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This document serves as a central repository of the unique fifth edition monsters published in the online
magazine Dragon+, which can’t be found in other fifth edition publications such as the Monster’s Manual or
Volo’s Guide to Monsters. The author’s goal is to keep this document updated as additional issues of the
Dragon+ magazine are published.

Credits
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2 ��������� � ����
Belaphoss, Devourer His lair is a realm of chaos and duplicity, where
he encourages those beneath him to rise among
of Hope the ranks in whatever way possible, short of chal-
lenging his dominion. Those that do challenge the
Belaphoss the Mad is an ancient and powerful balor find their advancement halted—normally in
balor with ambitions to godhood. Called the Left a prolonged and torturous manner.
Hand of Demogorgon, the Devourer of Hope, and
the Warlord of the Gibbering Hordes, he has long Madness of Belaphoss
waged war across the Abyss. As a lieutenant of
Demogorgon, Belaphoss commands significant If a creature goes mad in Belaphoss’s lair or
demon armies and demands loyalty from all his within line of sight of the demon, roll on the Mad-
servants. As crafty as he is powerful, he often ness of Belaphoss table to determine the nature
masquerades as a devil or a benign spirit to lure of the madness, which is a character flaw that
mortals into pacts designed to fulfill his own lasts until cured. See the Dungeon Master’s
plans—after which he betrays his unwitting fol- Guide for more on madness.
lowers at his own whim. Belaphoss often gathers
such servants through dreams and nightmares, ��������� ����������
using them to set his centuries-old plans into mo- d100 Flaw (lasts until cured)
tion. Belaphoss styles himself more civilized and 01-20 “I care not for others; my mad goals are
cunning than other balors. He has served De- all that matters.”
mogorgon for eons, leading the hordes of the 21-40 “This world would look better with a bit
Prince of Demons into battle against the armies more chaos mixed in, and I’m the perfect
of Graz’zt and Orcus. However, this service has person to introduce it.”
all been part of a calculated plan to one day turn 41-60 “If anyone even looks at me wrong, I’ll cut
them down!”
against Demogorgon—and become lord of the 61-80 “I’m terrified of sleep. Sleep is when I die.
Gaping Maw in his stead. The demon Belaphoss Sleep is when I do terrible things. Sleep is
is a multihorned balor who wields a deadly when the nightmares come . . .”
weapon: a greataxe wreathed in flame that has a 81-100 “I have an undeniable urge to study all
flaming whip attached to the base of its haft. things demonic. Lore, rumors, magic—I
need it all.”
Belaphoss’s Lair
Belaphoss’s lair is in the Gaping Maw—the
abyssal layer that is home to Demogorgon. As a
lieutenant of Demogorgon, Belaphoss controls
countless minions of the Prince of Demons.



��������� � ���� 3
��� ����� �������
Huge fiend (demon), chaotic evil
Multiattack. Belaphoss makes two attacks: one
Armor Class 19 (Natural Armor) with his greataxe and one with his whip.
Hit Points 262 (21d12 + 126) Greataxe. Melee Weapon Attack: +14 to hit, reach
Speed 40 ft., fly 80 ft. 10 ft., one target. Hit: 24 (3d10 + 8) slashing
damage plus 13 (3d8) fire damage. If Belaphoss
STR DEX CON INT WIS CHA
scores a critical hit, he rolls damage dice three
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)
times, instead of twice.
Saving Throws Str +14, Con +12, Wis +9, Cha +12 Whip. Melee Weapon Attack: +14 to hit, reach 30
Damage Resistances cold, lightning; bludgeoning, ft., one target. Hit: 15 (2d6 + 8) slashing damage
piercing, and slashing from nonmagical weapons plus 10 (3d6) fire damage, and the target must
Damage Immunities fire, poison succeed on a DC 20 Strength saving throw or be
Condition Immunities charmed, frightened, pulled up to 25 feet toward Belaphoss.
poisoned
Senses truesight 120 ft., passive Perception 13 Abyssal Storm (Recharge 5�6). Belaphoss
Languages Abyssal, telepathy 120 ft. surrounds himself with explosive fire that fills a 30-
Challenge 20 (25,000 XP) foot sphere centered on him and spreads around
corners. Each creature in the fire must make a
Dexterity saving throw, taking 28 (8d6) fire damage
Death Throes. When Belaphoss dies, he explodes, and 28 (8d6) bludgeoning damage on a failed save,
and each creature within 30 feet of him must make or half as much damage on a successful one.
a DC 20 Dexterity saving throw, taking 70 (20d6) Belaphoss is immune to this damage. Objects in the
fire damage on a failed save, or half as much dam- area are subject to it, and the fire ignites flammable
age on a successful one. The explosion ignites objects in the area that aren’t being worn or carried.
flammable objects in that area that aren’t being
worn or carried, and it destroys Belaphoss’s Teleport. Belaphoss magically teleports, along with
weapon. any equipment he is wearing or carrying, up to 120
feet to an unoccupied space he can see.
Fire Aura. At the start of each of Belaphoss’s turns,
each creature within 5 feet of him takes 10 (3d6) Winged Barrage. Belaphoss beats his wings. Each
fire damage, and flammable objects in the aura that creature in a 20-foot cube originating from him must
aren’t being worn or carried ignite. A creature that make a DC 20 Dexterity saving throw. On a failure,
touches Belaphoss or hits him with a melee attack a target takes 29 (6d6 + 8) bludgeoning damage and
while within 5 feet of him takes 10 (3d6) fire dam- is pushed 20 feet away from Belaphoss. On a
age. success, the target takes half the bludgeoning
damage and isn’t pushed. Belaphoss can then fly up
Magic Resistance. Belaphoss has advantage on sav- to half his flying speed.
ing throws against spells and other magical effects.
Magic Weapons. Belaphoss’s weapon attacks are
magical.

Belaphoss appeared in Dragon+ #4. He is Belaphoss art can be found here


mentioned in the Sword Coast Adventurer’s Guide https://static.wikia.nocookie.net/forgottenrealms/
as a patron, but without stats. images/6/67/Belaphoss_and_Tasyllys_Ch
%27fyr.png/revision/latest/scale-to-width-down/
1000?cb=20180312202224

and here
https://media.dnd.wizards.com/
SCL_Keyart_Thumb.jpg

4 ��������� � ����
Dragon Rat �� ����� �
Tiny Dragon, unaligned
Dragon rats are vicious little dragons resembling
the rodents that are their namesake. They have Armor Class 12 (Natural Armor)
patches of colored scales covering their bodies Hit Points 3 (1d4 + 1)
like armor, leathery dragon wings, and sharp Speed 30 ft., fly 30 ft.
fangs that crackle with destructive energy. A STR DEX CON INT WIS CHA
dragon rat is a much more terrible nuisance than 4 (-3) 12 (+1) 12 (+1) 3 (-4) 13 (+1) 6 (-2)
its mundane kin, as its destructive potential is
augmented by its inherited dragon breath. That Damage Immunities varies by heritage
nuisance quickly becomes a nightmare when Senses blindsight 10 ft., darkvision 60 ft., passive
dragon rats gather in great numbers, swarming Perception 11
up from beneath the ground or down from the sky Languages -
Challenge 0 (10 XP)
to devour and destroy. An unchecked plague of
dragon rats can poison water supplies, devour
whole fields of crops, and spark devastating and Draconic Heritage. The dragon rat arises from a
widespread fires. draconic source. Choose one type of dragon from
Draconic Origin. Whether the first dragon rats the Draconic Heritage table. The dragon rat’s breath
weapon, bite damage, and damage immunity are de-
were the result of mad arcane experiments, a di-
termined by the dragon type, as shown in the table.
vine plague sent by draconic deities, or a strange
twist of nature remains a mystery. Virtually all Keen Smell. The swarm has advantage on Wisdom
that is known is that they carry a virulent plague (Perception) checks that rely on smell.
that can infect true dragons, and that this plague
is the source of all new dragon rats. If a dragon
�������
egg contracts this plague (most commonly by be- Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
ing chewed on by a dragon rat), it undergoes a one target. Hit: 1 piercing damage, plus 1 damage of
terrible transformation. When the egg hatches, it the type determined by the dragon rat’s Draconic
releases not a dragon wyrmling, but a swarm of Heritage trait.
dragon rats. Breath Weapon (Recharge 6). The dragon rat
Vexing Infestations. Dragons despise dragon breathes destructive energy as determined by its
rats, not only because they destroy dragon eggs to Draconic Heritage trait. Each creature in the area of
procreate, but because they infest older dragons the breath weapon must make a DC 11 saving
as parasites, similar to how fleas infest many throw, the type of which is determined by the
lesser creatures. Dragons in areas prone to infes- dragon rat’s Draconic Heritage. On a failed save, the
tation often task groups of kobold servants to creature takes 2 (1d4) damage of the noted type. On
meticulously groom their scales and scour their a success, the creature takes half as much damage.
lairs. Only by searching for and eliminating any
trace of dragon rats can a dragon stem the tide of
plague that might be carried to its incubating
eggs.

�����������������
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save) Dragon rats appeared in Dragon+ #30.



��������� � ���� 5
�� �������� ����� ��
Medium swarm of tiny dragons, unaligned

Armor Class 12 (Natural Armor)


Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
14 (-3) 12 (+1) 12 (+1) 3 (-4) 13 (+1) 6 (-2)
Damage Immunities varies by heritage
Damage Resistances bludgeoning, piercing,
slashing
Condition Immunities charmed, frightened,
grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 11
Languages -
Challenge 2 (450 XP)

Draconic Heritage. The dragon rat arises from a


draconic source. Choose one type of dragon from
the Draconic Heritage table. The dragon rat’s breath
weapon, bite damage, and damage immunity are de-
termined by the dragon type, as shown in the table.
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
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 rat.
The swarm can’t regain hit points or gain temporary
hit points.

�������
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft.,
one target in the swarm’s space. Hit: 5 (2d4)
piercing damage, or 2 (1d4) piercing damage if the
swarm has half of its hit points or fewer, plus 7
(2d6) damage of the type determined by the
swarm’s Draconic Heritage trait.
Breath Weapon (Recharge 5�6). The swarm
breathes destructive energy as determined by its
Draconic Heritage trait. Each creature in the area of
the breath weapon must make a DC 11 saving
throw, the type of which is determined by its
Draconic Heritage. On a failed save, the creature
takes 15 (6d4) damage of the noted type, or 7 (3d4)
damage if the swarm has half of its hit points or
fewer. On a success, the creature takes half as much
damage.

6 ��������� � ����
Gronk being placed upon an enchanted battering ram
that could act as a horn of blasting upon any
structure, but which needed a huge number of
Huge, squat beasts with powerful legs and a thun- people to carry it.
dering croak, the gronk are also known as “hop- The gronk also have bladder-like glands along
ping rocks” or “stone frogs.” The ill-tempered their necks and upper backs that can be removed
beasts pose a threat to the nomadic bariaur tribes with care after a gronk is slain. When treated with
that roam the Outlands, and those tribes occa- the right resins and filled with acid, the gland
sionally mount hunting parties solely to thin the sacs can be used as grenades, and are known to
gronk’s numbers. According to the bariaur no- be extremely effective against fiends.
mads, gronk have existed on the Outlands for as
far back as five bariaur generations. Their num- �����
bers have not increased substantially during that
time, mostly due to bariaur thinning gronk herds Large monstrosity, unaligned
with their rites of passage. A number of Armor Class 14 (Natural Armor)
planewalkers have sighted the gronk on several Hit Points 37 (5d10 + 10)
Prime worlds as well. Speed 30 ft.
Violent and Antisocial. When a creature
comes within its line of sight, a gronk emits a STR DEX CON INT WIS CHA
thundering croak and hops toward the target to 17 (+3) 14 (+2) 15 (+2) 1 (-5) 13 (+1) 5 (-3)
smash it to death with its spiked headplate. All Skills Athletics +5, Perception +3
gronk are nearly deaf, and bright visual displays Damage Immunities bludgeoning from nonmagical
irritate them. Tales tell of wizards who cast danc- attacks
ing lights into gronk herds to drive them into a Senses passive Perception 13
frenzy. This results in the gronk turning on them- Languages -
selves until nearly every member of the herd is Challenge 1 (200 XP)
dead.
The gronk are so ill tempered that they can’t Hopping Charge. If an enemy is within 45 feet of
even tolerate their own species. Despite their the gronk, the gronk can increase its speed to 45
herd mentality, the strength of the herd depends feet and use its movement to hop toward that en-
on the gronk’s emotional cycle, and members of a emy, moving normally through other creatures’ spa-
new herd can survive for a week at most before ces or difficult terrain. If it finishes this movement
becoming irritated with one another. Soon after, next to the original enemy and makes a spiked head-
their natural hatred gives way to furious bouts of plate attack against it, the gronk has advantage on
head smashing. The herd then dissolves and re- the attack roll.
forms into new herds several months later. Hard of Hearing. A gronk has disadvantage on Wis-
Unusual Biology. Ironically, the gronk’s hatred dom (Perception) checks that involve hearing, but
of each other propagates their species. A gronk’s has advantage on saving throws that require it to
reproductive organs are located near its brain, in hear another creature.
the spiked carapace over its forehead. The ridged
spikes that cover the gronk’s headplate are actu- �������
ally buds that exchange reproductive material Spiked Headplate. Melee Weapon Attack: +5 to hit,
when two gronk smash their heads into each reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing
other, then subsequently fall off. If a fallen bud damage. If the target is a creature, it must succeed
touches dirt, sand, earth, or rock, it submerges a on a DC 13 Strength saving throw or be knocked
few inches beneath the ground, only to burrow prone.
forth a few months later as a tiny gronk.
The gronk have never been seen to eat; it is a
mystery how they sustain themselves. A gronk’s Gronks appeared in Dragon+ #16.
lifespan ranges from three to five years. As a
gronk ages, its headplate cracks and flakes off un-
til the creature suffers brain failure and dies.
Valuable Parts. Gronk headplates are often
sought after for use in creating shields and armor
plating, including for siege towers and shield
walls. One bariaur myth talks of gronk headplates


��������� � ���� 7
Grillig �������
Medium monstrosity, neutral evil
Grilligs are small, scaled beasts with long arms
and hunched legs. Their movement resembles Armor Class 13
that of gorillas, as they use their arms to propel Hit Points 19 (3d8 + 6)
themselves along. Grilligs are vicious pests and Speed 30 ft., climb 30 ft.
can be lethal if they encounter an expedition un- STR DEX CON INT WIS CHA
prepared for them. 14 (+2) 16 (+3) 14 (+2) 4 (-3) 13 (+1) 7 (-2)
Legend has it that grilligs were born from two-
dimensional angles. But whatever their origin, Skills Acrobatics +5, Perception +3
they are strangely resistant to arrows, spears, Damage Immunities piercing, slashing
swords, and other edged weapons. They can be Senses passive Perception 13
found in almost any rugged, angular terrain. Languages -
Challenge 1/2 (100 XP)
Chasms, caves, and mountainous areas have
been known to run thick with them. �������
Pack Tactics. Grilligs have a pack mentality,
and their society revolves around finding some- Multiattack. The grillig makes four talons attacks.
thing larger and meaner than themselves, killing Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
it, and then moving onto a larger, meaner crea- one target. Hit: 4 (1d4 + 2) slashing damage.
ture. They prefer to weaken a target with am-
bushes or crude traps (pushing boulders off
ledges, causing avalanches, stampeding other Grilligs appeared in Dragon+ #16.
creatures over the victim, and so on). They then
attack in groups, raising themselves on their fore-
limbs to lash out with their foot talons, and shred-
ding targets with lightning speed.
If all except one member of a grillig pack is
killed, the remaining grillig either flees combat or
joins another group of grilligs. If cornered before
it can flee, a lone grillig hisses and gnashes its
teeth, but it does not defend itself from attackers.
Unknown Natures. It is not known how grilligs
breed—more of them simply seem to appear
whenever their numbers become too thin. The
bariaur root out these pests whenever they find
them, but no matter how many they kill, more ap-
pear in the later seasons.
If actively hunted, the grilligs lie low for a while,
then emerge when the hunters relax their guard.
Members of bariaur tribes on the Outlands al-
ways carry bludgeoning weapons against the
threat of a grillig attack.
A grillig’s teeth and talons can be used in the
creation of magic armor as well as magic arrow-
heads and spearheads. It is said that secret ritu-
als can give certain weapons the “speed of a gril-
lig,” allowing the wielder of the weapon to make a
frenzy of multiple attacks.

8 ��������� � ����
Havoc Orb Phasing Form. A havoc orb is a creature of
chitinous joints and spindles set around a mas-
The havoc orb is an insane embodiment of law sive, glaring eye. Its long claws change phase as
from a distant plane, which leads a retinue of de- they come into contact with other creatures or
structive fey creatures in an effort to eliminate all matter. The effect is hard to see, with the orb’s
chaos from the multiverse—starting with all other appendages seeming to ripple and vanish into
living creatures. It resents even the chaos of its whatever it is touching. This phasing form also
fey retinue, but it willingly suffers them until all provides an orb with powerful defenses, letting it
other chaos is eliminated. At that point, it plans to throw itself into combat with impunity. It harries
destroy its minions last of all. creatures at range with multiple eldritch blast at-
Drawn to Chaos. All havoc orbs are created on tacks, but its more fearsome assault comes from
some distant lawful plane through an unknown its phasing claws. When those claws hit, the
process. Their essence is the very fabric of chaos havoc orb’s structure momentarily melds with its
from Limbo, which is taken and carefully urged target, weakening it in body and spirit.
into a metastable order. But this metastability Fey Minions. A havoc orb often travels in the
causes a havoc orb to go mad when confronted company of fey creatures. Evil fey bent on de-
with a disordered reality that it must compute, struction are easily attracted to the orb’s service,
calculate, and model internally. Some believe that including redcaps, quicklings, and hags. But
havoc orbs begin existence as lawful neutral crea- even neutral fey such as satyrs, boggles, and
tures on their home plane, whose perfect order is darklings are often swayed by the destructive po-
easy for them to understand. But as soon as it ex- tential a havoc orb unleashes, and they too can be
periences any other reality, a havoc orb’s mad- found in the creature’s service. No society of
ness twists it to evil. havoc orbs exists, for each is mad in its own
A havoc orb is attracted to areas of high natural unique way. An orb maintains its retinue of fey
chaos, such as forests, even as it attracts chaos to followers, and that circle functions like any other
itself—causing many fey to be enamored of it. The group of fey. It pays no real attention to its ret-
creature perceives an inherent order in water, inue, however, other than to shepherd its fey
and so it avoids lakes and seas. Still, a havoc orb along and lead them into combat.
can easily adapt to living underwater, and in rare A havoc orb has no interest in treasure, but its
cases, these creatures can be found beneath the fey followers are quick to scoop up coins, jewels,
sea with a horde of aquatic fey behind them. and magic left behind in the aftermath of the de-
struction commanded by their master.
Havoc Orbs appeared in Dragon+ #18.



��������� � ���� 9
� ������� Wild Magic Aura. The havoc orb is a natural con-
Large aberration, lawful evil duit for wild magic. Any creature casting a spell of
1st level or higher within 100 feet of the orb must
Armor Class 20 roll a d20. On a roll of 1, roll again on the Wild
Hit Points 152 (16d10 + 64) Magic Surge table (see the “Sorcerer” section in the
Speed 20 ft. Player’s Handbook) to create a magical effect. The
magical effect created cannot be affected or aug-
STR DEX CON INT WIS CHA mented by any ability the casting creature has. An
15 (+2) 17 (+3) 18 (+4) 25 (+7) 14 (+2) 22 (+6) effect that normally requires concentration does not
Saving Throws Con +9, Int +12, Wis +7, Cha +11 require concentration, and lasts for its full duration.
Skills Arcana +12, Nature +12, Perception +12, A havoc orb’s spells are not affected by this feature.
Persuasion +11 Innate Spellcasting. The havoc orb’s spellcasting
Damage Resistances acid, cold, fire, lightning, ability is Intelligence (spell save DC 20, +12 to hit
necrotic, poison, radiant, thunder; bludgeoning, with spell attacks). It can innately cast the following
piercing, and slashing from nonmagical attacks spells, requiring no material components:
Senses blindsight 60 ft., darkvision 60 ft., passive
At will: eldritch blast (4 beams), suggestion
Perception 22
3/day each: dispel magic, phantasmal killer
Languages Common, Sylvan
1/day each: blur
Challenge 15 (13,000 XP)
�������
Blasphemous Geometry. The havoc orb’s form
takes on the appearance of obscene angles and Multiattack. The havoc orb makes two phasing
planes when looked at for too long, making it diffi- claws attacks.
cult for other creatures to focus on it. Its AC in- Phasing Claws. Melee Weapon Attack: +8 to hit,
cludes its Intelligence modifier. reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing
Fey Charm. A supernatural attraction draws fey damage, and the target must succeed on a DC 17
creatures to the havoc orb. At the DM’s determina- Constitution saving throw or gain one level of
tion, such creatures treat the orb as a friendly ac- exhaustion.
quaintance, as if under the effect of a charm person
spell. A creature not naturally inclined to follow the �� ������
orb can resist this effect with a DC 20 Charisma sav- Deflecting Defense. If the havoc orb has an enemy
ing throw. With a successful save, a creature be- within 5 feet of it, it can nullify a weapon attack
comes immune to that havoc orb’s Fey Charm. made against it by another creature by deflecting
Geometric Vision. The havoc orb’s extradimen- the attack toward that nearby enemy. The attack is
sional nature allows it to see around corners and be- made against the target enemy, and gains a +5
hind objects, causing its attacks to ignore half cover bonus to the attack roll. An enemy’s attack cannot
and three-quarters cover. be deflected back against itself.
Magic Resistance. The havoc orb has advantage on Magical Mettle (Recharge 6). If the havoc orb is the
saving throws against spells and other magical ef- subject of a spell attack, it can ignore the effect of
fects. that attack.
Overreaching Enemy. If an enemy misses the
havoc orb with an opportunity attack provoked by
����� �!��������
the orb’s movement, the enemy must succeed on a The havoc orb can take 3 legendary actions,
DC 16 saving throw or be knocked prone. choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature’s turn. The orb
regains spent legendary actions at the start of its
turn.
Detect. The havoc orb makes a Wisdom
(Perception) check.
Phasing Claws. The havoc orb makes one phasing
claws attack.
Eldritch Blast (Costs 2 Actions). The havoc orb
uses its eldritch blast.

10 ��������� � ����
Minion �������
Slap. Melee Weapon Attack: +4 to hit, reach 5 ft.,
A minion is a small, yellow-skinned humanoid one target. Hit: 4 (1d4 + 2) bludgeoning damage.
that has either one or two eyes. They are often
Tickle. Melee Weapon Attack: +4 to hit, reach 5 ft.,
found in packs ranging from dozens to hundreds
one target. Hit: The target must succeed on a DC 12
of minions, though groups as small as three
Wisdom saving throw or be overcome by hysterical
sometimes undertake select missions. They laughter for 1 minute, becoming incapacitated and
speak their own language, seemingly composed unable to stand up for the duration. The target can
of words and phrases borrowed from many make a new saving throw at the end of each of its
tongues. While minions are chaotic neutral by na- turns and each time it takes damage, ending the
ture (with a strong emphasis on chaotic), their effect on itself with a success.
strongest desire is to provide service to the great-
Fart (Recharge 5�6). The minion fires noxious
est evil leader in any given area.
fumes in a 15-foot cone. Each creature in that area
must succeed on a DC 12 Constitution saving throw
������ or be poisoned until the end of their next turn.
Small humanoid, chaotic neutral

Armor Class 12 Minions appeared in Dragon+ #21.


Hit Points 11 (2d6 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 15 (+2) 4 (-3) 3 (-4) 15 (+2)
Saving Throws Con +4, Cha +4
Skills Stealth +4
Senses passive Perception 6
Languages Minion, understands Common but
doesn’t speak it
Challenge 1/2 (100 XP)

Pack Tactics. The minion has advantage on an at-


tack roll against a creature if at least one of the min-
ion’s allies is within 5 feet of the creature and the
ally isn’t incapacitated.
Strategy Degeneration. Whenever a minion misses
on a melee attack roll by 5 or more, it automatically
hits a random ally within 5 feet of it. If that ally is
also a minion, that minion’s next attack targets the
minion that hit it.
Convulsive Laughter. A minion that can see an-
other creature fail by 5 or more on an attack roll,
Strength check, Dexterity check, Strength saving
throw, or Dexterity saving throw must make a DC
12 Wisdom saving throw. On a failed save, the min-
ion is overcome by hysterical laughter, suffering the
effect of its own Tickle attack.
Contagious Laughter. Any creature that starts its
turn able to see or hear five or more minions under
the effect of Convulsive Laughter must succeed on a
DC 12 Wisdom saving throw or be subject to the ef-
fect of a minion’s Tickle attack.
Tasty Temptation. A minion has disadvantage on
any ability check or saving throw that involves being
tempted by food.


��������� � ���� 11
Snapdax, Apex of the Mutation Helix. Snapdax releases a coiling bolt of
necrotic energy at one creature it can see within 30

Hunt feet of it. The target must make a DC 19


Constitution saving throw, taking 18 (4d8) necrotic
damage on a failed save or half as much damage on
On the treacherous world of Ikoria, gargantuan a successful one. Snapdax then gains temporary hit
beasts fight each other for survival in a land points equal to the amount of damage the target
where humans sit at the bottom of the food chain. takes.
Ikoria’s wildlife, it turns out, is evolutionarily ag-
gressive. If a creature doesn’t already have the ad- �� ������
vantage in an encounter it might grow a new body Reactive Mutation. When Snapdax fails a saving
part to gain the upper hand—sometimes quite lit- throw or takes 30 or more damage in a single turn,
erally! Adventurers should also be wary of further it can use Mutation Helix and gain resistance to a
changes. A creature might have transformed once damage type of its choice until the next time it uses
already but Ikoria is home to countless others Mutation Helix.
with the same ability and there’s nothing to stop
further mutations making Snapdax even more ����� �!��������
deadly than it already is!
Snapdax can take 3 legendary actions, choosing
from the options below. Only one legendary action
�� � " option can be used at a time and only at the end of
Gargantuan monstrosity, unaligned another creature’s turn. Snapdax regains spent
legendary actions at the start of its turn.
Armor Class 18 (Natural Armor)
Hit Points 186 (12d20 + 60) Claw Attack. Snapdax makes a claw attack.
Speed 60 ft. Daunting Roar. Snapdax can let out an especially
menacing roar. Each creature of its choice within
STR DEX CON INT WIS CHA 60 feet of it that can hear it must succeed on a DC
22 (+6) 25 (+7) 20 (+5) 8 (-1) 14 (+2) 16 (+3) 17 Wisdom saving throw or become frightened of
Snapdax until the end of the creature’s next turn.
Saving Throws Dex +13, Con +11, Wis +8 Nightmare Prowl. Snapdax moves up to half its
Skills Perception +14, Stealth +19 speed. This movement doesn’t provoke
Senses darkvision 120 ft., passive Perception 24 opportunity attacks
Languages -
Challenge 18 (20,000 XP)
Snapdax appeared in Dragon+ #31.
Blood Frenzy. Snapdax has advantage on melee at-
tack rolls against any creature that doesn’t have all
its hit points.
Keen Sight and Smell. Snapdax has advantage on
Wisdom (Perception) checks that rely on sight or
smell.
Legendary Resistance (1/Day). If Snapdax fails a
saving throw, it can choose to succeed instead.
Pounce. If Snapdax moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
20 Strength saving throw or be knocked prone. If
the target is prone, Snapdax can make one claw at-
tack against it as a bonus action.

�������
Multiattack. Snapdax makes three claw attacks, or
it makes one claw attack and uses Mutation Helix.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 17 (3d6 + 7) slashing damage.

12 ��������� � ����
Sohmien ishing, its voice joining the frightful wails that fol-
low the sohmien as they ride from the Hinter-
lands.
A sohmien resembles a huge horse with a leath-
ery, ashen hide and dead white eyes. Its shoulder �������
blades extend beyond its head and neck, and
bone spikes (extensions of its spinal column) Medium aberration, chaotic evil
sprout from each shoulder. Armor Class 11
Sohmiens leave a trail of mist in their wake, re- Hit Points 32 (5d8 + 10)
sembling that which shrouds the Hinterlands. Speed 40 ft.
The touch of their hooves kills vegetation and can
taint the lands they stampede across for years. No STR DEX CON INT WIS CHA
one has ever successfully used a sohmien as a 17 (+3) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 4 (-3)
mount. Skills Perception +3
Sohmien do not eat, sleep, or mate, and their Senses passive Perception 13
rides are governed by some cycle that eludes Languages -
scholars. Herds of them emerge from the Hinter- Challenge 1 (200 XP)
lands randomly before returning, and many sus-
pect that they appear only in response to a crea- Fear Stampede. When six or more sohmien enter
ture craving vengeance. combat together in an environment of dim light or
Born of Nightmare. According to legend, the darkness, each creature that can see the stampede
last of the nightmare lords was lured to the must succeed on a DC 11 Wisdom saving throw or
Gloom Meet by his subjects, then attacked by be frightened for 1 minute. A creature that is riding
fiends who had tired of bartering for permission a mount has advantage on this saving throw.
to use his nightmares. The nightmare lord was
driven into the Hinterlands, his body riddled by �������
cold iron spears and arrows. It is believed that
Multiattack. The sohmien makes one gore attack
where his blood struck the earth, sohmien sprang and one bite attack. If either attack hits, it can also
forth. make a hooves attack. Alternatively, the sohmien
Sohmien hate nightmares and attack them over can make three spines attacks.
all other targets. It is said that the ride of the
sohmien will not end until they kill every night- Gore. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
mare in existence.
Sadistic Combatants. Sohmien prefer to start Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
combat at range with their shoulder spines, each one target. Hit: 6 (1d6 + 3) piercing damage.
of which makes a horrible whistling noise when Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
fired and shrieks when it tastes blood. In close-up one target. Hit: 6 (1d6 + 3) bludgeoning damage.
combat, a sohmien gores and bites its foes in non- Spines. Ranged Weapon Attack: +3 to hit, range
vital areas, allowing a creature to experience as 30/120 ft., one target. Hit: 5 (1d8 + 1) piercing
much pain as possible before its eventual death. damage. This attack is treated as magical.
A Thirst for Vengeance. According to myth,
sohmien are creatures of vengeance. They can be
summoned by any vengeful mage or priest of suf-
ficient power through a long-lost ritual called the
sohmien pact. When summoned, sohmien must
be ordered to ride, destroying all in the path lead-
ing to the creature that has wronged the sum-
moner. Sohmiens appeared in Dragon+ #16.
The ride ends only when all the sohmien are
slain or when they have reduced the offending
creature to near death. At that point, the sohmien
wait, pawing the ground in the hope that their vic-
tim will seek its own revenge by sending them
stampeding back to the first summoner. What
happens when the sohmien return is unknown,
but chronicles talk of the original summoner van-


��������� � ���� 13
Spider Shark Web Net Attack (Recharge 5 � 6). Dexterity save
DC 16 to avoid. Range 90 ft., 30 ft. radius. Hit: 18
(3d10+2) damage plus the targets are restrained by
As odd as an owlbear, this creature was created webbing. As an action, the restrained target can
by a group of demented wizards. make a DC 18 Strength check, bursting the webbing
on a success. The webbing can also be attacked and
��� ����� �� destroyed (AC 15; hp 25; vulnerability to fire
damage; immunity to bludgeoning, poison, and
Large monstrosity, neutral
psychic damage).
Armor Class 18 (Natural Armor) Spider shark appeared in Dragon+ #16.
Hit Points 162 (13d12 + 78)
Speed 20 ft., climb 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 8 (-1)
Skills Perception +5, Stealth +6
Senses blindsight 60 ft.
Languages -
Challenge 9 (5,000 XP)

Spider Climb. The spider shark can climb difficult


surfaces, including upside down on ceilings, without
needing to make an ability check.
Web Sense. While in contact with a web, the spider
shark knows the exact location of any other creature
in contact with the same web.
Web Walker. The spider shark ignores movement
restrictions caused by webbing.

�������
Multiattack. Can make a hooked claw attack, a
burrowing tooth attack, and a barbed web attack.
Burrowing Tooth Attack. Melee Weapon Attack:
+7 to hit, reach 10 ft., one creature. Hit: 16 (3d8+3)
damage and make a successful Constitution saving
throw DC 18 or take an additional 4 (1d8) damage
at the beginning of your turn each round. You can
make an additional saving throw at the end of your
turn each round to negate this effect.
Hooked Claw Attack. Melee Weapon Attack: +7 to
hit, reach 10 ft., one creature. Hit: 12 (2d8+3)
damage and make a successful Strength saving
throw DC 18 or be grappled and pulled toward the
creature. Grappled creatures grant Advantage on
attacks.
Barbed Web Attack. Ranged Weapon Attack: +7 to
hit, range 90 ft., one creature. Hit: 18 (3d10+2)
damage plus the target is restrained by webbing. As
an action, the restrained target can make a DC 18
Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed
(AC 15; hp 25; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic
damage).

14 ��������� � ����
Subknock the Imp can grant the imp access to materials and re-
sources to further its own experiments.
Imps are found throughout the Lower Planes, ei- �#������
ther running errands for their infernal masters,
spying on rivals, or misleading and waylaying Tiny fiend (devil, shapechanger), lawful evil
mortals. An imp will proudly serve an evil master Armor Class 13
of any kind, but it can’t be relied on to carry out Hit Points 21 (6d4 + 6)
tasks with any speed or efficiency. Speed 20 ft., fly 40 ft.
Among the many former masters of the imp
known as Subknock was the bone devil that STR DEX CON INT WIS CHA
would later invade Kwalish’s lost laboratory, in- 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
stalling itself as the Grand Master of the Skills Deception +4, Insight +3, Persuasion +4,
Monastery of the Distressed Body. Long before Stealth +5
those events, however, a quasit fought the shift- Damage Resistances cold; bludgeoning, piercing,
less Subknock for the right to serve the bone and slashing from nonmagical attacks not made
devil, becoming its new assistant and sharing in with silvered weapons
its triumphs. (Full details on the Grand Master Damage Immunities fire, poison
can be found in Lost Laboratory of Kwalish.) Condition Immunities poisoned
Thwarted Ambition. Subknock can assume Senses darkvision 120 ft., passive Perception 11
beast form at will, but in its natural state, it re- Languages Common, Infernal
sembles a diminutive red-skinned humanoid with Challenge 1 (200 XP)
small horns and leathery wings. It bears a set of
special necrotic claws stolen from its rival, the qu- Shapechanger. Subknock can use its action to poly-
asit Whazzit. The quasit in turn stole and now morph into a beast form that resembles a stuffed toy
bears Subknock’s barbed stinger tail. rat (speed 20 ft.), a papercraft raven (20 ft., fly 60
Like its quasit rival, Subknock is a rather ac- ft.), or a clockwork spider (20 ft., climb 20 ft.), or
complished inventor, especially when it comes to back into its true form. Its statistics are the same in
devices of warfare and torture. To further its am- each form, except for the speed changes noted. Any
bitions, it might offer to serve as a familiar to a equipment it is wearing or carrying isn’t trans-
new master. Even if it does, however, Subknock formed. It reverts to its true form if it dies.
is principally interested in gaining control of Devil’s Sight. Magical darkness doesn’t impede
Daoine Gloine, the site of Kwalish’s newer lost Subknock’s darkvision.
laboratory, or in establishing another suitable lab- Magic Resistance. Subknock has advantage on sav-
oratory for its own dark experiments. ing throws against spells and other magical effects.
Subknock is also motivated to seek vengeance
against its quasit rival. The two are rumored to �������
keep in contact with each other, with both send-
ing emissaries and assassins against one another Claws of Wounding (Bite in Rat or Spider Form).
Melee Weapon Attack: +5 to hit, reach 5 ft., one
via the planar gates located in the Monastery of
target. Hit: 5 (1d4 + 3) piercing damage. Once per
the Distressed Body and in Daoine Gloine.
turn, when Subknock hits a creature using this
Familiar. Subknock might serve another crea- attack, it can wound the target. At the start of each
ture as a familiar, forming a telepathic bond with of the wounded creature’s turns, it takes 1 necrotic
its willing master. While the two are bonded, the damage for each time it’s been wounded, and it can
master can sense what Subknock senses as long then make a DC 13 Constitution saving throw,
as they are within 1 mile of each other. While ending this wounded effect on itself on a success.
Subknock is within 10 feet of its master, the mas- Alternatively, the wounded creature, or a creature
ter gains proficiency with two sets of artisan’s within 5 feet of it, can use an action to make a DC
tools of the master’s choice: alchemist’s supplies, 15 Wisdom (Medicine) check, ending this wounded
carpenter’s tools, glassblower’s tools, mason’s effect on the wounded creature on a success.
tools, smith’s tools, or tinker’s tools, determined Invisibility. Subknock magically turns invisible until
when first bonded. At any time and for any rea- it attacks or until its concentration ends (as if
son, Subknock can end its service as a familiar, concentrating on a spell). Any equipment Subknock
ending the telepathic bond. wears or carries is invisible with it.
Subknock is likely to serve only spellcasters of
Subknock appeared in Dragon+ #24.
7th level or higher and of evil alignment, or who


��������� � ���� 15
Terror of $���������%� ����#�� ��
Large monstrosity, chaotic evil
Undermountain Armor Class 16 (Natural Armor)
A grotesque creature of Halaster Blackcloak’s Hit Points 94 (9d10 + 45)
own creation, this legendary monstrosity was Speed 30 ft.
abandoned shortly after being unleashed within STR DEX CON INT WIS CHA
Undermountain. Now long forgotten and left to 21 (+5) 11 (+0) 20 (+5) 4 (-3) 12 (+1) 10 (+0)
wander the great dungeon, it is driven only by its
instinct to destroy. Saving Throws Str +8, Con +8
Infectious Hunter. The Terror of Undermoun- Damage Resistances cold, fire
Damage Immunities poison
tain has cultivated a diseased bite from years of
Condition Immunities charmed, frightened,
consuming carcasses and offal. Whenever it
poisoned
comes across a potent threat, it satisfies itself
Senses darkvision 120 ft., passive Perception 11
with biting that creature once, then falling back Languages understands Common but can’t speak
and waiting for it to die. Challenge 6 (2,300 XP)

Magic Resistance. The Terror of Undermountain


has advantage on saving throws against spells and
other magical effects.
Stench. Any creature that starts its turn within 10
feet of the Terror of Undermountain must succeed
on a DC 16 Constitution saving throw or be poi-
soned until the start of its next turn. On a successful
saving throw, the creature is immune to the Terror
of Undermountain’s stench for 24 hours.

�������
Multiattack. The Terror of Undermountain makes
three attacks: two with its claws and one with its
bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage. If
the target is a creature, it must succeed on a DC 16
Constitution saving throw or become diseased.
While diseased, the target can’t regain hit points.
After every 24 hours that elapse, the target must
repeat the saving throw, reducing its hit point
maximum by 7 (2d6) on a failure. This reduction to
the target’s hit point maximum lasts until the
disease is cured. The disease is cured on a success.
The target dies if the disease reduces its hit point
maximum to 0.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target.

Terror of Undermountain appeared in Dragon+ #27.

16 ��������� � ����
Trelon when they strike. Their insect-like nature makes
several sages suspect that they may have a hive
mentality, but like much that is known about
Trelons originated on one of the Prime worlds trelons, this is only speculation.
and were brought to the Outlands by a sorcerer Trelons are valued for their talons, which are
living on the ninth ring. This sorcerer used them long enough to be used as sword blades and
as weapons, transporting them into the Academy make fearsome mage-slaying weapons when
of Weavers near Curst, where the trelons mur- properly enchanted. Likewise, trelon blood is said
dered the entire school of illusionists in their to be usable in the crafting of unique arrows of
sleep. slaying meant to kill mages. But incidents have
Trelons have been described as a “mixture of been recorded in which attempts to use trelon
orange and shadow.” They have two long arms blood in magical rituals have instead summoned
that end in curved spikes, two mandibles near the a swarm of trelons to the scene.
mouth for feeding, and two spindly legs. Accord-
ing to legend, trelons were created to exterminate $�����
mages on some long-dead Prime world. True or
not, the trelons seem to hate mages and magic in Large monstrosity, neutral evil
general. Armor Class 13 (Natural Armor, Shield)
Deadly Swarms. A trelon swarm is terrible to Hit Points 51 (6d10 + 18)
behold. When they appear, they mob any nearby Speed 30 ft.
creature, tearing through their victims like
scythes. Trelons attack with their two arm spikes, STR DEX CON INT WIS CHA
bisecting a target like a pair of cutting shears. 15 (+2) 13 (+1) 16 (+3) 7 (-2) 16 (+3) 7 (-2)
They do not stop until they have killed every non- Skills Perception +7
trelon in sight, but when the fight is done, the Condition Immunities charmed, paralyzed
mandibles around their mouths scoop up the re- Senses truesight 120 ft., passive Perception 17
mains of their victims. Languages Trelon
Trelons do not like natural light, and torches or Challenge 2 (450 XP)
strong lanterns can prevent them from attacking.
However, magical light drives them into a frenzy, Always Hidden. To any creature more than 30 feet
and they attack any opponent using it without away from the trelon, the trelon is invisible and
hesitation. makes no sound. This invisibility cannot be over-
Unseen and All Seeing. A trelon never appears come by any mundane or magical means.
at a distance of greater than 30 feet from other
Magic Resistance. The trelon has advantage on sav-
creatures. Targets might thus never know that ing throws against spells and other magical effects.
they are in the middle of a swarm of trelons until
the creatures suddenly begin to materialize. How �������
this ability works remains a mystery, but trelons
are known to appear primarily in shadowy condi- Multiattack. The trelon makes two claw attacks. If
tions where there is no natural light. It is likewise both attacks hit the same target, that target takes an
not known where they retreat to once they have extra 7 (2d6) slashing damage.
finished their attacks. Claw. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Some believe that the trelons track creatures by one target. Hit: 6 (1d8 + 2) slashing damage.
their shadows, their emotions, or the sounds they
make. But it is also known that trelons have the
ability to track a victim through the use of spells
or magic items designed to conceal the user.
They are drawn to those protected by invisibility,
a cloak of displacement, and similar magic, and
Trelons appeared in Dragon+ #16.
can sense targets no matter how well they are
hidden. Magical cloaking seems to drive trelons
into a rage, and they often attack invisible or
cloaked targets before other foes.
Mysterious Ways. Trelons speak a unique lan-
guage that consists of soft clicks and chittering
noises, which rise to a near-deafening screeching


��������� � ���� 17
Vlaakith the Lich- Dancing Silver Greatsword. As a bonus action,
Vlaakith tosses her silver greatsword into the air,
Queen where it makes two attacks against a creature of her
choice that she can see within 30 feet of her. Each
Commanding vast armies in citadels across the round on her turn, she can use a bonus action to
Astral Plane is Vlaakith, the thousand-year-old have the sword make two attacks on a creature she
lich-queen to whom all githyanki owe fealty (or at can see within 30 feet of her, or to call the sword
back to her hands.
least pretend to). She rarely ventures beyond her
obsidian Palace of Whispers, but her eyes, ears, Fear Aura. Any creature hostile to Vlaakith that
and mind-probing instruments are everywhere. starts its turn within 20 feet of her must make a DC
Vlaakith is also the reason why there are no 22 Wisdom saving throw, unless she is incapaci-
githyanki clerics. A would-be goddess herself, tated. On a failed save, the creature is frightened un-
Vlaakith cannot abide the notion of a githyanki til the start of its next turn. If a creature’s saving
worshiping anyone else. In githyanki society, of- throw is successful, the creature is immune to
fering a prayer to anyone other than Vlaakith is a Vlaakith’s Fear Aura for the next 24 hours.
capital crime. Legendary Resistance (3/Day). If Vlaakith fails a
saving throw, she can choose to succeed instead.
Rejuvenation. If Vlaakith is destroyed, she gains a
new body in 1d10 days, regaining all her hit points
and becoming active again. Her new body appears
within 5 feet of her phylactery.
Innate Spellcasting (Psionics). Vlaakith’s innate
spellcasting ability is Intelligence (spell save DC 25,
+17 to hit with spell attacks). She can innately cast
the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self
only), tongues
1/day each: plane shift, telekinesis
Spellcasting. Vlaakith is a 20th-level spellcaster.
Her spellcasting ability is Intelligence (spell save DC
&� ���� 25, +17 to hit with spell attacks). She has the follow-
ing wizard spells prepared:
Medium undead, chaotic evil
Cantrips (at will): acid splash, mage hand, minor il-
Armor Class 18 (Natural Armor) lusion, prestidigitation, ray of frost
Hit Points 180 (24d8 + 72) 1st level (4 slots): detect magic, magic missile,
Speed 30 ft. shield, unseen servant
2nd level (3 slots): detect thoughts, enhance ability,
STR DEX CON INT WIS CHA invisibility, mirror image, web
16 (+3) 22 (+6) 16 (+3) 30 (+10) 16 (+3) 25 (+7) 3rd level (3 slots): animate dead, counterspell, dis-
Saving Throws Dex +13, Int +17, Wis +10 pel magic, haste, lightning bolt, magic circle
Skills Arcana +17, History +17, Insight +10, 4th level (3 slots): blight
Perception +10, Stealth +13 5th level (3 slots): hold monster, scrying, wall of
Damage Resistances cold, lightning, necrotic force
Damage Immunities poison; bludgeoning, piercing, 6th level (2 slots): disintegrate, eyebite, globe of in-
and slashing from nonmagical attacks vulnerability
Condition Immunities charmed, exhaustion, 7th level (2 slots): finger of death
frightened, paralyzed, poisoned 8th level (1 slot): dominate monster, power word
Senses truesight 120 ft., passive Perception 20 stun
Languages Abyssal, Celestial, Common, Draconic, 9th level (1 slot): power word kill, wish
Gith Turn Resistance. Vlaakith has advantage on saving
Challenge 23 (50,000 XP) throws against any effect that turns undead.

18 ��������� � ����
�������
Multiattack. Vlaakith makes two silver greatsword
attacks.
Silver Greatsword. Melee Weapon Attack: +13 to
hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing
damage plus 10 (3d6) psychic damage. This is a
magic weapon attack. On a critical hit against a
target in an astral body (as with the astral projection
spell), Vlaakith can cut the silvery cord that tethers
the target to its material body, instead of dealing
damage.
Paralyzing Touch. Melee Spell Attack: +17 to hit,
reach 5 ft., one creature. Hit: 10 (3d6) cold damage.
The target must succeed on a DC 18 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.

����� �!��������
Vlaakith can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature’s turn. Vlaakith regains spent
legendary actions at the start of her turn.
Silver Greatsword. Vlaakith makes a silver
greatsword attack, whether the weapon is in hand
or dancing.
Paralyzing Touch (Costs 2 Actions). Vlaakith uses
her Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Vlaakith fixes
her gaze on one creature she can see within 10
feet of her. The target must succeed on a DC 22
Wisdom saving throw against this magic or
become frightened for 1 minute. The frightened
target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success. If a target’s saving throw is successful or
the effect ends for it, the target is immune to
Vlaakith’s gaze for the next 24 hours.

Vlaakith appeared in Dragon+ #19. She is also


discussed at length in Mordenkainen's Tomb of
Foes, but without a stat block.



��������� � ���� 19
Whazzit the Quasit '� ����
Tiny fiend (demon, shapechanger), chaotic evil
Quasits infest the Lower Planes. Physically weak,
they keep to the shadows to plot mischief and Armor Class 14 (Natural Armor)
wickedness. More powerful demons use quasits Hit Points 15 (6d4)
as spies and messengers when they aren’t de- Speed 40 ft.
vouring them or pulling them apart to pass the STR DEX CON INT WIS CHA
time. 5 (-3) 17 (+3) 10 (+0) 12 (+1) 10 (+0) 10 (+0)
In ages past, a bone devil gained the services of
a particularly ambitious quasit named Whazzit, Skills Stealth +5
which was looking to escape the typical fate of its Damage Resistances cold, fire, lightning;
kind. With Whazzit’s help, the bone devil con- bludgeoning, piercing, and slashing from
quered the lost laboratory of Kwalish and con- nonmagical attacks
Damage Immunities poison
verted it into a monastery dedicated to its own
Condition Immunities poisoned
dark cult, becoming the monastery’s Grand Mas-
Senses darkvision 120 ft., passive Perception 10
ter. But the devil eventually met its demise inves-
Languages Abyssal, Common
tigating Kwalish’s grand experiments, and its in- Challenge 1 (200 XP)
fernal life force was drawn into powerful extrapla-
nar machinery. (Full details on the Grand Master
Shapechanger. Whazzit can use its action to poly-
can be found in Lost Laboratory of Kwalish.)
morph into a beast form that resembles an over-
Whazzit survived—and quickly saw opportunity.
sized wasp (speed 10 ft., fly 40 ft.), a scorpion (40 ft.,
The quasit managed to construct an elaborate climb 40 ft.), or a skeletal toad (40 ft., swim 40 ft.),
war machine based on Kwalish’s designs, using or back into its true form. Its statistics are the same
the bone devil’s exoskeleton as its framework. in each form, except for the speed changes noted.
The tiny fiend then kept up an elaborate ruse for Any equipment it is wearing or carrying isn’t trans-
years, piloting this exoskeleton as it pretended to formed. It reverts to its true form if it dies.
be the Grand Master.
Magic Resistance. Whazzit has advantage on sav-
Infernal Plotting. Whazzit can assume a num-
ing throws against spells and other magical effects.
ber of beast forms, but in its true form, it looks
like a two- foot-tall green humanoid with horns. �������
The quasit has grafted tiny shards of the bone
devil’s exoskeleton onto its own body for added Sting (Bite in Toad Form). Melee Weapon Attack:
protection, and has incorporated a stinger into its +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
tail stolen from a rival—the imp known as Sub- piercing damage plus 5 (2d4) poison damage, and
knock. The imp in turn stole Whazzit’s original the target must succeed on a DC 13 Constitution
set of necrotic claws, a theft that still fills the qua- saving throw or become poisoned for 1 minute. The
target can repeat the saving throw at the end of each
sit with rage.
of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of Whazzit’s choice
within 20 feet of it must succeed on a DC 10
Wisdom saving throw or be frightened for 1 minute.
The target can repeat the saving throw at the end of
each of its turns, with disadvantage if Whazzit is
within line of sight, ending the effect on itself on a
success.
Invisibility. Whazzit magically turns invisible until it
attacks or uses Scare, or until its concentration
ends (as if concentrating on a spell). Any equipment
Whazzit wears or carries is invisible with it.
Whazzit appeared in Dragon+ #24.

20 ��������� � ����
Zaknafein Do’Urden +1 Whip. Melee Weapon Attack: +12 to hit, reach
10 ft., one target. Hit: 9 (1d4 + 7) slashing damage.

The following version of the famed weapons mas- +1 Dagger. Melee or Ranged Weapon Attack: +12 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9
ter is based on him as he appears in Relentless.
(1d4 + 7) piercing damage.
( �� ��������%� �� �� ������
Medium humanoid (elf), lawful neutral
Parry. Zaknafein adds 4 to his AC against one
Armor Class 21 (+3 Studded Leather) melee attack that would hit him. To do so, he must
Hit Points 142 (19d8 + 57) see the attacker and be wielding a melee weapon.
Speed 30 ft., climb 30 ft. Uncanny Dodge. Zaknafein halves the damage that
he takes from an attack that hits him. He must be
STR DEX CON INT WIS CHA
able to see the attacker.
20 (+5) 22 (+6) 16 (+3) 19 (+4) 12 (+1) 14 (+2)
Saving Throws Str +10, Con +8 ����� �!��������
Skills Athletics +15, Intimidation +12, Perception
Zaknafein can take 3 legendary actions, choosing
+6, Survival +6
from the options below. Only one legendary action
Senses darkvision 120 ft., passive Perception 16
option can be used at a time and only at the end of
Languages Common, Elvish, Undercommon
another creature’s turn. Zaknafein regains spent
Challenge 16 (15,000 XP)
legendary actions at the start of his turn.

Fey Ancestry. Zaknafein has advantage on saving Quick Step. Zaknafein moves up to his speed
throws against being charmed, and magic can’t put without provoking opportunity attacks.
him to sleep. Lunging Attack (Costs 2 Actions). Zaknafein
makes one +3 longsword attack that has a reach of
Innate Spellcasting. Zaknafein’s spellcasting ability 10 feet.
is Charisma (spell save DC 15). He can innately cast
the following spells, requiring no material compo-
nents: Sun Pellet
At will: dancing lights Wondrous item, very rare
1/day each: darkness, faerie fire, levitate (self only) This small ceramic ball is specially coated with
Legendary Resistance (1/Day). If Zaknafein fails a enchanted oil. As an action, you can crack a sun
saving throw, he can choose to succeed instead. pellet or throw it up to 100 feet, whereupon it
Poison Resilience. Zaknafein has advantage on
releases a brilliant magical light. This light is
saving throws against poison. equivalent to a sunburst spell (save DC 15) but
has a radius of 20 feet.
Second Wind (Recharges after a Short Rest). Zak-
nafein can use a bonus action to regain 16 (1d10 +
11) hit points.
Zaknafein appeared in Dragon+ #32.
Special Equipment. Zaknafein wears +3 studded
leather and wields two +3 longswords, a +1 whip,
and six +1 daggers. He carries five sun pellets (see
the sidebar).
Standing Leap. Zaknafein’s long jump is up to 20
feet and his high jump is up to 10 feet, with or with-
out a running start.

�������
Multiattack. Zaknafein makes three attacks with
his +3 longsword or two attacks with his +1
daggers.
+3 Longsword. Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing
damage.



��������� � ���� 21
Sources
Some sources list multiple monsters; each source is listed only once.
� Belaphoss: https://media.wizards.com/2015/downloads/dnd/Demonomicon%20of%20Iggwilv%20-
%20Belaphoss.pdf and https://dndwizards.tumblr.com/post/130138784671/a-field-guide-to-belaphoss
� Dragon Rat: https://media.wizards.com/2020/dnd/dragon/30/DRA30_dragonrat.pdf
� Gronk: https://media.wizards.com/2017/dnd/dragon/Creatures_PSTEE.pdf
� Grilling: see Gronk
� Havoc Orb: https://media.wizards.com/2018/dnd/dragon/18/DRA18_havocorb.pdf
� Minion: https://media.wizards.com/2018/dnd/dragon/21/DRA21_minions.pdf
� Snapdax: https://media.wizards.com/2020/dnd/dragon/31/DRA31_ikoria_snapdax.pdf
� Sohmien: see Gronk
� Spider Shark: https://dnd.dragonmag.com/2020/02/13/spider-shark/content.html
� Subknock: https://media.wizards.com/2019/dnd/dragon/24/DRA24_Creatures.pdf
� Swarm of Dragon Rats: see Dragon Rat
� Terror of Undermountain: https://media.wizards.com/2019/dnd/dragon/27/DRA27_TerrorUndermoun-
tain.pdf
� Trelon: see Gronk
� Vlaakith: https://media.wizards.com/2018/dnd/dragon/19/DRA19_LichQueen2.pdf
� Whazzit: see Subknock
� Zaknafein: https://media.wizards.com/2020/dnd/dragon/32/dra32_itw_zaknafein.pdf

Changelog
v 35.1
� Initial version through Dragon+ issue #35.
v 35.2
� Minor edits and formatting changes.
� Added art.
� Added spider shark.

22 ��������� � ����

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