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Table Of Contents
Anakore 4 Gaj (Legendary Variant) 40
Animals, Household 5 Giant Ant Lion 41
Critic 5 42
Hurrum 5 Giants, Athasian
Beast-head Giants 42
Animals, Domestic 6 Humanoid Giants 42
Aprig 6 44
Carru 6 Gith
Gith Hunt Leader, Athasian 44
Mulworm 7 Gith Tribal Leader, Athasian 44
Sygra 7 Gith Warrior, Athasian 45
Baazrag 8 45
Baazrag 8 Gold Scorpion
Baazrag Boneclaw 8 Golems 46
9 Ash Golem 47
Banshee, Dwarf Sand Golem 47
Bard, Athasian 10 Chitin Golem 48
11 Wood Golem 48
Belgoi Obsidian Golem 46
Braxat 12 Rock Golem 46
Cha'thrang 13 Guards 50
14 Guard, Athasian 50
Cilops
Half-Giant Guard 50
Commoner, Athasian 15 Half-Giant Guard (Large) 50
Crodlu 16 Half-Giants 51
Crystal Spider 17 Half-Giant Warrior 51
Half-Giant Warrior (Large) 51
Dagorran 18 Halflings 55
Dragon Of Tyr 20 Halfling Hunter 55
Drake, Athasian 22 Templars 57
Drake, Earth 23 Templar, Initiate 57
Drake, Air 23 Templar Of Tyr 57
Drake, Fire 25 High-Templar Of Tyr 58
Drake, Water 25 Tithian, High-Templar Of The Games 58
Gladiators 28 Innix 60
Gladiator, Lesser 28 61
Dwarf Gladiator 29 Jankx
Dwarf Gladiator, Lesser 28 Jhakar 62
Half-Giant Gladiator 30 Jhozal 63
Half-Giant Gladiator (Large) 30
Half-Giant Gladiator, Lesser 31 Kank 64
Half-Giant Gladiator, Lesser (Large) 31 Kank, Drone 64
Mul Gladiator 28 Kank, Soldier 64
Mul Gladiator, Lesser 32 Kank, Brood Queen 64
Halfling Gladiator 28 Kes’trekel 65
Halfling Gladiator, Lesser 33
Thri-kreen Gladiator 34 Kirre 66
Thri-kreen Gladiator, Lesser }34 Klar 67
Elves 35 Klar 67
Elf Bandit 35 Klar, Young 67
Elf Bandit Captain }35 Kluzd 68
Elf Enchanter Defiler 36 Lirr 68
Erdlu 36 Mekillot 69
Erdland 36 Nightmare Beast 70
Floater 38 Pakubrazi 72
2 Gaj 39
73 T’liz 85
Psions
T’liz Template 85
Pterrax 74 T'liz Mage 86
Rasclinn 75 Tagster 87
Razorwing 76 Tigone 87
Shadow Giant 77 Tarek 88
Silk Wyrm 78 Tarek 88
Sorerer Monarchs 79 Tarek Tribal Chief 88
King Kalak of Tyr 79 Tembo 89
King Tectuktitlay of Draj 79 Thri-kreen 90
King Dregoth of Giustenal/New Giustenal 80 Thri-kreen Hunter 90
King Hamanu of Urik 80 Thri-kreen Mystic 90
Queen Abalach-Re of Raam 81 93
King Nibenay of Nibenay 81 Wezer
Wezer, Brood Queen 93
King Andropinis of Balic 82 Wezer, Drone 93
Queen Oba Lalali-Puy of Gulg 82 Wezer, Soldier 94
King Daskinor of Eldaarich 83 Wezer, Larvae 94
Queen Sielba of Yaramuke 83
King Oronis of Kurn 83 Wraith, Athasian 95
King Kalid-Ma of Kalidnay 83 96
Sorcerer Monarch Stat Block 84 Z’tal
Zhackal 96

3
Anakore
Sweltering desert travelers who curse the blazing sun Anakore
overhead might breathe a sigh of relief when the Medium Monstrosity, neutral evil
crimson orb sets, but their solace proves shortlived as
the shapes sliding beneath the dunes reveal themselves. Armor Class 15 (Natural)
When the sun dies away, the primitive,simple-minded Hit Points 60 (8d8+24)
anakores burst from the sands, eager to seize the prey Speed 30 ft., 40 ft. Burrow
they have stealthily tracked during the daylight hours.
The anakore are a race of dimwitted humanoids with STR DEX CON INT WIS CHA
bony, wedgelike heads, small ears pressed close to the 17 (+3) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 6 (-2)
sides of their heads, and sunken, beady eyes covered by
clear membranes to prevent sand from scratching these Saves Strength 5, Constitution 5
Skills Athletics 5, Perception 3, Stealth 6, Survival 5
delicate tissues. The bright light of Athas’ sun blinds the Senses Darkvision 120ft, tremorsense 60ft., Passive Perception
anakore during the day, but at night they can see as 13
clearly as most beings do during the day. The anakore Languages Anakore
do not have infravision, however; they do not see body Challenge 2 (450 xp)
heat. In complete darkness, they are as blind as any
human. But if there is even the tiniest amount of light, Sand Camouflage. The anakore has advantage on Dexterity
such as from a star, they see very well. (Stealth) checks to hide in sandy terrain.
The anakore have an unusual dorsal ridge running
along their spine. This fin is actually a sensitive organ Sunlight Sensitivity. While in sunlight, the anakore has
which picks up minute vibrations traveling through the disadvantage on attack rolls, as well as on Wisdom
sand. With it, they can locate a solitary creature walking (Perception) checks that rely on sight.
on the sand from as far away as five miles. Actions
Multiattack. The Anakore attacks once with its claws and once
with its bite. If it is grappling a creature, it can use its Drag
Under action instead of its claw.

Claws. Melee weapon attack: +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6 + 3) slashing damage and the anakore can choose
to grapple the target. The target is grappled (escape DC 13)
and automatically takes 6 (1d6+3) slashing damage at the start
of the anakores turn. The anakore can't attack with its claws
while grappling a creature like this.

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage and the target must succeed a DC
13 Constitution saving throw or be poisoned for 1 minute. If
the save is failed by 5 or more, the target is also paralyzed for
the duration. A creature can repeat the saving throw at the end
of each of its turns, ending the effects on itself with a success.

Drag Under. If on a surface that the Anakore can burrow into, it


can drag a target it is grappling underground. The target
becomes blinded, restrained and can’t breathe (see the
suffocation rules in the Player’s Handbook).

4
Animals, Household
Critic Hurrum
Multi-colored, spiny-backed lizards, critics are These brightly-colored beetles are highly prized for the
frequently reluctant house guests in Athas. They are pleasant humming sounds they produce. Better trading
innately psionic and tune themselves to their feeders. houses have at least one.
Some say critics are the prettiest lizards on Athas. Hurrum beat their wings rapidly back and forth,
Often mottled in brightly-colored hues, they change gently striking the underside of their carapace which
color each year when they molt. creates the vibration and noise for which these
creatures are best known. The sound is also used as a
Critic simple form of communication between hurrum beetles.
Tiny beast, unaligned

Armor Class 12
Hurrum
Tiny beast, unaligned
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.
Armor Class 13 (natural armor)
Hit Points 3 (1d4+1)
STR DEX CON INT WIS CHA Speed 30 ft.
2 (-4) 15 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)
STR DEX CON INT WIS CHA
Senses darkvision 30 ft., Passive Perception 9
8 (-1) 10 (+0) 12 (+1) 2 (-4) 7 (-2) 3 (-4)
Challenge 0 (10 xp)
Senses blindsight 30 ft., Passive Perception 8
Innate Spellcasting (Psionics). The critic's innate spellcasting Challenge 0 (10 xp)
ability is Wisdom (spell save DC 10, +2 to hit with spell
attacks). It can innately cast the following spells, requiring no
components: Familiar. With the DM's permission, a person who casts the
1/day each: augury find familiar spell can choose to conjure a hurrum instead of
the usual choices.
Poison Sense. The critic can detect whether a substance is Actions
poisonous by taste, touch, or smell.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Sense Danger. The critic can't be surprised while it is conscious Hit: 1 piercing damage.
and other creatures cant get advantage against it as a result of
being unseen. Pleasant Vibrations. The beetle produces a humming sound by
continuously fluttering its vestigial wings. The wings beat in
Familiar. With the DM's permission, a person who casts the rapid succession between the soft body of the beetle and its
find familiar spell can choose to conjure a critic instead of a hard, chitinous shell.
normal lizard. Each creature within 30 feet must make a DC 11 wisdom
saving throw. On a failure, the creature finds the humming
Actions soothing with no other effect.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

5
Animals, Domestic
Aprig Carru
These small piglike creatures have hard shells that Carru resemble Brahman cattle because of the large
provide them with protection from the elements and humps immediately behind their heads. These humps
predators. Aprigs vary in color from gray to reddish are fluid storage sacs, but don’t inflate and deflate Carru
brown. They have round faces and flat snouts that are are a drab gray color and have a soft hide. Their heads
good for snuffling through piles of vegetation. They have are covered with a tougher hide to protect the skull.
keen senses of smell and hearing, but are very short- Carru have two brown eyes set in the front of their
sighted. heads for good forward vision. They have poor
Aprigs prefer to flee, but if forced to fight they attempt peripheral vision and a poor sense of smell. On adult
to bite an opponent and then run away. When they fight, males, two horns curve out from the forehead and
aprigs rush into battle squealing loudly. sweep forward to in front of the eyes. Females have
much shorter horns that project straight forward from
the skull.
Aprig
Small beast (Cattle), unaligned
Carru
Armor Class 11 (natural armor) Large beast (cattle), unaligned
Hit Points 9 (2d6+2)
Speed 30 ft. Armor Class 10
Hit Points 22 (3d10+6)
STR DEX CON INT WIS CHA Speed 30 ft.
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
STR DEX CON INT WIS CHA
Senses Passive Perception 9 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Challenge 1/8 (25 xp)
Senses Passive Perception 10
Challenge 1/2 (100 xp)
Actions
Bite. Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 Charge. If the carru moves at least 20 feet straight toward a
(1d4+1) piercing damage. If the target does not properly clean target and then hits it with a gore attack on the same turn, the
the wound with a DC 5 wisdom(medicine) check or receive target takes an extra 7 (2d6) piercing damage and the target
magical healing within 24 hours, the target has a 5% chance must succeed on a DC 14 Strenght saving throw or be pushed
each day for the wound to become infected. If infected, the 10 feet away from it.
target is Incapacited for 1d4 days, after which the infection
heals. Any effect that removes the poisoned or incapacitated Actions
conditions will end the infection early. Creatures immune to the
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
poisoned condition can not get an infection.
Hit: 7 (1d6+4) piercing damage.

6
Mulworm Sygra
The Athasian mulworm is an off-white colored Sygra are cloven-hooved quadrupeds with short, hairy
caterpillar with no eyes. It has two feelers in the front of coats and sensitive noses. They can be any mixture of
its head that are used assensors. Its mouth makes up black, brown, and white. Their heads sport two horns
the rest of its bullet-shaped head. The body is and resemble that of a horse with horns. Males have
segmented, tapering to a point at the rear. Adult larger horns than females. They have beady black eyes
mulworms are about 8 inches long and as much as 1 set behind and above the nose, which give them good
inch thick. peripheral vision.
Mulworm Sygra
Tiny beast, unaligned Small beast (Cattle), unaligned

Armor Class 12 Armor Class 11


Hit Points 3 (1d4+1) Hit Points 16 (3d6+6)
Speed 10 ft., 30 ft. Fly Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 2 (-4) 12 (+1) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)

Senses Passive Perception 10 Senses Passive Perception 10


Challenge 1/8 (25 xp) Challenge 1/4 (50 xp)

Poison Splash. When the mulworm dies, it's poisonous blood Actions
spray everywhere. When the mulworm reaches 0 hp because of
a melee weapon attack, each creature within 5 feet of it must Multiattack. The sygra makes two attacks: one with its hooves
make a DC 11 Constitution saving throw. Armored creatures and one with its gore.
have advantage on this initial saving throw. On a failed save,
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
the area touched by the mulworm poison suffer a severe rash,
Hit: 4 (1d6+1) bludgeoning damage.
and the creature takes 3 (1d6) poison damage and have
disadvantage on saves against poison and disease. The Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
creature must repeat the saving throw every 24 hours, taking 3 Hit: 3 (1d4+1) bludgeoning damage.
(1d6) poison damage on a failed save. After one successful
save, the effect ends.

7
Baazrag Baazrag Boneclaw
In the broken crags and tiny caves of the barrens lives Once in a very great while, a baazrag litter consists of
the timid baazrag. Two feet long or less, it is one of the only one young, much larger than normal. This creature
smallest omnivores in the stony barren regions. Its four is a boneclaw. The boneclaw stands more than 8 feet
legs are comparatively frail but are adequate for darting tall. The boneclaw’s head is protected by a bony
from shelter to shelter around its rocky home. The tail covering. The upper body and back are covered with a
of the Baazrag about 5” long. Newborns are red-brown, hard shell that deflects all normal missiles smaller than
green, yellow, or orange, but the color fades gradually to a javelin. Its shell has sharp serrated edges everywhere
a sandy gray at old age. except around the mouth and eyes. The boneclaw is a
Baazrag packs band together only for mutual defense dull brown color, with sand-colored claws and red eyes
of their territory. Otherwise, they have little contact with that glow in the dark.
those of other bands. Boneclaws are solitary creatures. Their territory
Noble families of Tyr and Balic domesticate the extends to a 2-mile radius from their lair. Boneclaws
baazrag to rid their households of unwanted pests and usually take over deserted baazrag lairs. If there is no
insects. The families also organize teams of the water readily available, boneclaws will dig until they hit
creatures to pull wagons. Each baazrag can pull as water. Deserted boneclaw lairs have been known to
much as 50 pounds of cargo and transport. save the lives of thirsty travelers because of the well that
Other baazrags have been specially trained to hunt may be found in some of them. If there is no prey
unwanted pests in the sewers. The templars of Tyr have available, boneclaws can survive on vegetation for as
a special squad with several dozen swimming baazrags long as three months, or can go as long as one month
that are used to clean out infested areas. without food at all.
Baazrag Baazrag Boneclaw
Small beast, unaligned Large Beast, unaligned

Armor Class 14 (Natural Armor) Armor Class 16 (Natural Armor)


Hit Points 5 (1d6+2) Hit Points 85 (10d10+30)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 2 (-4) 12 (+1) 6 (-2) 19 (+4) 15 (+2) 17 (+3) 6 (-2) 14 (+2) 10 (+0)

Senses Passive Perception 11 Senses Passive Perception 12


Challenge 1/8 (25 xp) Challenge 4 (1100 xp)

Actions Detect Life. The Boneclaw can sense the presence of creatures
within 500 feet that aren’t undead or constructs. It knows the
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. general direction they’re in but not their exact locations.
Hit: 3 (1d4+1) piercing damage, and the target must make a
DC 12 Constitution saving throw. On a failure, the target can Actions
not benefit from non-magical healing for six hours. Creatures
immune to poison damage or the poisoned condition are Multiattack. The boneclaw makes two attacks with its claws
then one with its bite.
immune to this effect, and creatures that would have
advantage/disadvantage on saving throws against being Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
poisoned also have it against this effect. This effect ends early Hit: 7 (1d6 + 4) slashing damage.
if the affected creature receives magical healing or any effect
that ends the poisoned condition. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) piercing damage.

Trampling Charge. The boneclaw moves up to 50 feet in a


straight line and can move through the space of any creature
smaller than Large. The first time it enters a creature’s space
during this move, that creature must succeed on a DC 14
Strength saving throw or take 14 (3d6 + 4) bludgeoning
damage and be pushed up to 10 feet and knocked prone.

8
Banshee, Dwarf
Dwarves who die before completing a major focus are
often condemned to live out their afterlives as banshees.
In unlife they haunt their unfinished work or quest,
unable to bear the fact that someone else may complete
what they could not. Day or night, the pupils of their
eyes flicker red as if a flame burns them from within.
A dwarven banshee’s appearance changes as soon as
the transformation from life to undeath begins. The skin
rots away leaving the underlying muscles exposed. The
muscle turns brown if exposed to sunlight and sand; if
protected or underground, it becomes gray or moldy in
color.
Dwarven banshees only want to protect what was
theirs. Fables say that the seventh son of a seventh son
may lay a dwarven banshee to rest by finishing a focus
for it. Elders say the flames within dwarven banshees’
eyes originate from some ancient dwarven forge or the
elemental plane of fire.
Banshee, Dwarf Actions
Medium undead, Any evil alignment Multiattack. The banshee uses its corrupting touch attack then
can cast a spell from its innate spellcasting feature.
Armor Class 18 (Natural Armor)
Hit Points 58 (13d8) Corrupting Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 13 (3d6+3) necrotic damage.

STR DEX CON INT WIS CHA Horrifying Gaze. Each non-undead creature within 60 ft. of the
banshee that can see it must succeed on a DC 14 Wisdom
16 (+3) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
saving throw or be frightened for 1 minute. A frightened target
can repeat the saving throw at the end of each of its turns, with
Saves Wisdom 3, Charisma 6 disadvantage if the banshee is within line of sight, ending the
Damage Resistances acid, fire, lightning, thunder; bludgeoning, effect on itself on a success. If a target's saving throw is
piercing, and slashing from nonmagical or nonmetal attacks successful or the effect ends for it, the target is immune to the
Damage Immunities cold, necrotic, poison banshee's Horrifying Gaze for the next 24 hours.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained Wail (1/Day). The banshee releases a mournful wail. This wail
Senses darkvision 60 ft., Passive Perception 10 has no effect on constructs and undead. All other creatures
Languages The banshee knows the languages it knew in life within 30 ft. of it that can hear it must succeed on a DC 14
Challenge 5 (1800 xp) Wisdom saving throw or become charmed 1 minute.
While charmed in this way, the charmed creatures lose the
Proficiency Bonus. +3 ability to distinguish friend from foe, regarding all creatures it
can see as enemies except for the banshee.
Cause Decay. The banshees touch causes inanimate objects to Whenever the affected creatures choose another creature as
decay. It's attacks deal double damage to objects. a target, it must choose the target at random from among the
creatures it can see, except teh banshee, within range of the
Detect Life. The banshee can sense the presence of creatures attack, spell, or other ability it’s using. If an enemy provokes an
within 5 miles that aren’t undead or constructs. It knows the opportunity attack from the affected creature, the creature must
general direction they’re in but not their exact locations. make that attack if it is able to.
Each time the charmed creature takes damage, it can repeat
Rejuvenation. If the task it failed to complete in life is still the saving throw, ending the effect on itself on a success.
unfinished, a destroyed banshee gains a new body during the
next sunset, regaining all its hit points and becoming active Shadow Form (Psionics, 3/day). The banshee can use its action
again. to sink into the ground and meld with its shadow. This form
lasts for 10 minutes and the banshee gains the following traits:
Innate Spellcasting (Psionics). The banshee's innate spellcasting • It can't take any actions except for the Hide action, any
ability is Charisma (spell save DC 14, +6 to hit with spell action with its psionics, and it can end the form early as an
attacks). It can innately cast the following spells, requiring no action.
components: • Immunity to all damage except psychic,
2/day each: bestow curse, crown of madness, enemies • It can move through a space as narrow as 1 inch wide
abound without squeezing.
• It can't cross bright light, and if surrounded by bright light,
the form ends.

9
Bards, Athasian
The bard is a member of a bizarre class of entertainers Bard, Athasian
and storytellers prized by the aristocratic city dwellers. Medium humanoid (any race), any neutral alignment
Free citizens all, bards tour through cities in groups or
individually, then travel on, making a living with their Armor Class 16 (studded leather)
wits and talents. It’s also widely accepted that many Hit Points 90 (12d8+36)
bards lead double lives as notorious blackmailers, Speed 30 ft.
thieves, spies, and even assassins.
Among the nobility of the cities, bards are tools. They STR DEX CON INT WIS CHA
are commonly hired by one house of nobles and sent to 11 (+0) 18 (+4) 16 (+3) 13 (+1) 12 (+1) 14 (+2)
another as a gift. The bards are sent to entertain, and
usually to perform some other subtle task (such as Saves Dexterity 7, Intelligence 4
Skills Acrobatics 7, Deception 5, Perception 4, Performance 8,
robbery, assassination, espionage, etc.), as well. It is Persuasion 5, Stealth 10
considered rude to turn down the gift of a bard or bard Damage Resistances poison
company. However, when presented with a troop of Senses Passive Perception 13
bards from one’s worst enemy, sometimes they are Languages Thieves’ cant plus any two languages
turned away. To get around this, the hiring party Challenge 5 (1800 xp)
sometimes disguises their approach by using a third
party to send the bards-it Bard can turn into a very Assassinate. During its first turn, the bard has advantage on
complicated collage of intrigue. attack rolls against any creature that hasn't taken a turn. Any
hit the bard scores against a surprised creature is a critical hit.

Evasion. If the bard is subjected to an effect that allows it to


make a Dexterity saving throw to take only half damage, the
assassin instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.

Sneak Attack (1/Turn). The bard deals an extra 14 (4d6) damage


when it hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 ft. of an ally of
the bard that isn't incapacitated and the bard doesn't have
disadvantage on the attack roll.
Actions
Multiattack. The bard makes two melee attacks.

Bone Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 6 (1d6+3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 14 (4d6)
poison damage on a failed save, or half as much damage on a
successful one.

Bone Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 5 (1d4+3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 14 (4d6)
poison damage on a failed save, or half as much damage on a
successful one.

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320


ft., one target. Hit: 7 (1d8+4) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 14 (4d6)
poison damage on a failed save, or half as much damage on a
successful one.

10
Belgoi Belgoi
Terrible sounds are carried across the Athasian plains,
but perhaps the most insidious is the jingling of small Medium Monstrosity, Lawful evil

bells—the work of belgoi. The dissonant chimes of these Armor Class 14 (Hide)
gaunt humanoids tug at travelers’ minds, entrancing Hit Points 60 (8d8+24)
victims and luring them out into the wastes, where they Speed 30 ft.
become easy prey for the hungry belgoi.
Basically, the belgoi form huge raiding tribes end STR DEX CON INT WIS CHA
behave as such. They tend to make their homes in 15 (+2) 14 (+2) 16 (+3) 7 (-2) 11 (+0) 14 (+2)
forlorn parts of the desert, but journey forth in greet
numbers to harass the trading routes, settled villages, Saves Intelligence 3, Wisdom 3, Charisma 5
end anywhere else they can find a plentiful supply of Skills Perception 2, Stealth 5, Survival 3
poorly defended people. Senses Darkvision 60ft., Passive Perception 10

Belgoi hosts tend to move in small parties of 1-10 Languages Common, Belgoi
Challenge 3 (700 xp)
individuals. When they encounter likely-looking prey,
the scouting party usually attacks, looking to its own
dinner first. If they have stumbled across a large group, Thought Shield. The belgoi is immune to magic that allows
however, they will fetch other members of their tribe other creatures to read its thoughts or to determine if it is

end return to attack with greeter numbers. lying.

Belgoi often leave the lend barren and desolate Innate Spellcasting (Psionics). The belgoi's innate spellcasting
behind them, stripped of all animal and vegetable life. ability is Charisma (spell save DC 12). It can innately cast the
They are second only to the foulest of defilers in the following spells, requiring no components:
destruction they cause to the world about them 1/day each: sleep, tasha’s hideous laughter*

*The target gains unbearable feeling of dread and uselessness


instead of laughing.
Actions
Life Draining Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage and 9 (2d8)
necrotic damage. The target must succeed on a DC 13
Constitution saving throw or its hit point maximum is reduced
by an amount equal to the necrotic damage taken. This
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.

Compelling Bell (Psionics, Recharge 5-6). The belgoi rings its bell
and targets one humanoid or beast that it can see within 120
feet of it. Only the target can hear it and must succeed a DC 13
Wisdom saving throw. On a failed save, the target is magically
charmed while the belgoi rings the bell. On a successful save,
the target is immune to the effects of the belgoi's compelling
bell for 24 hours and everyone within 120 feet of the belgoi can
hear the bell ringing.
While charmed, the target is deafened, only hearing the
belgoi's bell. On its turn, the target must use its movement to
take the most direct route to get within 5 feet of the belgoi,
repeating the saving throw before stepping onto hazardous
terrain, such as lava or a pit.
And the end of its turn, or when it takes damage, the target
can repeat the saving throw.

11
Braxat Braxat
It is difficult to tell whether the braxat are of
mammalian or reptilian stock. Their backs are covered Huge giant, typically neutral evil

with thick, articulated shells, their heads have a Armor Class 18 (natural armor, intellect fortress)
squarish lizard-like shape giving them a reptilian Hit Points 162 (13d12+78)
appearance, and the crowns of their heads are defended Speed 40 ft.
by three to five horny protrusions. At the same time,
they walk upright on two feet, can speak with a human- STR DEX CON INT WIS CHA
like voice, have a fully opposable thumb, and are warm- 26 (+8) 8 (-1) 22 (+6) 14 (+2) 13 (+1) 7 (-2)
blooded.
Braxats are found throughout Athas, wandering the Damage Immunities Acid, psychic; bludgeoning, piercing,
forlorn wastes in search of prey. They are usually slashing damage from non magical or non metal weapons.
solitary creatures, but may rarely be found in mated Condition Immunities Charmed, frightened

pairs (in this case. the young are usually safely hidden Senses darkvision 60 ft., Passive Perception 11
Languages Common, Giant
away in a remote cavern). Challenge 10 (5900 xp)
Braxat are true terrors of the desert, usually attacking
at night in search of fresh meat. Although they will eat
caravan mounts on occasion (with the exception of Proficiency Bonus. +4

kanks), they prefer intelligent races. Intellect Fortress. The braxat's AC includes its Intelligence
Braxat shells make excellent shields and armor modifier.
plates. Because of this, they are sometimes hunted by
other creatures living near them. Because of the power Spellcasting (Psionics). The braxat casts one of the following
of the braxat, however, would-be hunters often find the spells, requiring no spell components and using Intelligence as
tables turned upon them and end up the targets of a the spellcasting ability (spell save DC 14):

deadly ambush. 1/day each: compulsion, fear


3/day each: shield
Actions
Multiattack. The braxat makes two Greatclub attacks.

Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one


target. Hit: 21 (3d8 + 8) bludgeoning damage.

Acid Breath (Recharge 6). The braxat exhales a 15-foot cone of


acid. Each creature in the cone must make a DC 18
Constitution saving throw, taking 26 (4d12) acid damage on a
failed save, or half as much damage on a successful one.

12
Cha'thrang Veteran desert travelers know to be wary near an oasis.
The parched travelers finally catch sight of a small, These locales can hide disguised predators such as
reedy oasis. One of their number, versed in nature chathrangs. A chathrang looks like an outsized tortoise,
magic, follows the course of a desert hawk. As the group its back covered with reedlike protrusions. These tubes
descends the side of a small mesa, a sharp screech shoot quills covered with a sticky toxin. Each quill is
pierces the air. Their bird guide flaps its wings in panic attached to the beast by a long, sinewy cord by which it
as it is pulled into a patch of what looks like bamboo. It pulls its quarry closer. Chathrangs prey on small flying
disappears with a crunch. birds or insects, but they capture land-dwelling prey if
nothing else is available.
Tethered Darts. The cha'thrangs shell is covered in multiple
Cha'thrang dart-like tethered hollow bone protrusions that can be fired at
Large beast, unaligned flying enemies. Each dart can be attacked (AC 20; 10 hit points;
immunity to poison and psychic damage). Destroying a dart
Armor Class 17 (natural armor, 12 while prone) deals no damage to the cha'thrang, which can grow a
Hit Points 75 (10d10+20) replacement after a week. A dart can also be broken if a
Speed 10 ft. creature takes an action and succeeds on a DC 15 Strength
check against it.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3) Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Skills Athletics 6, Perception 3, Stealth 4 18 (4d6 + 4) slashing damage.
Senses darkvision 60 ft., Passive Perception 11
Challenge 3 (700 xp) Dart (4/per day). Ranged Weapon attack: +6 to hit, range 50 ft.,
one creature. Hit: 7 (1d6+4) piercing dmage and the target is
grappled (escape DC 15). Until the grapple ends, the target is
False Appearance. While the cha'thrang remains motionless, it restrained. If the target moves closer to the cha'thrang, the dart
is indistinguishable from a patch of broken bamboo. reels in, shortening its length. On a hit, the target must also
Stable. Whenever an effect knocks the cha'thrang prone, it can succeed a DC 12 Constitution saving throw or take 10 (3d6)
make a DC 10 Constitution saving throw to avoid being poison damage or half as much on a successful save.
knocked prone. A prone cha'thrang is upside down. To stand
up, it must succeed on a DC 10 Dexterity check on its turn and
then use all its movement for that turn.

13
Cilops Cilops
Cilopses prowl sandy wastes and deserted streets at
night, seeking an easy meal. Templars favor cilopses as Large Beast, unaligned

hunters because of their psionic-based tracking talents. Armor Class 15 (natural armor)
Enemies of the sorcerer-kings shut their doors and slink Hit Points 59 (7d10+21)
away into the shadows when they hear the scuttling Speed 50 ft.
sound of a cilops approach.
Mundane centipedes of Athas infest any area where STR DEX CON INT WIS CHA
water collects, and these larger predatory versions are 5 (-3) 14 (+2) 16 (+3) 1 (-5) 14 (+2) 3 (-4)
found in the same environments. Cilopses have tougher
shells than their smaller kin, as well as psionic abilities Skills Perception 3, Survival 3
that debilitate prey and keep it within striking range. Senses blindsight 30 ft., Passive Perception 11
Cilops have no lairs or consistent nesting areas, but Challenge 2 (450 xp)

constantly roam in search of food. They will


occasionally hunt in small packs, but there appears to Keen Smell. The cilops has advantage on Wisdom (Perception)
be no clear structure to the group. The cilops can be checks that rely on smell.
captured and trained. The creature seems to become
familiar with its handler and can be used to hunt Sense Danger. The cilops can't be surprised while it is
conscious, and other creatures get advantage against it as a
individuals if it is provided a fresh trail or an object that result of being unseen.
has been handled by the victim. Cilops have not been
successfully bred in captivity and must be captured. Unsleeping. The cilops doesn't need to sleep.
Templars from the c i t y - s t a t e s usually try to find
cilops in the salt flats, where it is easier to spot them. Innate Spellcasting (Psionics). The cilops' innate spellcasting

Cilops have even been used to track others of their kind. ability is Wisdom (spell save DC 12, +2 to hit with spell
attacks). It can innately cast the following spells, requiring no
Native to the salt flats of Athas, the cilops have components:
developed their extraordinary tracking abilities in order 1/day each: locate creature*, tasha’s hideous laughter**
to find food in the barren wastes. Their protective
coloration helps them to avoid predators, but they are *Can cast by knowing the targets scent, it gets a psychic
particularly vulnerable to attacks to attacks from flying impress that gives general direction (North, north-east, etc)
creatures. Their poor depth of vision makes them rely instead of precise direction.

upon their innate life detection ability and danger sense **The target gains unbearable feeling of dread and uselessness
to warm them of predators. Cilops will pick up the trail instead of laughing.
of their prey and track the victim relentlessly, even as Actions
they come across more vulnerable and more attractive
targets. The cilops will fix on a particular target for as Multiattack. The cilops makes two bite attacks.
long as a week before selecting a new trail. Cilops will
feed on just about any moving creature - they prefer live. Bite. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6+2) piercing damage.

Antennae. The cilops targets one creature within 5 feet of it and


reaches out and touches it with its antennae. The target must
succeed a DC 13 constitution saving throw or be paralyzed
until the end of the cilops' next turn.

14
Commoner
The people of Athas are a tougher lot then on most
worlds, even the commoners are a step above.
Commoner, Athasian
Medium humanoid (any race), any alignment

Armor Class 11
Hit Points 16 (3d8+3)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

Senses Passive Perception 10


Languages Common
Challenge 1/8 (25 xp)

Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4+1) piercing damage,

15
Crodlu Crodlu
Crodlu are large reptiles that roam the deserts and
scrub land in herds. Crodlu resemble large ostriches, Large beast, unaligned

but their forearms end in wicked claws and their tough, Armor Class 16 (Natural Armor)
scaly hides are yellow to red, with other colors along Hit Points 52 (7d10+14)
poor eyesight and an excellent sense of smell. They can Speed 50 ft.
run at high speed for long periods of time.
In the wild, crodlus live and travel in herds. They flee STR DEX CON INT WIS CHA
from larger predators and treat weaker or smaller 17 (+3) 18 (+4) 15 (+2) 2 (-4) 13 (+1) 6 (-2)
creatures as prey. Humanoids train crodlus as mounts,
despite their unpredictable nature. Domesticated Senses Passive Perception 11
crodlus are found among any beings capable of Challenge 3 (700 xp)
handling and feeding the beasts.
Once per year, crodlus mate and lay eggs. The young Keen Smell. The crodlu has advantage on Wisdom (Perception)
can run and hunt within minutes of hatching, though checks that rely on smell.
few escape predators and humanoid raiders. Crodlus
are curious—sometimes to a fault—and have been Pack Tactics. The crodlu has advantage on an attack roll against

observed examining objects and holding such items a creature if at least one of the crodlu’s allies is within 5 feet of
the creature and they ally isn’t incapacitated.
with their forelimbs. In the wild, they use simple tools
such as sticks to drive small prey out of hiding. Actions
Multiattack. The crodlu makes three attacks: one with its beak,
one with its claw and one with its kick.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d8+3) slashing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6+3) slashing damage.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 10 (2d6 + 3) bludgeoning damage.

16
Crystal Spider
Light gleams from its crystalline
carapace, casting a riot of colors
across a cliff face. The crystal
spider is one of the Tablelands’
most alluring and menacing
arachnids. Its spare frame and
delicate movements are gracious
and attractive, while its crimson
eyes and slender, venomous
fangs radiate danger.

Crystal Spider Forelegs. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Large Beast, unaligned creature. Hit: 10 (2d6+3) piercing damage, and if the target is
medium or smaller, the target is grappled (escapde DC 13). At
Armor Class 16 (natural armor) the start of the spiders turn, the target automatically takes 10
Hit Points 45 (6d10+12) (2d6+3) damage as long as it is grappled in this way. The
Speed 30 ft., climb 30 ft. spiders bite attack has advantage against any creature it
grapples this way. As long as it grapples a creature this way, it
STR DEX CON INT WIS CHA can't make a forelegs attack.
16 (+3) 16 14 (+2) 2 (-4) 13 (+1) 4 (-3)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8+3) piercing damage, and the target must make a
Skills Stealth 7 DC 12 Constitution saving throw, taking 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one. If
Damage Vulnerabilities Thunder
Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 11 the poison damage reduces the target to 0 hit points, the target
is stable but poisoned for 1 hour, even after regaining hit
Challenge 2 (450 xp)
points, and is paralyzed while poisoned in this way.

Crystal Webbing. The spiders' webbing is razor sharp and Crystal Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
entangling, not sticky like normal webbing. When a creature range 30/60 ft., one creature. Hit: The target takes 18 (4d8)
comes into direct contact with it for the first time on a turn, the slashing damage and is restrained by webbing. As an action,
creature must succeed on a DC 12 Dexterity saving throw or the restrained target can make a DC 12 Strength check,
take 10 (3d6) slashing damage. bursting the webbing on a success. On a failed check, the
creature takes 9 (2d8) slashing damage. The webbing can also
Innate Spellcasting (Psionics). The spider's innate spellcasting be attacked and destroyed (AC 10; hp 5; vulnerability to thunder
ability is Wisdom (spell save DC 11, +3 to hit with spell damage; immunity to poison, and psychic damage).
attacks). It can innately cast the following spells, requiring no
components: Light Beam. Ranged Weapon Attack: +5 to hit, range 30/60 ft.,
3/day: warding wind* one creature. Hit: The target takes 13 (3d8) fire damage and
must succeed on a DC 12 constitution saving throw or be
*An inertial barrier. Makes no sound and loses the ability to blinded for 1 minute. The creature can make the saving throw
deafen. at the end of each of its turns to end this effect. The spider has
advantage on this attack if the target is within its crystal web.
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check. Control Light (Psionics). The spider can control sources of light
within 80 feet of itself:
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same Deepen shadows: Creatures in the area have advantage on
web. Dexterity (Stealth) checks.

Web Walker. The spider ignores movement restrictions caused Lighten shadows: creatures in the area have disadvantage on
by webbing and its immune to the damage caused by crystal Dexterity (Stealth) checks.
webbing.
Brighten light: a source of bright light within the area becomes
Actions too bright to look at. If the source gave dim light, it becomes
bright light. Creatures that can see the source of light have
Multiattack. The spider makes two attacks, one with its forelegs
disadvantage on attack rolls.
and one with its bite. It can use its control light feature instead
of its forelegs attack. Dim light: a source of bright light becomes dim light.
17
Dagorran
A dagorran is a froglike beast with golden-hued skin, Dagorran
green eyes, and a green crystalline growth between its Medium beast, unaligned
shoulders. The skin is valued for its protective qualities
by warriors as armor, and by wizards as a material Armor Class 14 (Natural Armor)
component for casting protective spells. The green Hit Points 39 (6d8+12)
crystalline growth is the source of these creatures’ Speed 30 ft.
psionic and tracking abilities and is valued by defilers
and preservers for several mind-affecting potions. It has STR DEX CON INT WIS CHA
large razorsharp teeth that it uses in hunting and eating 15 (+2) 13 (+1) 14 (+2) 4 (-3) 13 (+1) 3 (-4)
its prey.
Its large, muscular legs are used for jumping, Skills Perception 3, Stealth 3
Senses darkvision 30 ft., Passive Perception 13
running, and walking. The dominant dagorran or leader Challenge 1
has a larger crystalline growth. communicate in any
audible manner, but uses its psionic abilities to convey
limited thoughts and ideas. It occasionally emits a deep, Proficiency. +2
guttural croaking noise but these sounds have no Standing Leap. The dagorran's long jump is up to 20 ft. and its
meaning to the dagorran. high jump is up to 10 ft., with or without a running start.
Dagorran were once common on Athas, but their
value as components for potions and spells, their Innate Spellcasting (Psionics). The dagorran's innate
leatherlike hide, and that thri-kreen consider dagorran spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
flesh a delicacy, have caused them to reach near spell attacks). It can innately cast the following spells, requiring
extinction. They are still common in the deserts near no components:

Draj and are often used as trackers by Drajian guards 2/day each: catapult, warding wind*
1/day each: dominate person**
because of their sensitivity to psionics. They are also
sought by nobles and the patriarchs and matriarchs of *An inertial barrier. Makes no sound and loses the ability to
the merchant houses to help keep their gardens free of deafen.
rodents and other small animals. **Can telepathically give simple commands
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6+2) piercing damage, and the target is grappled
(escape DC 12). Until this grapple ends, the target is
restrained, and the dagorran can't bite another target.

Swallow. The dagorran makes one bite attack against a Small or


smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
other effects outside the dagorran, and it takes 9 (2d8) acid
damage at the start of each of the frog's turns. The dagorran
can have only one target swallowed at a time.
If the dagorran takes 7 damage or more on a single turn
from the swallowed creature, the dagorran 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
ft. of the dagorran. If the dagorran dies, a swallowed creature is
no longer restrained by it and can escape from the corpse
using 5 ft. of movement, exiting prone.

Detonate (Psionic, 1/day). The Dagorran causes a non-magical


item it can see within 120 feet that is Small or smaller to
explode. Each creature within 10 feet of the item small succeed
a DC 11 Dexterity saving throw or take 11 (2d10) piercing
damage.

18
19
Dragon of Tyr
Every being on Athas fears the Dragon of Tyr, from the It is tall and thin, with a gnarled bone structure and
lowliest slaves to the mightiest sorcerer kings. The swollen, bulbous joints. Its appearance is reptilian in
Dragon swoops in periodically to demand tribute, many ways: it has a long, snake-like neck, whip-like tail,
claiming its tithe of slaves and treasure and taking them and scaly hide. Yet it walks on two legs, its hands have
into the desert. It feels neither fear nor doubt, and it long, well developed fingers and thumbs, its bone
kills, steals, and destroys what it wants, when it wants. structure seems faintly humanoid, and its head is long
Fortunately, there is only one dragon in the Tyr and narrow, with a distinctly mammalian appearance.
Region, and perhaps in the entire world of Athas.
Distant Spell (1 point): When it casts a spell that has a range of
Dragon Of Tyr 5 feet or greater, the dragon can double the range of the spell.
Gargantuan Athasian dragon, Lawful Evil
When it casts a spell that has a range of touch, the dragon can
make the range of the spell 30 feet.
Armor Class 25 (natural armor) Heightened Spell (3 points): When it casts a spell that forces a
Hit Points 820 (40d20+400) creature to make a saving throw to resist the spell’s effects, the
Speed 40 ft., burrow 40 ft., fly 80 ft, swim 40 ft. dragon give one target of the spell disadvantage on its first
saving throw against the spell.
STR DEX CON INT WIS CHA Subtle Spell (1 point): When the dragon casts a spell, it can
30 (+10) 14 (+2) 30 (+10) 26 (+8) 20 (+5) 26 (+8) cast the spell without any somatic or verbal components.
Transmute Spell (1 point): When it casts a spell that deals a
Saves Dexterity 11, Constitution 19, Intelligence 17, Wisdom type of damage from the following list, the dragon can change
14, Charisma 17 that damage type to one of the other listed types: acid, cold,
Skills Arcana 17, History 17, Intimidation 17, Perception 14, fire, lightning, poison, thunder.
Persuasion 17, Stealth 11 Spellcasting (Arcane). The dragon is an 20th-level spellcaster.
Damage Resistances Necrotic, psychic; bludgeoning, piercing, Its spellcasting ability is Intelligence (spell save DC 26, +18 to
and slashing from non-metal weapons hit with spell attacks). It has the following wizard spells
Damage Immunities Acid, cold, fire, lighting, poison; prepared, requiring no components:
bludgeoning, piercing, and slashing from nonmagical Cantrips (at will): chill touch (4d8), firebolt (4d10), friends,
weapons minor illusion, prestidigitation
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., Passive Perception 25 1st Level (4 slots): charm person, detect magic, ray of sickness,
Languages Common, Suran (draconic), Dwarven, Elven, sleep
Halfling, Primordial, Telepathy 120 ft.
Challenge 30 (155000 xp) 2nd Level (3 slots): hold person, ray of enfeeblement, suggestion

3rd Level (3 slots): animate dead, fear, feign death, hypnotic


Proficiency Bonus. +10 pattern

Arcane Defiling. If in non-defiled terrain, the dragon can choose 4th Level (3 slots): blight, confusion, dimension door
to defile the land when casting a spell from its spellcasting
(arcane) feature. 5th Level (3 slots): dominate person, hold monster, enervation,
It can choose either reroll up to 8 damage dice or give one
creature disadvantage on the saving throw. 6th Level (2 slots): create undead, eyebite, magic jar, mass
When it does this, ordinary vegetation within a radius of 5 suggestion
times the spells level withers and dies, leaving the ground in a
7th Level (2 slots): finger of death, teleport
black ashen state.
8th Level (1 slot): dominate monster, feeblemind, mind blank
Dragon Magic. The dragon can maintain concentration on two
different spells at the same time as long as one is from its 9th Level (1 slot): power word kill
spellcasting (arcane) feature and the other from its innate
spellcasting (psionics) feature. Innate Spellcasting (Psionics). The dragon is a 20th-level
psionicist. Its innate spellcasting ability is Intelligence (spell
Legendary Resistance (5/Day). If the dragon fails a saving throw, save DC 26; +18 to hit with spell attacks). It can innately cast
it can choose to succeed instead. the following sorcerer spells, requiring no components:
Limited Magic And Psionic Immunity. The dragon can’t be At will: control flames, infestation (4d6), mage hand, mind
affected or detected by arcane or psionic spells of 6th level or sliver (4d6), minor illusion, true strike, thunderclap (4d6)
lower unless it wishes to be. It has advantage on saving throws
against all other arcane and psionic spells and magical effects. 1st Level (4 slots): catapult, dissonant whispers, tasha’s hideous
Psion Points. The dragon has 20 sorcery points. It can spend laughter*
1 or more sorcery points as a bonus action to gain one of the
following benefits when casting a spell from its innate 2nd level (4 slots): calm emotions, detect thoughts, tasha’s
spellcasting (psionics) feature: mind whip

20
3rd level (4 slots): hunger of Hadar, sending, clairvoyance,
gaseous form Tail. Melee Weapon Attack: +20 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a
4th level (4 slots): evards black tentacles, locate creature, creature, it must succeed on a DC 28 Strength saving throw or
dimension door, raulothim's psychic lance be knocked prone.

5th level (4 slots): rary’s telepathic bond, telekinesis, Bigby’s Breath Weapon (Recharge 5–6). The dragon exhales a blast of
hand (the hand is invisible) super heated sand in a 300-foot cone. Each creature in that area
must make a DC 28 Dexterity saving throw. On a failed save,
6th level (1 slot): mass suggestion, mental prison the creature takes 39 (6d12) fire damage and 39 (6d12)
bludgeoning damage. On a successful save, the creature takes
7th level (1 slot): power word: pain, reverse gravity half as much damage.
8th level (1 slot): dominate monster, power word: stun Frightful Presence. Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must succeed on a
9th level (1 slot): psychic scream DC 26 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
*The target gains unbearable feeling of dread and uselessness
each of its turns, ending the effect on itself on a success. If a
instead of laughing.
creature's saving throw is successful or the effect ends for it,
Actions the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Multiattack. The dragon uses its frightful presence then makes
one Bite or Stomp attack, then two Claw attacks, then it casts a Legendary Actions
spell from its spellcasting (arcane) feature, and then casts
Legendary Actions (3/Turn). The dragon can take 3 legendary
another spell from its innate spellcasting (psionics) feature.
actions, choosing from the options below. Only one legendary
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. action option can be used at a time and only at the end of
Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) fire another creature's turn. The dragon regains spent legendary
damage. actions at the start of its turn.

Stomp. The dragon stomps one of its feet at a point on the Tail Attack. The dragon makes a Tail attack.
ground within 20 feet of it. Any creature in a 5-foot-radius, 15-
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
foot-high cylinder centered on this point must succeed on a DC
creature within 30 feet of it must succeed on a DC 28 Dexterity
28 Dexterity saving throw or take 18 (3d10) bludgeoning
saving throw or take 17 (2d6 + 10) bludgeoning damage and be
damage and fall prone. Until the dragon uses its Stomp again
knocked prone. The dragon can then fly up to half its flying
or moves, the creature is restrained. While restrained in this
speed.
way, the creature (or another creature within 5 feet of it) can
use its action to make a DC 28 Strength check. On a success, Cast A Spell (1 Action). The dragon casts a spell of 4th level or
the creature relocates to an unoccupied space of its choice lower.
within 5 feet of the dragon and is no longer restrained.
Cast A Spell (2 Actions). The dragon casts a spell of 6th level or
Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. lower.
Hit: 19 (2d8 + 10) slashing damage. If the target is a Large or
smaller creature, it is grappled (escape DC 20) and is restrained Double Cast (2 Actions). The dragon cast 2 spells of 2nd level or
until this grapple ends. The dragon can have only one creature lower. One from its arcane spellcasting feature and the other
grappled this way at a time. from its innate spellcasting feature.

21
Drake, Athasian
Drakes are gargantuan, reptilian monsters that use Drakes are not natives of Athas. The first drakes used
Athas as their personal hunting grounds. Drakes tremendous psionic powers to travel from their home
comprise a very powerful, nonintelligent group of elemental planes to Athas, where they found a world
creatures on Athas. However, they are not stupid. If much to their liking. Many generations of drakes have
natural instinct, cunning, and ferocity were measurable, been born on Athas since that time. Humans and
drakes would surpass many other creatures. They are humanoids comprise the mainstay of their diet. They
feared for their size, speed, and devastating abilities in will eat inix and mekillots when available and erdlu if
combat, the latter due, in great part, to their very necessary. Drakes prefer the taste of carnivore flesh
powerful psionics. Many on Athas consider the drakes over any other type of meat.
to be second only to the Dragon in this category.

Drake, Air
Huge Dragon, Chaotic Neutral Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage.
Armor Class 19 (Natural Armor)
Hit Points 256 (27d12+81) Whirlwind (1/day). The drake summons a 150 foot radius
Speed 30 ft., fly 90 ft. bubble of tornado-like winds from the plane of air centered on
itself. Every creature, except for the drake, must make a DC 16
STR DEX CON INT WIS CHA Strength saving throw. On a failure, they take 30 (6d8+2)
19 (+4) 14 (+2) 17 (+3) 8 (-1) 14 (+2) 11 (+0) bludgeoning damage and are flung up 20 feet away in a random
direction and knocked prone. If a thrown creature strikes an
Saves Strength 9, Dexterity 7, Constitution 8, Wisdom 7 object, such as a wall or floor, the target takes 3 (1d6)
Skills Perception 12, Stealth 7 bludgeoning damage for every 10 feet it was thrown. If the
Damage Resistances Psychic target is thrown at another creature, that creature must succeed
Damage Immunities Lightning on a DC 16 Dexterity saving throw or take the same damage
and be knocked prone.
Senses blindsight 60 ft., darkvision 120 ft., Passive Perception
22 If the saving throw is successful, the target takes half the
bludgeoning damage and isn't flung away or knocked prone.
Languages Auran
Challenge 14 (11500 xp) If done in a sandy area, such as a desert, this produces a
sandstorm. Each creature must succeed a DC 16 constitution
saving throw or be blinded until the end of their next turn.
Proficiency Bonus. +5
Legendary Actions
Innate Spellcasting (Psionics). The drake's innate spellcasting Legendary Actions (3/Turn). The drake can take 3 legendary
ability is Wisdom (spell save DC 15, +7 to hit with spell actions, choosing from the options below. Only one legendary
attacks). It can innately cast the following spells, requiring no action option can be used at a time, and only at the end of
components: another creature's turn. The drake regains spent legendary
At will: minor illusion, thaumaturgy actions at the start of its turn.
2/day each: detect thoughts, dissonant whispers, invisibility,
levitate Detect. The drake makes a Wisdom (Perception) check.
1/day each: control winds
Tail Attack. The drake makes a tail attack.
Legendary Resistance (3/Day). If the drake fails a saving throw, it
can choose to succeed instead. Wing Attack (Costs 2 Actions). The drake beats its wings. Each
creature within 10 ft. of the drake must succeed on a DC 20
Actions Dexterity saving throw or take 14 (2d6+7) bludgeoning damage
Multiattack. The drake makes three attacks: two with its claws and be knocked prone. The drake can then fly up to half its
and one with its bite. flying speed.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Psionic Ability (Costs 2 Actions). The drake casts a spell from its
Hit: 15 (2d10+4) piercing damage. innate spellcasting feature.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.


Hit: 11 (2d6+4) slashing damage. If the target is a Large or
smaller creature, it is grappled (escape DC 17) and is restrained
until this grapple ends. The drake can have only one creature
grappled this way at a time.

22
Drake, Air
The caravan drivers look warily down at the deep
canyons on each side of the narrow path they traverse.
A sudden wind whips up, and they struggle to keep the
inixes on course. Looking back to the other wagons,
they watch in awe as people and kanks rise into the air,
suspended by an unseen force,then plummet into the
rocky depths. From midair bursts a monster amid a
flurry of raking claws and buffeting winds.

Air drakes are the most flighty and unpredictable of the


species, making them dangerous adversaries. They
spend most of their time soaring the Athasian skies.
Air drakes are the longest and leanest of the four
drake types. They have folds of loose skin that stretch
between their front and back legs. This skin unfolds
when they extend their legs creating a wing membrane.
They have a long, lean frame and are light of bone,
contributing to their speed and agility.

Drake, Earth
The explorer sifts through a pile of loose dirt in
search of precious water. In the blink of an eye, she falls
to the ground, bowled over by a leaping horror covered
in rocky plates. Her companions turn to run but, with a
resounding boom, a mass of soil and stone coalesces
around them and engulfs them.

Often mistaken for an outcropping of rock, earth drakes


are by far the physically strongest of the species. The
gray, black, and brown reptilian creature is covered with
thousands of small, spiny scales. The massive forelegs
are designed for digging through solid stone. The
hindlegs are equally as powerful and may also be used
for digging, but most often serve as anchors.
Earth drakes tails are short but incredibly thick,
which forces the monsters to swagger when they walk.
Earth drakes’ heads are wedge-shaped. The scales on
the top of the head overlap to protect the earholes. The
creature’s eyes are inset and covered by two eyelids, a
soft, inner eyelid which is airtight, and an outer,
protective, scaly eyelid which is highly puncture-
resistant.

23
Drake, Earth
Huge Dragon, Neutral Rockslide (1/day). The drake summons enough dirt, stones and
boulders from the plane of earth to fill a 50-foot cube on a flat
Armor Class 20 (Natural Armor) surface centered on a point it can see within 100 feet of it. Every
Hit Points 283 (27d12+108) creature within that space must make a DC 17 Dexterity saving
Speed 30 ft. throw. On a failure, they take 36 (8d8) bludgeoning damage
and are buried under the rubble. While buried, they are prone,
STR DEX CON INT WIS CHA restrained, and can’t breathe (see the suffocation rules in the
23 (+6) 10 (+0) 19 (+4) 6 (-2) 12 (+1) 9 (-1) Player’s Handbook). If the saving throw is successful, the
creatures take half the bludgeoning damage and move to an
Saves Strength 11, Dexterity 5, Constitution 9, Wisdom 6 empty space outside the cube. If there is no empty space
Skills Perception 7, Stealth 5 available, they automatically fail the saving throw. A buried
Damage Resistances Psychic creature is under total cover and can attempt a DC 17 strength
Damage Immunities Poison (athletics) check to free themselves at the end of their turn. A
Condition Immunities Poisoned creature outside the rubble can use their action to perform the
Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., same check to free the buried creature.
Passive Perception 15
Shadow Form (Psionics, 1/day). The drake can use its action to
Languages Terran
Challenge 18 (20000 xp) sink into the ground and meld with its shadow. This form lasts
for 10 minutes and the drake gains the following traits:
• It can't take any actions except for the Hide action, any
Proficiency Bonus. +6 action with its psionics, and it can end the form early as an
action.
Innate Spellcasting (Psionics). The drake's innate spellcasting • Immunity to all damage except psychic,
ability is Wisdom (spell save DC 15, +7 to hit with spell • It can move through a space as narrow as 1 inch wide
attacks). It can innately cast the following spells, requiring no without squeezing.
components: • It can't cross bright light, and if surrounded by bright light,
At will: mold earth the form ends.
2/day each: crown of madness, enlarge/reduce (self),
telekinesis Reactions
1/day each: animate objects Unyielding (Psionics). When the drake is subjected to an effect
that would move it, knock it prone, or both, it can use its
Legendary Resistance (3/Day). If the drake fails a saving throw, it reaction to be neither moved nor knocked prone.
can choose to succeed instead.
Legendary Actions
Actions Legendary Actions (3/Turn). The drake can take 3 legendary
Multiattack. The drake makes three attacks: two with its claws actions, choosing from the options below. Only one legendary
and one with its bite. It can also cast a spell from its innate action option can be used at a time, and only at the end of
spellcasting feature before taking its three attacks. another creature's turn. The drake regains spent legendary
actions at the start of its turn.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 19 (2d12+6) piercing damage. Detect. The drake makes a Wisdom (Perception) check.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Tail Attack. The drake makes tail attack
Hit: 15 (2d8+6) slashing damage.
Psionic Ability (Costs 2 Actions). The drake casts a spell from its
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. innate spellcasting feature or one of the features with
Hit: 16 (2d10+6) bludgeoning damage. (psionics) in its name.

Death Field (Psionics, Recharge 5-6). Each creature within 30 feet


of the drake must succeed on a DC 18 constitution saving
throw or take 20 (6d6) necrotic damage, taking half on a
successful save.

24
Drake, Fire
The prisoner pleads for the halfling shamans to
release him, yet they insist he is a sacrifice to the god of
fire. As if answering their call, a creature arises from the
crater, magma dripping from its thick, rocky scales.
With a bestial rumble like a laugh, it suddenly slashes,
felling and devouring the halflings. Before the victim can
give thanks, the beast turns its scorching breath and
razor-sharp claws on him.

Fire drakes are the most evil and malicious of the


drakes. They enjoy inflicting pain for the pleasure of
watching their victims writhe in agony. A fire drakes
greatest delight comes from torturing a potential meal.
Fire drakes are large, spiny, reptilian creatures with
pebblelike skin. Each pebble is actually a scale. They
are red-and-black mottled, similar in color to the dying
embers of a fire, and their skin is very glossy. Fire
drakes have four legs. The front two are smaller with
very sharp claws, while the back legs are longer and
thicker.

Drake, Water
As the guides near the oasis, they listen closely.
Though the area looks fertile, they see no signs of
animals or other occupants. Perhaps mundane
predators living nearby chased them off. But if this oasis
is home to a water drake, then nothing still lives—and
the explorers are the next meal.

The water drake is the most elusive of all drakes. This is


due mostly to the hatred they hold for what humanity
has done to Athas.
Water drakes are pale, grey-blue in color, with a blow
hole centered in the back of their heads. Water drakes
are the slimmest of the drake family. Their four webbed
feet end in sharp, triangular claws. Water drakes tails
are thinner and flatter than other drakes, and they
provide excellent propulsion when in water.

25
Drake, Fire Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Huge Dragon, Neutral Evil Hit: 13 (2d8+4) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.


Armor Class 19 (Natural Armor)
Hit Points 187 (22d12+44) Hit: 13 (2d8+4) bludgeoning damage.
Speed 40 ft. Burning Sphere (1/day). The drake summons a 25-foot radius
sphere of fire from the plane of fire centered on a point it can
STR DEX CON INT WIS CHA see within 100 feet of it. The sphere persists for 1d6 rounds.
19 (+4) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 11 (+0) Any creature that enters the sphere or starts its turn inside it
must make a DC 15 Dexterity saving throw. On a failed save,
Saves Strength 8, Dexterity 7, Constitution 6, Wisdom 5 they take 36 (8d8) fire damage. On a successful save, they take
Skills Perception 6, Stealth 7 half the fire damage. Any flammable items within 10 feet of the
Damage Immunities Fire sphere are ignited, and any metal items within the sphere
Senses blindsight 120 ft., darkvision 120 ft., Passive Perception become super heated. Creatures carrying or wearing the items
14 takes 4 (1d8) fire damage for each item and must succeed a DC
Languages Ignan 15 Constitution saving throw or drop the item if they can. If it
Challenge 16 (15000 xp) doesn't drop the item, it has disadvantage on attack rolls and
ability checks until they remove the object or put out the flame.
Proficiency Bonus. +5 Shadow Form (Psionics, 1/day). The drake can use its action to
sink into the ground and meld with its shadow. This form lasts
Mental Barrier. The drake is immune to magic that allows other
for 10 minutes and the silk wyrm gains the following traits:
creatures to read its thoughts or to determine if it is lying. It
• It can't take any actions except for the Hide action, any
also has advantage on saving throws it makes to avoid or end
action with its psionics, and it can end the form early as an
the charmed condition on itself.
action.
Innate Spellcasting (Psionics). The drake's innate spellcasting • Immunity to all damage except psychic,
ability is Wisdom (spell save DC 15, +7 to hit with spell • It can move through a space as narrow as 1 inch wide
attacks). It can innately cast the following spells, requiring no without squeezing.
components: • It can't cross bright light, and if surrounded by bright light,
At will: control flames the form ends.
2/day each: blur, dissonant whispers, tasha’s hideous Legendary Actions
laughter, telekinesis
1/day each: mass suggestion Legendary Actions (3/Turn). The drake can take 3 legendary
actions, choosing from the options below. Only one legendary
Legendary Resistance (3/Day). If the drake fails a saving throw, it action option can be used at a time, and only at the end of
can choose to succeed instead. another creature's turn. The drake regains spent legendary
actions at the start of its turn.
Actions
Multiattack. The drake makes three attacks: two with its claws Detect. The drake makes a Wisdom (Perception) check.
and one with its bite. It can also cast a spell from its innate
Tail Attack. The drake makes tail attack
spellcasting feature before taking its three attacks.
Psionic Ability (Costs 2 Actions). The drake casts a spell from its
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
innate spellcasting feature or one of the features with
Hit: 15 (2d10+4) piercing damage.
(psionics) in its name.

26
Drake, Water clone and can command it to move. While doing this, the drake
is blinded, deafened, and can not move. The clone is immune
Huge Dragon, Neutral
to all conditions and all damage except psychic damage and
any condition that would target it through its mind, in this case
Armor Class 17 (Natural Armor) the damage and effect would go to the drake.
Hit Points 200 (21d12+63)
Speed 30 ft., 80 ft. swim Water Sphere (1/day). The drake summons a 15-foot radius
sphere of water from the plane of water centered on a point it
STR DEX CON INT WIS CHA can see within 100 feet of it. Roll a d10 to decide the form the
21 (+5) 12 (+1) 17 (+3) 8 (-1) 14 (+2) 11 (+0) sphere takes:
1-3: The sphere forms as a solid block of ice. Each creature
Saves Strength 9, Dexterity 5, Constitution 7, Wisdom 6 within it must make a DC 16 Dexterity saving throw. On a failed
Skills Perception 7, Stealth 5 save, they take 36 (8d8) cold damage and are trapped within
Damage Immunities Poison the sphere as it solidifies. The sphere will begin to roll if on a
Senses blindsight 120 ft., darkvision 120 ft., Passive Perception sufficiently flat surface at a rate 30 feet per round. The sphere
15 will naturally melt on its own unless kept cold. Otherwise, the
Languages Aquan sphere can be broken by damage. The sphere has 10 AC, 36 hit
Challenge 15 (13000 xp) points, is vulnerable to fire damage and immune to cold,
poison, and psychic damage. When trapped, the creatures are
restrained, can't take any actions that require physical
Proficiency Bonus. +5 movement, and can’t breathe (see the suffocation rules in the
Player’s Handbook). On a successful save, they take half as
Amphibious. The drake can breathe air and water.
much cold damage and move to an empty space 5 feet outside
Mental Barrier. The drake is immune to magic that allows other the sphere. If there is no empty space available, they
creatures to read its thoughts or to determine if it is lying. It automatically fail the saving throw.
also has advantage on saving throws it makes to avoid or end 4-6: The sphere forms from fresh water and explodes
the charmed condition on itself. outwards. Every creature within 30 feet of the sphere must
make a DC 16 Dexterity saving throw. On a failed save, they
Innate Spellcasting (Psionics). The drake's innate spellcasting take 36 (8d8) bludgeoning damage and are knocked prone. On
ability is Wisdom (spell save DC 15, +7 to hit with spell a successful save, they take half the bludgeoning damage and
attacks). It can innately cast the following spells, requiring no are not knocked prone.
components: 7-9: The sphere forms from boiling water and explodes
At will: shape water outwards. Every creature within 30 feet of the sphere must
2/day each: banishment, detect thoughts, dominate person, make a DC 16 Dexterity saving throw. On a failed save, they
invisibility (self), telekinesis take 45 (10d8) fire damage and are knocked prone. On a
1/day each: clairvoyance, dimension door, dream, feather fall successful save, they take half the fire damage and are not
(self), spider climb (self), teleport (self), water walk (self) knocked prone. Being underwater doesn't grant resistance
against this damage.
Legendary Resistance (3/Day). If the drake fails a saving throw, it 10: The sphere forms from boiling steam. Every creature
can choose to succeed instead. within 30 feet of the sphere must make a DC 16 Constitution
saving throw. On a failed save, they take 58 (13d8) fire damage
Actions and are knocked prone. On a successful save, they take half the
Multiattack. The drake makes three attacks: two with its claws fire damage. Being underwater doesn't grant resistance against
and one with its bite. It can also cast a spell from its innate this damage.
spellcasting feature before taking its three attacks.
Legendary Actions
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Legendary Actions (3/Turn). The drake can take 3 legendary
Hit: 14 (2d8+5) piercing damage. actions, choosing from the options below. Only one legendary
action option can be used at a time, and only at the end of
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. another creature's turn. The drake regains spent legendary
Hit: 12 (2d6+5) slashing damage. actions at the start of its turn.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Detect. The drake makes a Wisdom (Perception) check.
Hit: 14 (2d8+5) bludgeoning damage.
Tail Attack. The drake makes tail attack
Psychic Clone (Psionics, 1/day). As a bonus action, the drake
creates an exact copy of itself made of psychic energy. The Psionic Ability (Costs 2 Actions). The drake casts a spell from its
clone lasts for 1 hour until it moves more than 60 feet away innate spellcasting feature or one of the features with
from the drake or until the drake dismisses it as a bonus (psionics) in its name.
action. The drake can use its action to see and hear out of the

27
Gladiators
Gladiators are common sight in the arenas of the city
states. While the gladiator stat block in the Monster
Manual can be a major threat to a low lever party, there
should be many gladiators at various levels. These
statblocks can be used for higher and lower levels of
play.
Gladiator, Lesser
Medium humanoid (any race), any alignment

Armor Class 16 (studded leather, shield)


Hit Points 45 (6d8+3)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saves Strength 5, Dexterity 4, Constitution 5


Skills Athletics 6, Intimidation 4
Senses Passive Perception 10
Languages Common
Challenge 2 (450 xp)

Brave. The gladiator has advantage on saving throws against


being frightened.

Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack).:
Reactions
Parry. The gladiator adds 3 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon.
Actions
Multiattack. The gladiator makes two attacks.

Bone Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5


ft. and range 20/60 ft., one target. Hit: 9 (2d6+2) piercing
damage, or 11 (2d8+2) piercing damage if used with two hands
to make a melee attack.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one


creature. Hit: 8 (2d4+3) bludgeoning damage. If the target is a
Medium or smaller creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.

28
Dwarf Gladiator Dwarf Gladiator, Lesser
Medium Humanoid (Dwarf ), any alignment Medium Humanoid (Dwarf ), any alignment

Armor Class 14 (Hide Armor) Armor Class 14 (Hide Armor)


Hit Points 116 (15d8+44) Hit Points 45 (6d8+18)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 15 (+2) 16 (+3) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 15 (+2)

Saves Strength 7, Dexterity 5, Constitution 6 Saves Strength 5, Dexterity 4, Constitution 5


Skills Athletics 10, Intimidation 5 Skills Athletics 8, Intimidation 4
Damage Resistances Poison Damage Resistances Poison
Senses Darkvision 60ft, Passive Perception 11 Senses Darkvision 60ft, Passive Perception 11
Languages Common, dwarvish Languages Common, dwarvish
Challenge 6 (2300 xp) Challenge 2 (450 xp)

Proficiency. +3 Proficiency. +2

Brave. The gladiator has advantage on saving throws against Brave. The gladiator has advantage on saving throws against
being frightened. being frightened.

Brute. A melee weapon deals one extra die of its damage when Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack). the gladiator hits with it (included in the attack).

Dwarven Resilience. The dwarf has advantage on saving throws Dwarven Resilience. The dwarf has advantage on saving throws
against poison. against poison.

Dwarven Focus (3/Short Or Long Rest). When the dwarf rolls an Dwarven Focus (2/Short Or Long Rest). When the dwarf rolls an
ability check, attack or damage roll, and if the roll would further ability check, attack or damage roll, and if the roll would further
its focus, it can roll 1d8 and add it to the total. its focus, it can roll 1d8 and add it to the total.
Reactions Reactions
Parry. The gladiator adds 3 to its AC against one melee attack Parry. The gladiator adds 2 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon. and be wielding a melee weapon.
Actions Actions
Multiattack. The gladiator makes three melee attacks or two Multiattack. The gladiator makes two attacks.
ranged attacks.
Bone Trikal. Melee or Ranged Weapon Attack: +4 to hit, reach
Bone Trikal. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) slashing or piercing
10 ft., one target. Hit: 14 (2d10+3) slashing or piercing damage.
damage.
Bone Handaxe. Melee or Ranged Weapon Attack: +4 to hit,
Bone Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 8 (2d6+2)
reach 5 ft. and range 20/60 ft., one target. Hit: 10 (2d6+3) slashing damage or 5 (1d6+2) piercing damage if used as a
slashing damage, or 6 (1d6+3) piercing damage if used as a ranged weapon.
ranged weapon.

29
Half-Giant Gladiator Half-Giant Gladiator
Medium Humanoid (Half-Giant), any alignment
(Large)
Armor Class 14 (Hide) Large Humanoid (Half-Giant), any alignment
Hit Points 112 (15d8+45)
Speed 30 ft. Armor Class 14 (Hide)
Hit Points 127 (15d10+45)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)
Saves Strength 7, Dexterity 5, Constitution 6
Skills Athletics 10, Intimidation 5
Senses Passive Perception 11 Saves Strength 7, Dexterity 5, Constitution 6
Languages Common Skills Athletics 10, Intimidation 5
Challenge 7 (2900 xp) Senses Passive Perception 11
Languages Common
Challenge 8 (3900 xp)
Proficiency. +3

Brave. The gladiator has advantage on saving throws against Proficiency. +3


being frightened.
Brave. The gladiator has advantage on saving throws against
Brute. A melee weapon deals one extra die of its damage when being frightened.
the gladiator hits with it (included in the attack).
Brute. A melee weapon deals one extra die of its damage when
Powerful Build. The half-giant counts as one size larger when the gladiator hits with it (included in the attack).
determining its carrying capacity and the weight it can push, Reactions
drag, or lift.
Parry. The gladiator adds 3 to its AC against one melee attack
Reactions that would hit it. To do so, the gladiator must see the attacker
Parry. The gladiator adds 3 to its AC against one melee attack and be wielding a melee weapon.
that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon. Giant's Endurance (3/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 3).
Giant's Endurance (3/Day). When the half-giant takes damage, it Actions
reduces the damage taken by 9 (1d12 + 3).
Multiattack. The gladiator makes three melee attacks or two
Actions ranged attacks.
Multiattack. The gladiator makes three melee attacks or two
ranged attacks. Great Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 17 (3d8+4) slashing and bludgeoning damage.
Great Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 12 (2d8+3) slashing and bludgeoning damage. Stone Handaxe. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. and range 20/60 ft., one target. Hit: 14 (3d6+4)
Bone Handaxe. Melee or Ranged Weapon Attack: +6 to hit, slashing damage, or 11 (2d6+4) piercing damage if used as a
reach 5 ft. and range 20/60 ft., one target. Hit: 10 (2d6+3) ranged weapon.
slashing damage, or 6 (1d6+3) piercing damage if used as a
ranged weapon.

30
Half-Giant Gladiator, Lesser Half-Giant Gladiator, Lesser
Medium Humanoid (Half-Giant), any alignment
(Large)
Armor Class 14 (Hide) Large Humanoid (Half-Giant), any alignment
Hit Points 45 (6d8+18)
Speed 30 ft. Armor Class 14 (Hide)
Hit Points 51 (6d10+18)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)
Saves Strength 5, Dexterity 4, Constitution 5
Skills Athletics 8, Intimidation 4
Senses Passive Perception 10 Saves Strength 5, Dexterity 4, Constitution 5
Languages Common Skills Athletics 8, Intimidation 4
Challenge 3 (700 xp) Senses Passive Perception 10
Languages Common
Challenge 4 (1100 xp)
Proficiency. +2

Brave. The gladiator has advantage on saving throws against Proficiency. +2


being frightened.
Brave. The gladiator has advantage on saving throws against
Brute. A melee weapon deals one extra die of its damage when being frightened.
the gladiator hits with it (included in the attack).
Brute. A melee weapon deals one extra die of its damage when
Powerful Build. The half-giant counts as one size larger when the gladiator hits with it (included in the attack).:
determining its carrying capacity and the weight it can push, Reactions
drag, or lift.:
Parry. The gladiator adds 2 to its AC against one melee attack
Reactions that would hit it. To do so, the gladiator must see the attacker
Parry. The gladiator adds 2 to its AC against one melee attack and be wielding a melee weapon.
that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon. Giant's Endurance (2/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 3).
Giant's Endurance (2/Day). When the half-giant takes damage, it Actions
reduces the damage taken by 9 (1d12 + 3).
Multiattack. The gladiator makes two attacks.
Actions
Multiattack. The gladiator makes two attacks. Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. Hit: 16 (3d8+3) slashing and bludgeoning damage.
Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. Hit: 12 (2d8+3) slashing and bludgeoning damage. Stone Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. and range 20/60 ft., one target. Hit: 13 (3d6+3)
Bone Handaxe. Melee or Ranged Weapon Attack: +6 to hit, slashing damage or 9 (2d6+3) piercing damage if used as a
reach 5 ft. and range 20/60 ft., one target. Hit: 10 (2d6+3) ranged weapon.
slashing damage, or 6 (1d6+3) piercing damage if used as a
ranged weapon.

31
Mul Gladiator Mul Gladiator, Lesser
Medium Humanoid (Mul), any alignment Medium Humanoid (Mul), any alignment

Armor Class 14 (Hide, 16 With Shield) Armor Class 14 (Hide, 16 With Shield)
Hit Points 116 (15d8+44) Hit Points 45 (6d8+18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 16 (+3) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saves Strength 7, Dexterity 5, Constitution 6 Saves Strength 5, Dexterity 4, Constitution 5


Skills Athletics 10, Intimidation 5 Skills Athletics 8, Intimidation 4
Damage Resistances Poison Damage Resistances Poison
Senses Darkvision 60ft, Passive Perception 11 Senses Darkvision 60ft, Passive Perception 10
Languages Common, dwarvish Languages Common, dwarvish
Challenge 6 (2300 xp) Challenge 2 (450 xp)

Proficiency. +3 Proficiency. +2

Brave. The gladiator has advantage on saving throws against Brave. The gladiator has advantage on saving throws against
being frightened. being frightened.

Brute. A melee weapon deals one extra die of its damage when Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack). the gladiator hits with it (included in the attack).

Dwarven Resilience. The mul has advantage on saving throws Dwarven Resilience. The mul has advantage on saving throws
against poison. against poison.

Inexhaustible. The mul has advantage against non-magical Inexhaustible. The mul has advantage against non-magical
exhaustion. exhaustion.

Relentless Endurance (1/day). If the mul would be reduced to 0 Relentless Endurance (1/day). If the mul would be reduced to 0
hit points, it is reduced to 1 hit point instead. hit points, it is reduced to 1 hit point instead.
Actions Actions
Multiattack. The gladiator makes three melee attacks. It can Multiattack. The gladiator makes three melee attacks. It can
substitute one melee attack to make a ranged attack with its substitute one melee attack to make a ranged attack with its
cahulaks. If it's holding its cahulaks in both hands, it can make cahulaks. If it's holding its cahulaks in both hands, it can make
one additional melee attack with them. one additional melee attack with them.

Bone Cahulak. Melee or Ranged Weapon Attack: +6 to hit, reach Bone Cahulak. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft., or 10 ft if held in one hand only, and range 15/40 ft., one 5 ft., or 10 ft if held in one hand only, and range 15/40 ft., one
target. Hit: 10 (2d6+3) piercing damage. If used as a ranged target. Hit: 9 (2d6+2) piercing damage. If used as a ranged
weapon against one Large or smaller creature, the cahulak weapon against one Large or smaller creature, the cahulak
wraps around the creature. The target is restrained until it wraps around the creature. The target is restrained until it
escapes the cahulak. Any creature can use its action to make a escapes the cahulak. Any creature can use its action to make a
DC 10 Strength check to free itself or another creature wrapped DC 10 Strength check to free itself or another creature wrapped
by the cahulak, ending the effect on a success. Dealing 5 by the cahulak, ending the effect on a success. Dealing 5
slashing damage to the cahulak (AC 10) destroys the cahulak slashing damage to the cahulak (AC 10) destroys the cahulak
and frees the target. and frees the target.

Bone Carrikal. Melee Weapon Attack: +6 to hit, reach 5 ft., one Bone Carrikal. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d4+3) slashing damage. creature. Hit: 9 (3d4+2) slashing damage.

Wood Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., Wood Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target one creature. Hit: 8(2d4+3) bludgeoning damage. If the target
is a Medium or smaller creature, it must succeed on a DC 15 is a Medium or smaller creature, it must succeed on a DC 13
Strength saving throw or be knocked prone. Strength saving throw or be knocked prone.

Reactions Reactions
Parry. The gladiator adds 3 to its AC against one melee attack Parry. The gladiator adds 2 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon. and be wielding a melee weapon.

32
Halfling Gladiator Halfling Gladiator, Lesser
Small Humanoid (Halfling), any alignment Small Humanoid (Halfling), any alignment

Armor Class 16 (Studded Leather) Armor Class 15 (Studded Leather)


Hit Points 97 (15d6+45) Hit Points 39 (6d6+18)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 15 (+2) 13 (+1) 16 (+3) 16 10 (+0) 16 (+3) 15 (+2)

Saves Dexterity 7, Constitution 6, Wisdom 6 Saves Dexterity 5, Constitution 5, Wisdom 5


Skills Acrobatics 7, Intimidation 5, Perception 6, Survival 6 Skills Acrobatics 5, Intimidation 4, Perception 5, Survival 5
Senses Passive Perception 13 Senses Passive Perception 12
Languages Common, halfling Languages Common, halfling
Challenge 6 (2300 xp) Challenge 2 (450 xp)

Proficiency. +3 Proficiency. +2

Brave. The gladiator has advantage on saving throws against Brave. The gladiator has advantage on saving throws against
being frightened. being frightened.

Brute. A melee weapon deals one extra die of its damage when Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack). the gladiator hits with it (included in the attack).

Keen Hearing and Sight. The halfling has advantage on Wisdom Keen Hearing and Sight. The halfling has advantage on Wisdom
(Perception) checks that rely on hearing or sight. (Perception) checks that rely on hearing or sight.

Lucky. The when the halfling rolls a 1 on the d20 for an attack Lucky. The when the halfling rolls a 1 on the d20 for an attack
roll, ability check, or saving throw, they can reroll the die and roll, ability check, or saving throw, they can reroll the die and
must use the new roll. must use the new roll.

Halfling Nimbleness. The halfling can move through the space Halfling Nimbleness. The halfling can move through the space
of any creature that is of a size larger than it. of any creature that is of a size larger than it.
Actions Actions
Multiattack. The gladiator makes four melee attacks or two Multiattack. The gladiator makes 3 melee attacks or two ranged
ranged attacks. attacks.

Bone Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., Bone Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 10 (2d6+3) piercing damage. one target. Hit: 9 (2d6+2) piercing damage.

Bone Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach Bone Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. and range 20/60 ft., one target. Hit: 8 (2d4+3) piercing 5 ft. and range 20/60 ft., one target. Hit: 8 (2d4+2) piercing
damage. damage.

Reactions Reactions
Parry. The gladiator adds 3 to its AC against one melee attack Parry. The gladiator adds 2 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon. and be wielding a melee weapon.

33
Thri-kreen Gladiator Thri-kreen Gladiator, Lesser
Medium monstrosity, any alignment Medium monstrosity, any alignment

Armor Class 17 (natural armor) Armor Class 16 (natural armor)


Hit Points 142 (19d8 + 57) Hit Points 58 (9d8+18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 10 (+0) 15 (+2) 11 (+0) 16 (+3) 16 14 (+2) 10 (+0) 15 (+2) 11 (+0)

Saves Strength 7, Dexterity 7, Wisdom 5 Saves Strength 5, Dexterity 5, Wisdom 4


Skills Acrobatics 7, Athletics 7, Perception 5 Skills Acrobatics 5, Athletics 5, Perception 4
Senses darkvision 60 ft., Passive Perception 15 Senses darkvision 60 ft., Passive Perception 14
Languages Thri-kreen Languages Thri-kreen
Challenge 7 (2900 xp) Challenge 3 (700 xp)

Proficiency Bonus. +3 Proficiency Bonus. +2

Leap. The thri-kreen's long jump is up to 30 feet and its high Leap. The thri-kreen's long jump is up to 30 feet and its high
jump is up to 15 feet, with or without a running start. jump is up to 15 feet, with or without a running start.

Gythka Mastery. If the thri-kreen makes a Gythka attack as part Gythka Mastery. If the thri-kreen makes a Gythka attack as part
of its action, it can make another Gythka attack as a bonus of its action, it can make another Gythka attack as a bonus
action. action.

Sleepless. The thri-kreen does not require sleep and magic can’t Sleepless. The thri-kreen does not require sleep and magic can’t
put it to sleep. put it to sleep.
Actions Actions
Multiattack. The thri-kreen makes two Gythka attacks and one Multiattack. The thri-kreen makes one Gythka attacks and one
Chatkcha attack. Otherwise it attacks twice with its claws and Chatkcha attack. Otherwise it attacks one with its claws and
once with its bite. once with its bite.

Obsidian Gythka. Melee Weapon Attack: +7 to hit (with Obsidian Gythka. Melee Weapon Attack: +5 to hit (with
advantage if the thri-kreen is missing any hit points), reach 5 advantage if the thri-kreen is missing any hit points), reach 5
ft., one target. Hit: 8 (2d4 + 3) slashing damage or 5 (1d4 + 3) ft., one target. Hit: 8 (2d4 + 3) slashing damage or 5 (1d4 + 3)
slashing if damage the thri-kreen used its bonus action to slashing if damage the thri-kreen used its bonus action to
attack with this weapon. attack with this weapon.

Bone Chatkcha. Ranged Weapon Attack: +6 to hit (with Bone Chatkcha. Ranged Weapon Attack: +4 to hit (with
advantage if the thri-kreen is missing any hit points), range advantage if the thri-kreen is missing any hit points), range
30/120 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 30/120 ft., one target. Hit: 6 (1d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +7 to hit (with advantage if the thri- Bite. Melee Weapon Attack: +5 to hit (with advantage if the thri-
kreen is missing any hit points), reach 5 ft., one creature. Hit: 6 kreen is missing any hit points), reach 5 ft., one creature. Hit: 5
(1d4+4) piercing damage, and the target must succeed on a (1d4+3) piercing damage, and the target must succeed on a
DC 14 Constitution saving throw or be poisoned for 1 minute. DC 12 Constitution saving throw or be poisoned for 1 minute.
If the saving throw fails by 5 or more, the target is also If the saving throw fails by 5 or more, the target is also
paralyzed while poisoned in this way. The poisoned target can paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns, ending the effect repeat the saving throw on each of its turns, ending the effect
on itself on a success. on itself on a success.

Claws. Melee Weapon Attack: +7 to hit (with advantage if the Claws. Melee Weapon Attack: +5 to hit (with advantage if the
thri-kreen is missing any hit points), reach 5 ft., one target. Hit: thri-kreen is missing any hit points), reach 5 ft., one target. Hit:
6 (1d6+4) slashing damage. 5 (1d6+3) slashing damage.

Chameleon Carapace (Bonus Action). The thri-kreen changes the Chameleon Carapace (Bonus Action). The thri-kreen changes the
color of its carapace to match the color and texture of its color of its carapace to match the color and texture of its
surroundings, gaining advantage on Dexterity (Stealth) checks surroundings, gaining advantage on Dexterity (Stealth) checks
it makes to hide in those surroundings. it makes to hide in those surroundings.
Reactions Reactions
Parry. The thri-kreen adds 3 to its AC against one melee attack Parry. The thri-kreen adds 2 to its AC against one melee attack
that would hit it. To do so, the thri-kreen must see the attacker that would hit it. To do so, the thri-kreen must see the attacker
and be wielding a melee weapon. and be wielding a melee weapon.

34
Elves Elf Bandit Captain
The dunes and steppes of Athas are home to thousands
of tribes of nomadic elves. While each tribe is very Medium humanoid (Elf ), any non-lawful alignment

different culturally, the elves within them remain a race Armor Class 16 (studded leather)
of long-limbed sprinters given to theft, raiding, and Hit Points 91 (14d8+28)
warfare. Speed 35 ft.

STR DEX CON INT WIS CHA


Elf Bandit 15 (+2) 18 (+4) 14 (+2) 14 11 (+0) 15 (+2)
Medium humanoid (Elf ), any non-lawful alignment
Saves Strength 4, Dexterity 6, Wisdom 2
Armor Class 14 (leather armor) Skills Athletics 4, Deception 4, Perception 2
Hit Points 27 (5d8+5) Senses Passive Perception 10
Speed 35 ft. Languages Common, elvish
Challenge 3 (700 xp)
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 11 (+0) Burst Of Speed (1/short rest). When the elf moves in combat on
its turn, it can move at double speed until the end of its turn.:
Skills Perception 2
Senses Passive Perception 10 Actions
Languages Common, elvish Multiattack. The captain makes three melee attacks: two with
Challenge 1/2 (100 xp) its scimitar and one with its dagger. Or the captain makes two
ranged attacks with its daggers.
Burst Of Speed (1/short rest). When the elf moves in combat on
its turn, it can move at double speed until the end of its turn. Bone Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) slashing damage.
Actions
Bone Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
Bone Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing
target. Hit: 6 (1d6+3) slashing damage. damage.
Wood Longbow. Ranged Weapon Attack: +5 to hit, range 150 Reactions
ft./600 ft., one target. Hit: 7 (1d8+3) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack
that would hit it. To do so, the captain must see the attacker
and be wielding a melee weapon.

35
Elf Enchanter Defiler Erdlu
Erdlus resemble much smaller crodlus. They weigh as
Medium humanoid (Elf ), any evil alignment
much as 200 pounds and stand up to seven feet tall.
Armor Class 12 (15 with mage armor) They have powerful, lanky legs ending in four-toed feet
Hit Points 40 (9d8) with razor-sharp claws, and can run at great speeds
Speed 35 ft. over short distances.
Erdlus make ideal herd animals, as they can eat many
STR DEX CON INT WIS CHA forms of tough vegetation, as well as snakes, lizards,
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) and other small reptiles. They instinctively band
together in flocks for protection. When threatened, their
Saves Intelligence 6, Wisdom 4 first impulse is to flee. If this is not possible, the entire
Skills Arcana 6, History 6, Perception 4
flock will turn and give battle as a group.
Senses Passive Perception 11
Erdlu eggs are an excellent food, containing all the
Languages Common, elvish
Challenge 5 (1800 xp) nutrients that a human or demihuman needs to survive
for months at a time. If eaten raw, they can even
substitute for water (1 gallon per egg) for periods of up
Burst Of Speed (1/short rest). When the elf moves in combat on
to one week. In addition, the hard scales of their wings
its turn, it can move at double speed until the end of its turn.
make excellent shields or armor, their beaks can be
Arcane Defiling. If in non-defiled terrain, the wizard can choose used to make fine spearheads, and their claws are often
to defile the land when casting a spell. When they do this, a crafted into daggers or tools.
radius of 5 times the spells level becomes defiled.
If they defile, they can either give one creature disadvantage
on a saving throw against that spell or target a second creature Erdland
if the spell would target only one. Erdlands are a large variant of the erdlus and are
commonly encountered in herds in the Athasian plains.
Spellcasting. The enchanter is a 9th-level spellcaster. Its Used as mounts or to pull caravans, erdland are a
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
common sight along the trader routes through the
with spell attacks). The enchanter has the following wizard
deserts of Athas.
spells prepared:
Erdlands, like their smaller cousins, are flightless,
Cantrips (at will): friends, mage hand, mending, message
1st Level (4 slots): charm person*, mage armor, magic featherless birds which are covered with red to grey
missile scales. Erdlands can weigh up to 2,000 pounds and
2nd Level (3 slots): hold person*, invisibility, suggestion* often stand nearly 15 feet tall. The legs of an erdland
3rd Level (3 slots): fireball, haste, tongues are powerful and strong, sporting large four-clawed feet.
4th level (3 slots): dominate beast*, stoneskin Unlike erdlus, erdlands are not capable of fast speeds
5th level (2 slots): hold monster* and are used more for their endurance than their speed.
Aside from the difference in size and speed, erdlands
*Enchantment spell of 1st level or higher:
very closely resemble the smaller and quicker erdlus.
Reactions
Instinctive Charm (Recharges after the Enchanter Casts an
Enchantment Spell of 1st level or Higher). The enchanter tries to
magically divert an attack made against it, provided that the
attacker is within 30 feet of it and visible to it. The enchanter
must decide to do so before the attack hits or misses. The
attacker must make a DC 14 Wisdom saving throw. On a failed
save, the attacker targets the creature closest to it, other than
the enchanter or itself. If multiple creatures are closest, the
attacker chooses which one to target.
Actions
Bone Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) piercing damage.

36
Erdlu
Medium beast, unaligned

Armor Class 13 (Natural Armor)


Hit Points 9 (2d8)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 10 (+0) 2 (-4) 11 (+0) 4 (-3)

Senses Passive Perception 10


Challenge 1/2 (100 xp)

Quickness (Recharge 5-6). The erdlu can take the Dodge action
as a bonus action.
Actions
Multiattack. The erdlu makes two attacks: one with its beak, the
other with its claws.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 4 (1d4 + 2) slashing damage.

Erdland Erldland: Psionic Variant


Large beast, unaligned
In a flock of Erdland, there is a 5% cahnce that one will have
Armor Class 16 (Natural Armor ) Psionic abilities. This Erdland has 16 Wisdom and gains the
Hit Points 32 (5d10+5) following features:
Speed 40 ft. Innate Spellcasting (Psionics). The erdlands innate
spellcasting ability is Wisdom (spell save DC 13, +5 to hit
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 13 (+1) 2 (-4) 13 (+1) 4 (-3) with spell attacks). It can innately cast the following spells,
requiring no components:
Senses Passive Perception 11 1/day each: dominate person*, Synaptic Static (1 target in
Challenge 3 (700 xp) range)
*Can telepathically give simple commands
Actions
Life Detection. The erdland can sense the presence of
Multiattack. The erdland makes two beak attacks.
creatures within 500 feet of it that aren’t undead or
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. constructs. It knows the general direction they’re in but not
Hit: 8 (1d8 + 4) piercing damage. their exact locations.

Mind Shroud. The erdland is immune to any effect that


would sense its emotions or read its thoughts, as well as any
divination spell that it refuses.

37
Floater Floater
The churning dust storms of the sea of silt sweet up
wonders from its farthest reaches and deposit them on Small aberration, Neutral

Tyr’s rocky shores. Arriving amid the relics and Armor Class 14 (Psychic Defense, 17 With Mage Armor)
wreckage are the bizarre floating mantles. These Hit Points 55 (10d6+20)
creatures resemble jellyfish that float on the coastal Speed 0 ft., fly 40 ft. (hover)
breezes as they feed and commune with one another.
Floaters make their homes on the mudflats located at STR DEX CON INT WIS CHA
the edges of the Sea of Silt. They often make nests from 10 (+0) 14 (+2) 14 7 (-2) 15 (+2) 10 (+0)
dead bushes and trees, but occasionally form nests
within live trees as well. A nest commonly contains from Saves Intelligence 0, Wisdom 5
three to five floaters, with some larger nests having up Damage Vulnerabilities Fire
to eight members. These creatures group in nests for Damage Resistances Psychic

protective purposes, as they are often attacked by Condition Immunities Blinded, charmed, deafened, exhausted,
frightened, prone
razorwings. Senses Blindsight 20 ft., blind outside this radius, Passive
Floaters survive largely on the ferns and roots that Perception 12
grow in the wetter areas of the mudflats. When a Challenge 2 (450 xp)
mother gathers food for its young, it will often take
leaves and roots of nearby plants, but will occasionally Innate Spellcasting (Psionics). The floaters innate spellcasting
gather berries and seeds from the few fruit-bearing ability is Wisdom (spell save DC 12, +4 to hit with spell
plants that grow on the mudflats. attacks). It can innately cast the following spells, requiring no
Floaters are the favorite prey of razorwings, who components:
make their home beneath the Sea of Silt. Floaters boast At will: mind sliver
no usable byproducts, though many researchers have 1/day each: mage armor (self)
tried to make use of the gas-producing glands of this 3/day each: blur
creature as a source of flammable gas. None have had
success. Life Detection. The floater can sense the presence of creatures
within 500 feet of it that aren’t undead or constructs. It knows
the general direction they’re in but not their exact locations.

Life Drain (Psionic). When the floater hits a creature with a


melee attack and deals damage, it heals for half the damage
dealt.

Sudden Explosion. If the floater is reduced to 0 hit point by fire


damage or an effect that would ignite an object, it explodes.
Every creature within 5 feet must make a DC 13 dexterity saving
throw or take 1d8 fire damage.

Psychic Defense. The floater adds its wisdom modifier to its AC.
Actions
Multiattack. The floater makes six tentacle attacks. It can
substitute one of these attacks to cast a spell from its innate
spellcasting feature.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 it, one


creature. Hit: 4 (1d4+2) piercing damage and the target must
succeed a DC 12 Constitution saving throw or be paralyzed for
1d6 rounds. The target can repeat this saving throw and the
end of their turn to end the effect.

38
Gaj
The magic-torn wastelands spawn monsters so terrible
that not even the merciful can permit them to live. Gaj
exemplify such horrors, combining a hideous aspect
with a malign intelligence. They crave the flesh of
sentient beings, both for sustenance and for the
delicious taste of fear.
A gaj uses its feathery antennae to invade the mind of
its prey, ripping at its victim’s thoughts and creating
paralyzing terror. A gaj telepathically mocks enemies for
their weakness and goads them to foolish action. Their
vestigial antennae, though useless as limbs, compel
obedience through agonizing psychic lashes.
Gaj are prized in arenas across the Tyr Region for
their cunning and ferocity in battle. Thus they command
a high price, and monster hunters take great risks to
capture live specimens.

Gaj Psychic Defense. The gaj adds its wisdom modifier to its AC.
Large aberration, typically neutral evil
Actions
Armor Class 16 (natural armor, psychic defense) Multiattack. The gaj casts two spells from its innate spellcasting
Hit Points 75 (10d10+20) feature or makes one Mandibles attack and uses Mind-Probing
Speed 30 ft., climb 30 ft. Antennae or Paralyze (if available).

STR DEX CON INT WIS CHA Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one
16 (+3) 10 (+0) 15 (+2) 12 (+1) 15 (+2) 7 (-2) creature. Hit: 10 (2d6 + 3) slashing damage, and the target is
grappled (escape DC 12). Until the grapple ends, the target
Skills Perception 7, Stealth 5 takes 10 (2d6 + 3) slashing damage at the start of each of the
Damage Resistances Psychic; Bludgeoning, piercing, and gaj's turns. While it is grappling a creature, the gaj can't use its
slashing damage from non-metal weapons; mandibles to attack other creatures.
Senses darkvision 60 ft., Passive Perception 16
Languages Telepathy 100ft.; understands all languages but Mind-Probing Antennae. The gaj targets one creature grappled
can’t speak by it. The target must make a DC 13 Wisdom saving throw. On
Challenge 5 (1800 xp) a failed save, the target takes 16 (3d10) psychic damage, its
intelligence score is reduced by 1d4, and the gaj magically pulls
one piece of information from the target's mind that the gaj
Proficiency Bonus. +3 wants to know. On a successful save, the target takes half as
much damage, its Intelligence score is not reduced, and the gaj
Innate Spellcasting (Psionics). The gaj's innate spellcasting learns nothing.
ability is Wisdom (spell save DC 13, +5 to hit with spell If the targets Intelligence score drops to 0, the target is
attacks). It can innately cast the following spells, requiring no stunned until it regains at least one point of Intelligence.
components:
3/day each: detect thoughts, dissonant whispers, inflict Paralyze (Psionics, Recharge 6). The gaj magically targets one
wounds*, tasha's hideous laughter**, creature it can see within 60 feet of itself. The target must
2/day each: dominate monster succeed on a DC 13 Wisdom saving throw or be paralyzed for 1
*Deals psychic damage instead of necrotic. minute. The target can repeat the saving throw at the end of
**The target gains unbearable feelings of dread and each of its turns, ending the effect on itself on a success.
uselessness instead of laughing.

39
Gaj (Legendary Variant) Actions
Large aberration, typically neutral evil Multiattack. The gaj makes one Mandibles attack and uses
Mind-Probing Antennae or Paralyze (if available).
Armor Class 16 (natural armor, psychic defense)
Hit Points 93 (11d10+33) Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft., climb 30 ft. creature. Hit: 10 (2d6 + 3) slashing damage, and the target is
grappled (escape DC 14). Until the grapple ends, the target
STR DEX CON INT WIS CHA takes 10 (2d6 + 3) slashing damage at the start of each of the
16 (+3) 10 (+0) 16 (+3) 12 (+1) 15 (+2) 7 (-2) gaj's turns. While it is grappling a creature, the gaj can't use its
mandibles to attack other creatures.
Skills Perception 7, Stealth 5 Mind-Probing Antennae. The gaj targets one creature grappled
Damage Resistances Psychic; Bludgeoning, piercing, and by it. The target must make a DC 13 Wisdom saving throw. On
slashing damage from non-metal weapons;
a failed save, the target takes 16 (3d10) psychic damage, its
Senses darkvision 60 ft., Passive Perception 16 Intelligence score is reduced by 1d4, and the gaj magically pulls
Languages Telepathy 100ft.; understands all languages but one piece of information from the target's mind that the gaj
can’t speak wants to know. On a successful save, the target takes half as
Challenge 8 (3900 xp) much damage, its Intelligence score is not reduced, and the gaj
learns nothing.
Proficiency Bonus. +3 If the targets Intelligence score drops to 0, the target is
stunned until it regains at least one point of Intelligence.
Innate Spellcasting (Psionics). The gaj's innate spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell Paralyze (Psionics, Recharge 6). The gaj magically targets one
attacks). It can innately cast the following spells, requiring no creature it can see within 60 feet of itself. The target must
components: succeed on a DC 13 Wisdom saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end of
3/day each: detect thoughts, dissonant whispers, inflict wounds each of its turns, ending the effect on itself on a success.
(3rd level)* , tasha's hideous laughter**,
Legendary Actions
2/day each: dominate monster Legendary Actions (2/Turn). The gaj can take 2 legendary actions,
choosing from the options below. Only one legendary action
*Deals psychic damage instead of necrotic. option can be used at a time, and only at the end of another
**The target gains unbearable feelings of dread and creature's turn. The gaj regains spent legendary actions at the
uselessness instead of laughing. start of its turn.

Psychic Defense. The gaj adds its wisdom modifier to its AC. Cast A Spell. The gaj casts a spell from its innate spellcasting
feature.
Legendary Resistance (2/day). If the gaj fails a saving throw, it
can choose to succeed instead.

40
Giant Ant Lion
A giant ant lion is the larval form of a giant insect that
resembles a dragonfly. It spends almost its entire life in
larval form, voraciously consuming giant ants or
anything that stumbles into its trap.
Giant ant lions are perfectly adapted to trapping and
devouring prey. They dig slippery pits in loose sand and
hide themselves at the bottom, with only their outsized
Giant Ant Lion
Large Beast, unaligned

Armor Class 16 (natural armor)


Hit Points 110 (13d10+39)
Speed 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 17 (+3) 1 (-5) 17 (+3) 7 (-2)

Skills Perception 9, Stealth 6


Senses darkvision 60 ft., tremorsense 60 ft., Passive Perception
19
Challenge 5 (1800 xp)

Proficiency Bonus. +3

Surprise Attack. If the ant lion surprises a creature and hits it


with an attack during the first round of combat, the target takes
an extra 7 (2d6) damage from the attack.

Pit. The giant ant lion can spend an hour to dig a pit 20 feet
wide and 20 feet deep in the sand and hides at the bottom,
waiting for prey. If the the ant lion is hiding at the bottom of
the pit, a creature can attempt a DC 18 Wisdom (perception)
check to recognize to see the tips of the ant lions mandibles
sticking out of the sand. A creature that enters the pit slides
down at a rate of 10 feet at the beginning of their turn. They
can attempt a DC 15 Strength (athletics) check to stop sliding
and a DC 20 Strength (athletics) check to climb out of the pit.
While in a pit, the ant lion has access to its sand burst attack.
Actions
Multiattack. The giant ant lion can use its sand burst if it has it
available, then it can attack with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 30 (4d12+4) piercing damage, and the target must
succeed on a DC 14 Constitution saving throw or be poisoned
for 1 minute. The target is also paralyzed while poisoned in this
way. The poisoned target can repeat the saving throw on each
of its turns, ending the effect on itself on a success. If the
target is a Large or smaller creature, it is grappled (escape DC
15). Until this grapple ends, the ant lion can bite only the
grappled creature and has advantage on attack rolls to do so.

Sand Burst. The ant lion targets a creature inside its pit and
hurls a large amount of sand at it in order to cause them to
sink in. The target must succeed a DC 20 strength saving throw
or fall 10 feet into the ant lions pit.

41
Giants, Athasian Giant, Athasian (Humanoid)
Athasian giants dwell in small tribes on islands
throughout the Sea of Silt, which they guard fiercely. Huge giant, Typically Neutral Evil or Chaotic Good

They are capable of traversing the sea’s shallower Armor Class 15 (natural armor)
areas, wading through chest-deep terrain to reach their Hit Points 212 (17d12+102)
homes. Speed 40 ft.
The giants of Athas are huge, lumbering creatures
who commonly inhabit the islands of the Sea of Silt. STR DEX CON INT WIS CHA
The most common varieties are the desert giants, the 25 (+7) 9 (-1) 23 (+6) 6 (-2) 16 (+3) 13 (+1)
plains giants, and the psionics-wielding beasthead
giants. All the giants of Athas share one characteristic, Saves Dexterity 3, Constitution 10, Charisma 5
and that is savagery. Though humanoid giants can be Skills Athletics 11, Perception 7
congenial and friendly when properly approached, they Damage Resistances Psychic

have short tempers and are very easily agitated. Condition Immunities Charmed, frightened
Senses Passive Perception 17
Languages Giant
Beast-head Giants Challenge 9 (5000 xp)
Though somewhat smaller than humanoid giants,
beasthead giants are actually more dangerous. Psionic Resistance. The giant has advantage on saving throws
Beasthead giants are smaller and lighter than their against psionic spells and other psionic effects.
humanoid cousins, averaging 15 to 20 feet tall and Actions
weighing from three to six tons. Beasthead giants, as
their name implies, have a humanlooking body and the Multiattack. The giant makes two greatclub attacks.
head of a beast.
Each of these hulking humanoids has the head of a Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one

beast, though every one has slightly different features. target. Hit: 20 (3d8+7) bludgeoning damage and if the target is

The beasts represented are found throughout Athas and a Medium or smaller creature it must make a DC 19 Strength
saving throw or be pushed back 15 feet and knocked prone.
include those both living and long extinct.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
Humanoid Giants target. Hit: 23 (3d10+7) bludgeoning damage.

Humanoid Giants can typically be found among the


deserts and the few plains of Athas. All are typically 25
feet tall and weight six to eight tons.
Desert giants have exaggerated facial features: huge
noses, mouths, or ears. Their skin is most often dark
red, but some specimens have jet-black skin. The hair of
desert giants is usually a light brown color and is very
coarse and sturdy.
The skin color of Plains giants is usually a deep rust
color, with some having dark brown skin. Also, plains
giants have facial features more akin to an elf than a
human. They have slender faces and slightly pointed
ears. The hair of plains giants is light colored, very often
blond to light brown.

42
Giant, Athasian (Beast-head) Actions
Huge giant, Typically Neutral Evil Multiattack. The giant makes two greatclub attacks. It can
substitute one of its greatclub attacks with a natural weapon
Armor Class 16 (natural armor, psychic defense) attack.
Hit Points 212 (17d12+102)
Speed 40 ft. Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 20 (3d8+7) bludgeoning damage and if the target is
STR DEX CON INT WIS CHA a Medium or smaller creature it must make a DC 19 Strength
25 (+7) 9 (-1) 23 (+6) 6 (-2) 16 (+3) 13 (+1) saving throw or be pushed back 15 feet and knocked prone.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
Saves Dexterity 3, Constitution 10, Charisma 5 target. Hit: 23 (3d10+7) bludgeoning damage.
Skills Athletics 11, Insight 10, Perception 7
Damage Resistances Psychic Natural Weapon. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Condition Immunities Charmed, frightened one target.
Senses Passive Perception 17
Languages Giant Ferocious Bite: Hit: 15 (2d8 + 7) piercing damage. If the target
Challenge 9 (5000 xp) is a creature, it must succeed on a DC 18 Strength saving
throw or be knocked prone.
Hammering Horns: Hit: 17 (2d10 + 7) piercing damage, and
Psychic Defense. The giant’s AC includes its Wisdom modifier.
the target must make a DC 18 strength saving throw or be
Life Detection. The giant can sense the presence of creatures pushed 15 feet back.
within 500 feet of it that aren’t undead or constructs. It knows Venomous Bite: Hit: 11 (1d8 + 7) piercing damage, and the
the general direction they’re in but not their exact locations. target must make a DC 17 Constitution saving throw, taking
15 (3d10) poison damage on a failed save, or half as much
Mind Shroud. The giant is immune to any effect that would damage on a successful one.
sense its emotions or read its thoughts, as well as any
Alternatively, it may have a braxats head, in which case it gains
divination spell that it refuses.
the following action instead:
Innate Spellcasting (Psionics). The giant’s innate spellcasting
Braxat Breath Weapon (recharge 6): The giant exhales a 15-
ability is Wisdom (spell save DC 14). The giant can innately
cast the following spells, requiring no components: foot cone of acid. Each creature in the cone must make a DC
18 Constitution saving throw, taking 26 (4d12) acid damage
3/day each: clairvoyance, tasha’s hideous laughter*
on a failed save, or half as much damage on a successful
*The target gains unbearable feeling of dread and uselessness one.
instead of laughing

43
Gith Gith Tribal Leader, Athasian
The gith are a race of grotesque humanoids that appear
to be a peculiar mixture of elf and reptile. They are Medium humanoid (gith), Chaotic Evil

extremely gaunt and lanky, with long gangling arms and Armor Class 19 (Innix Shell, Intellect Fortress )
spindly legs.Their fingers and toes end in sharp claws. If Hit Points 90 (12d8+36)
one could get a gith to stand up straight, he would Speed 30 ft.
measure close to 7 feet tall. However, most gith appear
to be no more than 5 feet tall, for they always stand STR DEX CON INT WIS CHA
hunched over at the shoulders, in a permanent slouch. 18 (+4) 15 (+2) 16 (+3) 17 (+3) 15 (+2) 10 (+0)
Although descended from creatures said to come
from beyond the Gray, Athas’s gith are tribal and Saves Constitution 6, Intelligence 6
savage. The slide into barbarism did not extinguish their Skills Athletics 6, Intimidation 3, Perception 5, Stealth 6,
mental abilities, however. Combined with the giths’ Survival 5

extreme brutality and absolute mercilessness, their Senses Passive Perception 13


Languages Gith
psionic powers might be even more dangerous than Challenge 5 (1800 xp)
those of their forebears.
Innate Spellcasting (Psionics). The githyanki's innate
Gith Hunt Leader, Athasian spellcasting ability is intelligence. It can innately cast the
following spells, requiring no components:
Medium humanoid (gith), Chaotic Evil
At will: control flames, mage hand (the hand is invisible)
Armor Class 18 (Innix Shell, Intellect Fortress )
Hit Points 52 (8d8+16) 3/day each: jump, misty step, nondetection (self)
Speed 30 ft.
Intellect Fortress. The gith adds its intelligence modifier to its
STR DEX CON INT WIS CHA AC.
17 (+3) 15 (+2) 14 (+2) 15 (+2) 13 (+1) 6 (-2) Reactions
Saves Constitution 4, Intelligence 4 Parry. The gith adds 3 to its AC against one melee attack that
Skills Athletics 4, Intimidation 0, Perception 3, Stealth 5, would hit it. To do so, the gith must see the attacker and be
Survival 3 wielding a melee weapon.
Senses Passive Perception 11 Actions
Languages Gith
Challenge 2 (450 xp) Multiattack. The gith makes two telekinetic bolt attacks or three
spear attacks.

Innate Spellcasting (Psionics). The githyanki's innate Obsidian Spear. Melee or Ranged Weapon Attack: +7 to hit,
spellcasting ability is intelligence. It can innately cast the reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing
following spells, requiring no components: damage, or 8 (1d8+4) piercing damage when wielded as a two-
handed melee weapon.
At will: control flames, mage hand (the hand is invisible)
Telekinetic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
3/day each: jump, misty step, nondetection (self) target. Hit: 6 (1d6+3) force damage.
Intellect Fortress. The gith adds its intelligence modifier to its
AC.
Actions
Multiattack. The gith makes two telekinetic bolt attacks or two
spear attacks.

Obsidian 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 when wielded
as a two-handed melee weapon.

Telekinetic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one


target. Hit: 6 (1d6 + 3) force damage.

44
Gith Warrior, Athasian Gold Scorpion
Gold scorpions are small scorpions found throughout
Medium humanoid (gith), Chaotic Evil
Athas. Their name comes from their gold carapace that
Armor Class 15 (Inex Shell) shines brigthtly in the sun. Because of their size, they
Hit Points 39 (6d8+12) can crawl into anything and are often unnoticed until it
Speed 30 ft. is too late.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 9 (-1) 5 (-3) Gold Scorpion
Tiny beast, unaligned
Senses Passive Perception 11
Languages Gith Armor Class 11 (natural armor)
Challenge 1/2 (100 xp) Hit Points 9 (2d4+4)
Speed 10 ft.
Innate Spellcasting (Psionics). The githyanki's innate
spellcasting ability is Intelligence. It can innately cast the STR DEX CON INT WIS CHA
following spells, requiring no components: 2 (-4) 11 (+0) 14 (+2) 1 (-5) 8 (-1) 2 (-4)
At will: mage hand (the hand is invisible) 3/day each: jump,
misty step, nondetection (self only) Skills Stealth 2
Senses blindsight 10 ft., Passive Perception 9
Actions Challenge 1
Obsidian Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2)
piercing damage, or 6 (1d8 + 2) piercing damage when wielded
Actions
as a two-handed melee weapon. Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must make a DC 12
Constitution saving throw, taking 27 (5d10) poison damage on
a failed save or half as much on a successful save.

45
Golems
The true origin of the golems of Athas has been lost in Obsidian Golem
history. Wherever they originated, the processes by Obsidian golems are massive statues, measuring 12 feet
which they are created and animated is known, but is a tall, and weighing up to 900 pounds. Their shape is
closely guarded secret of the sorcerer-kings. It is humanoid. Like the rock golem, obsidian golems are not
rumored that the secrets of golem creation are also capable of speech. Obsidian golems are fairly slow
known among some templars. moving, but move in a strong determined manner. The
Ash Golem hands of an obsidian golem are formed into huge fists,
but they are incapable of opening.
Ash golems are grey in color, stand eight feet tall, and
weigh only 150 pounds. As they move, ash golems leave Rock Golem
a fine dusting of ash behind them, which makes Rock golems are nine feet tall and usually resemble
tracking these creatures easy. huge men in full armor. Weighing up to 600 pounds,
Chitin Golem rock golems are fairly slow and are incapable of
movement faster than walking. They have features
Chitin golems are humanoid in shape, but up to 10 feet carved into their faces, but those features are immobile,
tall. They generally weigh from 200-250 pounds. They and useless.
have no facial features to speak of, though they are able
to make growling sounds when provoked. The limbs of Sand Golem
a chitin golem are somewhat long, hanging easily below Sand golems are humanoid in shape and stand roughly
its knees. A chitin golem bears a slight odor of decay or eight feet tall. They have indentations where their eye
death, noticeable only at close range. When a chitin sockets should be, though they have no actual eyes.
golem walks, it appears to be very unstable. Likewise, they have a mouth, but they are incapable of
Wood Golem speech, managing only to roar and growl at opponents.
When a sand golem moves, it leaves a fine trail of sand
Wood golems are 10 feet tall and weigh up to 500 behind it, making the tracking of this creature fairly
pounds. It is often difficult to spot a wood golem when easy.
in the forest, as its appearance closely matches natural
foliage.

46
Ash Golem Burning Grasp (3/day). At the start of the golems turn, it can
Large construct, unaligned deal 10 (3d6) fire damage to any creature that it is grappling.

Armor Class 13 (natural armor) Grapple Staggering. If the golem is grappling a creature and
Hit Points 85 (10d10+30) takes 20 or more damage in a single turn, it releases any
Speed 30 ft. creature it is grappling.

STR DEX CON INT WIS CHA Immutable Form. The golem is immune to any spell or effect
18 (+4) 9 (-1) 16 (+3) 3 (-4) 8 (-1) 1 (-5) that would alter its form.

Magic Resistance. The golem has advantage on saving throws


Damage Resistances Fire against spells and other magical effects.
Damage Immunities acid, poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks Magic Weapons. The golem's weapon attacks are magical.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Actions
Skills Athletics 7 Multiattack. The golem makes two slam attacks, and then it can
Senses darkvision 60 ft., Passive Perception 8 attempt to grapple a target within 5 feet of it.
Languages Understands the languages of its creator but can’t
speak Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 7 (2900 xp) Hit: 15 (2d10+4) bludgeoning damage.

Fireball (8th-Level Spell; 1/Day). The golem creates a fiery


Proficiency. +3 explosion centered on a point it can see within 150 feet of it.
Corrosive Ash. When the golem hits a creature with a melee Each creature in a 20-foot-radius sphere centered on that point
attack, grapples it, or is hit by a melee attack, the creature is must make a DC 15 Dexterity saving throw, taking
covered by corrosive dust. A creature whose bare skin is in 45 (13d6) fire damage on a failed save, or half as much
contact with the dust takes 1d4 acid damage every turn if the damage on a successful one. The fire spreads around corners
ash is not removed after an hour. and ignites flammable objects in the area that aren’t being
A creature must spend one hour washing the dust off to end worn or carried.
the effect. Receiving magic healing also ends the effect.

Sand Golem to its AC for that attack.


Large construct, unaligned Defiler Vulnerability. When the golem is damaged by a spell cast
by a creature with at least 1 point in a defiler aura, the golem
Armor Class 13 (natural armor) takes an additional 3 (1d6) necrotic damage.
Hit Points 65 (10d10+10)
Speed 20 ft. Immutable Form. The golem is immune to any spell of the
transmutation school or a spell or effect that would alter its
STR DEX CON INT WIS CHA form.
18 8 13 2 8 1
Limited Magic Immunity. Unless it wishes to be affected, the
Damage Resistances bludgeoning, piercing, and slashing golem is immune to spells of 3rd level or lower. It has
damage advantage on saving throws against all other spells and magical
Damage Immunities acid, poison, psychic; effects.
Condition Immunities charmed, exhaustion, frightened, Magic Weapons. The golem's weapon attacks are magical.
paralyzed, petrified, poisoned
Senses darkvision 60 ft., Passive Perception 8 Actions
Languages Understands the languages of its creator but can’t
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
speak
Hit: 11 (2d6+4) bludgeoning damage, and if the target is
Challenge 8 (3900 xp)
Medium or smaller, it must succeed on a DC 17 Strength
saving throw or take an additional 5 (1d10) bludgeoning and be
Proficiency. +3 dragged into the golem. A creature trapped inside the golem is
grappled (escape DC 17) and is incapacitated while grappled in
Damage Transfer. If the golem has a creature trapped inside it, it this way. While trapped, the creature can not breathe (see the
takes only half the damage dealt to it (rounded down), and that suffocation rules in the Player’s Handbook) and takes 5 (1d10)
creature takes the other half. bludgeoning damage at the beginning of the golems turn.
A creature making an attack roll against the golem can try The golem can only have one creature trapped at a time.
and miss the trapped creature, giving the golem a plus 5 bonus

47
Rock Golem Wood Golem
Large construct, unaligned Large construct, unaligned

Armor Class 17 (natural armor) Armor Class 16 (natural armor)


Hit Points 126 (12d10+60) Hit Points 95 (10d10+40)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 20 (+5) 8 (-1) 18 (+4) 3 (-4) 16 (+3) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, Damage Resistances Bludgeoning, piercing
and slashing from nonmagical attacks that aren't Damage Immunities poison, psychic;
adamantine Condition Immunities charmed, exhaustion, frightened,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
paralyzed, petrified, poisoned Senses darkvision 60 ft., Passive Perception 8
Senses darkvision 120 ft., Passive Perception 10 Languages Understands the languages of its creator but can’t
Languages Understands the languages of its creator but can’t speak
speak Challenge 8 (3900 xp)
Challenge 11 (7200 xp)
Proficiency. +3
Proficiency. +4
Defiler Vulnerability. When the golem is damaged by a spell cast
Immutable Form. The golem is immune to any spell or effect by a creature with at least 1 point in a defiler aura, the golem
that would alter its form. takes an additional 7 (2d6) necrotic damage.
If a defiler uses arcane defiling and the radius includes a
Limited Magic Immunity. Unless it wishes to be affected, the space that golem is occupying, the golem must succeed on a
golem is immune to spells of 3rd level or lower. It has Constitution saving throw against the defilers spell save DC.
advantage on saving throws against all other spells and On a failure, the golem takes necrotic damage equal to 5 times
magical effects. the spells level.
Magic Weapons. The golem's weapon attacks are magical. False Appearance. While the golem remains motionless, it is
Actions indistinguishable from a normal tree.

Multiattack. The golem makes two slam attacks. Innate Spellcasting. The golem casts one of the following spells,
using Wisdom as the spellcasting ability (+6 to hit with spell
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. attack, spell save DC 17):
Hit: 22 (3d10+6) bludgeoning damage. If the target is a
creature, it must succeed a DC 18 Strength saving throw or be At will: infestation (2d6), poison spray (2d12), thorn whip
knocked prone. (2d6)

3/day each: erupting earth, entangle, faerie fire, grasping vine

1/day each: spike growth, meld into stone, stoneskin

Immutable Form. The golem is immune to any spell or effect


that would alter its form.

Limited Magic Immunity. Unless it wishes to be affected, the


golem is immune to spells of 4th level or lower. It has
advantage on saving throws against all other spells and
magical effects.

Magic Weapons. The golem's weapon attacks are magical.


Actions
Multiattack. The golem casts a spell from iys innate spellcasting
feature, then makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 16 (2d10+5) bludgeoning damage.

48
Obsidian Golem Chitin Golem
Large construct, unaligned Large construct, unaligned

Armor Class 18 (natural armor) Armor Class 16 (natural armor)


Hit Points 147 (14d10+70) Hit Points 104 (11d10+44)
Speed 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 20 (+5) 12 (+1) 18 (+4) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, Damage Immunities necrotic, poison, psychic; bludgeoning,
and slashing from nonmagical attacks piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned paralyzed, petrified, poisoned
Senses darkvision 120 ft., Passive Perception 10 Senses darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can’t Languages Understands the languages of its creator but can’t
speak speak
Challenge 13 (10000 xp) Challenge 9 (5000 xp)

Proficiency. +5 Proficiency. +3

Immutable Form. The golem is immune to any spell or effect Immutable Form. The golem is immune to any spell or effect
that would alter its form. that would alter its form.

Limited Magic Immunity. Unless it wishes to be affected, the Limited Magic Immunity. Unless it wishes to be affected, the
golem is immune to spells of 4th level or lower unless the golem is immune to all spells of the necromancy school, as
caster has at least one point in a defiler aura. It has advantage well as spells of 2nd level or lower. It has advantage on saving
on saving throws against all other spells and magical effects. throws against all other spells and magical effects.

Magic Weapons. The golem's weapon attacks are magical. Magic Weapons. The golem's weapon attacks are magical.
Actions Actions
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Multiattack. The golem makes two claw attacks.
Hit: 34 (5d10+6) bludgeoning damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Stunning Slam (Recharge 5-6). The golem slams both of its both Hit: 21 (3d10+5) slashing damage. If the target is a creature, it
fists together, creating a loud sound. Each creature within 100 must succeed a DC 15 Constitution saving throw or take 7
feet of the golem must succeed on a DC 18 Constitution saving (2d6) poison damage and the target's Strength score is
throw or be stunned until the end of the golems next turn. reduced by 1d4. The target dies if this reduces its Strength to 0.
Otherwise, the reduction lasts until the target finishes a short
Shard Spray (Recharge 5-6). The golem shoots out tiny obsidian or long rest.
shards in every direction. Each creature within 20 feet of the
golem must succeed DC 18 Dexterity saving throw, taking 22
(5d8) piercing damage and 22 (5d8) poison damage on a failed
save, or half as much damage on a successful one.

49
Guards Half-Giant Guard
The humble guard is mainstay in many worlds.
Someone has to patrol the streets, take suspects into Medium humanoid (Half-giant), any alignment

custody, and take bribes to look the other way you’re Armor Class 12 (Hide Armor)
smuggling Halflings in grain sacks. Hit Points 26 (4d8+8)
Speed 30 ft.

Guard, Athasian STR DEX CON INT WIS CHA


Medium humanoid (any race), any alignment 16 (+3) 11 (+0) 14 (+2) 8 (-1) 11 (+0) 10 (+0)

Armor Class 14 (Hide Armor) Skills Athletics 5, Survival 2


Hit Points 16 (3d8+3) Senses Passive Perception 12
Speed 30 ft. Languages Common
Challenge 1
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Powerful Build. The half-giant counts as one size larger when
determining its carrying capacity and the weight it can push,
Skills Perception 2 drag, or lift.:
Senses Passive Perception 12
Languages Common Reactions
Challenge 1/4 (50 xp) Giant's Endurance (2/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 2).
Actions Actions
Bone Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 Wooden Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing one target. Hit: 7 (1d8 + 3) bludgeoning damage.
damage or 5 (1d8+1) piercing damage if used with two hands
to make a melee attack.

Shortbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,


one target. Hit: 5 (1d6+2) piercing damage, and the target Half-Giant Guard (Large)
must succeed on a DC 13 Constitution saving throw or be Large humanoid (Half-giant), any alignment
poisoned for 1 hour. If the saving throw fails by 5 or more, the
target is also unconscious while poisoned in this way. The Armor Class 12 (Hide Armor)
target wakes up if it takes damage or if another creature takes Hit Points 30 (4d10+8)
an action to shake it awake. Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 8 (-1) 11 (+0) 10 (+0)

Skills Athletics 5, Survival 2


Senses Passive Perception 12
Languages Common
Challenge 1

Reactions
Giant's Endurance (2/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 2).
Actions
Wooden Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d8 + 3) bludgeoning damage.

50
Half-Giants Half-Giant Warrior (Large)
Giants dominate many of the islands and coastal areas
of the Silt Sea, wading across it to plunder the Large humanoid (Half-giant), any alignment

communities of smaller races where they find them. In Armor Class 12 (hide armor)
some lost millennium, as a bizarre experiment or Hit Points 76 (9d10+27)
perhaps as some sort of curse, giants were magically Speed 30 ft.
crossbred with humans. Half-giants are now fairly
common, especially to human controlled lands at the STR DEX CON INT WIS CHA
edge of the sea of dust. 18 (+4) 11 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0)
A half-giant is an enormous individual, and their
features are human, but exaggerated. Skills Athletics 6, Perception 4, Survival 4
Senses Passive Perception 14
Languages Common
Challenge 3 (700 xp)
Half-Giant Warrior
Medium humanoid (Half-giant), any alignment

Armor Class 12 (hide armor) Reactions


Hit Points 67 (9d8 + 27) Giant's Endurance (2/Day). When the half-giant takes damage, it
Speed 30 ft.
reduces the damage taken by 9 (1d12 + 3).
STR DEX CON INT WIS CHA Actions
18 (+4) 11 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0) Multiattack. The half-giant makes two attacks with its greatclub

Skills Athletics 6, Perception 4, Survival 4 Wooden Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Senses Passive Perception 14 one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Languages Common
Challenge 3 (700 xp)

Powerful Build. The half-giant counts as one size larger when


determining its carrying capacity and the weight it can push,
drag, or lift.:
Reactions
Giant's Endurance (2/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 3).
Actions
Multiattack. The half-giant makes two attacks with its greatclub

Wooden Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 8 (1d8 + 4) bludgeoning damage.

51
Half-Giant Guard Half-Giant Gladiator
Medium humanoid (Half-giant), any alignment Medium Humanoid (Half-Giant), any alignment

Armor Class 12 (Hide Armor) Armor Class 14 (Hide)


Hit Points 26 (4d8+8) Hit Points 112 (15d8+45)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 8 (-1) 11 (+0) 10 (+0) 19 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)

Skills Athletics 5, Survival 2 Saves Strength 7, Dexterity 5, Constitution 6


Senses Passive Perception 12 Skills Athletics 10, Intimidation 5
Languages Common Senses Passive Perception 11
Challenge 1 Languages Common
Challenge 7 (2900 xp)
Powerful Build. The half-giant counts as one size larger when
determining its carrying capacity and the weight it can push, Proficiency. +3
drag, or lift.:
Brave. The gladiator has advantage on saving throws against
Reactions being frightened.
Giant's Endurance (2/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 2). Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack).
Actions
Powerful Build. The half-giant counts as one size larger when
Wooden Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., determining its carrying capacity and the weight it can push,
one target. Hit: 7 (1d8 + 3) bludgeoning damage. drag, or lift.
Reactions
Parry. The gladiator adds 3 to its AC against one melee attack
Half-Giant Guard (Large) that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon.
Large humanoid (Half-giant), any alignment
Giant's Endurance (3/Day). When the half-giant takes damage, it
Armor Class 12 (Hide Armor) reduces the damage taken by 9 (1d12 + 3).
Hit Points 30 (4d10+8)
Speed 30 ft. Actions
Multiattack. The gladiator makes three melee attacks or two
STR DEX CON INT WIS CHA ranged attacks.
16 (+3) 11 (+0) 14 (+2) 8 (-1) 11 (+0) 10 (+0)
Great Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Skills Athletics 5, Survival 2 creature. Hit: 12 (2d8+3) slashing and bludgeoning damage.
Senses Passive Perception 12
Languages Common Bone Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
Challenge 1 reach 5 ft. and range 20/60 ft., one target. Hit: 10 (2d6+3)
slashing damage, or 6 (1d6+3) piercing damage if used as a
ranged weapon.
Reactions
Giant's Endurance (2/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 2).
Actions
Wooden Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d8 + 3) bludgeoning damage.

52
Half-Giant Gladiator Half-Giant Gladiator, Lesser
(Large) Medium Humanoid (Half-Giant), any alignment

Large Humanoid (Half-Giant), any alignment Armor Class 14 (Hide)


Hit Points 45 (6d8+18)
Armor Class 14 (Hide) Speed 30 ft.
Hit Points 127 (15d10+45)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)
Saves Strength 5, Dexterity 4, Constitution 5
Skills Athletics 8, Intimidation 4
Saves Strength 7, Dexterity 5, Constitution 6 Senses Passive Perception 10
Skills Athletics 10, Intimidation 5 Languages Common
Senses Passive Perception 11 Challenge 3 (700 xp)
Languages Common
Challenge 8 (3900 xp)
Proficiency. +2
Proficiency. +3 Brave. The gladiator has advantage on saving throws against
being frightened.
Brave. The gladiator has advantage on saving throws against
being frightened. Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack).
Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack). Powerful Build. The half-giant counts as one size larger when
Reactions determining its carrying capacity and the weight it can push,
drag, or lift.:
Parry. The gladiator adds 3 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker Reactions
and be wielding a melee weapon. Parry. The gladiator adds 2 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker
Giant's Endurance (3/Day). When the half-giant takes damage, it and be wielding a melee weapon.
reduces the damage taken by 9 (1d12 + 3).
Actions Giant's Endurance (2/Day). When the half-giant takes damage, it
reduces the damage taken by 9 (1d12 + 3).
Multiattack. The gladiator makes three melee attacks or two
ranged attacks. Actions
Multiattack. The gladiator makes two attacks.
Great Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 17 (3d8+4) slashing and bludgeoning damage. Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. Hit: 12 (2d8+3) slashing and bludgeoning damage.
Stone Handaxe. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. and range 20/60 ft., one target. Hit: 14 (3d6+4) Bone Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
slashing damage, or 11 (2d6+4) piercing damage if used as a reach 5 ft. and range 20/60 ft., one target. Hit: 10 (2d6+3)
ranged weapon. slashing damage, or 6 (1d6+3) piercing damage if used as a
ranged weapon.

53
Half-Giant Gladiator, Lesser
(Large)
Large Humanoid (Half-Giant), any alignment

Armor Class 14 (Hide)


Hit Points 51 (6d10+18)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 11 (+0)

Saves Strength 5, Dexterity 4, Constitution 5


Skills Athletics 8, Intimidation 4
Senses Passive Perception 10
Languages Common
Challenge 4 (1100 xp)

Proficiency. +2

Brave. The gladiator has advantage on saving throws against


being frightened.

Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack).:
Reactions
Parry. The gladiator adds 2 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon.

Giant's Endurance (2/Day). When the half-giant takes damage, it


reduces the damage taken by 9 (1d12 + 3).
Actions
Multiattack. The gladiator makes two attacks.

Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one


creature. Hit: 16 (3d8+3) slashing and bludgeoning damage.

Stone Handaxe. Melee or Ranged Weapon Attack: +5 to hit,


reach 5 ft. and range 20/60 ft., one target. Hit: 13 (3d6+3)
slashing damage or 9 (2d6+3) piercing damage if used as a
ranged weapon.

54
Halflings
Beyond the Ringing Mountains are jungles that flourish Halfling Hunter
in rains that never reach the tablelands or the Sea of Small humanoid (Halfling), any alignment
Silt. There life is abundant, the foliage thick and
untamed. The undisputed rulers of these jungles are the Armor Class 13 (leather armor)
halflings. Hit Points 16 (3d8+3)
A halfling is a very short humanoid, standing no more Speed 30 ft.
than 3’2 feet in height. They are muscled and
proportioned like humans, but they have the faces of STR DEX CON INT WIS CHA
wise and beautiful children. Halflings live to be as much 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
as 120 years old, but once they reach adulthood, their
features never succumb to their years— it’s very difficult Skills Nature 4, Perception 5, Stealth 6, Survival 5
Senses Passive Perception 15
for an outsider to determine a given halfling’s age. A Languages Common, halfling
halfling weighs 50 to 60 pounds and is virtually always Challenge 1/2 (100 xp)
in peak physical condition.
Brave. The halfling advantage on saving throws against being
frightened.

Halfling Nimbleness. The halfling can move through the space


of any creature that is of a size larger than it.

Keen Hearing and Sight. The halfling has advantage on Wisdom


(Perception) checks that rely on hearing or sight.

Lucky. The when the halfling rolls a 1 on the d20 for an attack
roll, ability check, or saving throw, they can reroll the die and
must use the new roll.
Actions
Multiattack. The scout makes two melee attacks or two ranged
attacks.

Bone Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,


one target. Hit: 4 (1d6+1) piercing damage, and the target
must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the
target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.

Shortbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,


one target. Hit: 5 (1d6+2) piercing damage, and the target
must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the
target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.

55
Halfling Gladiator Halfling Gladiator, Lesser
Small Humanoid (Halfling), any alignment Small Humanoid (Halfling), any alignment

Armor Class 16 (Studded Leather) Armor Class 15 (Studded Leather)


Hit Points 97 (15d6+45) Hit Points 39 (6d6+18)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 15 (+2) 13 (+1) 16 (+3) 16 10 (+0) 16 (+3) 15 (+2)

Saves Dexterity 7, Constitution 6, Wisdom 6 Saves Dexterity 5, Constitution 5, Wisdom 5


Skills Acrobatics 7, Intimidation 5, Perception 6, Survival 6 Skills Acrobatics 5, Intimidation 4, Perception 5, Survival 5
Senses Passive Perception 13 Senses Passive Perception 12
Languages Common, halfling Languages Common, halfling
Challenge 6 (2300 xp) Challenge 2 (450 xp)

Proficiency. +3 Proficiency. +2

Brave. The gladiator has advantage on saving throws against Brave. The gladiator has advantage on saving throws against
being frightened. being frightened.

Brute. A melee weapon deals one extra die of its damage when Brute. A melee weapon deals one extra die of its damage when
the gladiator hits with it (included in the attack). the gladiator hits with it (included in the attack).

Keen Hearing and Sight. The halfling has advantage on Wisdom Keen Hearing and Sight. The halfling has advantage on Wisdom
(Perception) checks that rely on hearing or sight. (Perception) checks that rely on hearing or sight.

Lucky. The when the halfling rolls a 1 on the d20 for an attack Lucky. The when the halfling rolls a 1 on the d20 for an attack
roll, ability check, or saving throw, they can reroll the die and roll, ability check, or saving throw, they can reroll the die and
must use the new roll. must use the new roll.

Halfling Nimbleness. The halfling can move through the space Halfling Nimbleness. The halfling can move through the space
of any creature that is of a size larger than it. of any creature that is of a size larger than it.
Actions Actions
Multiattack. The gladiator makes four melee attacks or two Multiattack. The gladiator makes 3 melee attacks or two ranged
ranged attacks. attacks.

Bone Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., Bone Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 10 (2d6+3) piercing damage. one target. Hit: 9 (2d6+2) piercing damage.

Bone Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach Bone Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. and range 20/60 ft., one target. Hit: 8 (2d4+3) piercing 5 ft. and range 20/60 ft., one target. Hit: 8 (2d4+2) piercing
damage. damage.

Reactions Reactions
Parry. The gladiator adds 3 to its AC against one melee attack Parry. The gladiator adds 2 to its AC against one melee attack
that would hit it. To do so, the gladiator must see the attacker that would hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon. and be wielding a melee weapon.

56
Templars
Templars are the greatly feared disciples of the
sorcerer-kings. Their organization is steeped in ancient
tradition and treacherous politics, and the work they
perform for the sorcerer-kings is governed by endless
bureaucracy. To city dwellers, the templars are the
enforcers of the sorcerer-king’s will, allowed to run
rampant, enforcing the local edicts with painstaking
indifference, doling out punishment or even execution
with the sorcererking’s blessing. An organization of
wicked men looking out for their own wealth and power,
the templars are overrun with corruption to the highest
level—the sorcerer kings generally turn a blind eye to
bribery and scandal among the templars, provided
terror is maintained among their subject populations.

Templar
Medium Humanoid (Any), Any Non-good Alignment

Armor Class 12 (15 With Mage Armor) Templar, Initiate


Hit Points 37 (5d8+15) Medium Humanoid (Human), Any Non-good Alignment
Speed 30 ft.
Armor Class 14 (Studded Leather Armor)
STR DEX CON INT WIS CHA Hit Points 20 (3d8+6)
14 (+2) 14 16 (+3) 12 (+1) 13 (+1) 18 (+4) Speed 30 ft.

Saves Wisdom 4, Charisma 7 STR DEX CON INT WIS CHA


Skills Arcana 4, Deception 7, Persuasion 7, Religion 4 12 (+1) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 16 (+3)
Senses Passive Perception 12
Languages Common, plus one language common to its city- Saves Wisdom 3, Charisma 5
state Skills Arcana 2, Deception 5, Persuasion 5, Religion 2
Challenge 5 (1800 xp) Senses Passive Perception 11
Languages Common, plus one language common to its city-
state
Spellcasting. The templar is a 5th-level spellcaster. Its Challenge 2 (450 xp)
spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). It regains its expended spell slots when it
finishes a short or long rest. It knows the following warlock Spellcasting. The templar is a 3rd-level spellcaster. Its
spells: spellcasting ability is Charisma (spell save DC 13, +5 to hit with
Cantrips (at will): eldritch blast (2 beams), mage hand, spell attacks). It regains its expended spell slots when it
prestidigitation, true strike finishes a short or long rest. It knows the following warlock
At will: detect magic, mage armor spells:
1st-2nd level (2 3rd-level slots): armor of agathys, intellect Cantrips (at will): mage hand, prestidigitation, true strike
fortress, hold person, ray of enfeeblement, witch bolt At will: detect magic
1/day each: slow 1st-2nd level (2 2nd-level slots): armor of agathys, hellish
rebuke, ray of enfeeblement, witch bolt
Actions 1/day each: bane
Multiattack. The templar makes 2 melee attacks.
Actions
Obsidian Longsword. Melee Weapon Attack: +5 to hit, reach 5 Obsidian Longsword. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 +
2) slashing damage if wielded with two hands. 1) slashing damage if wielded with two hands.

57
Templar Of Tyr High-Templar Of Tyr
Medium Humanoid (Any), Any Non-good Alignment Medium Humanoid (Any), Any Non-good Alignment

Armor Class 12 (15 With Mage Armor) Armor Class 13 (16 With Mage Armor)
Hit Points 52 (7d8+21) Hit Points 82 (11d8+33)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 19 (+4) 18 (+4) 16 (+3) 16 15 (+2) 14 (+2) 20 (+5)

Saves Wisdom 5, Charisma 7 Saves Wisdom 6, Charisma 9


Skills Arcana 4, Deception 7, Persuasion 7, Religion 4 Skills Arcana 6, Athletics 8, Deception 9, Insight 6, Intimidation
Senses Passive Perception 13 9, Perception 6, Persuasion 9, Religion 6
Languages Common, plus one language common to its city- Damage Resistances Psychic
state, telepathy 30 ft. Senses Darkvision 60 ft., Passive Perception 14
Challenge 7 (2900 xp) Languages Common, plus one language common to its city-
state, telepathy 30 ft.
Challenge 11 (7200 xp)
Whispering Aura. At the start of each of the templar's turns,
each creature of its choice within 5 feet of it must succeed on a
DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, Whispering Aura. At the start of each of the templar's turns,
provided that the templar isn’t incapacitated. each creature of its choice within 5 feet of it must succeed on a
DC 17 Wisdom saving throw or take 14 (4d6) psychic damage,
Spellcasting. The templar is an 8th-level spellcaster. Its provided that the templar isn’t incapacitated.
spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). It regains its expended spell slots when it Eldritch Mind. The templar has advantage on Constitution
finishes a short or long rest. It knows the following warlock saving throws to maintain concentration on spells.
spells:
Cantrips (at will): eldritch blast (2 beams), mage hand, Spellcasting. The templar is an 11th-level spellcaster. Its
prestidigitation, shocking grasp spellcasting ability is Charisma (spell save DC 17, +9 to hit with
At will: detect magic, mage armor spell attacks). It regains its expended spell slots when it
1st-2nd level (2 4th-level slots): armor of agathys, intellect finishes a short or long rest. It knows the following warlock
fortress, hold person, ray of enfeeblement, witch bolt spells:
1/day each: slow Cantrips (at will): eldritch blast (3 beams), mage hand,
prestidigitation, shocking grasp
Actions At will: detect magic, jump, mage armor
Multiattack. The templar makes 2 melee attacks. 1st-5th level (3 5th-level slots): armor of Agathys, arms of
Hadar, enervation, intellect fortress, dispel magic, dissonant
Obsidian Longsword. Melee Weapon Attack: +6 to hit, reach 5 whispers, hold person, ray of enfeeblement, telekinesis, witch
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + bolt, vampiric touch
3) slashing damage if wielded with two hands. 1/day each: arcane gate, slow
Actions
Multiattack. The templar makes 3 melee attacks.

Obsidian Longsword. Melee Weapon Attack: +9 to hit, reach 5


ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 +
4) slashing damage if wielded with two hands.

58
Tithian, High-Templar Of
The Games
Medium Humanoid (Human), Neutral Evil

Armor Class 13 (16 With Mage Armor)


Hit Points 105 (14d8+42)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 15 (+2) 14 (+2) 20 (+5)

Saves Wisdom 7, Charisma 10


Skills Arcana 7, Athletics 9, Deception 10, Insight 7,
Intimidation 10, Perception 7, Persuasion 10, Religion 7
Damage Resistances Psychic
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, plus one language common to its city-
state, telepathy 30 ft.
Challenge 14 (11500 xp)

Whispering Aura. At the start of each of the templar's turns,


each creature of its choice within 5 feet of it must succeed on a
DC 17 Wisdom saving throw or take 14 (4d6) psychic damage,
provided that the templar isn’t incapacitated.

Eldritch Mind. The templar has advantage on Constitution


saving throws to maintain concentration on spells.

Legendary Resistance (2/day). If tithian fails a saving throw, he


can choose to succeed instead.

Spellcasting. The templar is a 12th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 17, +9 to hit with
spell attacks). It regains its expended spell slots when it
finishes a short or long rest. It knows the following warlock
spells:
Cantrips (at will): eldritch blast (3 beams), mage hand,
prestidigitation, shocking grasp
At will: detect magic, jump, mage armor
1st-5th level (3 5th-level slots): armor of Agathys, arms of
Hadar, enervation, dimension door, dispel magic, dissonant
whispers, hold person, ray of enfeeblement, slow, telekinesis,
witch bolt, vampiric touch
1/day each: arcane gate, freedom of movement, slow
Actions
Multiattack. The templar makes 3 melee attacks.

Obsidian Longsword. Melee Weapon Attack: +9 to hit, reach 5


ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 +
4) slashing damage if wielded with two hands.
Legendary Actions
Legendary Actions (3/Turn). Tithian 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. Tithian regains spent legendary actions
at the start of his turn.

Attack. Tithian makes one weapon attack.

Cats A Spell (2 Actions). Tithian casts a spell from spellcasting


feature.

59
Innix Innix
The inix is a large lizard midway in size between a kank
and mekillot. It weighs about two tons and grows up to Huge beast, unaligned

sixteen feet long. Its back is protected by a thick shell, Armor Class 15 (Natural armor)
while its belly is covered with a layer of flexible scales. Hit Points 76 (8d12+24)
Inix make spirited mounts, they move at steady pace for Speed 40 ft.
hours on end, and over short distances, their charge is
as fast as that of a kank. Inix riders often travel in STR DEX CON INT WIS CHA
howdahs, small box-like carriages that are strapped to 19 (+4) 14 (+2) 17 (+3) 2 (-4) 12 (+1) 5 (-3)
the beast’s back. The one major drawback to traveling
by inix is that these large herbivores need vast amounts Skills Perception 4
of forage. If they don’t get enough to eat they are nearly Senses Passive Perception 14
impossible to control. Thus, they are seldom used in Challenge 5 (1800 xp)

regions where forage is at a premium.


In combat, inix slap with their immense tail and bite. Actions
On a natural biting attack roll of 20, they grasp man- Multiattack. The innix makes two attacks: one with its bite and
sized or smaller opponents and do an additional ld20 one with its tail. It can't make both attacks against the same
points of crushing damage. Their shells are useful for target.
making armor, and their scaly underbellies can be used
to make a type of fine leather armor. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 17 (4d6+4) piercing damage. If the target is a Medium or
smaller creature, it is grappled (escape DC 15). Until this
Variant: Innix Howdah grapple ends, the target is restrained, and the innix can't bite
An Innix with a Howdah gets the following feature: another target.
Howdah. The inix carries a compact fort on its back. One
Large creature or up to four Medium or Small creatures can Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
ride in the fort without squeezing. To make a melee attack Hit: 17 (3d8+4) bludgeoning damage.
against a target within 5 feet of the inix, they must use spears
or weapons with reach. Creatures in the fort have three-
quarters cover against attacks and effects from outside it. If
the inix dies, creatures in the fort are placed in unoccupied
spaces within 5 of the inix.

60
Jankx
These furred mammals live in burrow communities in Jankx
the desert. Although they represent a possible prime Tiny beast, unaligned
source of food or clothing, most people think they are
too dangerous to bother. Armor Class 11
Standing about 1’ tall on their hind legs, jankx have a Hit Points 3 (1d4+1)
small, pointy head and internal cheek pouches that Speed 30 ft.
allow them to carry food or water when they run. Jankx
have long, sleek bodies and four short, muscular legs. STR DEX CON INT WIS CHA
Golden in color, their pelts are highly prized for trade. 2 (-4) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 4 (-3)
Jankx communicate in a series of ultrasonic squeaks
and barks that are inaudible to humanoid ears Senses Passive Perception 10
Challenge 1/8 (25 xp)
Those who consider themselves jankx “herders” are
more trappers than anything. Jankx are usually snared
when they are on their nightly forays. A herder hovel is Keen Smell. The Jankz has advantage on Wisdom (Perception)
always built either above ground or on solid stone to checks that rely on smell.
prevent jankx from burrowing underneath the hovel and Actions
killing the herder. Jankx meat is considered gamey but
palatable. Due to the difficult position of the poison Spur. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must succeed on a DC
sacs, caution should be taken in preparing jankx meat. 11 Constitution saving throw or become poisoned for 24
A general rule is one jankx for elves and humans, more hours. The area affected by the poison begins to shrivel and
for others. Caution must always be exercised when become useless over the course of 24 hours. If the poisoned
cooking jankx meat. When cooked, the burning flesh condition is not cured before 24 hours, the affected area
emits an odor that sends any nearby jankx into a rage. If remains useless until an effect that cures the poisoned
cooked too close to a jankx community, a horde of jankx condition is applied, such as the lesser restoration spell.
will invariably find the source of the odor and attack the Afterwards, the affected area will return to normal at a rate
diners. depending on the area affected.
Decide what area the Jankz is attacking or roll a percentile
dice to determine where the creature was stung. The poison
causes different effects depending on the location:

Roll. Location. Effect

01-10. Head. The creatures Intelligence score is reduced by 1


every two hours or until its score becomes 0. If its score is
reduced to 0, it is stunned until the poison is cured, at which
point the creatures Intelligence score regains 1 point and
further regains 1 point every hour.

11-30. Torso. The creatures hit point maximum is reduced by


its proficiency bonus every two hours. This reduction can not
be reversed until the poison is cured. If its hit point maximum
is reduced to 0, the creature dies. If cured, the creatures hit
point maximum regains points equal to the creatures
proficiency bonus after every hour.

31-60. Arm. The creature can no longer hold anything with two
hands, and it can only hold a single object at a time. Once
cured, the creature regains full use of its arm after a number of
hours equal to the time infected or after 8 hours, whichever is
shorter. If both arms are hit, the creature can not hold anything
in either of its arms.

61-100. Leg. The creatures speed on foot is halved, and it must


use a cane or crutch to move unless it gains a peg leg or other
prosthesis to replace the leg. It falls prone after using the Dash
action, and it has disadvantage on Dexterity checks made to
balance. Once cured, the creature regains full use of its leg
after a number of hours equal the time infected or after 8
hours, whichever is shorter.

61
Jhakar
The jhakar (singular and plural) is a powerful reptilian Jhakar
predator resembling a scaled bulldog. Its hide is thick Small beast, unaligned
and wrinkled, and it has four short, muscular legs and a
short, stumpy tail. The jhakar’s head is mostly mouth, Armor Class 16 (natural armor)
with a blunt snout and a gaping, powerful maw. Its ears Hit Points 22 (5d6+5)
and eyes are well-protected beneath heavy ridges of Speed 30 ft.
bone and double sets of lids. The jhakar is sandy brown
in color, with a darker snout and claws. In the wild, the STR DEX CON INT WIS CHA
jhakar hunts in small packs that fiercely attack to pull 15 (+2) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
down all but the most formidable prey. However, the
creature is better known in cities as a domesticated Skills Perception 3, Stealth 3
Senses Passive Perception 13
guard-beast and tracker of escaped slaves. Domestic Challenge 1/2 (100 xp)
jhakar are savage and unpredictable creatures, greatly
feared by would-be thieves and escaping slaves. Keen Hearing and Smell. The jhakar has advantage on Wisdom
The jhakar is often domesticated as a blood-hound or (Perception) checks that rely on hearing or smell.
guard-beast. It is an aggressive and stupid creature and Pack Tactics. The jhakar has advantage on an attack roll against
has difficulty recognizing its handler from one day to the a creature if at least one of the jhakar's allies is within 5 ft. of
next. However, it is an excellent tracker, and once on the creature and the ally isn't incapacitated.
the scent, it never gives up the chase.A wild pack of
jhakar hunts a man or an elf as readily as any wild Actions
creature. Once they have scented prey, they never give Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
up. Jhakar attack in one bounding rush, hissing like Hit: 7 (2d4+2) piercing damage and the jhakar attaches itself to
steam-kettles when they catch sight of their prey. the target.
While attached, the jhakar doesnt attack, instead, at the start
The jhakar is a dangerous predator that is not of each of the jhakars turns, the target takes 7 (2d4+2) piercing
particularly strong as an individual, but extraordinarily damage and if the target is a creature that is no more then two
dangerous in a pack. Most creatures of the desert give a sizes larger then the jhakar, it must succeed on a DC 12

jhakar pack a wide berth. Tembo are mortal enemies of Strength saving throw or be knocked prone.

the jhakar. The jhakar can detach itself by spending 5 feet of its
movement. It does so on its turn after its reduced to at least a
quarter of its hit points. A creature, including the target, can
use its action to attempt a DC 12 strength (athletics) check to
try and remove the jhakar.

62
Jhozal
The jozhal live in small family groups of four to five Jhozal
creatures. They are extremely intelligent and cunning, Small Humanoid (Jhozal), chaotic neutral
but regard humans or demihumans as foolish,
dangerous creatures and will rarely tolerate them. Armor Class 17 (Natural Armor, Intellect Fortress)
Jozhals are attracted to magic of all sorts, and Hit Points 27 (6d6+6)
whenever they see humans or demihumans passing Speed 40 ft.
they track the party down and attempt to cast a detect
magic spell on the group. If the spell reveals any STR DEX CON INT WIS CHA
magical items, they will try to sneak into camp and steal 9 (-1) 17 (+3) 12 (+1) 15 (+2) 14 (+2) 10 (+0)
them.
Jozhals forage for food (roots and tubers), and eat Saves Constitution 4, Intelligence 5, Wisdom 5
Skills Acrobatics 5, Arcana 4, Perception 4, Stealth 5, Survival 4
almost any sort of small reptile, snake, or insect. Their Damage Resistances Psychic
magic is akin to that of elemental clerics, and is Senses Passive Perception 14
therefore not destructive to the environment around Languages Common, jhozal
them. Challenge 5 (1800 xp)
The jozhal clans intellect is best reflect in its
relationship to the world around it. They are very Proficiency Bonus. +3
careful never to destroy the lifegiving world in which
they live, always making use of every bit of scrap and Intellect Fortress. The jhozal adds its intelligence modifier to its
refuse that they find. They carry this to extremes, even AC.
practicing cannibalism and using the bones of their
dead to construct weapons and tools. Thought Shield. The jhozal is immune to magic that allows
other creatures to read its thoughts or to determine if it is
lying.

Innate Spellcasting (Psionics). The jhozal's spellcasting ability is


Intelligence (spell save DC 13, +2 to hit with spell attacks). It
can innately cast the following spells, requiring no
components:
2/day each: tasha’s hideous laughter*
1/day each: banishment, dimension door

*The target gains unbearable feeling of dread and uselessness


instead of laughing

Spellcasting. The jhozal is a 6th level spellcaster. Its spellcasting


ability is Wisdom (spell save DC 13, +2 to hit with spell
attacks). It can cast the following druid spells, requiring no
components:
Cantrips (at will): control flames, magic stone, mold earth
1st Level (4 slots): cure wounds, detect poison and disease,
detect magic
2nd Level (3 slots): flame blade, locate animals or plants,
locate object, silence
3rd Level (3 slots): dispel magic

Reactions
Teleport Trigger (Psionics, 1/short Rest). When the jhozal takes
damage, it can use its reaction to teleport to a point it can see
within 30 feet.
Actions
Bite. Melle Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) piercing damage.

Chameleon Carapace (Bonus Action). The jhozal changes the


color of its scales to match the color and texture of its
surroundings, gaining advantage on Dexterity (Stealth) checks
it makes to hide in those surroundings.

63
Kank Kank, Drone
Kanks are large docile insects often used as caravan
mounts, as they can travel for a full day at their top Large beast, unaligned

speed, carrying a two-hundred-pound passenger and -Armor Class 15 (Natural Armor)


two-hundred pounds of cargo. They also make decent Hit Points 37 (5d10+10)
herd animals and are especially valued by elves. Speed 40 ft.
Because they can digest nearly any sort of organic
matter, these hardy beasts will thrive in almost any STR DEX CON INT WIS CHA
environment. In addition, they require little attention, 15 (+2) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
for a kank hive instinctively organizes itself into food
producers, soldiers, and brood queens. Skills Perception 3
The food producers secrete melon-sized globules of Senses Darkvision 60 ft., tremorsense 30 ft., Passive
green honey that they store on their abdomens to feed Perception 11

the young and when food is scarce, the rest of the hive. Challenge 1/2 (100 xp)

Humans and demihumans can live on this nectar alone


for periods of up to three weeks but must supplement Death Stench. When the kank dies, it emits a horrible stench.
their diets with meat and/or vegetation after longer Any creature that starts its turn within 10 feet of the dead kank
periods. The sweet taste of this nectar makes it very must succeed on a DC 12 Constitution saving throw or be

valuable, and it is this that has caused the kank to be poisoned until the start of its next turn.

domesticated. It should be noted that wild kanks Keen Smell. The kank has advantage on wisdom (perception)
produce far fewer globules than their carefully breed checks that rely on smell.
cousins. Actions
Although predators may attack kanks for the food
producers’ honey globules, only the foulest carrion Pincers. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
eaters will eat kank flesh. As soon as a kank dies, its Hit: 7 (2d4 + 2) Piercing damage.
meat emits a foul-smelling odor that not even a starving
man can stomach.
Kank, Soldier
Kank, Brood Queen Large beast, unaligned
The Kank Brood Queens are completely non-violent, they use
the same stats as a Kank Drone but typically don’t attack, Armor Class 17 (Natural Armor)
even to defend themselves. Hit Points 52 (7d10+14)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 2 (-4) 13 (+1) 6 (-2)

Senses Darkvision 60 ft., tremorsense 30 ft., Passive


Perception 11
Challenge 2 (450 xp)

Death Stench. When the kank dies, it emits a horrible stench.


Any creature that starts its turn within 10 feet of the dead kank
must succeed on a DC 12 Constitution saving throw or be
poisoned until the start of its next turn.

Keen Smell. The kank has advantage on wisdom (perception)


checks that rely on smell.
Actions
Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:11 (2d6 + 4) Piercing damage, and the target must make a
DC 12 Constitution saving throw, or be poisoned for 1 hour. If
the save fails by 5 or more, the target is also paralyzed while
poisoned in this way.

64
Kes’trekel
The scourge of the Tablelands, kes’trekel are vile avian Kes'trekel
creatures that feast upon desert carrion. Although they Small beast, unaligned
are weak and cowardly in small groups, kes’trekel can
become a devastating force in larger numbers. Armor Class 13
Kes’trekel are fairly scrawny in appearance, with black Hit Points 13 (3d6+3)
plumage graying from the constant exposure. The only Speed 10 ft., fly 60 ft.
spot of appreciable color is found on the head, where
the vivid crimson stands out like the blood it resembles. STR DEX CON INT WIS CHA
Standing barely a foot tall on short, taloned feet, 6 (-2) 16 (+3) 12 (+1) 2 (-4) 14 (+2) 5 (-3)
kes’trekel are extremely vulnerable on the ground. In
the air however, their 3-foot wing span is more than Skills Perception 4
Senses Passive Perception 14
enough to carry it aloft. Challenge 1/4 (50 xp)
Kes’trekel communicate among themselves through
calls and guttural squawks. They make no attempt to
learn other languages. Keen Sight. The kes'trekel has advantage on Wisdom
The scourge of the Tablelands, kes’trekel are vile (Perception) checks that rely on sight.

avian creatures that feast upon desert carrion. Although Pack Tactics. The kes'trekel has advantage on an attack roll
they are weak and cowardly in small groups, kes’trekel against a creature if at least one of the hawk's allies is within 5
can become a devastating force in larger numbers. ft. of the creature and the ally isn't incapacitated.
Kes’trekel are fairly scrawny in appearance, with black
plumage graying from the constant exposure. The only Aversion (Psionics, 1/day). The Kes'trekel produces a 600 foot
spot of appreciable color is found on the head, where aura of fear. Each non kes'trekel within range must make a DC

the vivid crimson stands out like the blood it resembles. 8 wisdom saving throw or become frightened until the start of
the kes'trekels next turn. While frightened this way, each
Standing barely a foot tall on short, taloned feet, creature must use their action on their turn to use the dash
kes’trekel are extremely vulnerable on the ground. In action and move away from the flock by the safest route
the air however, their 3-foot wing span is more than available to it. A creature subjected to this effect becomes
enough to carry it aloft. immune to the Aversion feature of all kes'trekel for 24 hours.
Kes’trekel communicate among themselves through The DC increases by 1 for every other Kes'trekel within 60 feet.
calls and guttural squawks. They make no attempt to Actions
learn other languages.
Wild kes’trekel are impossible to domesticate. Those Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

hatched from stolen eggs make excellent watch birds. In Hit: 5 (1d4+3) piercing damage.

such cases, the kes’trekels’ cowardly nature loses out to


their defensive nature. Many merchants rely on the
squawked warnings of their avian sentinels. In Nibenay,
kes’trekel eggs are considered a delicacy, provided the
eggs are procured and eaten within two weeks of being
laid. As expected, such versatility makes kes’trekel eggs
an expensive commodity.
Kes’trekel detect prey with a dual combination of
senses. The stench of death carries far across the
blistering desert winds. Kes’trekel olfactory glands are
more than adequate to pick up the scent. Once airborne,
they depend on keen eyesight to locate their decaying
meals. Some barbaric customs in the Ringing
Mountains involve eating the eyes of recently dead
kes’trekel to imbue the consumer with better vision.
Such rituals are ineffective, but sometimes myth and
tradition are stronger than logic.
Feral kes’trekel have a life span of approximately 15
years. Domestic kes’trekel sometimes live as long as 25
years.

65
Kirre Innate Spellcasting (Psionics). The kirre's innate spellcasting
Large beast, unaligned ability is Wisdom (spell save DC 12, +4 to hit with spell
attacks). It can innately cast the following spells, requiring no
Armor Class 15 (Psychic Defense) components:
Hit Points 60 (8d10+16) 2/day each: crown of madness, dissonant whispers, levitate,
Speed 40 ft. tasha’s mind whip.

STR DEX CON INT WIS CHA Actions


18 (+4) 16 (+3) 15 (+2) 5 (-3) 14 (+2) 8 (-1) Multiattack. The kirre makes five attacks: 2 with its claws, one
with its bite, one with its horns and one with its spiked tail. It
Skills Perception 3, Stealth 6 can't make a bite and tail attack against the same target.
Senses Passive Perception 13 Alternatively, it can use its telekinetic force then cast a spell
Challenge 3 (700 xp) from its innate spellcasting feature.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Proficiency Bonus. +2 8 (1d8+4) piercing damage.
Detect Life. The kirre can sense the presence of creatures within Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
500 feet of it that aren’t undead or constructs. It knows the Hit: 5 (1d6+4) slashing damage.
general direction they’re in but not their exact locations.
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Keen Smell. The kirre has advantage on Wisdom (Perception) Hit: 9 (1d10 + 4) bludgeoning damage.
checks that rely on smell.
Spiked Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Psychic Defense. The kirre adds its wisdom modifier to its AC. target. Hit: 8 (1d8 + 4) piercing damage.
Pounce. If the kirre moves at least 20 ft. straight toward a Telekinetic Force (Psionics). The kirre sends at a wave of
creature and then hits it with a claw attack on the same turn, telekinetic force towards a creature or object it can see within
that target must succeed on a DC 14 Strength saving throw or 200 feet. The target must succeed a DC 12 strength saving
be knocked prone. If the target is prone, the tiger can make one throw. On a failed save, the target takes 10 (3d6) force damage
bite attack against it as a bonus action. and if it is a Large or smaller creature, it is knocked prone. On a
successful save, the target takes half as much damage and isn’t
Thought Shield. The kirre is immune to magic that allows other knocked prone.
creatures to read its thoughts or to determine if it is lying.

66
Klar Klar, Young
Large Beast, Neutral Evil Medium Beast, Neutral Evil

Armor Class 16 (natural armor) Armor Class 14 (natural armor)


Hit Points 93 (11d10+33) Hit Points 27 (5d8+5)
Speed 40 ft., climb 30 ft. Speed 25 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 16 (+3) 6 (-2) 15 (+2) 7 (-2) 14 (+2) 10 (+0) 13 (+1) 5 (-3) 11 (+0) 5 (-3)

Skills Perception 4 Skills Perception 1


Senses Passive Perception 14 Senses Passive Perception 11
Languages Klar Languages Klar
Challenge 6 (2300 xp) Challenge 1/2 (100 xp)

Proficiency. +3 Keen Smell. The klar has advantage on Wisdom (Perception)


checks that rely on smell.
Keen Smell. The klar has advantage on Wisdom (Perception)
checks that rely on smell. Actions
Multiattack. The klar makes two attacks: one with its bite and
Innate Spellcasting (Psionics). The klars's innate spellcasting
one with its claws.
ability is Wisdom (spell save DC 13, +5 to hit with spell
attacks). It can innately cast the following spells, requiring no Bite. Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
components: (1d6+2) piercing damage.
2/day each: absorb elements, catapult, tasha’s hideous Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
laughter*, warding wind Hit: 6 (1d6+2) slashing damage.
1/day each: dominate person**, tasha’s mind whip, telekinesis

*The target gains unbearable feelings of dread and uselessness


instead of laughing

**Able to telepathically give commands to target


Actions
Multiattack. The klar makes two attacks: one with its claws and
one with its bite. The klar can cast a spell from its innate
spellcasting feature instead of its claws.

Bite. Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10


(1d10+5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 12 (2d6+5) slashing damage and the klar can choose to
bear hug the target. If so, it is grappled (escape DC 16). The
target is also restrained while grappled in this way. At the start
of the klars turn, a grappled target must make a DC 16 strength
saving throw. On a failure they take 16 (2d10+6) bludgeoning
damage or half on a successful save. While grappling a target
in this way, the klar can't use its claws to attack.

67
Kluzd Lirr
Kluzd are snake-like reptiles that inhabit mudflats and The lirr is a large, warm-blooded reptile that resembles
other muddy areas. They are about ten feet long and a large lion. It possesses bright, multi-colored plumage
two to three feet in diameter. They can swallow a grown that it uses for silent communication.The lirr’s four
man whole, although this results in a strange, almost muscular legs grant a powerful spring, giving it the
comical, bulge in the center of their bodies. ability to outrun most prey
Male kluzd have a distinctive turquoise and white
coloration about their head and neck area. Females do
not share these bright colors; their bodies are sandy Lirr
brown flecked with black along their entire length. All Medium Beast, unaligned
kluzd have a series of elongated, feather-like scales
around the back of their heads. These flare out to form a Armor Class 15 (natural armor)
large fan when the creature is angered, a primitive Hit Points 45 (7d8+14)

mechanism to make it appear larger to its animal Speed 50 ft.

opponents. STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 14 (+2) 2 (-4) 14 (+2) 17 (+3)

Kluzd Skills Perception 4, Stealth 5


Large beast, unaligned Senses Passive Perception 14
Challenge 2 (450 xp)
Armor Class 15 (Natural Armor)
Hit Points 67 (9d10+18)
Speed 30 ft., burrow 30 ft. Proficiency. +2

STR DEX CON INT WIS CHA Pounce. If the lirr moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
17 (+3) 14 (+2) 14 (+2) 1 (-5) 10 (+0) 3 (-4)
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the lirr can make one
Senses blindsight 10 ft., Passive Perception 10 bite attack against it as a bonus action.
Challenge 1
Running Leap. With a 10-foot running start, the lirr can long
jump up to 25 feet.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Actions
Hit: 5 (1d6+2) piercing damage. Multiattack. The lion makes three attacks: two with its claws
and one with its bite.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
grappled (escape DC 14). Until this grapple ends, the creature Hit: 8 (1d8 + 4) piercing damage.
is restrained, and the kluzdt can't constrict another target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.

Blood-Chilling Roar (Recharge 4–6). The lirr lets out a terrifying


roar audible out to 300 feet. Any creature within 30 feet of the
lirr that can hear its roar must succeed on a DC 14 Wisdom
saving throw or be frightened of the lirr for 1 minute. A
creature that fails the save by 5 or more is also paralyzed for
the same duration. A creature can repeat the saving throw at
the end of its turns, ending the effect on itself on a success. If a
target's saving throw is successful or the effect ends for it, the
target is immune to this liondrake's Blood-Chilling Roar for the
next 24 hours.

68
Mekillot
Mekillots are mighty lizards weighing up to six-tons. Mekillots are never truly tame, however; even when they
Their backs and heads are covered with a thick shell are hitched to a wagon, the stubborn creatures have
that serves as both a sunshade and protection from been known to turn off the road and go wandering off
attacks by other large creatures. Their undersides are for days— without any apparent reason. They are also
covered with much softer scales. noted for making snacks of their handlers. Because of
Despite their vicious dispositions, mekillots are often the difficulties of controlling these beasts, most
used as caravan beasts. A hitched pair can pull a wagon caravans rely on psionicists with the appropriate
weighing 10-20 tons at a slow, plodding pace. powers to drive them.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Mekillot Hit: 25 (4d8+7) piercing damage. If the target is a creature, it is
Gargantuan beast, unaligned
grappled (escape DC 18). Until this grapple ends, the target is
restrained, and the mekillot can't bite another target.
Armor Class 17 (Natural armor, 15 if attacking its underside)
Hit Points 175 (13d20+39) Swallow. The mekillot makes one bite attack against a large or
Speed 30 ft. smaller creature it is grappling. If the attack hits, that creature
takes the bite's damage and is swallowed, and the grapple
STR DEX CON INT WIS CHA ends. While swallowed, the creature is blinded and restrained,
24 (+7) 8 (-1) 17 (+3) 1 (-5) 9 (-1) 3 (-4) it has total cover against attacks and other effects outside the
mekillot, and it takes 17 (5d6) acid damage at the start of each
Saves Strength 10, Constitution 6 of the mekillot's turns. If the mekillot takes 30 damage or more
Senses Passive Perception 9 on a single turn from a creature inside it, the mekillot must
Challenge 8 (3900 xp) succeed on a DC 18 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 mekillot. If the mekillot dies, a
Actions swallowed creature is no longer restrained by it and can escape
Multiattack. If the mekillot is not grappling a creature, it makes from the corpse using 15 feet of movement, exiting prone.
one attack with its tongue, then one with its bite.
Crush. The mekillot drops to its belly, knocking itself prone. Any
Tongue. Melee Weapon Attack: +10 to hit, reach 30 ft., one Medium or smaller creature underneath the mekillot when it
target. Hit: 21 (4d6+7) bludgeoning damage. If the creature is a drops must make a DC 15 Dexterity saving throw. On a
Large or smaller creature, it must succeed on a DC 18 Strength success, the creature moves to an unoccupied space within 5
saving throw, or the target is pulled up to 30 feet towards the feet of the mekillot. On a failure, the creature takes 13 (2d12)
mekillot. bludgeoning damage and is pinned under the mekillot. If there
is no unoccupied space within 5 feet of the mekillot, the saving
throw automatically fails. While pinned, the creature is prone
and grappled (escape DC 17) and restrained while grappled
this way. If the mekillot stands up or moves, the creatures are
no longer restrained.

69
Nightmare Beast
Of all the creatures that roam the planet Athas, none
except the Dragon is as feared, or as dangerous, as the
nightmare beast.
Nightmare beasts are enormous quadrupeds that
stand 20 feet tall, or 40 feet tall when rearing on their
hind legs.
A nightmare beast’s legs end in claws, enabling it to
climb well despite its size. Its skin is thick and tough,
and its teeth are long and sharp. A pair of long, curved
tusks jut from the sides of the beast’s mouth, and its
large red eyes glow in the dark. The creature smashes
through structures and fortifications with ease, and it
doesn’t hesitate to rend foes with its claws and gore
them with its tusks, but its most devastating attack is its
magical ability to disintegrate foes with its terrible gaze.
Nightmare beasts can be encountered in virtually any
terrain on Athas. Fortunately, there are very few of
these creatures. Some historians think that once there
were as many as a hundred of these beasts roaming the
world. Now there are believed to be only half a dozen
remaining.
Nightmare beasts live in their lairs for long periods of
time (up to one year). After that time, they will roam the
desert until they find a suitable area in which to make
their new lair. When a nightmare beast settles into a
new lair, it will most often settle near ancient ruins of
the former civilization that once inhabited Athas. No
matter where they make their lairs, nightmare beasts do
so in a consistent manner. All beast lairs are very
defensible and well-protected. The nightmare beast will
always choose a lair that is difficult to attack from both
land and air.
Siege Monster. The beast deals double damage to objects and
Nightmare Beast structures.
Gargantuan monstrosity, chaotic evil
Teleport (Bonus Action, 2/Day). As a bonus action, the beast
Armor Class 19 (natural armor) magically teleports, along with any equipment it is wearing or
Hit Points 232 (15d20+75) carrying, up to 120 feet to an unoccupied space it can see.
Speed 30 ft., climb 30 ft.
Thought Shield. The beast is immune to magic that allows other
STR DEX CON INT WIS CHA creatures to read its thoughts or to determine if it is lying.
26 10 21 9 12 15
Innate Spellcasting (Psionic). The beast's spellcasting ability is
Charisma (spell save DC 17, +9 to hit with spell attacks). It can
Saves Strength 15, Dexterity 7, Constitution 12, Wisdom 8,
Damage Resistances Psychic innately cast the following spells, requiring no material
components:
Damage Immunities Bludgeoning, piercing and slashing
damage from non-magical attacks; At-will: tasha's hideous laughter*
Condition Immunities Charmed, frightened 2/day each: disintegrate
Senses darkvision 120 ft., Passive Perception 12 *The target gains unbearable feeling of dread and
Languages Understands the languages of its creator but can’t uselessness instead of laughing.
speak. Innate Spellcasting (Arcane). The beast's spellcasting ability is
Challenge 2 (450 xp)1 Charisma (spell save DC 17, +9 to hit with spell attacks). It can
innately cast the following spells, requiring no material
Proficiency. +7 components:

Legendary Resistance (2/Day). If the beast fails a saving throw, it 2/day each (all cast at 5th level): cloudkill, dispel magic, fireball,
can choose to succeed instead. :\column Magic And Psionic lightning bolt, wall of fire,
Resistance. The beast is immune to the effects ofany spell that it
casts and has advantage on saving throws against arcane and 1/day each: chain lightning, incendiary cloud
psionic spells and other magical effects.
70
Actions Legendary Actions
Multiattack. The beast makes four attacks: two Claw attacks, Legendary Actions (3/Turn). The beast can take 3 legendary
one Tusk attack, and one Bite attack. actions, choosing from the options below. Only one legendary
action option can be used at a time, and only at the end of
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. another creature's turn. The tarrasque regains spent legendary
Hit: 30 (5d8+8) piercing damage. actions at the start of its turn.
Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Ego Whip. The beast casts tashas hideous laughter from its
Hit: 21 (3d8+8) slashing damage, and if the target is a creature, innate spell casting feature.
it must succeed on a DC 24 Strength saving throw or be
knocked prone. Tusk Attack. The beast makes one Tusk attack.

Tusk. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Charge (Costs 2 Actions). The beast moves up to its speed
Hit: 24 (3d10+8) slashing damage. without provoking opportunity attacks, then makes one Tusk
attack.
Life Drain (3/day). A creature within 15 feet of the beast must
succeed on a DC 17 Constitution saving throw. On a failed save Frightful Howl (Costs 2 Actions). The beast howls as it exhales a
the target takes 29 (6d8+2) necrotic damage and takes half as cloud of magical fear gas in a 120-foot cone. Any creature in
much on a successful save. The targets hit point maximum is that area must succeed on a DC 16 Wisdom saving throw or be
reduced by an amount equal to the damage taken and the beast frightened of the beast for 1 minute. A creature can repeat the
regains hit points equal to the damage taken. This reduction saving throw at the end of each of its turns, ending the effect
lasts until the target finishes a long rest or is removed by a on itself on a success.
greater restoration spell. The target dies if this effect reduces its
hit point maximum to 0. Life Drain (Costs 3 Actions). The beast uses its Life Drain action.

Nightmare. Any sleeping creatures within 10 miles of the beast Cast a Spell (Costs 3 Actions). The beast casts a spell from one of
must succeed on a DC 17 Wisdom saving throw. On a failure, itsinnate spellcasting features.
the creatures suffer horrible dreams of being stalked, hunted,
and killed by monsters, cruel enemies, or whatever else it fears.
This effect lasts for 1d4 days, and the creatures can not gain
any benefit from a long rest. A remove curse, greater
restoration, or heal spell can end this effect early.

Pakubrazi
Pakubrazi are insect creatures that feed on the blood of
living creatures. They look like crosses between giant
ticks and giant flies.
A pakubrazi can shapechange any part or all of its
body into humanoid form. The pakubrazi can pick the
race, but not the individual features. The humanoid
shape for each race is always the same, and can be
recognized if seen again.
Pakubrazi are parasites, living off of other civilized
races. They maintain a charade of normal life among
these races, and are masterful actors. Frequently
solitary, they are capable of cooperating in small groups.
Each Pakubrazi or cooperative group establishes its
own hunting territory. They defend this territory to the
death.
Pakubrazi are thought to be a remnant of the Green
Age. On rare occasions, pakubrazi blood has been used
to intentionally taint an enemy by slipping it into his
food. It makes a horrific form of revenge

71
Pakubrazi Roll 1d8 for changes:
Large Monstrosity (Shapechanger), Chaotic evil 1. Primary Legs
2. Secondary Legs
Armor Class 11 (in humanoid form, 15 in Insect or Hybrid 3. Arms (strength score becomes 21 if it's usually lower)
(Carapace) form) 4. Eyes (gains 60 ft. Darkvision if it doesn't already have it.)
Hit Points 60 (8d10+16) 5. Feeder Tubes (gains the Feeding Tubes action)
Speed 30 ft. (fly 40 ft. in insect and hybrid (torso) form) 6. Whole Head (gains 60 ft. Darkvision if it doesn't already have
it.)
STR DEX CON INT WIS CHA 7. Carapace (gains a +4 AC bonus if unarmored)
21 (+5) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 8 (-1) 8. Torso w/ wings (gains 40 ft. fly speed, and destroys armor if
not made for wings in mind)
Skills Perception 3
Damage Resistances bludgeoning, piercing, and slashing The target is also consumed by bloodlust and attacks the
damage from nonmagical attacks that aren't metal nearest available creature on its turns, wanting to drink its
Senses Passive Perception 13 blood.
Languages Common This change lasts for 2 minutes, until the target goes
Challenge 5 (1800 xp) unconscious, until the target dies, or until the target has drank
enough blood during this transformation (bite (unarmed strike)
for at least 10 damage or dealt at least 10 necrotic damage with
Proficiency. +3 feeding tubes.)

Shapechanger. The pakubrazi can use its action to polymorph Actions


into an insect-humanoid hybrid or a humanoid form, or into its Multiattack. The pakubrazi makes two attacks. If it's feeder
true form, which is an insect-like monstrosity. The pakubrazi tubes are available, it can make a third attack with it.
can pick any race, but not the individual features. The
humanoid shape for each race is always the same, and can be Stone Maul (Humanoid or Hybrid Form (Arms) Only). Melee
recognized if seen again. While in humanoid or hybrid forms, Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3)
it's size becomes medium. bludgeoning damage.
The individual pieces that can be formed are: Primary legs,
secondary insect legs, arms, eyes, feeders, head, carapace, Claws (Insect or Hybrid Form (Not Arms) Only). Melee Weapon
torso with wings. Allowing a wide variety of hybrid forms. Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5)
It can also use its action to turn back into its true form, slashing damage.
which is an insect-like monstrosity. Its statistics, other than its
AC and size, are the same in each form. Any equipment it is Feeder Tubes (Insect or Hybrid Form Only). Melee Weapon
wearing or carrying isn't transformed. It reverts to its true form Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d4+5)
if it dies. piercing damage plus 7 (2d6) necrotic damage, and the target's
hit point maximum is reduced by an amount equal to the
Pakubrazi Taint. When the pakubrazi hits a humanoid with its necrotic damage taken. If this effect reduces a creature's hit
feeding tubes, the target must succeed a DC 15 constitution point maximum to 0, the creature dies. This reduction to a
saving throw or be tainted by the pakubrazis blood. creature's hit point maximum lasts until the creature finishes a
While tainted, the target rolls a d20 when rolling initiative long rest or until it is affected by a greater restoration spell or
(DM may also ask to roll when they believe the target is suitably similar magic.
stressed or excited). On a roll of 1, 1d6 parts of the target's
body transform into insect forms:

Pakubrazi Taint Cure (DM Only)


It's rumored that the halfings may know of a cure for the
taint, but nothing else short of a Wish spell will rid a body of
the pakurazis taint.
If you feel like giving your players some leeway, you could
allow a powerful restorative spells such as Greater
Restoration or Heal or a powerful permanent body altering
spell such as Reincarnate to cure the taint.

72
Psions Mindbender
Psionicists or Psions uses the forces of his own mind to
affect his environment. Psionic powers are not magical Medium or small humannoid (any), any alignment

in nature, that is to say, psionic powers do not draw Armor Class 12 (15 with mage armor)
upon magical energy that surrounds all things. Rather Hit Points 52 (8d8 + 16)
they are derived from within when the psionicist has his Speed 30ft.
entire essence in coordination; his mind, body, and soul
in perfect harmony. Since psionic powers are not STR DEX CON INT WIS CHA
magical, they in no way affect the world’s ecosystem 9 (-1) 15 (+2) 15 (+2) 17 (+3) 14 (+2) 12 (+1)
when they are used.
Psionicists are very common on Athas compared to Saves Constitution 5, Intelligence 6
other magic users. Masters of this talent have been Skills Arcana 6, deception 4, intimidation 4, persuasion 4
known to create constructs or avatars from just their Senses passive Perception 10

mind. These constructs act as extensions of their mind. Languages Any three languages, telepathy 30 ft.
Challenge 5
Among the average citizen, psions are known as
Mindbenders Proficiency. +3

Psion Points. The mindbender has 8 sorcery points. It can


spend 1 or more sorcery points as a bonus action to gain one
of the following benefits:
Heightened Spell: When it casts a spell that forces a creature
to make a saving throw to resist the spell’s effects, the
mindbender can spend 3 sorcery points to give one target of
the spell disadvantage on its first saving throw against the
spell.
Subtle Spell: When the mindbender casts a spell, it can
spend 1 sorcery point to cast the spell without any somatic or
verbal components.

Spellcasting (Psionics). The mindbender is an 8th-level


psionicist. Its innate spellcasting ability is Intelligence (spell
save DC 13; +5 to hit with spell attacks). It can innately cast the
following sorcerer spells, requiring no components:

At will: control flames, infestation (2d6) mage hand (hand is


invisible), mind sliver (2d6), minor illusion

1st level (4 slots): catapult, charm person, dissonant whispers,


mage armor, shield, tashas hideous laughter*

2nd level (3 slots): detect thoughts, hold person, mind spike,


suggestion, tashas mind whip

3rd level (3 slots): major image, sending, slow

4th level (2 slots): evards black tentacles, dominate beast,


raulothim’s psychic lance

*The target gains unbearable feeling of dread and uselessness


instead of laughing.
Actions
Bone Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+1) piercing damage.

73
Pterrax
Pterrax are large pteranodon-like creatures which are Pterrax
capable of flight. They occupy the plains and rocky Large beast, unaligned
barrens of Athas. Pterrax are sometimes encountered
near the edges of the Forest Ridge near the Ringing Armor Class 14 (natural armor, psychic defense, 16 with mage
Mountains, where they are commonly used by pterrans armor)
as flying mounts. Hit Points 45 (7d10+7)
Pterrax are generally six feet long, with a reptilian Speed 10 ft., fly 50 ft.
appearance. Their bodies are slender and sport a pair of
large wings; these provide the creature with fast flight STR DEX CON INT WIS CHA

capabilities and excellent maneuverability. Pterrax have 15 (+2) 15 (+2) 12 (+1) 2 (-4) 13 (+1) 5 (-3)

two pairs of limbs, legs and arms, all of which have Skills Perception 3
sharp claws at their ends. The head of a pterrax is Senses Passive Perception 13
similar in shape to that of pterran, suggesting that the Challenge 3 (700 xp)
two species are somehow related. Pterrax have long,
sharp teeth, which are used by pterrans in the creation
of the thanak, a weapon employed by many of the Proficiency. +2

pterran clans which have migrated from the Hinterlands Dive Attack. If the pterrax is flying and dives at least 30 feet
to the rocky barrens of Athas. straight toward a target and then hits it with a melee weapon
Pterrax are most commonly found in the rocky attack, the attack deals an extra 3 (1d6) damage to the target.
barrens of the Athasian Tablelands. Young pterrax are
cared for by the mother for another two months before Flyby. The pterrax doesn't provoke opportunity attacks when it
they are cast out on their own. While their eggs are flies out of an enemy's reach.

incubating, pterrax are very protective of their nest and Complete Restoration. At the end of a short rest, the pterrax is
will attack any who threaten it or their eggs. cured of any condition or disease affecting it.
As stated above, pterrax are often used by pterrans as
flying mounts. By the time a pterrax is two years old, it Psychic Defense. The pterran adds its wisdom modifier to its
is strong enough to be used as a mount. The capture AC.

and training of a pterrax mount is a part of one of the Life Detection. The pterrax can sense the presence of creatures
significant Life Path rituals among the pterrans. within 500 feet of it that aren’t undead or constructs. It knows
the general direction they’re in but not their exact locations.

Thought Shield. The pterrax is immune to magic that allows


other creatures to read its thoughts or to determine if it is
lying.

Innate Spellcasting (Psionics). The pterrax's innate spellcasting


ability is Wisdom (spell save DC 11, +3 to hit with spell
attacks). It can innately cast the following spells, requiring no
components:

2/day each: crown of madness

1/day each: mage armor (self)

Reactions
Biofeedback (Psionics, 2/day). When the pterrax takes damage
from a weapon attack, it can use its reaction to gain resistance
all damage from that attack.
Actions
Multiattack. The pterrax makes 3 attacks: two with its claws and
one with its bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 11 (2d8+2) piercing damage

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 7 (1d10+2) piercing damage

74
Rasclinn
The rasclinn is a small dog-like creature that feeds on
almost any vegetation that grows in the Athasian
badlands. They extract trace metals from the plants,
which gives them an almost metallic hide. They are
avidly hunted for their hides, but they are tough to kill.
The rasclinn is a small animal, growing only 3 feet at
the shoulder and weighing up to 50 pounds. Its metallic
hide gives it a silvery color, although the pups are
usually brown, white, or a combination of the two.
Rasclinn are the natural enemy of almost all plant life.
They can eat any type of vegetation; even cactus needles
are a scrumptious snack for a rasclinn. Few animals
hunt them, since their metallic hide makes them
unpalatable for most creatures. They are the only
creature known that can get the traces of metal from the
plants that they consume. The rasclinn’s only natural
enemies are humans and demi-humans.

Rasclinn
Small beast, unaligned

Armor Class 13 (natural armor)


Hit Points 9 (2d6+2)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception 3, Stealth 4


Damage Resistances Poison
Damage Immunities Psychic
Condition Immunities Poisoned
Senses Passive Perception 13
Challenge 1/4 (50 xp)

Keen Hearing and Smell. The rasclinn has advantage on


Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The rasclinn has advantage on an attack roll


against a creature if at least one of the rasclinn's allies is within
5 ft. of the creature and the ally isn't incapacitated.

Psionic Resistance. The rasclinn has advantage on saving


throws against psionic spells and other psionic effects.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4+2) piercing damage. If the target is a creature, it
must succeed on a DC 11 Strength saving throw or be knocked
prone.

75
Razorwing
The razorwing hides under the silt and bursts out of the
sand to slash at creatures flying above it. It is a vicious
carnivore, and packs of razorwings have brought down
creatures much larger than themselves.
The razorwing is a small-bodied slate gray creature
that looks a bit like a small pterrax. It has bone white
edges on its wings which are very sharp. A razorwing is
able to communicate with others of its kind. It does not
have a language, but uses its power of controlled sound
to communicate when prey is nearby.
The razorwings live and hunt in packs. They also
never attack alone. There is a pack leader, usually the
biggest female. Razorwing young are born alive, high in
the air. They immediately learn to glide or they do not
survive.
Razorwings are found in the Sea of Silt almost
exclusively. There are reports of packs being sighted in
the inland silt basins. The razorwing prefers to eat
floaters above all else. By means of its life detection
power, a razorwing can even differentiate between a
floater and other kinds of prey.

Life Detection. The razorwing can sense the presence of


Razorwing creatures within 500 feet of it that aren’t undead or constructs.
Large beast, unaligned
It knows the general direction they’re in but not their exact
locations.
Armor Class 15 (natural armor)
Hit Points 39 (6d10+6) Surprise Attack. If the razorwing surprises a creature and hits it
Speed fly 80 ft.* (see gliding flight feature) with an attack during the first round of combat, the target takes
an extra 7 (2d6) damage from the attack.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 10 (+0) 3 (-4) 12 (+1) 5 (-3) Innate Spellcasting (Psionics). The razorwing's innate
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
Skills Perception 3, Stealth 7 spell attacks). It can innately cast the following spells, requiring
Senses Passive Perception 13 no components:
Challenge 2 (450 xp)
2/day each: fly (self)

Proficiency. +2 Actions
Multiattack. The razorwing makes 2 attacks: one with its wing
Flyby. The razorwing doesn't provoke opportunity attacks when edges and one with its bite. If it's attacking a Large or larger
it flies out of an enemy's reach. creature, it can attack twice with its wing edges instead of once.
Gliding Flight. The razorwing is only able to fly in one direction Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
while using its natural fly speed. While in flight, the razorwing 6 (1d8+2) piercing damage
must move at least 40 feet and use its action to change
direction. If on the ground, it only needs an action to position Wing Edges. Melee Weapon Attack: +4 to hit, reach 5 ft., one
itself in a different direction. Alternatively, when falling, it can target. Hit: 9 (2d6+2) piercing damage
use its reaction to spread its wings wide and glide. While
falling, instead of its fly speed, the razorwing can fall at a rate of
up to 60 feet on its turn, during which it can travel 1 foot
horizontal for every foot it falls. It takes no falling damage when
gliding.

76
Shadow Giant
Shadow giants, or shadow people as they prefer to call The brighter the light source, the larger the shadow
themselves, are the descendants of the halflings who giant appears In full sunlight a shadow giant can grow
served Rajaat the Warbringer during the Cleansing to 25 feet. The shadow people speak the ancient
Wars. languages of Ur Draxa and the civilized halfling nations,
They appear either as shadowy, two-dimensional, and the common tongue of the Tyr region. When a
vaguely humanoidshaped silhouettes with ropy limbs, shadow giant speaks, black fumes rise from a blue gash
serpentine torsos, and blue embers in place of eyes, or that opens where its mouth would normally be.
as solid, three-dimensional shadows as tall as half-
giants. Bright light adds size and depth to a shadow
giant.
Shadow Giant areas of darkness its size becomes medium and its attacks
have the number of damage dice they roll reduced by two. All
Huge Monstrosity, chaotic neutral
its other game statistics remain the same.
Armor Class 15 (Natural Armor) Shadow Decay. If the shadow giant is struck with a nonmagical
Hit Points 85 (10d12+20) weapon, the weapon becomes brittle and covered in shadow for
Speed 30 ft. 2d4 rounds. If the weapon hits something during this time, it
rolls a breakage check. If the weapons material has no breakage
STR DEX CON INT WIS CHA percentage, it's treated as having a breakage percentage of
19 (+4) 14 (+2) 15 (+2) 14 (+2) 12 (+1) 18 (+4) 25%.

Saves Wisdom 5, Charisma 8 Shadow Stealth. While in dim light or darkness, the shadow
Skills Arcana 6, Athletics 8, Deception 8, History 6, Intimidation giant can take the Hide action as a bonus action.
8, Persuasion 8, Stealth 10
Damage Resistances Acid, fire, lightning, thunder Shadow Stride. As a bonus action, the shadow giant can step
Damage Immunities Cold, necrotic, radiant (see Light into a shadow within 5 feet of it and magically appear in an
unoccupied space within 5 feet of a second shadow that is up
Consumption below); bludgeoning, piercing, and slashing
from nonmagical attacks to 60 feet away. Both shadows must be cast by a Small or larger
Condition Immunities Charm, exhaustion, frightened, grappled, creature or object.
paralyzed, petrified, poisoned, prone, restrained Actions
Senses darkvision 120 ft., Passive Perception 13
Languages Common, Ancient Halfling, Draxa, Halfling Multiattack. The giant makes two Strength Draining Slam
Challenge 10 (5900 xp) attacks.

Strength Draining Slam. Melee Weapon Attack: +8 to hit, reach


Proficiency. +4 10 ft., one creature. Hit: 22 (4d8+4) necrotic damage and 9
(3d6) cold damage, and the target's Strength score is reduced
Amorphous. The shadow can move through a space as narrow by 1d4. The target falls dies if this reduces its Strength to 0.
as 1 inch wide without squeezing. Otherwise, the reduction lasts until the target finishes a short
or long rest.
Light Consumption. Shadow giants become more powerful
when exposed to strong and direct light. In an area of bright Shadow Shift. If the giant is not in the Black and within 5 feet of
light, the giant restores 10 hit points at the start of each of its a shadow cast by Small or larger creature or object, it magically
turns. Additionally, anytime the giant would take radiant teleports to the Black. It may take any objects it is currently
damage, it instead restores half as many hit points. holding and any creatures it is currently grappling with. When
the giant transports a living creature to the Black in this way,
Shadow Body. The shadow giants size and power changes that creature immediately suffers a level of exhaustion. If the
depending on the amount of light its exposed to. In areas of giant uses this action while in the Black, it may magically plane
dim light, the shadow giant’s size becomes large and its attacks shift to the material plane in an unoccupied space within 5 feet
have the number of damage dice they roll reduced by one. In of a shadow cast by Small or larger creature or object.

77
Silk Wyrm Silk Wyrm
The silk wyrm is a snake with a hard, chitinous shell
that measures over 50’ in length. They are commonly Huge Monstrosity, Unaligned

seen flying through the air during the day searching for Armor Class 17 (Natural Armor)
prey, but rarely attack until dusk, when they assume Hit Points 72 (8d10+36)
their shadow form and sneak into a camp to attack. Speed 30 ft., fly 30 ft.
The silk wyrm will drag prey paralyzed by its venom
away and encase it in a sheath of silk, inside which the STR DEX CON INT WIS CHA
unfortunate victim will linger for up to two weeks. 26 (+8) 13 (+1) 21 (+5) 5 (-3) 12 (+1) 10 (+0)
During this time, the silk wyrm will occasionally stick its
head into the protective cocoon and bite the victim’s Skills Perception 5, Stealth 5
neck, draining a little bit of blood and further paralyzing Damage Resistances Fire
him. Senses blindsight 10 ft., Passive Perception 12
Challenge 4 (1100 xp)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 11 (2d6+4) piercing damage and the target must succeed
on a DC 15 Constitution saving throw of be paralyzed for 1d4
days.

Blood Drink. The silk wyrm attempts to drink the blood of a


creature wrapped in its cocoon. The silk wyrm makes a bite
attack. On a hit, the target must succeed on a DC 15
constitution saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This reduction lasts
until the target takes a long rest without having its blood drank
for 24 hours. The target dies if this effect reduces its hit point
maximum to 0.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one


creature. Hit: 13 (2d8+4) bludgeoning damage, and the target
is grappled (escape DC 16). Until this grapple ends, the
creature is restrained, and the snake can't constrict another
target.

Shadow Form (Psionics, 3/day). The silk wyrm can use its action
to sink into the ground and meld with its shadow. This form
lasts for 10 minutes and the silk wyrm gains the following
traits:
• The silk wyrm can't take any actions except for the Hide
action, and it can end the form early as an action.
• Immunity to all damage except psychic,
• It can move through a space as narrow as 1 inch wide
without squeezing.
• It can't cross bright light, and if surrounded by bright light,
the form ends.

Cocoon (3/day). The silk wyrm preforms a grapple check against


a large or smaller creature within 5 feet of it that it has
paralyzed with its bite attack. If the silk wyrm succeeds, it
spends 10 minutes weaving a silk cocoon around the creature.
Once completed, the creature is restrained by cocoon. As an
action, the restrained creature can make a DC 16 Strength
check, escaping from the cocoon on a success. The effect ends
if the cocoon is destroyed. The cocoon has AC 10, 5 hit points,
vulnerability to fire damage, and immunity to bludgeoning,
poison, and psychic damage. If used on a creature already
encased in a cocoon, the cocoons hit points increase by 5 for
each additional layer.

78
Sorerer Monarchs
The Sorcerer-Kings are the immensely powerful tyrants
of many of the city-states in The Tablelands.
King Kalak of Tyr King Tectuktitlay of Draj
A deceptively frail, diminutive man, Kalak is balding, Many of the Sorcerer-Kings claim divinity, but none are
with wisps of gray hair about his temples. He is bitter in as dogmatic about it as Tectuktitlay. The citizens of Draj
demeanor, his face etched with lines of hate. Kalak worship him, not because they believe he is a god, but
always wears purple robes, and a golden diadem around because they know the consequences if they don’t.
his head. Not only is the crude and cruel Tectuktitlay not a god,
Kalak is the embodiment of evil and hatred. Wizened he is the weakest of Athas’s sorcerer-kings. Perhaps it is
by thousands of years of life, he is both brilliant and that knowledge that fuels his fervor and drives his
mad. Should anyone be unfortunate enough to meet a ambitions for Draj, a respected warrior state.
displeased Kalak, it most likely will be the last meeting
they ever have.

79
King Dregoth of Giustenal/New
Giustenal King Hamanu of Urik
Beneath Giustenal’s ruins, a dark master bides his time. King Hamanu takes a keen interest in every aspect of
Dregoth’s people treat him like a god, and the Dread Urik’s governance. He dispenses justice, monitors trade
King rules his reborn city in absolute secrecy. He burns and resource production, and trains with his soldiers.
for vengeance against the other sorcerer-kings, who Hamanu’s humanity has begun to fade. Although he is
slew him centuries ago but neglected to prevent his fell still a powerful and attractive man, his eyes have turned
rebirth. golden, and his teeth are long and sharp. When
Dregoth and his surviving followers retreated wounded in battle, Hamanu sheds his human form and
underground after the other sorcerer-kings combined adopts the shape of a part-human, part-draconic lion
forces to put the defiler dragon down. As the years
passed into millennia, New Giustenal evolved into a
teeming city of dragonborn, and its Dread King still
plots godhood and, of course, revenge. Dregoth is
lichlike, and his soul resides in a hidden phylactery in
New Giustenal. If slain, he rises again in three days, a
secret none but Absalom knows.

80
Queen Abalach-Re of Raam King Nibenay of Nibenay
Abalach-Re, the Grand Vizier of Raam, has never shown For twenty centuries, the Shadow King trusted the
an aptitude for governance. Her city-state is a nasty temple bureaucracy to see to his kingdom’s affairs as he
brew of crime, murder, filth, and extreme need. luxuriated in his arcane studies. But the death of King
It is akin to a boil on the cusp of bursting, and serious Kalak in Tyr has dislodged Nibenay from his
plans for revolt are hatching across Raam. comfortably oblivious state, and the nobles and
Abalach-Re is a sensualist, but her legendary templars of the city-state are scrambling to cover a
decadence is not completely without purpose. Her plethora of sins and slights from his renewed attention.
exploration of the parameters of physical existence has Nibenay prefers to sequester himself in the
taught her mastery over her body. Her closest agents Naggaramakam, the royal compound where he studies
and offspring have shared in this learning and can the mysteries of the worlds. He emerges only to lead his
manipulate their own forms. army to war or to crush internal rebellions.

81
King Andropinis of Balic Queen Oba Lalali-Puy of Gulg
Balic’s Sorcerer-King takes care of his city, and the The residents of Gulg, seem happier and more content
citizenry’s civic pride is genuine. Dictator Andropinis than the citizens of any other city-state. The Forest
has established a democratic, at least in appearance, Goddess Lalali-Puy, their beloved Oba, has bound them
system of governance, and Balic’s strong ancestral in chains of reverence, gratitude, and love.
tradition pairs well with the populace’s love of theater Gulg’s sorcerer-queen, Lalali-Puy is the absolute
and high culture. monarch of her realm. Her subjects consider her to be
The dictator appears to be an elderly yet fit human the Oba, the forest goddess. Over the centuries that
with a noble bearing and sharp eyes. When his ire is she’s been in power, Lalali-Puy has come to relish the
raised, however, his features turn golden and take on a worship and adoration of her subjects heap upon her.
reptilian shape. She appears as a beautiful young woman with long,
silky hair and dark skin, but rumours exist these are
illusions to cover up some other form.
Although Lalali-Puy is not truly a goddess, surely she
is the nearest example of divinity Athas has to offer. Her
knowledge of rituals is unparalleled, even among the
sorcerer-kings. She is said to be capable of performing
arcane and primal rituals known nowhere else on Athas

82
King Daskinor of Eldaarich Queen Sielba of Yaramuke
Daskinor is the King of the Eldaarich city-state. The Queen Sielba and her city-state were destroyed long ago
king has never been a stable ruler. In his paranoid by King Hamanu.
delusions, the mad king believes that unknowable
forces in the world are trying to destroy him. The names
of these opponents change with the winds, but Daskinor King Oronis of Kurn
does his best to destroy these imagined enemies until
the next nameless terror comes for him. Now he has Little is known of the king of Kurn. Those who enter the
ordered the capture and extermination of all Aarakocra. city see a city built on a lush meadow and a people with
possible the most sophisticated culture on Athas.

King Kalid-Ma of Kalidnay


Little is known about king Kalid-Ma or his city. Those
who visit Kalidnay only find ruins. Through a ritual to
obtain more power gone awry, the king and his people
where transported outside the supposedly sealed crystal
sphere that contains Athas, leaving them stranded in
their own Domain of Dread in the realms of Ravenloft.
Few, if anyone, knows the fate of the Sorcerer-king and
his people.

Sorcerer-Monarch Stat Block


The stat block presented for the Sorcerer-Monarchs are
meant to be general stats for the weakest of the monarchs.
Its meant that each Monarch be customized and adjusted to
that Monarchs level.

83
Sorcerer Monarch Spellcasting (Arcane). The monarch is an 20th-level spellcaster.
Medium Athasian Dragon, Any Evil Alignment Its spellcasting ability is Intelligence (spell save DC 22, +14 to
hit with spell attacks). It has the following wizard spells
Armor Class 18 (natural armor) prepared, requiring no components:
Hit Points 380 (40d8+200) Cantrips (at will): chill touch (4d8), firebolt (4d10), friends,
Speed 30 ft. minor illusion, prestidigitation
1st Level (4 slots): charm person, detect magic, ray of
STR DEX CON INT WIS CHA sickness, sleep
21 (+5) 14 (+2) 20 (+5) 24 (+7) 17 (+3) 26 (+8) 2nd Level (3 slots): hold person, ray of enfeeblement,
suggestion
Saves Constitution 12, Intelligence 14, Wisdom 10 3rd Level (3 slots): fear, feign death, fly, hypnotic pattern
Skills Arcana 14, History 14, Intimidation 15, Perception 10, 4th Level (3 slots): blight, confusion, dimension door
Persuasion 15, Stealth 9 5th Level (3 slots): dominate person, hold monster,
Damage Resistances Acid, cold, fire, lighting, necrotic, poison, enervation
psychic; bludgeoning, piercing, and slashing from non-metal 6th Level (2 slots): create undead, eyebite, magic jar, mass
weapons suggestion
Damage Immunities bludgeoning, piercing, and slashing from 7th Level (2 slots): finger of death, teleport
nonmagical weapons 8th Level (1 slot): dominate monster, feeblemind, mind blank
Condition Immunities charmed, frightened, poisoned 9th Level (1 slot): power word kill
Senses truesight 120 ft., Passive Perception 21
Innate Spellcasting (Psionics). The monarch is a 20th-level
Languages Common, Suran (draconic), Dwarven, Elven,
psionicist. Its innate spellcasting ability is Intelligence (spell
Halfling, Primordial, Telepathy 120 ft.
save DC 26; +18 to hit with spell attacks). It can innately cast
Challenge 22 (41000 xp)
the following sorcerer spells, requiring no components:
At will: control flames, infestation (4d6), mage hand, mind
Proficiency Bonus. +7 sliver (4d6), minor illusion, true strike, thunderclap (4d6)
1st Level (4 slots): catapult, dissonant whispers, tasha’s
Arcane Defiling. If in non-defiled terrain, the monarch can hideous laughter*
choose to defile the land when casting a spell from its 2nd level (4 slots): calm emotions, detect thoughts, tasha’s
spellcasting (arcane) feature. mind whip
It can choose either reroll up to 8 damage dice or give one 3rd level (4 slots): hunger of Hadar, sending, clairvoyance,
creature disadvantage on the saving throw. gaseous form
When it does this, ordinary vegetation within a radius of 5 4th level (4 slots): evards black tentacles, locate creature,
times the spells level withers and dies, leaving the ground in a dimension door, raulothim's psychic lance
black ashen state. 5th level (4 slots): rary’s telepathic bond, telekinesis, Bigby’s
hand (the hand is invisible)
Dragon Magic. The monarch can maintain concentration on two 6th level (1 slot): mass suggestion, mental prison
different spells at the same time as long as one is from its 7th level (1 slot): power word: pain, reverse gravity
spellcasting (arcane) feature and the other from its innate 8th level (1 slot): dominate monster, power word: stun
spellcasting (psionics) feature. 9th level (1 slot): psychic scream
Legendary Resistance (3/Day). If the monarch fails a saving *The target gains unbearable feeling of dread and uselessness
throw, it can choose to succeed instead. instead of laughing.
Magic And Psionic Resistance. The monarch has advantage on Actions
saving throws against all arcane and psionic spells and magical
Multiattack. The monarch casts a spell from its spellcasting
effects.
(arcane) feature, and then casts another spell from its innate
Psion Points. The monarch has 20 sorcery points. It can spend 1 spellcasting (psionics) feature.
or more sorcery points as a bonus action to gain one of the Legendary Actions
following benefits:
Distant Spell (1 point): When it casts a spell that has a range Legendary Actions (3/Turn). The monarch can take 3 legendary
of 5 feet or greater, the monarch can double the range of the actions, choosing from the options below. Only one legendary
spell. When it casts a spell that has a range of touch, the action option can be used at a time and only at the end of
monarch can make the range of the spell 30 feet. another creature's turn. The monarch regains spent legendary
Heightened Spell (3 points): When it casts a spell that forces a actions at the start of its turn.
creature to make a saving throw to resist the spell’s effects, the
monarch give one target of the spell disadvantage on its first Cast A Spell (1 Action). The monarch casts a spell of 3rd level or
saving throw against the spell. lower.
Subtle Spell (1 point): When the monarch casts a spell, it can Cast A Spell (2 Actions). The monarch casts a spell of 6th level or
cast the spell without any somatic or verbal components. lower.
Transmute Spell (1 point): When it casts a spell that deals a
type of damage from the following list, the monarch can Double Cast (2 Actions). The monarch cast 2 spells of 2nd level
change that damage type to one of the other listed types: acid, or lower. One from its spellcasting feature and the other from
cold, fire, lightning, poison, thunder. its innate spellcasting feature.

84
T’liz T’liz Template
T’lizes are undead defilers whose spirits have outlived A humanoid, giant, or monstrosity with the spellcasting
their bodies. They are extremely powerful undead who feature that casts arcane spells can become a t’liz.
seek magical knowledge and power above all else and When a creature becomes a t’liz, it retains all its
exist as such to continue their study of magic. They statistics except as noted below.
seldom associate with the living except when mortals Challenge. The features gained by becoming a t’liz may
provide suitable pawns. Because they appear much as greatly alter its challenge rating. It may be necessary to
they did in life, t’lizes can move freely among the living. use the guidelines in the Dungeon Master’s Guide to
Their only unusual features are their skin, which is recalculate the rating after you apply the template.
extremely pale, and their weight, which often Type. The t’liz’s type changes to undead, and it no
diminishes until they become no greater than average in longer requires air, food, drink, or sleep.
build. T’lizes must anoint themselves with numerous Senses. The t’liz has darkvision with a radius of 60 feet
oils and substances that prevent their bodies from if it doesnt already have darkvision to an equal or higher
deteriorating. They must also feast upon the life energy range..
of the living to sustain their own energies. Saving Throws. The t’liz is proficient in Constitution
Often, t’lizes have large numbers of undead serving saving throws if it isnt already.
them as minions. These minions protect their lairs, Strength Score. The t’liz’s Strength score is 16 if its
bring them living victims for their experiments, and score isn’t already higher.
provide them with the equipment they need for their
studies. Damage Resistance. The t’liz has resistance to cold,
T’lizes hate other t’lizes as much, if not more, than lightning and necrotic damage.
they hate the living. Viewing their own kind as rivals, Damage Immunities. The t’liz has immunity to poison
they are known to engage in century-long disputes. damage and from bludgeoning, slashing and piercing
Either out of boredom or to annoy other t’lizes, they damage from non-magical weapons.
often pit their undead minions against the undead Condition Immunities. The t’liz can’t be charmed,
minions of other t’lizes. frightened, paralyzed, or poisoned. It also doesn’t suffer
T’lizes are known for their scheming nature. While from exhaustion.
they occasionally have dealings with the living, they do Magic Resistance. The t’liz has advantage on saving
so only to further some nefarious plan of their own. throws against spells and other magical effects.
They are said to dabble in politics and trade, but only if New Feature: Arcane Defiling. The t’liz gains the
they can make their unseen presence felt as hardship following feature as well as one or more defiling options
upon the living from the Defilers of Athas section of this document.
If in non-defiled terrain, the t’liz can choose to defile
the land when casting a spell from its spellcasting
feature.
When it does this, ordinary vegetation within a radius
of 5 times the spells level withers and dies, leaving the
ground in a black ashen state.
New Action: Multiattack. The t’liz uses its aura of fear
and then casts a spell from its spellcasting feature. If a
creature is within 5 feet of it, it can use its Life Drain
before or after casting its spell.
New Action: Life Drain. Melee Weapon Attack: +
(proficiency + strength) to hit, reach 5 ft., one creature.
Hit: (4d8 + strength) necrotic damage. The target must
succeed on a DC (8 + proficiency + Constitution)
Constitution saving throw or its hit point maximum is
reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum
to 0.

85
New Action: Aura of Fear. Each non-undead creature
that is within 60 feet of the t’liz and aware of it must
succeed on a DC (8 + proficiency + Constitution)
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 t’liz’s
Aura Of Fear for the next 24 hours.
Silent Presence. The t'liz casts no shadows, and its steps are
T'liz Mage silent. It has advantage on Dexterity (Stealth) checks when
Medium Undead, any evil alignment
trying to be unseen.
Armor Class 12 (15 with mage armor) Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting
Hit Points 40 (9d8) ability is Intelligence (spell save DC 14, +7 to hit with spell
Speed 30 ft. attacks). The mage has the following wizard spells prepared:

STR DEX CON INT WIS CHA Cantrips (at will): fire bolt (2d10), light, mage hand,
16 (+3) 14 (+2) 10 (+0) 17 (+3) 12 (+1) 11 (+0) prestidigitation

Saves Constitution 3, Intelligence 6, Wisdom 4 1st Level (4 slots): detect magic, mage armor, magic missile,
Skills Arcana 7, History 7 shield

Damage Resistances cold, lightning, necrotic 2nd Level (3 slots): misty step, suggestion
Damage Immunities poison; bludgeoning, piercing, and 3rd Level (3 slots): counterspell, fireball, fly
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, 4th level (3 slots): greater invisibility, ice storm
paralyzed, poisoned
Senses Darkvision 60 ft., Passive Perception 10 5th level (1 slot): cone of cold
Languages any four languages
Challenge 9 (5000 xp) Actions
Multiattack. The t'liz uses its aura of fear and then casts a spell
Proficiency. +4 from its spellcasting feature. If a creatur eis within 5 feet of it, it
can use its Life Drain before or after casting its spell.
Arcane Defiling. If in non-defiled terrain, the t'liz can choose to
defile the land when casting a spell from its spellcasting Bone Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
feature. 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing
It can choose to either double the distance of its spell or give damage.
one creature disadvantage on the saving throw. Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one
When it does this, ordinary vegetation within a radius of 5 creature. Hit: 22 (4d8 + 4) necrotic damage. The target must
times the spells level withers and dies, leaving the ground in a succeed on a DC 12 Constitution saving throw or its hit point
black ashen state. maximum is reduced by an amount equal to the damage taken.
Magic Resistance. The t'liz has advantage on saving throws This reduction lasts until the target finishes a long rest. The
against spells and other magical effects. target dies if this effect reduces its hit point maximum to 0.

Regeneration. The t'liz regains 5 hit points at the start of its Aura Of Fear. Each non-undead creature that is within 60 feet of
turn. The t'liz dies only if it starts its turn with 0 hit points. It the t'liz and aware of it must succeed on a DC 12 Wisdom
regains 5 hit points after 1d4 hours unless its body is burned saving throw or become frightened for 1 minute. A creature can
and its ashes are separated. 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 t'liz's Aura Of Fear for the next 24 hours.

86
Tagster
The tagster has short yellowish-brown fur with whitish
underparts. Sometimes spotted, tagsters always have
some type of a distinctive dark marking (spot on tail,
foot, etc.).
Tigone
Tigones are large, feline creatures which are dark green
in color and have black or yellowish-brown vertical
striping. Growing to a length of 7 feet, they can weigh
over 250 pounds.

Poison Sense. The tigone can detect whether a substance is


Tagster/Tigone poisonous by taste, touch, or smell.
Large beast, unaligned
Sense Danger. The tigone can't be surprised while it is
Armor Class 14 (Natural Armor) conscious and other creatures can't get advantage against it as
Hit Points 52 (7d10+14) a result of being unseen.
Speed 30 ft.
Innate Spellcasting (Psionics). The tigone's innate spellcasting
STR DEX CON INT WIS CHA ability is Wisdom (spell save DC 12, +4 to hit with spell
17 (+3) 15 (+2) 14 (+2) 3 (-4) 14 (+2) 8 (-1) attacks). It can innately cast the following spells, requiring no
components:
Skills Perception 4, Stealth 6
Senses darkvision 60 ft., Passive Perception 13 2/day each: detect thoughts, dissonant whispers
Challenge 2 (450 xp) 1/day each: dominate beast*, dominate person*

Proficiency Bonus. +2 *Can telepathically give simple commands up to 60 feet away.

Detect Life. The tigone can sense the presence of creatures


Actions
within 500 feet of it that aren’t undead or constructs. It knows Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
the general direction they’re in but not their exact locations. 8 (1d10+3) piercing damage.

Keen Smell. The tigone has advantage on Wisdom (Perception) Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
checks that rely on smell. Hit: 7 (1d8+3) slashing damage.

Pounce. If the tigone moves at least 20 ft. straight toward a


creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the tigone can make
one bite attack against it as a bonus action.

87
Tarek
Tareks are big, musclebound, and hairless bipeds that
inhabit the hilly and mountainous areas of Athas. They
have square, big-boned heads with sloping foreheads
and massive brow ridges. Their flat noses have flared
nostrils, and their domed muzzles are full of sharp
teeth. Their powerful arms are so long that their
knuckles drag along the ground. Tareks have a distinct
musky odor that can be detected from as far away as 15
feet. Tareks move with jerky, awkward strides except
when engaged in combat. Then they exhibit a style and Tarek Tribal Chief
grace usually uncommon in creatures of their size and
build. To watch them engage in combat is to watch fluid Medium humanoid (Tarek), Lawful Neutral

motions that are as artistic as dance - unless the viewer


happens to be on the receiving end of the deadly Armor Class 16 (So-ut mail)
Hit Points 93 (11d8+44)
spectacle. Speed 30 ft.

STR DEX CON INT WIS CHA


Tarek 18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 16 (+3)
Medium humanoid (tarek), Lawful Neutral
Saves Strength 6, Constitution 6, Wisdom 2
Armor Class 13 (Natural armor) Skills Intimidation 5
Hit Points 15 (2d8+6) Senses darkvision 60 ft., Passive Perception 10
Speed 30 ft. Languages Common, Giant
Challenge 4 (1100 xp)
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
Proficiency. +2
Skills Intimidation 2 Aggressive. As a bonus action, the tarek can move up to its
Senses darkvision 60 ft., Passive Perception 10 speed toward a hostile creature that it can see.
Languages Common, Giant
Challenge 1/2 (100 xp) Brutal Fury. The tarek deals an extra 4 (1d8) damage when it
hits with a weapon attack (included in the attacks).
Proficiency. +2 Pack Tactics. The tarek has advantage on attack rolls against a
Aggressive. As a bonus action, the tarek can move up to its creature if at least one of the wolf's allies is within 5 feet of the
speed toward a hostile creature that it can see. creature and the ally isn't incapacitated.

Pack Tactics. The tarek has advantage on attack rolls against a Relentless Endurance (Recharges after a Long Rest). When the
creature if at least one of the wolf's allies is within 5 feet of the tarek is reduced to 0 hit points but not killed outright, he drops
creature and the ally isn't incapacitated. to 1 hit point instead.
Actions
Relentless Endurance (Recharges after a Long Rest). When the
tarek is reduced to 0 hit points but not killed outright, it drops Multiattack. The tarek makes two attacks with its warpick or its
to 1 hit point instead. spear.

Actions Bone Warpick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Bone Warpick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.
target. Hit: 6 (1d8+2) slashing damage. Stone Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Wood Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8)
5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing piercing damage, or 12 (2d8+3) piercing damage if used with
damage. two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the chief's choice that is


within 30 feet of it, can hear it, and not already affected by
Battle Cry gain advantage on attack rolls until the start of the
war chief's next turn. The war chief can then make one attack
as a bonus action.

88
Tembo
The tembo is a despicable, furless, tawny-colored beast
covered with loose folds of scaly hide. Varying between
three and six feet in length, they usually stand about as
high as a man’s thigh. All four of their lithe feet end in
long sharp claws, and huge canine fangs protrude from
beneath the flappy lips of their squarish snouts. The
tembo has huge, squarish ears which it can turn in any
direction, independently of each other.
Tembo prowl the desert in small packs that seem to
have no real social organization or cohesiveness. Each
tembo does more or less as it pleases, not sharing any
prey it downs with the others. The tembo’s one
concession to social life is that if one of them is
attacked, the entire pack will join to fight the enemy.
Tembo Actions
Medium Monstrosity, Chaotic Evil Multiattack. The tembo makes two claw attacks and one bite
attack.
Armor Class 18 (Natural Armor)
Hit Points 52 (7d8+21) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Speed 40 ft. 6 (1d6+3) piercing damage and 18 (4d8) necrotoc damage and
the target must succeed on a DC 14 Constitution saving throw
STR DEX CON INT WIS CHA or its hit point maximum is reduced by an amount equal to the
16 (+3) 18 (+4) 16 (+3) 13 (+1) 12 (+1) 12 necrotic damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit
Skills Athletics 5, Perception 3, Stealth 8 point maximum to 0.
Senses Darkvision 60 ft., Passive Perception 13 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Challenge 5 (1800 xp) Hit: 5 (1d4+3) slashing damage.

Proficiency Bonus. +3 Death Field (Psionics). The tembo takes 10 (3d6) necrotic
damage and each creature within 60 feet must make a DC 14
Unyielding (Psionics). When the tembo is subjected to an effect constitution saving throw. On a failed save, each creature takes
that would move it, knock it prone, or both, it can use its necrotic damage equal to the amount inflicted on the tembo,
reaction to be neither moved nor knocked prone. taking half on a successful save.

Magic Resistance. The tembo has advantage on saving throws Shadow Form (Psionics, 3/day). The tembo can use its action to
against spells and other magical effects. sink into the ground and meld with its shadow. This form lasts
for 10 minutes and the tembo gains the following traits:
Missile Avoidance. Non-magical and non-psionic ranged attack • The tembo can't take any actions except for the Hide
rolls against the tembo are at disadvantage. action, and it can end the form early as an action.
• Immunity to all damage except psychic,
Pounce. If the tembo moves at least 20 ft. straight toward a • It can move through a space as narrow as 1 inch wide
creature and then hits it with a claw attack on the same turn, without squeezing.
that target must succeed on a DC 14 Strength saving throw or • It can't cross bright light, and if surrounded by bright light,
be knocked prone. If the target is prone, the tembo can make the form ends.
one claw attack against it as a bonus action.

Innate Spellcasting (Psionics). The tembos innate spellcasting


ability is Intelligence (spell save DC 11, +1 to hit with spell
attacks). It can innately cast the following spells, requiring no
components:

3/day each: enhance ability (self)

2/ day each: pass without a trace (self)*, vampiric touch

1/day each: blur, gaseous form (self)**

*the tembos skin takes on the coloration of its surroundings to


blend in.

** cannot fly farther then 5 feet in the air.

89
Thri-kreen
Thri-kreen are mantislike humanoids that hunt in packs Thri-kreen Hunter
throughout the wastes of Athas. They have adapted to Medium monstrosity, any alignment
the harsh climate and are experts at surviving with only
scarce resources. Thri-kreen are nimble, and many also Armor Class 16 (natural armor)
have psionic abilities Hit Points 60 (11d8 + 11)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 9 (-1)

Skills Perception 4, Stealth 5, Survival 6


Senses darkvision 60 ft., Passive Perception 14
Languages Thri-kreen
Challenge 2 (450 xp)

Proficiency Bonus. +2

Gythka Mastery. If the thri-kreen makes a Gythka attack as part


of its action, it can make another Gythka attack as a bonus
action.

Leap. The thri-kreen's long jump is up to 30 feet and its high


jump is up to 15 feet, with or without a running start.

Sleepless. The thri-kreen does not require sleep and magic can’t
put it to sleep.:
Reactions
Parry. The thri-kreen adds 2 to its AC against one melee attack
that would hit it. To do so, the thri-kreen must see the attacker
and be wielding a melee weapon.
Actions
Multiattack. The thri-kreen makes two Gythka attacks and one
Chatkcha attack. Otherwise it attacks twice with its claws and
once with its bite.

Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 7 (2d4 + 2) slashing damage or 4 (1d4 + 2) slashing
damage if the thri-kreen used its bonus action to attack.

Chatkcha. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,


one target. Hit: 6 (1d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.


Hit: 4 (1d4+2) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw or be poisoned for 1
minute. If the saving throw fails by 5 or more, the target is also
paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns, ending the effect
on itself on a success.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 4 (1d6+2) slashing damage.

Chameleon Carapace (Bonus Action). The thri-kreen can change


the color of its carapace to match the color and texture of its
surroundings. As a result, it has advantage on Dexterity
(Stealth) checks made to hide.

90
Thri-kreen Mystic Actions
Medium monstrosity, any alignment Multiattack. The thri-kreen makes two Gythka attacks or four
psychic bolt attacks. Otherwise it attacks once with its claws
Armor Class 15 (natural armor) and once with its bite.
Hit Points 99 (18d8 + 18)
Speed 30 ft. Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage or 3 (1d4 + 1) slashing
STR DEX CON INT WIS CHA damage if the thri-kreen used its bonus action to attack.
12 (+1) 15 (+2) 13 (+1) 12 (+1) 16 (+3) 10 (+0)
Psychic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
creature. Hit: 6 (1d6 + 3) psychic damage.
Skills Perception 6, Stealth 5, Survival 6
Senses darkvision 60 ft., Passive Perception 16 Drain Vitality (Recharges after a Short or Long Rest). The thri-
Languages telepathy 60 ft., Thri-kreen kreen targets one creature it can see within 30 feet of itself. The
Challenge 5 (1800 xp) target must make a DC 14 Constitution saving throw, taking 32
(5d12) necrotic damage on a failed save, or half as much
Proficiency Bonus. +3 damage on a successful one. The thri-kreen regains hit points
equal to the damage dealt.
Spellcasting (Psionics). The thri-kreen casts one of the following
spells, requiring no spell components and using Wisdom as Chameleon Carapace (Bonus Action). The thri-kreen changes the
the spellcasting ability: color of its carapace to match the color and texture of its
surroundings, gaining advantage on Dexterity (Stealth) checks
At will: levitate (self only), mage hand (the hand is invisible) it makes to hide in those surroundings.

1/day each: freedom of movement (self only), invisibility (self Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
only) Hit: 3 (1d4+1) piercing damage, and the target must succeed
on a DC 12 Constitution saving throw or be poisoned for 1
Sleepless. The thri-kreen does not require sleep and magic can’t minute. If the saving throw fails by 5 or more, the target is also
put it to sleep. paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns, ending the effect
on itself on a success.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 4 (1d6+2) slashing damage.

91
Thri-kreen Gladiator Thri-kreen Gladiator, Lesser
Medium monstrosity, any alignment Medium monstrosity, any alignment

Armor Class 17 (natural armor) Armor Class 16 (natural armor)


Hit Points 142 (19d8 + 57) Hit Points 58 (9d8+18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 10 (+0) 15 (+2) 11 (+0) 16 (+3) 16 14 (+2) 10 (+0) 15 (+2) 11 (+0)

Saves Strength 7, Dexterity 7, Wisdom 5 Saves Strength 5, Dexterity 5, Wisdom 4


Skills Acrobatics 7, Athletics 7, Perception 5 Skills Acrobatics 5, Athletics 5, Perception 4
Senses darkvision 60 ft., Passive Perception 15 Senses darkvision 60 ft., Passive Perception 14
Languages Thri-kreen Languages Thri-kreen
Challenge 7 (2900 xp) Challenge 3 (700 xp)

Proficiency Bonus. +3 Proficiency Bonus. +2

Leap. The thri-kreen's long jump is up to 30 feet and its high Leap. The thri-kreen's long jump is up to 30 feet and its high
jump is up to 15 feet, with or without a running start. jump is up to 15 feet, with or without a running start.

Gythka Mastery. If the thri-kreen makes a Gythka attack as part Gythka Mastery. If the thri-kreen makes a Gythka attack as part
of its action, it can make another Gythka attack as a bonus of its action, it can make another Gythka attack as a bonus
action. action.

Sleepless. The thri-kreen does not require sleep and magic can’t Sleepless. The thri-kreen does not require sleep and magic can’t
put it to sleep. put it to sleep.
Actions Actions
Multiattack. The thri-kreen makes two Gythka attacks and one Multiattack. The thri-kreen makes one Gythka attacks and one
Chatkcha attack. Otherwise it attacks twice with its claws and Chatkcha attack. Otherwise it attacks one with its claws and
once with its bite. once with its bite.

Obsidian Gythka. Melee Weapon Attack: +7 to hit (with Obsidian Gythka. Melee Weapon Attack: +5 to hit (with
advantage if the thri-kreen is missing any hit points), reach 5 advantage if the thri-kreen is missing any hit points), reach 5
ft., one target. Hit: 8 (2d4 + 3) slashing damage or 5 (1d4 + 3) ft., one target. Hit: 8 (2d4 + 3) slashing damage or 5 (1d4 + 3)
slashing if damage the thri-kreen used its bonus action to slashing if damage the thri-kreen used its bonus action to
attack with this weapon. attack with this weapon.

Bone Chatkcha. Ranged Weapon Attack: +6 to hit (with Bone Chatkcha. Ranged Weapon Attack: +4 to hit (with
advantage if the thri-kreen is missing any hit points), range advantage if the thri-kreen is missing any hit points), range
30/120 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 30/120 ft., one target. Hit: 6 (1d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +7 to hit (with advantage if the thri- Bite. Melee Weapon Attack: +5 to hit (with advantage if the thri-
kreen is missing any hit points), reach 5 ft., one creature. Hit: 6 kreen is missing any hit points), reach 5 ft., one creature. Hit: 5
(1d4+4) piercing damage, and the target must succeed on a (1d4+3) piercing damage, and the target must succeed on a
DC 14 Constitution saving throw or be poisoned for 1 minute. DC 12 Constitution saving throw or be poisoned for 1 minute.
If the saving throw fails by 5 or more, the target is also If the saving throw fails by 5 or more, the target is also
paralyzed while poisoned in this way. The poisoned target can paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns, ending the effect repeat the saving throw on each of its turns, ending the effect
on itself on a success. on itself on a success.

Claws. Melee Weapon Attack: +7 to hit (with advantage if the Claws. Melee Weapon Attack: +5 to hit (with advantage if the
thri-kreen is missing any hit points), reach 5 ft., one target. Hit: thri-kreen is missing any hit points), reach 5 ft., one target. Hit:
6 (1d6+4) slashing damage. 5 (1d6+3) slashing damage.

Chameleon Carapace (Bonus Action). The thri-kreen changes the Chameleon Carapace (Bonus Action). The thri-kreen changes the
color of its carapace to match the color and texture of its color of its carapace to match the color and texture of its
surroundings, gaining advantage on Dexterity (Stealth) checks surroundings, gaining advantage on Dexterity (Stealth) checks
it makes to hide in those surroundings. it makes to hide in those surroundings.
Reactions Reactions
Parry. The thri-kreen adds 3 to its AC against one melee attack Parry. The thri-kreen adds 2 to its AC against one melee attack
that would hit it. To do so, the thri-kreen must see the attacker that would hit it. To do so, the thri-kreen must see the attacker
and be wielding a melee weapon. and be wielding a melee weapon.

92
Wezer
Wezers are enormous flying insects that make
underground hives in the desert tablelands. Though of Wezer, Drone
animal intelligence, they are highly social creatures, Medium beast, unaligned
structured into several distinct classes by both social
function and physical characteristics. Water fetcher, Armor Class 12
worker, and soldier wezers all have wings, multifaceted Hit Points 9 (2d8)

eyes, and six thin limbs extending from their abdomen. Speed 10 ft., fly 50 ft.

Soldier’s are slightly larger than the menials, and are STR DEX CON INT WIS CHA
colored a shade of yellow brighter than their fellows.
The brood queen is much larger—she, too, has wings, 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

but they are insufficient to lift her into flight. The brood Senses Passive Perception 10
queen has a huge abdomen for laying the hive’s eggs. Challenge 1/4 (50 xp)

Actions
Wezer, Brood Queen Sting. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Large beast, unaligned creature. Hit: 4 (1d4+2) piercing damage.

Armor Class 15 (Natural Armor )


Hit Points 60 (8d10+16)
Speed 10 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 1 (-5) 12 (+1) 5 (-3)

Senses Passive Perception 11


Challenge 2 (450 xp)

Actions
Multiattack. The wezer makes two sting attacks.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.


Hit: 9 (2d6+3) piercing damage, and the target must make a
DC 13 Constitution saving throw or be infected with a disease
— a minuscule wezer egg. A humanoid host can carry only one
wezer egg to term at a time. The egg hatches into a wezer
larvae in 5 days. Each day after it hatches, the host's insides are
slowly eaten by the larvae, lowering the host's Constitution
score by 1d4 points. This reduction can't be removed until the
larvae is removed. When the host dies, or after the larvae has
fed for 10 days, the larvae emerges from the injection wound
and attempts to continue feeding on the host. If the disease is
cured before the larvae exits the hosts body, the egg and the
larvae is disintegrated. They can also be surgically removed by
a DC 15 medicine check, dealing 1d10 damage to host on every
attempt.

93
Wezer, Soldier
Medium beast, unaligned

Armor Class 12
Hit Points 16 (3d8+3)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Senses Passive Perception 10


Challenge 1

Actions
Multiattack. The wezer makes two sting attacks.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.


Hit: 5 (1d4+3) piercing damage, and the target must make a
DC 11 Constitution saving throw, or be poisoned for 1 hour. If
the save fails by 5 or more, the target is also paralyzed while
poisoned in this way.

Wezer, Larvae
Tiny beast, unaligned

Armor Class 7
Hit Points 2 (1d4)
Speed 5 ft.

STR DEX CON INT WIS CHA


1 5 10 1 1 1

Senses Passive Perception 5


Challenge 0 (10 xp)

94
Wraith, Athasian Wraith, Athasian
An Athasian wraith is a noncorporeal undead capable of
moving freely between the Gray and the land of the Medium undead, neutral evil

living. It can possess unliving objects of all sorts, Armor Class 13


ranging from weapons to furniture to corpses, as well as Hit Points 67 (9d8+27)
unintelligent creatures such as scorpions, insects, or Speed 0 ft., fly 60 ft. (hover)
slimes. Outside its host object, an Athasian wraith is
barely visible, appearing only as a gray shade or a mass STR DEX CON INT WIS CHA
of churning darkness. Its form resembles its living body, 6 (-2) 16 (+3) 16 14 (+2) 14 15 (+2)
but it can also assume a mistlike appearance. No matter
what form a wraith takes, it can always be spotted by its Damage Resistances acid, cold, fire, lightning, thunder;
glowing eyes, which range from a bright purple to blood Damage Immunities necrotic, poison; bludgeoning, piercing,
red. Wraiths who take human corpses as hosts fill out and slashing from nonmagical attacks

the dead flesh with their own misty form. When a Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
section of the host is cut away, the same part of the Senses darkvision 60 ft., Passive Perception 12
wraith becomes visible. For instance, if an Athasian Languages the languages it knew in life
wraith possessed a corpse and the host’s right arm were Challenge 7 (2900 xp)
chopped off, the wraith’s right arm would be visible in
its place. Proficiency. +3
Athasian wraiths are capable of communicating
verbally with the living and speak the same languages Incorporeal Movement. The wraith can move through other
they spoke in life or have learned in undeath. They are creatures and objects as if they were difficult terrain. It takes 5
free to communicate as they please outside their hosts, (1d10) force damage if it ends its turn inside an object.
but are limited to the capabilities of the hosts they
inhabit. Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Strength Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 21 (4d6+3) 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.

Create Specter. The wraith targets a humanoid within 10 feet of


it that has been dead for no longer than 1 minute and died
violently. The target's spirit rises as a specter in the space of its
corpse or in the nearest unoccupied space. The specter is
under the wraith's control. The wraith can have no more than
seven specters under its control at one time.

Possession (Recharge 6). One humanoid that the wraith can see
within 5 ft. of it must succeed on a DC 14 Charisma saving
throw or be possessed by the wraith; The wraith can also
possess an object that is medium or smaller; the wraith then
disappears, and the target is incapacitated and loses control of
its body. The wraith now controls the body but doesn't deprive
the target of awareness. The wraith can't be targeted by any
attack, spell, or other effect, except ones that turn undead, and
it retains its alignment, Intelligence, Wisdom, Charisma, and
immunity to being charmed and frightened. It otherwise uses
the possessed target's statistics, but doesn't gain access to the
target's knowledge, class features, or proficiencies. The
possession lasts until the body drops to 0 hit points, the wraith
ends it as a bonus action, or the wraith is turned or forced out
by an effect like the dispel evil and good spell. When the
possession ends, the wraith reappears in an unoccupied space
within 5 ft. of the body. The target is immune to this wraith's
Possession for 24 hours after succeeding on the saving throw
or after the possession ends.

95
Z’tal Zhackal
Z’tal are small, upright lizards that hop in shepherded Zhackals are small pack animals that travel about
leaps across Athas. They are very stupid and are known feeding off of the emotions of those about to die. The
to stampede when panicked. pack gathers and feeds on the dying victim’s emotions,
Z’tal jump wherever they go on powerful hind legs using psionics to get the victim to give up his hold on
that end in sharp talons. Their small head is rounded in life.
the back with a sharp, hard point on the end. Their long,
thick tail is used for balance when they hop. The
vestigial forearms and claws are seldom used. Varying Zhackal
in shades of tans and browns, z’tal are covered by sharp, Tiny Beast, Neutral Evil
feather-like scales.
Z’tal constantly make a series of chirps, squeaks, and Armor Class 12
squawks. These noises are intended predominantly to Hit Points 10 (3d4+3)

keep the herd within a single area. When threatened, Speed 40 ft.

z’tal scream and run. STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 6 (-2)

Z'tal Skills Perception 3, Stealth 8, Survival 3


Small beast, unaligned Senses Passive Perception 13
Languages Telepathy 120 ft.
Armor Class 11 (Natural Armor) Challenge 1/8 (25 xp)
Hit Points 9 (2d6+2)
Speed 20 ft., climb 20 ft.
Keen Hearing and Smell. The zhackal has advantage on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on hearing or smell.
2 (-4) 10 (+0) 12 (+1) 1 (-5) 8 (-1) 3 (-4)
Pack Tactics. The zhackal has advantage on an attack roll
against a creature if at least one of the jackal's allies is within 5
Senses darkvision 30 ft., Passive Perception 9 ft. of the creature and the ally isn't incapacitated.
Challenge 1/8 (25 xp)
Innate Spellcasting (Psionics). The zhackal innate spellcasting
ability is Wisdom (spell save DC 11, +3 to hit with spell
Actions attacks). It can innately cast the following spells, requiring no
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. components:
Hit: 2 (1d4) piercing damage. 1/day each: bane (one target), invisibility (self),
nondetection, tasha’s hideous laughter*
Scales. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage. *The target gains unbearable feeling of dread and uselessness
instead of laughing
Scream. The z'tal emits an ear piercing scream that can be
heard up to 100 feet away. Each creature that hears the scream Actions
must succeed on a DC 11 Constitution saving throw or be Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
stricken with intense vertigo until the z'tal stops screaming or Hit: 4 (1d4 + 2) piercing damage.
is out of range.
The affected creatures have disadvantage on attack rolls and
skill checks, can not concentrate on spells and must succeed
on a DC11 concentration check each time they attempt to cast
a spell, on a faillure the spell is not cast but the spell slot is still
expended. The z'tal must take a bonus action on its
subsequent turns to continue screaming. It can stop
screaming at any time. The screaming ends if the z'tal is
incapacitated.
A creature can attempt to cover its ears if it's hands are free
or use another suitable object to block them. Doing so gives
them advantage on the saving throw. If you start blocking your
ears with your hands, you can not remove them until the start
of your next turn.
An affected creature can also repeat the saving throw at the
end of each of its turns. If the saving throw is successful, the
effect ends on it.

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