much damage and\
      \ doesn't fall [prone](/Rules/Source/conditions.md#Prone) or become trapped."
    "name": "Earth-Shaking Movement"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, the zaratan can expend a use to take one of the following actions. The zaratan\
  \ regains all expended uses at the start of each of its turns."
"legendary_actions":
  - "desc": "The zaratan makes one Stomp attack."
    "name": "Stomp"
  - "desc": "The zaratan moves up to its speed."
    "name": "Move"
  - "desc": "The zaratan makes one Spit Rock attack."
    "name": "Spit (Costs 2 Actions)"
  - "desc": "The zaratan retracts into its shell. Until it takes its Emerge action,\
      \ it has resistance to all damage, and it is [restrained](/Rules/Source/conditions.md#Restrained).\
      \ The next time it takes a legendary action, it must take its Revitalize or\
      \ Emerge action."
    "name": "Retract (Costs 2 Actions)"
  - "desc": "The zaratan can use this option only if it is retracted in its shell.\
      \ It regains 52 (5d20) hit points. The next time it takes a legendary action,\
      \ it must take its Emerge action."
    "name": "Revitalize (Costs 2 Actions)"
  - "desc": "The zaratan emerges from its shell and makes one Spit Rock attack. It\
      \ can use this option only if it is retracted in its shell."
    "name": "Emerge (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/elemental/token/zaratan-mpmm.webp"

Environment

desert, forest, grassland, hill, mountain, underdark

Zariel

A quote from Mordenkainen

That which falls from grace may yet rise to regain it. If Zariel were to return to her celestial self, how glorious would be the tales!

Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil.

Zariel's rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and grue some demon-slaying machines.

To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. She is keenly interested in collecting souls from the greatest warriors on the Material Plane. She bargains hard, and there is little hope of wriggling out of a pact. However, she expects the best from her servants, so she allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel's servants are universally effective, disciplined, and dangerous.

Cultists of Zariel

Note

See the Cult of Zariel entry.

Zariel's Lair. Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.

Zariel

Zariel

Source: Mordenkainen Presents: Monsters of the Multiverse p. 280

A quote from Mordenkainen

That which falls from grace may yet rise to regain it. If Zariel were to return to her celestial self, how glorious would be the tales!

Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil.

Zariel's rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and grue some demon-slaying machines.

To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. She is keenly interested in collecting souls from the greatest warriors on the Material Plane. She bargains hard, and there is little hope of wriggling out of a pact. However, she expects the best from her servants, so she allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel's servants are universally effective, disciplined, and dangerous.

Cultists of Zariel

Note

See the Cult of Zariel entry.

Zariel's Lair

Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.

"name": "Zariel (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "devil"
"alignment": "Lawful Evil"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "420"
"hit_dice": "29d10 + 261"
"modifier": !!int "7"
"stats":
  - !!int "27"
  - !!int "24"
  - !!int "28"
  - !!int "26"
  - !!int "27"
  - !!int "30"
"speed": "50 ft., fly 150 ft."
"saves":
  - "intelligence": !!int "16"
  - "wisdom": !!int "16"
  - "charisma": !!int "18"
"skillsaves":
  - "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
    "desc": "+18"
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+16"
"damage_resistances": "cold; fire; radiant; bludgeoning, piercing, slashing from nonmagical\
  \ attacks that aren't silvered"
"damage_immunities": "necrotic, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
  - "[flail](/Rules/Source/items/flail-xphb.md)"
  - "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
  \ 26"
"languages": "all, telepathy 120 ft."
"cr": "26"
"traits":
  - "desc": "Magical darkness doesn't impede Zariel's [darkvision](/Rules/Source/senses.md#Darkvision)."
    "name": "Devil's Sight"
  - "desc": "If Zariel fails a saving throw, she can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Zariel has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
  - "desc": "Zariel regains 20 hit points at the start of her turn. If she takes radiant\
      \ damage, this trait doesn't function at the start of her next turn. Zariel\
      \ dies only if she starts her turn with 0 hit points and doesn't regenerate."
    "name": "Regeneration"
"actions":
  - "desc": "Zariel makes three Flail or Longsword attacks. She can replace one attack\
      \ with a use of Horrid Touch, if available."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 17\
      \ (2d8 + 8) force damage plus 36 (8d8) fire damage."
    "name": "Flail"
  - "desc": "*Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 17\
      \ (2d8 + 8) radiant damage, or 19 (2d10 + 8) radiant damage when used with two\
      \ hands, plus 36 (8d8) fire damage."
    "name": "Longsword"
  - "desc": "Zariel touches one creature within 10 feet of her. The target must succeed\
      \ on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and\
      \ be [poisoned](/Rules/Source/conditions.md#Poisoned) for 1 minute. While [poisoned](/Rules/Source/conditions.md#Poisoned)\
      \ in this way, the target is [blinded](/Rules/Source/conditions.md#Blinded)\
      \ and [deafened](/Rules/Source/conditions.md#Deafened). The target can repeat\
      \ the saving throw at the end of each of its turns, ending the effect on itself\
      \ on a success."
    "name": "Horrid Touch (Recharge 5-6)"
  - "desc": "Zariel teleports, along with any equipment she is wearing or carrying,\
      \ up to 120 feet to an unoccupied space she can see."
    "name": "Teleport"
  - "desc": "Zariel casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 26):\n\n**At\
      \ will:** [alter self](/Rules/Source/spells/alter-self-xphb.md) (can become\
      \ Medium when changing her appearance), [detect evil and good](/Rules/Source/spells/detect-evil-and-good-xphb.md),\
      \ [fireball](/Rules/Source/spells/fireball-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)\
      \ (self only), [major image](/Rules/Source/spells/major-image-xphb.md), [wall\
      \ of fire](/Rules/Source/spells/wall-of-fire-xphb.md)\n\n**3/day each:** [blade\
      \ barrier](/Rules/Source/spells/blade-barrier-xphb.md), [dispel evil and good](/Rules/Source/spells/dispel-evil-and-good-xphb.md),\
      \ [finger of death](/Rules/Source/spells/finger-of-death-xphb.md)"
    "name": "Spellcasting"
"lair_actions":
  - "desc": "On initiative count 20 (losing initiative ties), Zariel can take one\
      \ of the following lair actions; she can't take the same lair action two rounds\
      \ in a row:\n\n- **Fireball.** Zariel casts the [fireball](/Rules/Source/spells/fireball-xphb.md)\
      \ spell.  \n- **Infernal Illusions.** Zariel casts the [major image](/Rules/Source/spells/major-image-xphb.md)\
      \ spell four times, targeting different areas with it. Zariel prefers to create\
      \ images of intruders' loved ones being burned alive. Zariel doesn't need to\
      \ concentrate on the spells, which end on initiative count 20 of the next round.\
      \ Each creature that can see these illusions must succeed on a DC 26 Wisdom\
      \ saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
      \ of the illusion for 1 minute. A frightened creature can repeat the saving\
      \ throw at the end of each of its turns, ending the effect on itself on a success.\
      \  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Zariel's lair is warped by her magic, which creates\
      \ one or more of the following effects:\n\n- **Hellscape.** The area within\
      \ 9 miles of the lair is filled with screaming voices and the stench of burning\
      \ meat.  \n- **Pyres.** Once every 60 feet within 1 mile of the lair, 10-foot-high\
      \ gouts of flame rise from the ground. Any creature or object that touches the\
      \ flame takes 7 (2d6) fire damage, though it can take this damage no more than\
      \ once per round.  \n- **Smoke.** The area within 2 miles of the lair, but no\
      \ closer than 500 feet, is filled with smoke, which causes the area to be heavily\
      \ obscured. The smoke can't be cleared away.  \n\nIf Zariel dies, these effects\
      \ fade over the course of 1d10 days."
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Zariel can expend a use to take one of the following actions. Zariel regains\
  \ all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Zariel uses Teleport."
    "name": "Teleport"
  - "desc": "Zariel turns her magical gaze toward one creature she can see within\
      \ 120 feet of her and commands it to burn. The target must succeed on a DC 26\
      \ Wisdom saving throw or take 22 (4d10) fire damage."
    "name": "Immolating Gaze (Costs 2 Actions)"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/zariel-mpmm.webp"

^statblock

Zuggtmoy

The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.

Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.

Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.

Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.

Cultists of Zuggtmoy

Note

See the Cult of Zuggtmoy entry.

Zuggtmoy's Lair. Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.

Zuggtmoy

Zuggtmoy

Source: Mordenkainen Presents: Monsters of the Multiverse p. 281

The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.

Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.

Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.

Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.

Cultists of Zuggtmoy

Note

See the Cult of Zuggtmoy entry.

Zuggtmoy's Lair

Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.

"name": "Zuggtmoy (MPMM)"
"size": "Large"
"type": "fiend"
"subtype": "demon"
"alignment": "Chaotic Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "304"
"hit_dice": "32d10 + 128"
"modifier": !!int "2"
"stats":
  - !!int "22"
  - !!int "15"
  - !!int "18"
  - !!int "20"
  - !!int "19"
  - !!int "24"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "9"
  - "constitution": !!int "11"
  - "wisdom": !!int "11"
"skillsaves":
  - "name": "[Perception](/Rules/Source/skills.md#Perception)"
    "desc": "+11"
"damage_resistances": "cold, fire, lightning"
"damage_immunities": "poison; bludgeoning, piercing, slashing that is nonmagical"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
  \ [frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
  \ 21"
"languages": "all, telepathy 120 ft."
"cr": "23"
"traits":
  - "desc": "If Zuggtmoy fails a saving throw, she can choose to succeed instead."
    "name": "Legendary Resistance (3/Day)"
  - "desc": "Zuggtmoy has advantage on saving throws against spells and other magical\
      \ effects."
    "name": "Magic Resistance"
"actions":
  - "desc": "Zuggtmoy makes three Pseudopod attacks."
    "name": "Multiattack"
  - "desc": "*Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 15\
      \ (2d8 + 6) force damage plus 9 (2d8) poison damage."
    "name": "Pseudopod"
  - "desc": "Zuggtmoy casts one of the following spells, requiring no material components\
      \ and using Charisma as the spellcasting ability (spell save DC 22):\n\n**At\
      \ will:** [detect magic](/Rules/Source/spells/detect-magic-xphb.md), [locate\
      \ animals or plants](/Rules/Source/spells/locate-animals-or-plants-xphb.md)\n\
      \n**3/day each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
      \ [entangle](/Rules/Source/spells/entangle-xphb.md), [plant growth](/Rules/Source/spells/plant-growth-xphb.md)\n\
      \n**1/day each:** [etherealness](/Rules/Source/spells/etherealness-xphb.md),\
      \ [teleport](/Rules/Source/spells/teleport-xphb.md)"
    "name": "Spellcasting"
"bonus_actions":
  - "desc": "Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius\
      \ sphere centered on her, and it lingers for 1 minute. Any creature in the cloud\
      \ when it appears, or that enters it later, must make a DC 19 Constitution saving\
      \ throw. On a successful save, the creature can't be infected by these spores\
      \ for 24 hours. On a failed save, the creature is infected with a disease called\
      \ the spores of Zuggtmoy, which lasts until the creature is cured of the disease\
      \ or dies. While infected in this way, the creature can't be reinfected, and\
      \ it must repeat the saving throw at the end of every 24 hours, ending the infection\
      \ on a success. On a failure, the infected creature's body is slowly taken over\
      \ by fungal growth, and after three such failed saves, the creature dies and\
      \ is reanimated as a [spore servant](/Rules/Source/bestiary/plant/myconid-spore-servant-xmm.md)\
      \ if it's a type of creature that can be."
    "name": "Infestation Spores (3/Day)"
  - "desc": "Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius\
      \ sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts\
      \ in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom\
      \ saving throw. On a successful save, a creature can't be infected by these\
      \ spores for 24 hours. On a failed save, the creature is infected with a disease\
      \ called the influence of Zuggtmoy for 24 hours. While infected in this way,\
      \ the creature is [charmed](/Rules/Source/conditions.md#Charmed) by her and\
      \ can't be reinfected by these spores."
    "name": "Mind Control Spores (Recharge 5-6)"
"reactions":
  - "desc": "When Zuggtmoy is hit by an attack roll, one creature within 10 feet of\
      \ her that is [charmed](/Rules/Source/conditions.md#Charmed) by her is hit by\
      \ the attack instead."
    "name": "Protective Thrall"
"lair_actions":
  - "desc": "On Initiative count 20 (losing initiative ties), Zuggtmoy can take a\
      \ lair action to cause one of the following effects; she can't use the same\
      \ effect two rounds in a row:\n\n- **Rally Plants.** Up to four plant creatures\
      \ that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions\
      \ to move up to their speed and make one weapon attack.  \n- **Summon Fungi.**\
      \ Zuggtmoy causes four [gas spores](/Rules/Source/bestiary/plant/gas-spore-fungus-xmm.md)\
      \ or [violet fungi](/Rules/Source/bestiary/plant/violet-fungus-xmm.md) to appear\
      \ in unoccupied spaces that she chooses within the lair. They vanish after 1\
      \ hour.  \n- **Unleash Spores.** Zuggtmoy uses either her Infestation Spores\
      \ or her Mind Control Spores, centered on a mushroom or other fungus within\
      \ her lair, instead of on herself.  "
    "name": ""
"regional_effects":
  - "desc": "The region containing Zuggtmoy's lair is warped by his magic, creating\
      \ one or more of the following effects:\n\n- **Corrupted Nature.** Within 6\
      \ miles of the lair, all Wisdom ([Medicine](/Rules/Source/skills.md#Medicine))\
      \ and Wisdom ([Survival](/Rules/Source/skills.md#Survival)) checks have disadvantage.\
      \  \n- **Fungal Infestation.** Molds and fungi grow on surfaces within 6 miles\
      \ of the lair, even where they would normally find no purchase.  \n- **Mutating\
      \ Vegetation.** Vegetation within 1 mile of the lair becomes infested with parasitic\
      \ fungi, slowly mutating as it is overwhelmed.  \n- If Zuggtmoy dies, these\
      \ effects fade over the course of 1d10 days.  "
    "name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
  \ turn, Zuggtmoy can expend a use to take one of the following actions. Zuggtmoy\
  \ regains all expended uses at the start of each of their turns."
"legendary_actions":
  - "desc": "Zuggtmoy makes one Pseudopod attack."
    "name": "Attack"
  - "desc": "One creature [charmed](/Rules/Source/conditions.md#Charmed) by Zuggtmoy\
      \ that she can see must use its reaction, if a available, to move up to its\
      \ speed as she directs or to make one weapon attack against a target that she\
      \ designates."
    "name": "Exert Will"
"source":
  - "MPMM"
"image": "/Rules/Source/bestiary/npc/token/zuggtmoy-mpmm.webp"

^statblock