Tome Of Beasts 2 - Flip eBook Pages 251-300 (2024)

249 TOME OF BEASTS 2 L Languages Sylvan Challenge 5 (1,800 XP) Distracting Beauty. A creature that starts its turn in the lymarien swarm’s space must succeed on a DC 15 Wisdom saving throw or be distracted by the swarm’s luminous eyes and fluttering wings until the end of its next turn. A distracted creature has disadvantage on Wisdom (Perception) checks and on attack rolls against the lymarien swarm. Speak with Beasts. The lymarien swarm can communicate with beasts as if they shared a language. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny lymarien. The swarm can’t regain hp or gain temporary hp. Innate Spellcasting. The lymarien swarm’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion 3/day each: hypnotic pattern, sleep (affects 9d8 hp) ACTIONS Claws. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 21 (6d6) slashing damage, or 10 (3d6) slashing damage if the swarm has half its hp or fewer. Flight of the Fey (Recharge 4–6). The lymarien swarm lifts a Large or smaller creature in its space. The target must succeed on a DC 15 Dexterity saving throw or be lifted directly upward to a height up to the swarm’s flying speed. When the swarm moves, the lifted creature moves with it. At the end of the swarm’s turn, the swarm drops the creature, which takes falling damage as normal.

M TOME OF BEASTS 2 250 A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core. Mad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones. The Ritual. During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play. Pets and Mascots. Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators. True Pipers. Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones. Construct Nature. The mad piper doesn’t require air, food, drink, or sleep. MAD PIPER Large construct, neutral Armor Class 12 (padded armor) Hit Points 19 (3d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (–1) 14 (+2) 5 (–3) 7 (–2) 16 (+3) Skills Performance +5 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone Senses darkvision 60 ft., passive Perception 8 Languages understands Common and Void Speech, but can’t speak Challenge 2 (450 XP) Inspire. As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw. ACTIONS Screaming Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage. Terrible Dirge. The mad piper plays a haunting dirge. Each creature of the mad piper’s choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened 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 mad piper’s Terrible Dirge for the next 24 hours. Mad Piper

251 TOME OF BEASTS 2 M Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life. Elemental Bodies. Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma. Intelligent. Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures. Elemental Nature. A magma octopus doesn’t require air, food, drink, or sleep. MAGMA OCTOPUS Large elemental, neutral Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 21 (+5) 5 (–3) 8 (–1) 7 (–2) Skills Athletics +8, Stealth +6 Damage Immunities fire Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 8 (3,900 XP) Lava Bound. The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified, transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round. Lava Swimmer. While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water. ACTIONS Multiattack. The magma octopus makes four attacks with its tentacles. Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time. Magma Blast (Recharge 6). The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Magma Octopus

M TOME OF BEASTS 2 252 A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. Consumers of Psychic Power. Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. Many Shapes. Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. Our Powers Combined. Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. Ancient Knowledge Hoarders. It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable. MINOR MALLEABLE Medium aberration, chaotic evil Armor Class 11 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (–1) 14 (+2) 15 (+2) 14 (+2) 10 (+0) Saving Throws Int +4, Wis +4, Cha +2 Damage Immunities psychic Condition Immunities blinded, prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12 Languages all, telepathy 60 ft. Challenge 1 (200 XP) Amorphous. The malleable can move through a space as narrow as 1 inch wide without squeezing. Controlled Mutability. Any spell or effect that would alter the malleable’s form only alters it until the end of the malleable’s next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn’t gain any statistics or special abilities of that creature; it only takes on the creature’s basic shape and general appearance. Psychic Absorption. Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt. Spider Climb. The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Flesh Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Psychic Drain. One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic damage on a failed save, or half as much damage on a successful one. The target’s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0. Join Malleables. As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable’s hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor malleables. The new malleable acts on the same Malleable

253 TOME OF BEASTS 2 M initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. • Four minor malleables can join to create one moderate malleable. • Eight minor malleables can join to create one major malleable. • Sixteen minor malleables can join to create one massive malleable. MODERATE MALLEABLE Large aberration, chaotic evil Armor Class 12 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (–1) 16 (+3) 17 (+3) 15 (+2) 10 (+0) Saving Throws Int +6, Wis +5, Cha +3 Damage Immunities psychic Condition Immunities blinded, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages all, telepathy 60 ft. Challenge 5 (1,800 XP) Absorb Malleable. As a bonus action, the moderate malleable absorbs one minor malleable within 5 feet of it into its body, regaining a number of hp equal to the minor malleable’s remaining hp. The moderate malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable. Amorphous. As the minor malleable. Controlled Mutability. As the minor malleable. Psychic Absorption. As the minor malleable. Spider Climb. As the minor malleable. ACTIONS Multiattack. The malleable makes two flesh tendril attacks. Flesh Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Psychic Drain. One creature grappled by the malleable must make a DC 14 Intelligence saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much damage on a successful one. The target’s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0. Join Malleables. As long as the malleable is within 10 feet of at least one other moderate malleable, each moderate malleable in range can use this action option at the same time to join together to create a larger malleable. The new malleable’s hp total is equal to the combined hp total of all the moderate malleables, and it is affected by any conditions, spells, and other magical effects currently affecting any of the moderate malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. • Two moderate malleables can join to create one major malleable. • Four moderate malleables can join to create one massive malleable. Separate Malleables. The moderate malleable can split into four minor malleables. The new malleables’ hp totals are equal to the moderate malleable’s hp total divided by 4 (rounded down) and are affected by any conditions, spells, and other magical effects that affected the moderate malleable. The new malleables act on the same initiative count as the moderate malleable and occupy any unoccupied space that previously contained the moderate malleable. REACTIONS Sudden Separation. When the moderate malleable takes 10 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes.

M TOME OF BEASTS 2 254 MAJOR MALLEABLE Huge aberration, chaotic evil Armor Class 13 (natural armor) Hit Points 218 (23d12 + 69) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 22 (+6) 8 (–1) 17 (+3) 19 (+4) 16 (+3) 10 (+0) Saving Throws Int +8, Wis +7, Cha +4 Damage Immunities psychic Condition Immunities blinded, prone Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) Absorb Malleable. As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable’s remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable. Amorphous. As the minor malleable. Controlled Mutability. As the minor malleable. Psychic Absorption. As the minor malleable. Spider Climb. As the minor malleable. ACTIONS Multiattack. The malleable makes three flesh tendril attacks. Flesh Tendril. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16). Psychic Drain. One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target’s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0. Join Malleables. As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable’s hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. Separate Malleables. The major malleable can split into eight minor malleables or two moderate malleables. The new malleables’ hp totals are equal to the major malleable’s hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable. REACTIONS Sudden Separation. When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes.

255 TOME OF BEASTS 2 M MASSIVE MALLEABLE Gargantuan aberration, chaotic evil Armor Class 14 (natural armor) Hit Points 248 (16d20 + 80) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 26 (+8) 8 (–1) 20 (+5) 21 (+5) 17 (+3) 10 (+0) Saving Throws Int +10, Wis +8, Cha +5 Damage Immunities psychic Condition Immunities blinded, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages all, telepathy 120 ft. Challenge 16 (15,000 XP) Absorb Malleable. As a bonus action, the colossal malleable absorbs one minor, moderate, or major malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable’s remaining hp. The colossal malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable. Amorphous. As the minor malleable. Controlled Mutability. As the minor malleable. Psychic Absorption. As the minor malleable. Spider Climb. As the minor malleable. ACTIONS Multiattack. The malleable makes four flesh tendril attacks. Flesh Tendril. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Psychic Drain. One creature grappled by the malleable must make a DC 18 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one. The target’s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0. Separate Malleables. The massive malleable can split into sixteen minor malleables, four moderate malleables, or two major malleables. The new malleables’ hp totals are equal to the massive malleable’s hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the massive malleable. The new malleables act on the same initiative count as the massive malleable and occupy any unoccupied space that previously contained the massive malleable. REACTIONS Sudden Separation. When the massive malleable takes 30 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes.

M TOME OF BEASTS 2 256 A multi-headed horror tears out of the body of this tusked, ogre-like brute. Manggus are ogre-like shapeshifters that join with tribes of trolls, ogres, trollkin, and other giant races. Dominated Tribe. Once a manggus has been accepted into a tribe, it works its way up, eventually becoming the tribe’s leader through intimidation, fear, and the threat of barbaric punishments. The most successful manggus even gather multiple tribes together, uniting the different races into warbands that sweep across the land. Rending Transformation. When the manggus changes shape its new form rips through the body of the previous one, an act usually accompanied by a great deal of blood and gore. The pain of the transformation fuels the manggus’ rage, which it lets out in a mighty roar. MANGGUS Large giant (shapechanger), chaotic evil Armor Class 14 (hide armor) Hit Points 127 (15d10 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 8 (–1) 7 (–2) 9 (–1) Saving Throws Con +6 Skills Intimidation +5 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 5 (1,800 XP) Roaring Transformation. When the manggus changes from its true form into its hydra form, it unleashes a mighty roar. Each creature within 30 feet of it and that can hear the roar must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. If the target fails the saving throw by 5 or more, it is also paralyzed until the end of its next turn. If a creature’s saving throw is successful, it is immune to the Roaring Transformation of all manggus for the next 24 hours. Shapechanger. The manggus can use its action to polymorph into a Large, three-headed hydra, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The manggus reverts to its true form if it dies. Three-Headed (Hydra Form Only). The manggus has three heads. While it has more than one head, the manggus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the manggus takes 15 or more damage in a single turn, one of its heads dies. If all its heads die and the manggus still lives, the manggus immediately reverts to its true form and can’t change into its hydra form again until it finishes a long rest. At the end of its turn, the manggus regrows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The manggus regains 5 hp for each head regrown in this way. ACTIONS Multiattack. In hydra form, the manggus makes as many bite attacks as it has heads. In giant form, it makes two greataxe attacks. Bite (Hydra Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Greataxe (Giant Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Manggus

257 TOME OF BEASTS 2 M A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it. Unwelcome Lodger. A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves. A mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts. Expelled by Rhyme. Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature. The mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality. Undead Nature. A mari lwyd doesn’t require air, food, drink, or sleep. MARI LWYD Large undead, neutral Armor Class 15 (natural armor) Hit Points 66 (7d10 + 28) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 19 (+4) 10 (+0) 14 (+2) 15 (+2) Saving Throws Cha +4 Skills Intimidation +4, Performance +6 Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Elvish, Giant, Primordial Challenge 4 (1,100 XP) Turn Resistance. The mari lwyd has advantage on saving throws against any effect that turns undead. Turned by Rhyme. A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma (Performance) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage. Innate Spellcasting. The mari lwyd’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch, mage hand 3/day each: animate dead, hideous laughter, suggestion ACTIONS Multiattack. The mari lwyd makes one bite attack and one hooves attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage. Mari Lwyd Humble hosts, I have come to stay In your lodgings from this day Until I must again away Please welcome this mare of gray SAMPLE MARI LWYD RHYME

M TOME OF BEASTS 2 258 This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body. Drowned Dead. Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as zombies. Their continuously waterlogged state gives them a modicum of protection against fire, and, in dry areas, their footfalls are accompanied by a disquieting squelch. Marsh Rot. A marsh dire exudes a persistent odor, combining the smell of rotting flesh and foul marsh gasses. Creatures exposed to the stench must constantly resist nausea. The overwhelming power of the odor prevents the marsh dire from successfully hiding unless it is hidden among other swamprotted organic matter. Slow Spawning. A marsh dire seeks to kill creatures in the same way it was killed, attacking them from the water, where it can drown them. The vines it uses to hold its struggling victims oozes a vile liquid that rots flesh in a fashion similar to the rot undergone by the marsh dire. When a marsh dire kills a creature, it leaves the body in shallow water, where the body makes the same transformation it once did. Two months later, the body rises as a new marsh dire, independent of the creature that started the process. Death cults devoted to deities or fiends that champion decay often “seed” nearby swamps with marsh dires by deliberately drowning sacrificial victims. Some cults have learned the hard way that the newly-created marsh dire offers them no loyalty for its creation. Soon, such cults join the marsh dire’s ranks to carry out their master’s presumed wishes. Undead Nature. A marsh dire doesn’t require air, food, drink, or sleep. MARSH DIRE Medium undead, neutral evil Armor Class 15 (natural armor) Hit Points 142 (15d8 + 75) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 7 (–2) 11 (+0) 8 (–1) Skills Perception +3 Damage Resistances fire, necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands all languages it knew in life but can’t speak Challenge 8 (3,900 XP) Cloying Stench. Any creature that starts its turn within 10 feet of the marsh dire must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. On a successful saving throw, the creature has advantage on saving throws against the marsh dire’s Cloying Stench for the next 24 hours. ACTIONS Multiattack. The marsh dire makes three attacks: two with its claws and one with its strangling vine. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Strangling Vine. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can’t breathe, speak, or cast spells with verbal components; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the marsh dire’s turns. The marsh dire has three vines, each of which can grapple only one target. Marsh Dire

259 TOME OF BEASTS 2 M A massive mammalian herbivore with a long neck and a thick, pebbled hide. Towering Megafauna. Also called paraceratherium, mei jiao shou are the second largest land mammal after the only slightly larger oliphaunts. They stand around 20 feet tall, nearly 25 feet long and weigh a staggering 12 to 16 tons. Vast Herds. The mei jiao shou are native to high grasslands and steppes, and wander the plains in groups of 20 to 50 beasts, grazing on the thick foliage. When together, they fear few predators. Even dragons take caution when hunting a herd of them and more often than not choose to seek easier prey. Docile Livestock. Due to their docile nature, mei jiao shou are often kept as semi-wild livestock by giants and some humanoid tribes. Their self-sufficiency and resistance to predation make them great choices for those living in areas plagued by large predators. MEI JIAO SHOU Gargantuan beast, unaligned Armor Class 14 (natural armor) Hit Points 139 (9d20 + 45) Speed 50 ft. STR DEX CON INT WIS CHA 23 (+6) 7 (–2) 21 (+5) 3 (–4) 9 (–1) 6 (–2) Saving Throws Dex +1 Senses passive Perception 9 Languages — Challenge 7 (2,900 XP) Trampling Charge. If the mei jiao shou moves at least 20 feet straight toward a creature and then hits it with a head bash attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the mei jiao shou can make one stomp attack against it as a bonus action. ACTIONS Head Bash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage. Earth-Shaking Thump (Recharge 5–6). The mei jiao shou rears up and lands heavily, kicking up a shower of debris and rattling and cracking the ground. Each creature in contact with the ground within 30 feet of the mei jiao shou must make a DC 16 Dexterity saving throw. On a failure, a creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone. The area then becomes difficult terrain. Mei Jiao Shou

M TOME OF BEASTS 2 260 This fantastic creature is almost uniformly circular in shape, its bizarre form composed of six pairs of bright silver hawk wings flapping in perfect unison. Despite its odd appearance, the creature moves gracefully through the air. Ordered Forms. The circular bodies of these bizarre, spherical celestials are surrounded by six identical wings of burnished silver. Many angels like devas and planetars see moonkites as the perfect unity of form and function, and often extol their virtues to mortals when trying to convince them of the grandeur of the heavens. Moonkites themselves rarely communicate, but when they do, their wings vibrate in time with their words. Heavenly Steeds. Though most celestials do not ride mounts nor use creatures like pegasi and unicorns as steeds, moonkites sometimes serve as mounts for powerful celestial generals and heroes, especially those that do not possess a humanoid form. The moonkite can outfly most other creatures, and it is particularly hardy against the powers of demons and devils, making it a valuable mount to many celestials. Celestials riding a moonkite never treat it as a lesser creature, instead often confiding in the moonkite or asking for its opinion. Gifts from Above. When the world is in dire peril from a powerful chaotic or evil threat, moonkites have been known to assist good-aligned heroes as steeds. Any mortal that gains a moonkite as an ally must uphold the tenets of truth, heroism, and generosity, lest it lose the celestial’s assistance. Immortal Nature. The moonkite doesn’t require food, drink, or sleep. MOONKITE Large celestial, lawful good Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 19 (+4) Saving Throws Wis +6, Cha +7 Skills Insight +6, Perception +6, Religion +5 Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, exhaustion, frightened, poisoned, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages Celestial, telepathy 120 ft. Challenge 5 (1,800 XP) Celestial Freedom. The moonkite ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. In addition, it has advantage on saving throws against spells and effects that would banish it from its current plane or that would bind it to a particular location or creature. The moonkite can grant this trait to anyone riding it. Flyby. The moonkite doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Magic Resistance. The moonkite has advantage on saving throws against spells and other magical effects. Magic Weapons. The moonkite’s weapon attacks are magical and silvered. ACTIONS Multiattack. The moonkite makes four wing buffet attacks. Alternatively, it can use Radiant Arrow twice. Radiant Arrow. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) radiant damage. Wing Buffet. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the moonkite scores a critical hit, the target must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Planar Traveler. The moonkite can transport itself to a different plane of existence. This works like the plane shift spell, except the moonkite can affect only itself and a willing rider, and can’t banish an unwilling creature to another plane. Moonkite

261 TOME OF BEASTS 2 M These large creatures stand upright, with exceptionally powerful legs that end in cloven hooves. Their upper bodies are muscular beneath their snowy-white fur, and their heads resemble those of goats. Dwellers of Mountains. Mountain striders are most at home in the mountains. They live among the peaks, climbing seemingly impossible slopes to make their homes in the caves and burrows they dig near the tops. Ages ago, they had amicable relations with nearby settlements, but their aggressive behavior and boorish attitudes led to conflicts with the populace. They were subsequently made to withdraw from civilization as a result. In the years since, they have become an insular people, fearful of outsiders and resentful of civilization. Communal. Mountain striders live in communal groups that travel the mountains, moving with the seasons. They are highly protective of each other and go into a brief rage when one of their number falls. Their nomadic and overly protective natures occasionally bring them into conflict with dwarves, though the two don’t actively hunt each other. Bleating Communication. The weather on the highest mountain peaks can turn at a moment’s notice, separating family groups within minutes. The mountain striders adapted to such dangers by developing complex bleating calls. Over time, these calls became part of the mountain striders’ culture, seeing use outside of emergency situations. The calls range from simple notifications of an individual’s location or health to short songs identifying family affiliation and lineage. MOUNTAIN STRIDER Large monstrosity, chaotic neutral Armor Class 12 Hit Points 34 (4d10 + 12) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 8 (−1) 14 (+2) 9 (−1) Skills Survival +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1 (200 XP) Charge. If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone. Sure-Footed. The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ACTIONS Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Thunderous Bleat (Recharge 6). The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. REACTIONS Revenge for the Fallen. When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack. Mountain Strider

M TOME OF BEASTS 2 262 Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes. A scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy. Curseless. This alternate mummy doesn’t carry the same curse as one created through a burial ritual, but its unique, arcane creation does make it particularly deadly to spellcasters. Obsessed with knowledge, the scroll mummy siphons spells from spellbooks, scrolls, and even other spellcasters and inscribes them onto empty parchment on its body. A scroll mummy can use the spells it has inscribed onto its body and jealously guards those scrolls for fear of losing their power. Powerful scroll mummies wrapped in extremely potent scrolls are said to exist but have yet to emerge from their hidden lairs. Undead Nature. A scroll mummy doesn’t require air, food, drink, or sleep. SCROLL MUMMY Medium undead, neutral Armor Class 12 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (–1) 17 (+3) 18 (+4) 11 (+0) 14 (+2) Saving Throws Wis +3 Skills Arcana +7, History +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 6 (2,300 XP) Magic Resistance. The scroll mummy has advantage on saving throws against spells and other magical effects. Scroll Body. The scroll mummy can inscribe a spell from a spellbook or scroll onto the parchment wrappings that cover its body as if copying a spell into a spellbook. Alternatively, it can inscribe a spell another spellcaster knows or has prepared onto its body by striking the spellcaster with its Spell-Siphoning Fist (see below). If the scroll mummy inscribes a spell with its Spell-Siphoning Fist, the inscription is free and happens immediately. The scroll mummy can use any spell it has inscribed onto its body once per day. Innate Spellcasting. The scroll mummy’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: At will: comprehend languages, fire bolt, mage hand, prestidigitation, ray of sickness 5/day each: hold person, inflict wounds, scorching ray 3/day each: bestow curse, fear 1/day each: black tentacles, confusion ACTIONS Multiattack. The scroll mummy makes two spell-siphoning fist attacks. Spell-Siphoning Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 11 (2d10) force damage. If the target is a spellcaster, it must succeed on a DC 15 Charisma saving throw or lose one random unused spell slot. The scroll mummy inscribes one of the spellcaster’s spells of that slot level onto the parchment wrappings that cover its body (see the Scroll Body trait). Mummy, Scroll

263 TOME OF BEASTS 2 M Murgrik This reptilian creature is built like an alligator with two extra mouths: one affixed to a stalk between its eyes and one toothy maw stretched over its belly. A batlike membrane connects its forelimbs to its body, and a tail made up of a dozen spinning tentacles propels the abomination in flight. Marshy Nightmares. Murgriks are consummate hunters and prefer to prey on intelligent creatures. They relish the fear their appearance provokes, and they augment this fear by generating terrifying wails from the stalks on their heads. Once they smell blood, they relentlessly attack and pursue prey until they or their prey die. Corrupted Alligators. Occasionally, deep parts of swamps cross planar boundaries into the Abyss. Those who study murgriks believe the creatures are ordinary alligators warped by their proximity to that plane. Their cruelty and preference for intelligent prey both lend credence to the notion that the Abyssa has influenced their mutations. Afraid of Herons. The only known way to deter a murgrik from attacking is to introduce a heron, real or illusory. The reason a murgrik retreats from herons is a mystery, but it may point to the existence of a demonic bird that preys on murgriks. MURGRIK Large aberration, chaotic evil Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., fly 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 18 (+4) 6 (–2) 14 (+2) 9 (–1) Skills Athletics +10, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages understands Deep Speech but can’t speak Challenge 9 (5,000 XP) Blood Frenzy. The murgrik has advantage on melee attack rolls against any creature that doesn’t have all its hp. Hold Breath. The murgrik can hold its breath for 30 minutes. Keen Scent. The murgrik has advantage on Wisdom (Perception) checks that rely on smell. Tentacle Flight. The murgrik flies by spinning its tentacles. If it is grappling a creature with its tentacles, its flying speed is halved. ACTIONS Multiattack. The murgrik makes three attacks: one with its bite and two with its tentacles. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. The target is grappled (escape DC 18) if it is a Medium or smaller creature and the murgrik doesn’t have two other creatures grappled. Until this grapple ends, the target is restrained. Stomach Maw. The murgrik makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the murgrik, and it takes 14 (4d6) acid damage at the start of each of the murgrik’s turns. The murgrik can only have one creature swallowed at a time. If the murgrik takes 20 damage or more on a single turn from the swallowed creature, the murgrik must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the murgrik. If the murgrik dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Unsettling Ululations (Recharge 6). The stalk on the murgrik’s head unleashes a dispiriting wail. Each creature within 30 feet of the murgrik that can hear it must make a DC 14 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn’t frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

M TOME OF BEASTS 2 264 This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature’s body as if alive. Sightless Alchemists. The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes. Bound in Jelly. Each mydnari enters into a symbiotic relationship with a mutated strain of ochre jelly as soon as it is born. This is a sacred rite among the mydnari, and without this link a mydnari is cast out and soon succumbs to the elements. The mydnari provides long-term sustenance for the jelly, and the jelly provides the sightless mydnari with protection and the ability to better sense its environment. Oozing Cities. The cities of the mydnari are dominated by flowing spires and twisting walkways, and they are always bathed in a sickly yellow-green radiance. Oozes and slimes are found almost everywhere, whether simply wandering along the street to clean up refuse or serving as living baths for mydnari nobles. Their cities also boast a large section dedicated to alchemy, and the sulfurous and sometimes noxious odors from the many alchemical labs float through the city for all to smell. Detested Necessity. The mydnari are viewed with revulsion by duergar and other subterranean races who rely on their alchemy. Only derro and aboleths are known to tolerate the mydnari for any length of time. Oozebound Nature. A mydnari doesn’t require sleep. MYDNARI Medium humanoid, neutral evil Armor Class 13 Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 14 (+2) 16 (+3) 14 (+2) Skills Animal Handling +5, Deception +4, Intimidation +4, Perception +5 Damage Immunities acid Condition Immunities paralyzed Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages Deep Speech, Undercommon Challenge 1/2 (100 XP) Bound in Jelly. The mydnari and its jelly are wholly reliant on each other. If the mydnari’s jelly is somehow separated from its master, the jelly dies within 1 minute. If the mydnari is separated from its jelly, it loses its blindsight, Acid Glob action, and Jelly Symbiosis trait. Jelly Symbiosis. A creature that touches the mydnari or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage. Ooze Empathy. A mydnari can use its Animal Handling skill on oozetype creatures with an Intelligence score of 5 or lower. An ooze never attacks a mydnari unless provoked. ACTIONS Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Acid Glob. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be 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. Mydnari

265 TOME OF BEASTS 2 N A human head tops this green-and-brown constrictor. Vines protrude from its scalp and writhe in unison to the serpent’s swaying motion. Mosquitos, gnats, and other flying insects form a cloud around it. Self-Proclaimed Ruler and Protector. The swamp naga is a manifestation of the swamp it inhabits. Its physical form is reminiscent of snakes, and marsh plants grow from its head. The naga’s strong tie to the swamp provides an impetus to protect its home and to believe it is the swamp’s sovereign. Because of this strong link, a swamp rarely hosts more than one naga, unless it covers vast territory. Insect and Serpent Friend. The swamp naga’s link to the swamp extends to many creatures within it. Humanoids and mammalian animals that share the swamp with the naga recognize it as a protector and rarely trouble it, though the naga exerts no control over them. A cloud of poisonous biting and stinging insects accompanies the naga, endangering those who draw close to it. Necessarily Ruthless. Scholars who have studied the connection between swamp nagas and their domains postulate the nagas’ malevolence is an outgrowth of swamplands’ inherent evil. However, the nagas only use force when trespassers actively harm the swamp or refuse to leave after the nagas attempt to reason with them. Nagas typically encourage those they enthrall to either leave or repair damages. They prefer not to take slaves, since this encourages more intruders and likely further havoc. SWAMP NAGA Large monstrosity, lawful evil Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 17 (+3) 11 (+0) 14 (+2) 17 (+3) Saving Throws Con +6, Wis +5 Skills Nature +3, Persuasion +6 Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2,300 XP) Cloud of Insects. A cloud of biting and stinging insects surrounds the swamp naga. A creature that starts its turn within 5 feet of the naga must make a DC 14 Constitution saving throw. On a failure, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A wind of moderate or greater speed (at least 10 miles per hour) disperses the insect cloud for 1 minute. As a bonus action, the naga can disperse the cloud for 1 minute. Rejuvenation. If it dies, the swamp naga returns to life in 1d6 days and regains all its hp. Only a wish spell or removing the naga from its swamp for 1 year can prevent this trait from functioning. Insect and Serpent Passivism. No insects or serpents can willingly attack the swamp naga. They can be forced to do so through magical means. Spellcasting. The swamp naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It knows the following sorcerer spells: Cantrips (at will): dancing lights, mage hand, message, poison spray 1st level (4 slots): charm person, fog cloud, silent image, sleep 2nd level (3 slots): blindness/deafness, hold person, suggestion 3rd level (3 slots): hypnotic pattern, stinking cloud, water breathing 4th level (2 slots): blight ACTIONS Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 13 (3d8) poison damage. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can’t constrict another target. Naga, Swamp

N TOME OF BEASTS 2 266 Almost blending in with the sky, this creature looks like a large shark with cerulean-hued skin and incredibly long pectoral fins that it uses to sail through the air like a bird. Its mouth is filled with several rows of vicious teeth, and an ivory horn emerges from the top of its head. Aerial Predators. A narshark is a creature that resembles a cross between a shark and a narwhal with dark blue skin, long serrated teeth, and a horn growing from its brow. Like many sharks, the narshark is a rapacious predator, hunting birds through the sky as a shark hunts fish. While it lacks the keen nose of most predators, the narshark has excellent eyesight and can pick out details at great distances. While narsharks are dangerous predators, they are seldom top of the aerial food chain and face fierce competition from giant eagles, hippogriffs, and harpies. They are also frequently hunted by griffins, wyverns, and rocs that easily pluck them out of the sky with their greater maneuverability and speed. Narshark Magical Horns. The narshark gains its ability to fly from its magical horn. The horn can be severed from a living narshark, but doing so drives it into a panicked rage as it attempts to slay all those around it. Strangely, narsharks never use their horns in combat, possibly in fear of accidentally breaking them. A narshark’s horn is commonly used in the creation of magic items that grant flight, and narsharks are often the target of hunters seeking to turn a profit. NARSHARK Large monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 25 (3d10 + 9) Speed 10 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 2 (–4) 14 (+2) 4 (–3) Skills Perception +6, Stealth +3 Condition Immunities prone Senses darkvision 60 ft., passive Perception 18 Languages — Challenge 1/2 (100 XP) Keen Sight. The narshark has advantage on Wisdom (Perception) checks that rely on sight. Magical Horn. The narshark’s horn can be attacked and severed (AC 18; hp 5; immunity to bludgeoning, poison, and psychic damage) or destroyed (hp 15). If its horn is severed, the narshark loses its flying speed, loses 4 (1d8) hp at the start of each of its turns, and goes into a frenzy. While in a frenzy, the narshark has advantage on bite attack rolls and attack rolls against it have advantage. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. If the creature isn’t an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns as one of the shark’s teeth chips off into the wound. Any creature can take an action to stanch the wound by removing the tooth. The wound also closes and the tooth pops out if the target receives magical healing.

267 TOME OF BEASTS 2 N Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation. Bone Colossuses. In his tome of deranged ramblings, Tomislav the Thrice-Flaye theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the bone colossus, an undead creature big and powerful enough to serve as a rallying point for undead legions in battle. Death Barques. The death barque is built in the form of a ship to combat the dangers of the seas and to spearhead naval confrontations of undead nations. Its body is constructed from hardened purple worm hides stretched taut over the ribcage of a giant subterranean shark. Its figurehead was once a gypsosphinx (Tome of Beasts, p. 359) while its tail belonged to a cave dragon (Tome of Beasts, p. 125). Death barques typically carry a dozen zombies armed with glaives and chained to the barque’s deck with hooks through their flesh to prevent them becoming lost overboard. But it’s the death barque itself that is the true threat. Its sphinxlike figurehead is capable of breathing a deadly cone of necrotic energy, and its spiked tail can launch explosive bone shards at its enemies. Undead Nature. Necrotech doesn’t require air, food, drink, or sleep. BONE COLOSSUS Gargantuan undead, chaotic evil Armor Class 16 (natural armor) Hit Points 181 (11d20 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 11 (+0) 22 (+6) 14 (+2) 16 (+3) 16 (+3) Saving Throws Con +11, Wis +8 Skills Intimidation +13, Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 18 Necrotech The first bone colossus was deployed in anger against the Electoral Kingdom of Krakova, where it proved decisive in bringing the siege of Wallenbirg to a rapid and favorable conclusion for the undead armies. More bone colossi are under construction; an enthusiastic Emperor Nicoforus intends to position the huge creatures at the vanguard of each of his imperial legions. BONE COLOSSI IN MIDGARD Languages Common, Darakhul Challenge 13 (10,000 XP) Collective Mind. The bone colossus’ individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can’t be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1. Siege Monster. The bone colossus deals double damage to objects and structures. Swarm Form. A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus’ hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature’s space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can’t regain hp or gain temporary hp. As an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus’ hp total is equal to the combined

N TOME OF BEASTS 2 268 The darakhul of the Ghoul Imperium have long practiced necromancy, using the corpses and bones of Underworld denizens to create new undead servants and devise powerful war machines to aid in their conquest of the subterranean lands. Under Emperor Nicoforus, the darakhul necromancers, known as the Necrophagi, have prospered in their mission to develop experimental necrotech, and their progress has accelerated over the last decade, thanks to the blasphemous volumes of eldritch lore gifted to the ghouls by the vampires of Morgau and Doresh in exchange for their military aid against Krakova. NECROTECH IN MIDGARD remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it. Turn Resistance. The bone colossus has advantage on saving throws against any effect that turns undead. ACTIONS Multiattack. The bone colossus makes two attacks. Thunderous Slam (Colossus Form Only). Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone. Razor Teeth (Swarm Form Only). Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer. DEATH BARQUE Gargantuan undead, neutral evil Armor Class 17 (natural armor) Hit Points 198 (12d20 + 72) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 23 (+6) 8 (–2) 14 (+2) 12 (+1) Saving Throws Dex +8, Con +10, Wis +6 Skills Perception +6, Stealth +7 Damage Resistances psychic Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 16 Languages Darakhul, Deep Speech Challenge 12 (8,400 XP) Immutable Form. The death barque is immune to any spell or effect that would alter its form. Magic Resistance. The death barque has advantage on saving throws against spells and other magical effects. Siege Monster. The death barque deals double damage to objects and structures. Turn Resistance. The death barque has advantage on saving throws against any effect that turns undead. ACTIONS Multiattack. The death barque makes three attacks: one with its bite and two with its tail smash. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. Tail Smash. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone. Shrapnel Burst. The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Necrotic Breath (Recharge 5–6). The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

269 TOME OF BEASTS 2 N A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air. Foulness in Motion. The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic. Creations of Madness. Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yetunknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem. NHARYTH Huge aberration, chaotic evil Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 18 (+4) 5 (–3) 14 (+2) 7 (–2) Skills Perception +6, Stealth +6 Damage Resistances bludgeoning, psychic Condition Immunities blinded, deafened, paralyzed Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages understands Deep Speech but can’t speak Challenge 9 (5,000 XP) Spine Trap. With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them. A creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again. ACTIONS Multiattack. The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice. Spined Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. Spine Shot. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn’t make a saving throw and is paralyzed until the end of its next turn instead. Nharyth

N TOME OF BEASTS 2 270 Noth-norren A massive upside-down tornado races along the ground, its mouth swallowing everything around it and its tail spiraling off into the air. The interior of the whirlwind is lined with thousands of jagged teeth, ready to devour all in its path. Epitomes of Destruction. The noth-norren is one of the most destructive and malicious of all elemental creatures and joyfully indulges in the rampant destruction of anything it can fit into its churning vortex. Noth-norrens are typically found in the wildest regions of the Elemental Plane of Air, where their presence often goes overlooked until they strike. They are rare on the Material Plane, though they can be summoned by flying polyps (Creature Codex, p. 162) via an ancient ritual. Strange Relations. Noth-norrens have a strange connection to flying polyps, and, when the two creatures are found together, they cooperate in battle. Sages have long speculated about the relationship between the two creatures, some believing that noth-norrens were created by flying polyps for use in their ancient wars, while others maintain that noth-norrens are flying polyps that have been slain and reborn on the elemental planes in new bodies. NOTH-NORREN Gargantuan elemental, chaotic evil Armor Class 14 Hit Points 203 (14d20 + 56) Speed 0 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 18 (+4) 8 (−1) 14 (+2) 10 (+0) Saving Throws Dex +8, Con +8 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, thunder Condition Immunities deafened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 12 Languages Auran Challenge 13 (10,000 XP) Air Turbulence. A flying creature that enters or starts its turn within 60 feet of the noth-norren must land at the end of its turn or fall. In addition, ranged attack rolls against the noth-norren have disadvantage. Magic Weapons. The noth-norren’s weapon attacks are magical. ACTIONS Multiattack. The noth-norren makes two slam attacks. Alternatively, it uses Throw Debris twice. Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. A creature struck by the slam attack must succeed on a DC 16 Strength saving throw or be knocked prone. Throw Debris. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. Fling Victim. One Large or smaller creature caught in the nothnorren’s vortex is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. Vortex (Recharge 5–6). The noth-norren pulls nearby creatures into its central vortex to be torn apart by its jagged teeth. Each creature within 5 feet of the noth-norren must succeed on a DC 16 Strength saving throw or be pulled into the vortex. A creature in the vortex is blinded and restrained, it has total cover against attacks and other effects outside the vortex, and it takes 21 (6d6) slashing damage at the start of each of the noth-norren’s turns. If the noth-norren takes 30 damage or more on a single turn from a creature inside the vortex, the noth-norren must succeed on a DC 18 Constitution saving throw at the end of that turn or release all creatures caught in its vortex, which fall prone in a space within 10 feet of the noth-norren. If the noth-norren dies, it becomes a pile of teeth, its windy form dissipating, and releases all trapped creatures.

271 TOME OF BEASTS 2 N A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers. Lurking Terrors. Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom. Hag-Born Horrors. The first nyctli were born from the boils of green hags, and the nyctli exhibit a strange affinity for them. Green hags sometimes use the nyctli as spies against nearby humanoid settlements. NYCTLI Tiny fey, chaotic evil Armor Class 14 Hit Points 7 (3d4) Speed 10 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 2 (–4) 18 (+4) 10 (+0) 6 (–2) 14 (+2) 12 (+1) Skills Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Sylvan Challenge 1/4 (50 XP) ACTIONS Stingers. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 3 (1d6) necrotic damage, and the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Douse Light. The nyctli magically dispels or douses a single magical or nonmagical light source within 30 feet of it. The nyctli can’t dispel light created by a spell of 3rd level or higher. NYCTLI SWARM Large swarm of Tiny fey, chaotic evil Armor Class 14 Hit Points 110 (20d10) Speed 10 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 10 (+0) 6 (–2) 14 (+2) 16 (+3) Skills Perception +6 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 10 (5,900 XP) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny nyctli. The swarm can’t regain hp or gain temporary hp. Innate Spellcasting (1/Day). The nyctli swarm can innately cast fear, requiring no material components. Its innate spellcasting ability is Charisma. ACTIONS Stingers. Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn’t blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Douse Light. As the nyctli, except the swarm can’t dispel light created by a spell of 6th level or higher. Nyctli

N TOME OF BEASTS 2 272 The pitiless eyes of this elven creature are black as pitch with neither white nor iris. Born to Hunt. Mountain nymphs claim to be the children of gods associated with hunting and the moon. Whether this is true or not is unknown, but they are renowned as being some of the best stalkers and trappers among the fey. Newly created mountain nymphs, wearing leathers and carrying yew bows, form on the mountainside, fully-grown. The nymphs carry no arrows; every time they put a finger to any bowstring, a nocked arrow appears. Despoilers of Despoilers. Mountain nymphs despise mortals who disrupt the natural order. Those who take or use more natural resources than they need while in a mountain nymph’s territory risk becoming the target of her wrath. The raising of a settlement in a mountain nymph’s territory will attract her immediate attention. The ruins of a failed mountain settlement may be the work of a mountain nymph that has taken umbrage at the community’s excessive use of the local timber and ore. Relentless Stalkers. Little can be done to deter a mountain nymph once it has set its sights on a quarry. They have been known to track their prey far from their native mountains, across continents and into mortal cities. When a nymph catches up to her mark, she harries it without mercy or remorse. A nymph’s mark, assuming it has done nothing to offend or harm the nymph, can throw the nymph off its tail by exiting her territory and leaving tribute of freshly hunted meat and strong drink. MOUNTAIN NYMPH Medium fey, chaotic neutral Armor Class 15 (leather armor) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 10 (+0) 18 (+4) 14 (+2) Saving Throws Dex +7, Wis +7 Skills Perception +7, Stealth +7, Survival +7 Senses darkvision 90 ft., passive Perception 17 Languages Common, Elvish, Sylvan Challenge 6 (2,300 XP) Hunter’s Foresight. The mountain nymph can see the immediate future of a creature affected by her hunter’s mark spell. While hunter’s mark is active on a creature, the mountain nymph has advantage on attack rolls against the creature and on saving throws against the creature’s spells and special abilities. Mountain Walk. The mountain nymph can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn’t cost her extra movement. Point Blank Hunter. When the mountain nymph makes a ranged attack with a bow, she doesn’t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though she may still have disadvantage from other sources. Innate Spellcasting. The mountain nymph’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: hunter’s mark 3/day each: misty step, spike growth 1/day: pass without trace ACTIONS Multiattack. The mountain nymph makes three longbow attacks. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Nymph, Mountain Cults of the Hunter take the appearance of a mountain nymph as a sign of the Blood God’s favor. A mountain nymph that has been taken in by the faithful leads them in wild hunts against homesteaders, travelers, and merchants in their mountain demesnes and adjoining regions. In the Cloudwall Mountains, the mountain nymph Arshea wages a one-person war against worshippers of Marena. She is said to be seeking companions for a large-scale push against the Red Sisterhood. MOUNTAIN NYMPHS IN MIDGARD

273 TOME OF BEASTS 2 O Saving Throws Dex +6, Wis +5 Skills Perception +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses blindsight 20 ft., darkvision 60 ft., passive Perception 15 Languages — Challenge 9 (5,000 XP) Hold Breath. The oasis keeper can hold its breath for 30 minutes. Oasis Camouflage. The oasis keeper has advantage on Dexterity (Stealth) checks made while in a desert or in sandy terrain beneath water. The large, sand-colored serpent lies in wait beneath the sands at the edge of the oasis, its large nostrils flaring above the sand. The barbed stinger on the end of its tail rests just below the water’s surface. Oasis keepers lurk within the waters of oases and secrete a toxin into them. Peaceful Poison. Traveling caravans and animals that drink from oases inhabited by oasis keepers are lulled into lingering around them and provide an ample food supply for the oasis keepers. Settlements often form around such oases, and occasional disappearances are accepted as the norm. Sand and Water Dwellers. Oasis keepers lurk by the edge of the water and wait for an opportune time to use their stingers. After they strike, they pull their meal to the water’s depths to feast. Oasis keepers occasionally travel into underground rivers to mate, but they are otherwise fairly sedentary and solitary. OASIS KEEPER Huge monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 123 (13d12 + 39) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 3 (–4) 12 (+1) 8 (–1) Pacifying Secretions. If the oasis keeper’s stinger sits in water for at least 1 hour, the water becomes poisoned with its toxin. A creature that drinks the poisoned water must succeed on a DC 15 Constitution saving throw or be calmed for 24 hours. A calmed creature feels compelled to stay at the oasis and has disadvantage on Wisdom (Perception) checks to notice or recognize danger. A calmed creature that drinks the water again before 24 hours have passed has disadvantage on the saving throw. The greater restoration spell or similar magic ends the calming effect early. ACTIONS Multiattack. The oasis keeper makes two attacks: one with its stinger and one with its bite Bite. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit 21 (3d10 + 5) piercing damage. Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is incapacitated for 1 minute. On a success, the target takes half the damage and isn’t incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Oasis Keeper

O TOME OF BEASTS 2 274 This towering ogre is covered in rippling muscles. It wears a suit of burnished scale mail and hefts a gleaming greatsword in its hands. A large white horn emerges from the ogre’s forehead, glowing with a strange blue radiance. Ogre Royalty. A one-horned ogre is not only physically more impressive than other ogres, it also radiates a terrible majesty that causes most other ogres to supplicate themselves before it. Even creatures like crimson-tusked ogres (Creature Codex, p. 279), ettins, and hill giants find themselves bowing to these creatures and following them into battle. As a result, most one-horned ogres are the leaders of tribes or families of ogres. Though one-horned ogres are generally at the top of the political pyramid, they sometimes serve an even greater power, such as a coven of hags, an ogre mage, or a red dragon. Dark Gifts. One-horned ogres gain their power through a dark pact with a fiend. This pact manifests in the shape of a horn that grows from their brow, which grants them great power but also makes them vulnerable. Their horns come in black, crimson, and white, depending on the type of fiend the ogre serves. Black-horned ogres serve demons and other chaotic fiends, white-horned ogres serve neutral fiends, and crimson-horned ogres serve devils and other lawful fiends. If a one-horned ogre ever loses its horn, its allies either flee or turn on their former leader, often resulting in its death. As a result, one-horned ogres are paranoid about their horns and sometimes go to excessive lengths to cover or protect their horns in battle. ONE-HORNED OGRE Large giant, any evil alignment Armor Class 14 (scale mail) Hit Points 93 (11d10 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 17 (+3) 8 (–1) 10 (+0) 18 (+4) Skills Intimidation +7 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 5 (1,800 XP) Magical Horn. The power of the one-horned ogre comes from its horn. If the horn is ever removed, the onehorned ogre loses its Fiendish Horn Blast action and its Innate Spellcasting trait, and its Charisma score is reduced to 8 (–1). If the ogre receives a new horn through regenerative magic or a blessing from its patron, it regains what it lost. Ruthless Weapons. When the one-horned ogre hits a blinded, charmed, or frightened creature with any weapon, the weapon deals an extra 1d6 psychic damage. Innate Spellcasting. The one-horned ogre’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components. 2/day each: darkness, misty step, suggestion 1/day each: fear ACTIONS Multiattack. The one-horned ogre can use its Fiendish Horn Blast. It then makes one greatsword attack. Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Fiendish Horn Blast. The one-horned ogre directs the power of its horn at a target it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and suffers a condition for 1 minute based on the color of the ogre’s horn: blinded (black), charmed (crimson), or frightened (white). On a success, the target takes half the damage and doesn’t suffer the condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ogre, One-Horned

275 TOME OF BEASTS 2 O The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power. Special torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack. Saving Throws Wis +0 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned, prone Senses darkvision 90 ft., passive Perception 7 Languages understands all languages it knew in life but can’t speak Challenge 6 (2,300 XP) Haphazard Charge. If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn. Overwhelming Assault. When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede 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 ogrepede’s Overwhelming Assault for the next 24 hours. ACTIONS Multiattack. The ogrepede makes two attacks: one with its bite and one with its slam. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice. Ogrepede Vicious Louts. Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults. Noisy Wanderers. People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties. Poor Allies. Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable. Undead Nature. An ogrepede doesn’t require air, food, drink, or sleep. OGREPEDE Huge undead, chaotic evil Armor Class 13 (natural armor) Hit Points 142 (15d12 + 45) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (–1) 17 (+3) 5 (–3) 5 (–3) 3 (–4)

O TOME OF BEASTS 2 276 This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair. Grand Sculptures. Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment. Judge, Jury, and Executioner. Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a barbed devil or fiend of similar power, and some onyx magistrates bear traces of their diabolical heritage in the form of smoking embers for eyes or glowing cracks covering their bodies. Construct Nature. The onyx magistrate doesn’t require air, food, drink, or sleep. ONYX MAGISTRATE Large construct, lawful evil Armor Class 16 (natural armor) Hit Points 123 (13d10 + 52) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 18 (+4) 16 (+3) 20 (+5) 20 (+5) Skills Insight +8, Intimidation +8, Perception +8, Persuasion +8, Religion +6 Damage Resistances cold, fire, psychic Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone Senses darkvision 60 ft., passive Perception 18 Languages Common, Infernal Challenge 8 (3,900 XP) Immutable Form. The onyx magistrate is immune to any spell or effect that would alter its form. Magic Resistance. The onyx magistrate has advantage on saving throws against spells and other magical effects. Magic Weapons. The onyx magistrate’s weapon attacks are magical. ACTIONS Multiattack. The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice. Scepter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Necrotic Ray. Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage. Dire Judgement (1/Day). Each creature of the onyx magistrate’s choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can’t regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic. REACTIONS Tip the Scales (Recharge 5–6). The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed. Onyx Magistrate

277 TOME OF BEASTS 2 O Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved. Arboreal Origins. With magical trees comes magical sap. An amber ooze is created when a magical tree, usually a treant, is felled or drained of its sap. Most amber oozes are large, orange blobs of sap that pick up anything they come across. Preserved Innards. While most oozes are made of corrosive materials and dissolve their prey, the amber ooze subsists on dead plant matter and preserves animals inside it. Though unintelligent, amber oozes contain a portion of their progenitor tree’s desire to protect life in the forest. If an amber ooze comes across a living creature, it immediately attempts to engulf the creature to preserve it. Ooze Nature. An amber ooze doesn’t require sleep. AMBER OOZE Large ooze, unaligned Armor Class 7 Hit Points 76 (9d10 + 27) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 5 (–3) 17 (+3) 1 (–5) 6 (–2) 1 (–5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 4 (1,100 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Arboreal Movement. The ooze can move through trees as if they were difficult terrain. Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The amber ooze uses its Engulf. It then makes two pseudopod attacks. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage. Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space and the creature is engulfed. The engulfed creature can’t breathe, is restrained, and, after 1d4 rounds, the creature is petrified. A creature petrified by the ooze remains petrified until 24 hours after it exits the ooze. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Ooze, Amber

O TOME OF BEASTS 2 278 The dark gelatinous creature’s form constantly shifts and swirls incomprehensibly. There are places in the depths of the world where the barrier between the Material Plane and the Void grows thin. When a black pudding spends too much time in one of these places, it absorbs the foul energies and becomes an eldritch ooze. These creatures move mindlessly through the lightless depths, seeking wills to destroy. Drawn to Madness. Despite their mindlessness, eldritch oozes seem to be drawn to areas where madness is already rampant. When they escape to the surface world, they inevitably migrate to asylums or other locations where the insane congregate. Ooze Nature. An eldritch ooze doesn’t require sleep. ELDRITCH OOZE Large ooze, unaligned Armor Class 8 Hit Points 153 (18d10 + 54) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 16 (+3) 6 (–2) 16 (+3) 1 (–5) 6 (–2) 8 (–2) Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 5 (1,800 XP) Amorphous. The eldritch ooze can move through a space as narrow as 1 inch wide without squeezing. Maddening Form. When a creature with an Intelligence of 3 or higher that can see the eldritch ooze starts its turn within 30 feet of the ooze, the ooze can force it to make a DC 14 Wisdom saving throw if the ooze isn’t incapacitated and can see the creature. If the creature fails, it takes 7 (2d6) psychic damage and is incapacitated until the end of its turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the eldritch ooze until the start of its next turn, when it can avert its eyes again. If the creature looks at the ooze in the meantime, it must immediately make the saving throw. Spider Climb. The eldritch ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Void-Infused Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) psychic damage. The target must succeed on a DC 14 Wisdom saving throw or its Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. REACTIONS Split. When an eldritch ooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hp. Each new ooze has hp equal to half the original ooze’s, rounded down. New oozes are one size smaller than the original ooze. Eldritch Ooze

279 TOME OF BEASTS 2 O Black sludge with glowing red veins seeps out of a crack in the wall, sizzling as it pushes forward. Ichor oozes are vengeful slimes created by the destruction of fiends. Born from Destroyed Fiends. When a fiend is destroyed on a plane of existence other than its home plane, ichor is all that remains in the place where it was slain. When a strongwilled, hateful fiend dies cursing its slayers, a small piece of its lust for vengeance can infuse the ichor, giving the remains life. The ichor becomes one or more ichor oozes, which have a single-minded goal: revenge. Revenge Seekers. Ichor oozes stop at nothing to hunt down the people who killed the fiends that created them. They can sense their quarries over any distance and attack other life they come across to fuel their pursuits. The destruction of a bigger fiend, like a balor, can result in many ichor oozes pursuing a single target. Once an ichor ooze has its revenge, it goes on a rampage, killing all life it can find until it is destroyed. Ooze Nature. An ichor ooze doesn’t require sleep. ICHOR OOZE Medium ooze, neutral evil Armor Class 8 Hit Points 39 (6d8 + 12) Speed 20 ft., climb 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 15 (+2) 6 (–2) 14 (+2) 3 (–4) 7 (–2) 1 (–5) Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 2 (450 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Magic Resistance. The ooze has advantage on saving throws against spells and other magical effects. Sense Destroyer. The ichor ooze knows the direction and distance to the creature that performed the killing blow on the fiend that created the ooze, as long as the two of them are on the same plane of existence. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Hurl Mote. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 5 (1d6 + 2) fire damage. Life Drain. One creature grappled by the ooze must make a DC 12 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target’s hp maximum is reduced by an amount equal to the damage taken, and the ooze regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Ooze, Ichor

O TOME OF BEASTS 2 280 Gray and amorphous, this creature skulks along the stone floor. Its body appears wet and oily, though an unusual crystalline pattern decorates the surface. Subterranean Menace. A mineral ooze is a slime that hardens into solid rock after it engulfs its target, making escape much more difficult as it slowly digests the creature. Earthy Consistency. The mineral ooze has a high concentration of silicates and crystal, which appear on the surface of the creature when it is in its gelatinous form. When it engulfs a creature, these minerals are pushed to the surface, where they harden quickly, trapping the creature. The ooze reverts to its liquid form after it has finished digesting the creature or if the creature escapes. Ooze Nature. A mineral ooze doesn’t require sleep. MINERAL OOZE Large ooze, neutral Armor Class 9 Hit Points 76 (8d10 + 32) Speed 20 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (–1) 18 (+4) 1 (–5) 5 (–3) 3 (–4) Damage Resistances acid, cold, fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages — Challenge 3 (700 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. Mineralize. As a bonus action when it has encased a creature, the ooze hardens the minerals in its body, turning the surface of its body into a stone-like material. While mineralized, the ooze has a walking speed of 5 feet, and it has resistance to bludgeoning, piercing, and slashing damage. The ooze remains mineralized until the creature it has encased dies, or until the ooze takes a bonus action to end it. ACTIONS Multiattack. The mineral ooze makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the ooze uses its Encase on the target. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage. Encase. The mineral ooze encases a Medium or smaller creature grappled by it. The encased target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the ooze’s turns or take 7 (2d6) acid damage. If the ooze moves, the encased target moves with it. The ooze can have only one creature encased at a time. An encased creature can try to escape by taking an action to make a DC 12 Strength check. The creature has disadvantage on this check if the ooze is mineralized. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can take an action to pull a creature out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 7 (2d6) acid damage. The creature making the attempt has disadvantage on the check if the ooze is mineralized. Ooze, Mineral

281 TOME OF BEASTS 2 O A pool of black pitch bubbles on the ground. Skulls and bones rise to the surface with each burst of putrid air. The tar lets out a burbling hiss, as if releasing the last gasp of a creature trapped within it. Necrotic Sludge. When a group of tar ghouls (Creature Codex, p. 176) is destroyed near each other, the tar sometimes coalesces into a necrotic sludge. Driven by the hunger and hatred of the ghouls, the resulting ooze preys on the fearful. Ghoulish Allies. Tar oozes view tar ghouls as allies and don’t attack them. Tar ghouls often keep tar oozes as pets or guardians to their underground lairs. Occasionally, a tar ghoul gets the idea to build an army of tar ghouls by feeding humanoids to its pet tar oozes, but infighting quickly dismantles any organization the tar ghouls manage to create. Eternal Flame. The tar that makes up the ooze is never consumed by fire, and it burns forever. It is prized as an alchemical component for making torches that never extinguish. Ooze Nature. A tar ooze doesn’t require sleep. TAR OOZE Large ooze, unaligned Armor Class 9 Hit Points 120 (15d10 + 45) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (–1) 16 (+3) 1 (–5) 8 (–1) 2 (–4) Damage Immunities fire, necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 6 (2,300 XP) Fire Hazard. When the ooze takes fire damage, it bursts into flame. The ooze continues burning until it takes cold damage or is immersed in water. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it while it is burning takes 5 (1d10) fire damage. While burning, the ooze’s weapon attacks deal an extra 5 (1d10) fire damage. Sticky Situation. A creature covered in the ooze’s tar has its speed halved for 1 minute. In addition, the tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns until a creature takes an action to snuff out the flames. A creature that starts its turn covered with burning tar takes 10 (2d10) fire damage. A humanoid that dies while covered in tar rises 1 hour later as tar ghoul (Creature Codex, p. 176), unless the humanoid is restored to life or its body is destroyed. ACTIONS Multiattack. The tar ooze makes two pseudopod attacks. If both attacks hit the same target, the target is covered in tar (see Sticky Situation). Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. Hurl Tar. Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage and the target must succeed on a DC 14 Dexterity saving throw or be covered in tar (see Sticky Situation). Ooze, Tar

O TOME OF BEASTS 2 282 This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature’s long fangs sizzles as it lands. Born from Corruption. An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities. Servants of Serpents. Ophidiotaurs serve evil nagas, serpentfolk of Yig (Creature Codex, p. 324), and even dragons. While they make poor guards, ophidiotaurs excel as shock troops and mounts for serpentfolk. Ophidiotaurs that survive the fall of their masters escape into the wilds and form loose-knit tribes ruled by the strongest individual. Centaurs loathe and pity ophidiotaurs in equal measure and put down the abominations whenever they can. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be 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. Poisoned Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage. Call Serpents (1/Day). The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur’s choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action. Ophidiotaur OPHIDIOTAUR Large monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 50 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 18 (+4) 8 (–1) 16 (+3) 14 (+2) Saving Throws Wis +5 Skills Athletics +7, Perception +6, Stealth +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 16 Languages Common, Draconic, Void Speech Challenge 5 (1,800 XP) Charge. If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage. Magic Resistance. The ophidiotaur has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The ophidiotaur makes two attacks: one with its bite and one with its glaive.

283 TOME OF BEASTS 2 O This bat-like creature has luxurious blue fur covering every part of its body. It has a heavily wrinkled face, large, bulbous eyes, and twin horn-like antennae. Thin sable wings unfurl from its back, and its fur emits tiny sparks of blue lightning. Cave-Dwelling Hunters. A large, bat-like monstrosity native to many natural cave systems and chasms, the ophinix spends most of its time flying through the darkened passages of its home looking for its next meal. The ophinix is single-minded in its pursuit of prey, hunting bats, darkmantles, giant moths, giant beetles, and even the occasional unwary miner. For this reason, a nest of these creatures can present a major threat to mining operations or the establishment of underground outposts, and bounties for them are common. Lightning Bats. The ophinix has a natural affinity for lightning, and its fur can absorb massive amounts of static electricity. It can direct this electricity in bolts of lightning at its enemies. When charged with static, its fur emits sparks of dim blue light. It usually discharges this static before it goes hunting to avoid being seen by its prey. Wings in the Darkness. Though most subterranean races see ophinixes as nothing more than nuisances, they are sometimes tamed and used as guard beasts or mounts by smaller humanoids like derro and deep gnomes. Those riding an ophinix must use a specialized saddle and wear thick clothing to prevent themselves from being shocked by the creature’s electrically-charged fur, but many are willing to risk the potential danger if it means securing such a formidable ally. OPHINIX Large monstrosity, unaligned Armor Class 13 Hit Points 60 (8d10 + 16) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 2 (−4) 12 (+1) 5 (−3) Skills Perception +3, Stealth +5 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13 Languages — Challenge 2 (450 XP) Conductive Fur. While the ophinix is charged with electricity, a creature that touches the ophinix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning damage. Lightning Recharge. Whenever the ophinix is subjected to lightning damage, it takes no damage and becomes charged with electricity. If it is already charged, the duration resets to 1 minute. ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the ophinix is charged with electricity, the target also takes 5 (2d4) lightning damage. Generate Static. The ophinix rubs along a dry surface and charges its fur with static electricity. Its fur remains charged with electricity for 1 minute or until it uses Lightning Strike. Lightning Strike (Recharge Special). The ophinix releases its static electricity at up to three targets it can see within 30 feet of it. Each creature must make a DC 12 Dexterity saving throw, taking 5 (2d4) lightning damage on a failed save, or half as much damage on a successful one. After using Lightning Strike, the ophinix is no longer charged with electricity. It can’t use Lightning Strike if isn’t charged with electricity. Ophinix

O TOME OF BEASTS 2 284 The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin. Dwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement. Drawn to Magical Corruption. Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs’ ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it. Synchronized Tribes. Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source. Silent Hunters. Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. When they hunt, gray orcs paint their pale skin with swirls of a mushroom-based black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt. Orc, Gray GRAY ORC Medium humanoid (orc), neutral Armor Class 13 Hit Points 15 (2d8 + 6) Speed 40 ft., burrow 20 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 9 (–1) 11 (+0) 10 (+0) Skills Acrobatics +5, Athletics +4, Perception +2, Stealth +7 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages Orc Challenge 1/4 (50 XP) Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see. Magic Absorption. When the gray orc is hit by a spell or is in the area of a spell, it regains hp equal to the spell’s level. This trait doesn’t counter the spell or negate its damage or effects. The orc regains the hp after the spell is resolved. Pack Tactics. The gray orc has advantage on attack rolls against a creature if at least one of the orc’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the gray orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

285 TOME OF BEASTS 2 O A clumsy-looking flightless bird with a short, conical beak and no feathers or skin stares blankly with its single eye. Its organs are held in place by a slimy, transparent membrane. Nearly Mindless. Orniraptors are creatures of pure instinct and share more in common with the basest vermin than with beasts. They attack anything that moves and peck off bits and pieces of their prey as they hunt, gobbling bites as it flees. Troublesome Pests. Orniraptors tend to be more troublesome than dangerous, due to their persistence in striking at anything that moves. However, the creatures are capable of sharing their perceptions when near each other. This makes them particularly deadly when one notices something move and dozens of orniraptors suddenly converge on that point. Quiet Yet Loud. Orniraptors have no vocal organs and simply squawk soundlessly as they go about their business. Their movements tend to be jerky and clumsy, though, and therefore quite audible. ORNIRAPTOR Small monstrosity, unaligned Armor Class 11 Hit Points 16 (3d6 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 14 (+2) 2 (−4) 7 (−2) 8 (−1) Senses passive Perception 8 Languages — Challenge 1/4 (50 XP) Blood Spurt. When a creature deals piercing or slashing damage to the orniraptor while within 5 feet of it, the creature must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage as it is struck by the creature’s caustic blood. Collective Perception. The orniraptor is aware of everything each other orniraptor within 20 feet of it notices. Poor Vision. The orniraptor’s visual acuity is based on movement. A creature that didn’t move between the end of the orniraptor’s last turn and beginning of its current turn is invisible to the orniraptor. The creature is not invisible to the orniraptor if another orniraptor within 20 feet of it notices the creature. ACTIONS Peck. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Spit Stone. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Orniraptor

O TOME OF BEASTS 2 286 Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature’s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer. Neglectful Beginnings. Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single tattered blanket or broken toy. Problem with Authority. Orphans of the black hate those who hold command over others. Whenever possible, creatures prominently displaying rank or other titles, along with those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well. ORPHAN OF THE BLACK Small fey, neutral evil Armor Class 13 Hit Points 49 (9d6 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 8 (–1) 10 (+0) 13 (+1) Damage Resistances bludgeoning Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) Forbiddance. An orphan of the black can’t enter a residence without an invitation from one of the occupants. Sense Law. An orphan of the black can pinpoint the location of a lawful creature within 30 feet of it. Transmit Pain. A creature that hits the orphan of the black with an attack must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage. ACTIONS Multiattack. The orphan of the black makes two melee attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Incite Violence (Recharge 5–6). The orphan of the black forces a creature it can see within 15 feet of it to commit an outburst of violence. The target must make a DC 12 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to attack the nearest creature other than the orphan of the black. On a success, the creature takes 7 (2d6) psychic damage from the violence boiling at the edge of its consciousness. A creature immune to being charmed isn’t affected by the orphan’s Incite Violence. Orphan of the Black

287 TOME OF BEASTS 2 O A large, rotting heart floats forward, its hypnotic heartbeat echoing all around it. Vampiric Hunters. An ortifex’s singular purpose is to absorb blood from living creatures. When seeking blood, it disorients victims with an ominous, hypnotic heartbeat, then magically siphons their blood, leaving behind a shriveled carcass. Harvested from Giants and Dragons. Only large hearts can be made into ortifexes, which are typically created from the hearts of giants, dragons, and particularly large beasts. Necromancers who create ortifexes for vampiric clients pay well for a sizeable heart, especially if it is minimally decomposed. Agents of Oppression. When a blood cult, necromancer, or intelligent undead wants to demoralize a village or demand a sacrifice, it often sends an ortifex to collect payment in blood. Undead Nature. An ortifex doesn’t require air, food, drink, or sleep. ORTIFEX Medium undead, neutral evil Armor Class 12 (natural armor) Hit Points 78 (12d8 + 24) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 8 (–1) 13 (+1) 12 (+1) Saving Throws Con +4, Wis +3 Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands the languages of its creator but can’t speak Challenge 4 (1,100 XP) Blood Bearer. A creature that subsists on blood, such as a vampire, can use its action while within 5 feet of the ortifex to drain blood from it. The creature can drain up to the ortifex’s current temporary hp, regaining hp equal to that amount. The ortifex then loses temporary hp equal to that amount. Blood Sense. The ortifex can pinpoint the location of creatures that aren’t constructs or undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. Hypnotic Heartbeat. A creature that can hear the ortifex’s heartbeat and starts its turn within 60 feet of the ortifex must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed, it is incapacitated and must move toward the ortifex by the most direct route on its turn, trying to get within 5 feet of the ortifex. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, it can repeat the saving throw, ending the effect on a success. Unless surprised, a creature can plug its ears to avoid the saving throw at the start of its turn. If the creature does so, it is deafened until it unplugs its ears. If the creature unplugs its ears while still within range of the ortifex’s heartbeat, it must immediately make the saving throw. ACTIONS Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. Blood Siphon (Recharge 6). The ortifex drains blood from nearby creatures. Each creature within 20 feet of the ortifex must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The ortifex gains temporary hp equal to the single highest amount of necrotic damage dealt. If it gains temporary hp from this action while it still has temporary hp from a previous use of this action, the temporary hp add together. The ortifex’s temporary hp can’t exceed half its hp maximum. A creature that doesn’t have blood is immune to Blood Siphon. Ortifex The Red Sisters, who operate openly in the Greater Duchy of Morgau, regularly gift ortifexes as rewards for favors rendered. Recent reports tell of a secret meeting between King Lucan and Marena’s high priestesses regarding the possibility of extracting the heart of a Dread Walker in the Wasted West and turning it into a massive ortifex for the Blood Kingdom. ORTIFEX IN MIDGARD

O TOME OF BEASTS 2 288 Brown fur covers the entire surface of this humanoid, which also has the black nose and small ears of an otter. Its piecemeal leather armor and weapon at the ready give the impression it is prepared for a fight. Foe to Reptilians. While generally peaceful creatures, otterfolk bear an enmity for reptilians, owing to their near extinction in the jaws of giant alligators and other large swamp predators. They are wary of intelligent reptilian creatures, such as lizardfolk and naga, who regularly prey on their people. Otterfolk pass this animosity on to future generations through tales of heroic otterfolk overcoming ferocious snakes and mighty alligators. From the time an otterfolk kit can walk, it learns how to wield the atlatl and to be mindful of the presence of their hated foes. Otterfolk are wary of reptilian visitors or those accompanied by reptiles, but they are cordial to all others. Swamp Guides. Otterfolk are excellent sources of information about the territory surrounding their homes, and they often escort friendly visitors through the swamp. The price for this service depends on the combat capabilities of those they escort. Their overwhelming martial outlook causes them to value visitors who can prove themselves in combat. If a group seems capable of protecting itself, the otterfolk reason they don’t have to defend the group in addition to guiding it. They often ask such groups for a pittance in rations or monetary value (preferring pearls to other valuable items). Otterfolk greatly increase their fees for groups apparently incapable of fighting off potential swamp hazards. However, they pride themselves on never abandoning their charges. Otter Trainers. Otterfolk often raise river otters as guard animals and pets, which serve the same function in their society as dogs in human societies. Otterfolk regard the animals warmly and become sad when favored pets die. They rarely allow their otters to engage in combat. They regularly hold contests where otter owners show off their training prowess by directing their otters in feats of strength, cunning, and dexterity. These contests never involve pitting the otters against each other in combat. The rare few otterfolk who choose to become wizards take otters as familiars. Otterfolk rangers often raise larger river otter specimens (use the statistics of a giant weasel) and train them as companions. OTTERFOLK Small humanoid (otterfolk), chaotic good Armor Class 14 (leather armor) Hit Points 18 (4d6 + 4) Speed 25 ft., climb 15 ft., swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 11 (+0) Skills Stealth +5, Survival +4 Senses darkvision 30 ft., passive Perception 12 Languages Common Challenge 1/4 (50 XP) Hold Breath. The otterfolk can hold its breath for 15 minutes. Pack Tactics. The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolk’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Reptile Foe. The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them. ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Atlatl Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Secrete Oil (Recharge 4–6). The otterfolk secretes an oil that makes it slippery until the end of its next turn. It has advantage on ability checks and saving throws made to escape a grapple. If it is grappled when it takes this action, it can take a bonus action to escape the grapple. Otterfolk

289 TOME OF BEASTS 2 O Several humanoid silhouettes reach out with dark claws. The light shifts, revealing that they are connected to each other by a great mass of flowing darkness. While common shadows are fearsome undead in their own right, the overshadow is a terrible darkness that threatens all life it encounters, especially life that clings to light in the deep, dark places of the world. Spawned by Tragedy. A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies. The collective psychic trauma of mass deaths in the dark seeds a portion of the darkness with undead energies, a collective intelligence, and a sinister intent. Fueled by Fear. While the desire to consume life force is just as strong in the overshadow as its weaker brethren, its greater intellect also gives greater depth to its evil. It enjoys playing with its prey, scaring potential victims with displays of its power, with whispered threats from the darkness, and with other psychological tactics. It prefers to drive its victims into a state of panic before finally devouring their essences. Doom of the Shadowless. The shadows of those killed by the overshadow fuse with it instead of becoming separate shadows. If a creature killed by an overshadow is brought back to life by any means other than the resurrection spell or similar magic, it does not cast a shadow until the overshadow that slew it is destroyed. When such a creature is returned to life, the overshadow is aware of the creature’s return. In addition, undead shadows are drawn to attack the shadowless creature. Undead Nature. An overshadow doesn’t require air, food, drink, or sleep. OVERSHADOW Large undead, chaotic evil Armor Class 14 Hit Points 90 (12d10 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 6 (–2) 18 (+4) 15 (+2) 13 (+1) 13 (+1) 12 (+1) Skills Stealth +6 (+8 in dim light or darkness) Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 11 Languages the languages it knew in life Challenge 4 (1,100 XP) Amorphous. The overshadow can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the overshadow can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the overshadow has disadvantage on attack rolls, ability checks, and saving throws. ACTIONS Multiattack. The overshadow makes two strength drain attacks. Strength Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Bringer of Darkness. The overshadow dims the light around it. The radius of each light source within 60 feet of it is halved for 1 minute. The overshadow can’t use this action while in sunlight. Overshadow

P TOME OF BEASTS 2 290 This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels. Wailing in the Depths. Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions. Evil Blooms. Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes. Formerly Human. Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by aboleths or other intelligent eldritch horrors and are brainwashed to serve their masters unquestioningly. Some pale screamers remember snippets of their lives as humans and suffer horrible mental anguish as a result. Most of these pale screamers are disposed of by their masters. The saddest, however, are those that turn rogue and attempt to return to their former lives, only to give into their evil urges for humanoid flesh or be killed by their former family and friends. PALE SCREAMER Medium aberration, neutral evil Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 7 (–2) 13 (+1) 8 (–1) Skills Athletics +5, Perception +3 Damage Resistances bludgeoning, cold, force Senses darkvision 90 ft., passive Perception 13 Languages Deep Speech Challenge 3 (700 XP) Amphibious. The pale screamer can breathe air and water. ACTIONS Multiattack. The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Scream of the Deep (Recharge 6). The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn’t deafened. Pale Screamer

291 TOME OF BEASTS 2 P This lengthy, two-headed, serpentine creature has three dorsal fins and six legs. Degenerate Dragons. Pal-rai-yuks were once a species of underwater dragons. In their arrogance, they angered a sea deity who cursed them. To escape the deity’s wrath, they adapted to tunnel through the earth, though they occasionally still seek prey in the water. existence. At the end of each of the creature’s turns, it can repeat the saving throw, remembering the swallowed creature on a success. Hold Breath. The pal-rai-yuk can hold its breath for 1 hour. Magic Resistance. The pal-rai-yuk has advantage on saving throws against spells and other magical effects. Two Heads. The pal-rai-yuk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. ACTIONS Multiattack. The pal-rai-yuk makes two bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 27 (4d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The pal-rai-yuk has two heads, each of which can grapple only one target. Swallow. The pal-rai-yuk makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is restrained, it has total cover against attacks and other effects outside the pal-rai-yuk, and it takes 18 (4d8) acid damage at the start of each of the pal-rai-yuk’s turns. The pal-rai-yuk can have up to three Medium or smaller creatures swallowed at a time. The swallowed creature can see outside of the pal-rai-yuk, but it can’t target those outside the pal-rai-yuk with spells or cast spells or use features that allow it to leave the pal-rai-yuk’s stomach. In addition, nothing can physically pass through the pal-rai-yuk’s stomach, preventing creatures inside the stomach from making attack rolls against creatures outside the stomach. If the pal-rai-yuk takes 20 damage or more on a single turn from a creature inside it, the pal-rai-yuk must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the pal-rai-yuk. If the pal-rai-yuk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone. Pal-Rai-Yuk Forgotten Meals. By some quirk of the pal-rai-yuk’s divine transformation, creatures it swallows can see outside of its stomachs, but the creatures aren’t visible to those outside the pal-rai-yuk. Additionally, this quirk allows the serpents to erase their victims from others’ memories, leaving victims with a deep sense of isolation as they are slowly digested. Endlessly Hungry. The sea god segmented their stomachs in an attempt to curb their voraciousness. Unfortunately, it made them more gluttonous. This gluttony occasionally draws the attention of powerful humanoids or large armies. When this happens, the pal-rai-yuk quickly consumes anything it can catch, then digs deep into the earth where it hibernates for years, avoiding retaliation. PAL-RAI-YUK Huge monstrosity, neutral evil Armor Class 16 (natural armor) Hit Points 133 (14d12 + 42) Speed 40 ft., burrow 40 ft., swim 60 ft. STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 16 (+3) 10 (+0) 13 (+1) 18 (+4) Saving Throws Con +6 Skills Athletics +8, Stealth +3 Damage Resistances cold Condition Immunities frightened Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Aquan, Common, Draconic Challenge 8 (3,900 XP) Forgotten Prey. A creature that starts its turn grappled by the pal-rai-yuk must succeed on a DC 16 Charisma saving throw or be invisible and inaudible to all creatures other than the pal-rai-yuk. In addition, when the pal-rai-yuk swallows a creature, each of that creature’s allies within 1 mile of the pal-rai-yuk must succeed on a DC 16 Wisdom saving throw or forget the swallowed creature’s

P TOME OF BEASTS 2 292 Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance. Bottomless Hunger. Parzz’vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available. Ambush Hunters. Despite their enormous hunger, parzz’vals are excellent at taking their prey by surprise. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward. PARZZ’VAL Large aberration, chaotic evil Armor Class 14 (natural armor) Hit Points 115 (11d10 + 55) Speed 50 ft. STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 20 (+5) 5 (–3) 10 (+0) 7 (−2) Saving Throws Con +8 Skills Stealth +6 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid Condition Immunities blinded, charmed, unconscious Senses blindsight 120 ft., passive Perception 10 Languages Void Speech Challenge 8 (3,900 XP) Caustic Web (Recharge 5–6). As a bonus action, the parzz’val can spit a sticky, acidic web in a 20-foot cube. The web must be placed wholly within 60 feet of the parzz’val and must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web layered over a flat surface has a depth of 5 feet. The web is difficult terrain and lightly obscures the area. A creature that starts its turn in the web or enters the web during its turn must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. The web persists for 1 minute before collapsing. The parzz’val is immune to the effects of its web and the webs of other parzz’vals. Pummel. If the parzz’val deals damage to a creature with three melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round. Regeneration. The parzz’val regains 10 hp at the start of its turn if it has at least 1 hp. ACTIONS Multiattack. The parzz’val makes three attacks: one with its oversized maw and two with its oversized fists. Oversized Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. Oversized Maw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (2d8) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the parzz’val. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the parzz’val, and it takes 18 (4d8) acid damage at the start of each of the parzz’val’s turns. A parzz’val can have only one creature swallowed at a time. If the parzz’val takes 15 damage or more on a single turn from a creature inside it, the parzz’val must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the parzz’val. If the parzz’val dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Parzz’val Parzz’vals are created by the treacherous wizard Enkada Pishtuhk in his efforts to recreate a controllable, loyal version of Pah’draguusthlai the Devourer. Thus far, his attempts have failed. No matter what form his creations take at their birth, they twist into an uncontrollable parzz’val over the course of a week or less. He releases each of these failed creations out into the Wasted West to wreak havoc. PARZZ’VALS IN MIDGARD

293 TOME OF BEASTS 2 P This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground. Elephantine Plant Mound. The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass. Spirit-infused. Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth’s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it. Swamp Gas Hazard. The rotting plant and animal material contained within the peat mammoth’s mass give off flammable swamp gases. The mammoth’s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion. PEAT MAMMOTH Huge plant, neutral Armor Class 16 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 6 (–2) 21 (+5) 1 (–5) 8 (–1) 3 (–4) Skills Stealth +6 Damage Resistances fire, necrotic Condition Immunities blinded, deafened, frightened Senses blindsight 120 ft. (blind beyond this radius), passive Perception 9 Languages — Challenge 10 (5,900 XP) Slow Burn. When the peat mammoth takes fire damage, it catches fire. If the peat mammoth starts its turn on fire, it takes 5 (1d10) fire damage. The mammoth’s saturated body douses the fire at the end of the peat mammoth’s turn. Creatures engulfed by the mammoth don’t take fire damage from this effect. If the peat mammoth dies while it is on fire, it explodes in a burst of fire and flaming peat. Each creature within 15 feet of the peat mammoth must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. If a creature is engulfed by the mammoth when it dies in this way, the creature has disadvantage on the saving throw. Swamp Camouflage. The peat mammoth has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. ACTIONS Multiattack. The peat mammoth makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage. If the peat mammoth is on fire, the target also takes 7 (2d6) fire damage. Engulf. The peat mammoth moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the mammoth enters a creature’s space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mammoth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the mammoth enters the creature’s space, and the creature takes 22 (5d8) necrotic damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 22 (5d8) necrotic damage at the start of each of the mammoth’s turns. When the mammoth moves, engulfed creatures move with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mammoth. The mammoth can engulf up to two Large or smaller creatures at a time. Peat Mammoth

P TOME OF BEASTS 2 294 Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can’t regain hp or gain temporary hp. ACTIONS Diseased Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hp or fewer. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the creature’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. Pestilence Swarm These flying insects are coated in a thick layer of dust and cover the walls, ceiling and floor of a room, completely motionless in the dark. The stray light from a lantern falls one of them, awakening the swarm, which takes to the air in an angry fury. Awakened by Light. The pestilence swarm is a massive group of tiny flying insects resembling enormous, fat houseflies. The smell of carrion often lures them underground or into shallow caves, though they also dig burrows. As long as they are in darkness, they are immobile, appearing almost dead. When hit by light, however, they awake and swarm any creatures in the area. Destroyer of Crops. Although fortunately rare, when a cloud of these insects descends on a field, it takes mere hours for them to completely devour everything that might have been worth harvesting. They eat fruits, grains, and even the livestock, leaving a decimated field in their wake. Bringer of Plagues. Pestilence swarms often carry and transmit disease as they move from area to area. They descend on populated areas, eat any food that is left out, bite the people who live there, and eventually move to the next area. Diseases from one area spread to another, festering in the bite wounds left by the swarm. The suffering they bring to small villages and towns is legendary. PESTILENCE SWARM Medium swarm of Tiny beasts, unaligned Armor Class 14 (natural armor) Hit Points 22 (4d8 + 4) Speed 10 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 7 (−2) 16 (+3) 13 (+1) 1 (−5) 12 (+1) 7 (−2) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1 (200 XP) Dormant in Darkness. The pestilence swarm appears dead in darkness and remains in a passive state until touched by light. When at least one insect in the swarm sees light, the entire swarm becomes active and attacks anything that moves. Once active, a swarm in complete darkness that isn’t taking damage returns to its dormant state after 1 minute. The swarm poses no threat to creatures passing near it in complete darkness.

295 TOME OF BEASTS 2 P A living pine tree festooned with pinecones featuring razor-sharp edges looks balefully at the intrusion upon its solitude. Gruff Forest Protector. Pine dooms are typically the largest plants in their groves, towering over ordinary pine trees. They see themselves as responsible for the wellbeing of their forests. They manage the growth of trees under their protection, clear out underbrush, and kill destructive vermin, allowing their groves to prosper. They have an inborn distrust of humanoids, but if a creature entering their forests seems genuinely in trouble, pine dooms allow them to seek shelter. They retaliate strongly, however, if someone takes advantage of their charity. Mobile Groves. Similar to treants, pine dooms can animate trees, though they do so only to relocate threatened groves. Unlike treants, pine dooms can animate all trees in a single grove, but the trees can’t attack. Powerful Pine Sap. A pine doom reserves its sap until it must attack intruders. The sap adheres to anything, allowing the pine doom to entrap weapons and particularly troublesome foes. Druids on friendly terms with the pine doom can coax the tree into producing sap for the druid to use in defending their own groves. PINE DOOM Huge plant, neutral Armor Class 16 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 7 (–2) 21 (+5) 11 (+0) 16 (+3) 12 (+1) Skills Nature +8, Perception +7 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 17 Languages Druidic, Sylvan Challenge 9 (5,000 XP) False Appearance. While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree. Sticky Pine Tar. A creature that touches the pine doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained. In addition, when a creature hits the pine doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can’t be used. A creature can take its action to remove one stuck weapon from the pine doom by succeeding on a DC 16 Strength check. Splashing the pine doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute. Siege Monster. The pine doom deals double damage to objects and structures. ACTIONS Multiattack. The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Sap-filled Pinecone. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) slashing damage. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds. Flurry of Pinecones (Recharge 6). Each creature within 30 feet of the pine doom must make a DC 16 Dexterity saving throw, taking 15 (6d4) slashing damage on a failed save, or half as much damage on a successful one. Pine Doom

P TOME OF BEASTS 2 296 A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance. Plague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead. Harbingers of Decay. The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life. Drawn to Life. Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path. PLAGUE SPIRIT Medium fey, unaligned Armor Class 14 Hit Points 150 (20d8 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 17 (+3) 2 (–4) 18 (+4) 16 (+3) Saving Throws Dex +8, Wis +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, diseased, exhaustion, frightened, poisoned, unconscious Senses darkvision 120 ft., passive Perception 14 Languages — Challenge 9 (5,000 XP) Decrepit Mist. A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs. Hunter of the Living. The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it. ACTIONS Multiattack. The plague spirit makes three attacks: one with its enfeebling touch and two with its censer. Censer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. Enfeebling Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target’s Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Dance of Death (Recharge 5–6). The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Plague Spirit

297 TOME OF BEASTS 2 P This nightmarish quadruped has many wolf-like features—including its physique, its powerful claws, and its lupine countenance—but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls. Natives of the Swamp. Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing. Kinship with Mydnari. Primal oozers have a natural kinship with mydnari (see page 264). The mydnari admire the oozers for their natural slime, which most other creatures find repugnant. The oozers like the attention and care they receive from the mydnari and value the mydnari settlements as safe havens in the dangerous depths of the world. A pack of primal oozers might gather around and protect a strong mydnari that treats them well, but they might just as easily turn on the oozing humanoid if treated poorly or if their protection isn’t properly respected, usually through frequent meals and praise. Ooze-Spreading Tentacles. The barbed tentacles on the primal oozer’s jaw latch on to creatures it bites and inject an oozing disease into the oozer’s victims. This disease slowly liquefies the victim’s skin, turning it oozelike. Eventually, the disease melts the creature completely into a new ochre jelly. Mydnari often collect these “newborn” ochre jellies as hosts for their young. PRIMAL OOZER Medium aberration, neutral evil Armor Class 14 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 10 ft., swim 20 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 6 (−2) 15 (+2) 5 (−3) Saving Throws Dex +4 Damage Resistances piercing Damage Immunities acid Senses darkvision 60 ft., passive Perception 12 Languages understands Common but can’t speak Challenge 6 (2,300 XP) Acidic Slime. A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage. Ooze Plague. The primal oozer’s barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature’s skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly. The jelly isn’t under the primal oozer’s control, but it views the primal oozer as an ally. Pack Tactics. The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Slimy Body. The primal oozer has advantage on ability checks and saving throws made to escape a grapple. ACTIONS Multiattack. The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn’t contract a disease. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Primal Oozer

P TOME OF BEASTS 2 298 Wooden roots twist together to create a towering spindle draped in a cloak of verdant leaves. An impossibly large pumpkin carved with a twisted smile crowns the figure. Lord of Harvest. The Pumpkin King is a minor fey lord who rules over bountiful harvest, particularly in the autumnal seasons before snow blankets the world. The Pumpkin King can make a region flourish, changing barren farms and struggling villages into fruitful locales with a single blessing. Unknown Deal. The Pumpkin King listens from their hidden patch in the lands of the fey, waiting to hear the desperate pleas of struggling farmers and starving villagers. Once the Pumpkin King hears such a request, they place their blessing upon the land, bringing ten years of prosperity. What the farmers do not know is that upon the moonrise of the tenth year, the Pumpkin King returns to collect the promised share of the harvest. PUMPKIN KING Huge fey, chaotic neutral Armor Class 15 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (−1) 21 (+5) 12 (+1) 14 (+2) 18 (+4) Saving Throws Dex +3, Wis +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks not made with cold iron weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Legendary Resistance (3/Day). If the Pumpkin King fails a saving throw, they can choose to succeed instead. Magic Resistance. The Pumpkin King has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The Pumpkin King’s innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components. At will: entangle 3/day each: plant growth, spike growth 1/day each: blight, insect plague ACTIONS Multiattack. The Pumpkin King makes two vine attacks. Vine. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Harvest Dance (1/Day). A 15-foot-radius swirling vortex of gourds and vegetables extends out from the Pumpkin King, moves with they, and spreads around corners. The vortex lasts for 1 minute. Until the vortex ends, the area is difficult terrain for creatures other than the Pumpkin King, and when a creature enters the area for the first time on a turn or starts its turn in the area, it must make a DC 16 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The Pumpkin King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Pumpkin King regains spent legendary actions at the start of its turn. Move. The Pumpkin King moves up to their speed without provoking opportunity attacks. Vine Attack. The Pumpkin King makes one vine attack. Fire-Fallow (Costs 2 Actions). Magical fire ignites from within the Pumpkin King’s pumpkin head, flickering out from their eyes and twisted mouth. Each creature within 10 feet of the Pumpkin King that can see them must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. The fire remains until the start of the Pumpkin King’s next turn. While this fire lasts, a creature that touches or hits the Pumpkin King with a melee weapon while within 5 feet of the Pumpkin King takes 5 (1d10) fire damage. Cast a Spell (Costs 3 Actions). The Pumpkin King casts a spell from their list of innate spells, consuming a use of the spell as normal. Pumpkin King


Tome Of Beasts 2 - Flip eBook Pages 251-300 (2024)
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