Hot Springs Island Bestiary
This section covers the creatures found in the bestiary section of the field guide. Most beasts and monsters were made by /u/vaynor on reddit although I made some minor changes to reflect the descriptions. The original bestiary can be found here. I am expending this document with elementals and faction creatures.
Beasts & other
monstrosities
Astral Spinner
Astral spinners and their hosts are an aberrant symbiote attracted to the ripples of planar disturbances caused by frequent, rapid magical travel. They came to the Isle of Light during the heyday of extraplanar trade, and still weave their silver webs throughout the elven ruins. Although their webs are located on the physical plane, spinners dwell in the astral. The thorax of every spinner holds a glowing, liquid- filled orb of red, blue, or purple.
Consuming the liquid enables a creature to astrally project for d4 hours with no apparent side effects (the juice tastes like candy). But after d12+2 uses, a creature becomes permanently astral and is transformed into a host over d6 days.
The new host’s body becomes emaciated, stretching up to two feet. Fingers and toes lengthen by at least six inches. Ears, nose, and nails fall off, and teeth are replaced by hollow fangs. The host’s eyes change to glowing, liquid-filled orbs of red, blue, or purple that cause extreme irritation unless plucked out, and the hungrier a host is, the faster these globes grow back (2d4–1 hours).
“There it is—the mother lode of silver. Wait. What are you doing? No. No! Don’t burn it!”
Astral Spinner
Tiny beast, unaligned
- Armor Class 12
- Hit Points 10 (4d4)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Skills Stealth +4
- Senses darkvision 30 ft., passive Perception 11
- Languages —
- Challenge 1/2 (100 XP)
Spider Climb. The astral spinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the astral spinner knows the exact location of any other creature in contact with the same web.
Web Walker. The astral spinner ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage, and the target must make a DC 10 Constitution save, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
Web (Recharge 3-4). Ranged Weapon Attack: +4 to hit, range 10/30 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Encase. The astral spinner further wraps a target in their webbing. One target that is restrained by astral spinner webbing within 5 ft. is fully wrapped if they fail a DC 12 Strength check. On a success, the webbing bursts.
Astral Shift. The astral spinner can choose a target that is fully wrapped by astral spinner webbing within 5 ft. The target must succeed on a DC 10 Constitution save or be transported with the astral spinner to the astral plane and further encased in webbing. At the beginning of their turn, they take 6 (2d6) poison damage and can make a DC 12 Strength check to escape the webbing. If the target escapes the webbing, they return to the material plane.
Giant Bat
“Sure, there’s a kingdom’s worth of guano in the old lava tubes, but I don’t wanna get eaten by cave hounds, and you’re already the king of bullshit. You really want the batshit crown, too?”
Giant Bat
Large beast, unaligned
- Armor Class 13
- Hit Points 26 (4d10 + 4)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Senses blindsight 60 ft., passive Perception 11
- Languages —
- Challenge 1/2 (100 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Swoop. In dim light or darkness, opportunity attacks triggered when the giant bat flies out of an enemy’s reach are made with disadvantage.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage.
Blindfire Carpet
Maw 3’ to 10’ in diameter. Carpet of woven vines 5’ to 20’ in diameter. Blindfire carpets fight like an avalanche mixed with an octopus. The carpet rises up and simultaneously attempts to grab, constrict, smother, and consume its target. The plants can slowly regrow damaged portions and are most effectively killed by targeting the maw.
“Step lively. In all my years of tracking on the mainland, I’ve never seen the jungle come alive to envelop someone. But here, that happens.”
Blindfire Carpet
Huge plant, unaligned
- Armor Class 14 (natural armor)
- Hit Points 152 (16d12 + 36)
- Speed 15 ft.
STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 16 (+3) 1 (-4) 10 (+0) 1 (-4)
- Skills Stealth +2
- Damage Resistances bludgeoning
- Damage Vulnerabilities fire
- Condition Immunities blinded, deafened, exhaustion, grappled, prone, restrained
- Senses blindsight 40 ft. (blind beyond this radius), passive Perception 10
- Languages —
- Challenge 4 (1,100 XP)
Part of the Scenery. While the blindfire carpet remains motionless, it is indistinguishable from normal vines and flowers.
Sensitive Maw. A creature can choose to target the carpet's maw (AC 17) with any effect that targets a single creature. All damage dealt to the carpet's maw is doubled.
Slow Growth. At the end of its turn, the blindfire carpet regains 5 (1d10) hit points.
Actions
Multiattack. The blindfire carpet makes two attacks with its tentacles. If both attacks hit a Large or smaller target, the target is grappled (escape DC 13), and the blindfire carpet uses its Consume on it.
Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Consume. The blindfire carpet begins to eat a Large or smaller creature grappled by it. The consumed target is blinded, restrained, and unable to breathe, and it must succceed on a DC 13 Constitution save at the start of each of the blindfire carpet's turns or take 12 (2d8 + 3) piercing damage. If the carpet moves, the consumed target moves with it. The carpet can only consume one creature at a time.
Blindfire Vine
A blindfire vine waits passively until something large moves one of its tendrils. It attempts to kill prey by crushing before consuming it. The vines (and carpets) produce spicy peppers that become more delicious the more the plant kills.
“Sunlight or soil? Ha! That flavor is death. Tasty, tasty death.”
Blindfire Vine
Medium plant, unaligned
- Armor Class 12 (natural armor)
- Hit Points 58 (9d8 + 18)
- Speed 10 ft.
STR DEX CON INT WIS CHA 13 (+1) 8 (-1) 14 (+2) 1 (-4) 10 (+0) 1 (-4)
- Skills Stealth +1
- Damage Resistances bludgeoning
- Damage Vulnerabilities fire
- Condition Immunities blinded, deafened, exhaustion, grappled, prone, restrained
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
- Languages —
- Challenge 1 (200 XP)
Part of the Scenery. While the blindfire vine remains motionless, it is indistinguishable from normal vines and flowers.
Sensitive Maw. A creature can choose to target the vine's maw (AC 15) with any effect that targets a single creature. All damage dealt to the vine's maw is doubled.
Slow Growth. At the end of its turn, the blindfire vine regains 3 (1d6) hit points.
Actions
Multiattack. The blindfire vine makes two attacks with its tentacles. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 11).
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 12 (1d6 + 1) bludgeoning damage.
Boar
“We’d been forced outta camp and were on the run for a few days. Starving like the dickens till we stumbled upon some jungle lunch caught in a blindfire vine. Roasting that boar with a few peppers was the best meal I’ve had in my life.”
Boar
Medium beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
- Senses passive Perception 9
- Languages —
- Challenge 1/4 (50 XP)
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk or hoof attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed back 5 feet and knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Dire Boar
It's big and thirsty for blood.
“There’s a group of monkeys on the southern island that enchant boars to giant sizes, then sling spears as they ride them around.”
Dire Boar
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 171 (18d12 + 54)
- Speed 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 2 (-4) 8 (-1) 5 (-3)
- Saving Throws Con +6
- Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons
- Condition Immunities frightened
- Senses passive Perception 9
- Languages —
- Challenge 6 (2,300 XP)
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk or hoof attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed back 5 feet and knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The giant boar makes one attack with its tusks, and an additional attack with its bite or hooves.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Boltforager
2’ to 3’ tall with a 4’ to 5’ wingspan. Boltforagers are covered in dust and the eggs of parasitic worms. They dive-bomb, slash, and shake their feathers to infect prey, then fly away. The worms hatch in d6 days and immediately begin boring into the bones of the victim. On death, the corpse fills with foul-smelling gas that attracts boltforagers to feed and pick up new worm eggs.
“You seen the carvings in the ruins to the west? Those elves worshiped some dark bitch of a goddess, and those horned birds are the poor damn fools who failed her.”
Boltforager
Medium beast, unaligned
- Armor Class 12
- Hit Points 11 (2d8 + 2)
- Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 7 (-2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1/2 (100 XP)
Dust Cloud. Whenever the boltforager makes an attack, it produces a cloud of orange dust with the flapping of its wings. The cloud is a 10 ft. radius sphere centered on the boltforager and its area is heavily obscured. It lasts until the end of the round or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Any creature in the sphere who inhales the dust must make a DC 11 Constitution save or be infected with parasites. After 1d6 days, the target must make another DC 11 Constitution save or be afflicted by the parasites' disease, reducing its maximum hit points by 2 (1d4) every hour.
Keen Sight and Smell. The boltforager has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The boltforager has advantage on an attack roll against a creature if at least one of the boltforager's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Broadback
Standing 20’ to 30’ tall at the shoulder, broadbacks are giant, gentle herbivores. They mate every three years, during which time they bellow loudly as they trek through the jungles to find each other.
“Nope, never seen one mad. Everyone talks like they’re big softies. But I say those who make ’em mad just don’t live long enough to say so.”
Broadback
Huge beast, unaligned
- Armor Class 18 (natural armor)
- Hit Points 150 (12d12 + 72)
- Speed 30 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 22 (+6) 10 (+0) 12 (+1) 7 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
- Senses passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) piercing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage.
Giant Centipede
Like a normal centipede, but bigger.
“Yeah I seen ’em. Seen ’em puppet around inside dead bodies! I kill any I find, and fuck that skinny cook if he thinks I’ll bring him their corpses so he can make centipede kebabs.”
Giant Centipede
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 9 (2d6 + 2)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 5 (-3) 15 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
- Senses blindsight 30 ft., passive Perception 8
- Languages —
- Challenge 1/2 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 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 take 6 (2d6) poison damage and be subjected to the centipede's poison (see below).
Red: The target's skin itches and burns. The target is poisoned for 1 hour. At the end of the target's next turn, they must succeed on a DC 11 Constitution saving throw or fall unconscious. After 1 hour, blisters on the target's skin pop and release a contact poison that deals 10 (3d6) poison damage.
Yellow: The target loses control of its senses and becomes confused. It has disadvantage on all Wisdom (Perception) checks and must roll on the following table at the beginning of each of its turns to determine its behavior for that turn.
d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 The creature doesn't move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. At the end of each of its turns, the creature can make another DC 11 Constitution save to end this effect.
Black: The target's limbs become heavy and numb. Its movement speed is halved and it is poisoned for 1 hour.
Copperback
Copperbacks are 3’ to 6’ long with scales made of actual copper. Most of their scales are swirling blue-green verdigris, giving them excellent camouflage in bushes, shadows, and in and around water. The snakes eat only small animals, but if startled by larger creatures, they can strike faster than a whip cracks. Their venom is a powerful sleeping agent that can knock out a human in d6x10 seconds.
“All I heard was air rushing past my face, and next thing I know, Merek is out cold. Damn snake just had to get the heaviest one of us...”
Copperback
Small beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 13 (3d6 + 3)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
- Skills Perception +2
- Senses blindsight 10 ft., passive Perception 12
- Languages —
- Challenge 1/2 (100 XP)
Escape. The copperback does not provoke opportunity attacks from a creature it has bitten this turn.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the target fails its save, it must make another DC 11 Constitution saving throw at the end of its next turn or fall unconscious for 4 hours.
Coppermane Prowler
Wingless gryphons with manes of copper feathers. They build electric charges by shaking their ruff and can stun, paralyze, and even stop the heart by transferring that electricity with a bite. Three times per day, with sufficient charge, a coppermane prowler can teleport 10xd4+1 ft., leaving a trail of lightning in its wake.
“They’re like a gryphon, but without the wings. I think that makes them more dangerous. Oh, I guess that and the lightning.”
Coppermane Prowler
Large monstrosity, unaligned
- Armor Class 14 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 3 (-3) 13 (+1) 9 (-1)
- Skills Perception +5, Stealth +7
- Damage Immunities lightning
- Senses passive Perception 11
- Languages —
- Challenge 4 (1,100 XP)
Lightfooted. The coppermane prowler is not affected by difficult terrain.
Lightningrod. If the coppermane would be subjected to lightning damage, it instantly recharges its blink ability and may use it now as a reaction.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage and 6 (2d6) lightning damage. The target must make a DC 13 Constitution saving throw or be paralyzed for 1 minute.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Blink (Recharge 3-4). As an action, the coppermane prowler can teleport anywhere it can see within 50 ft. This ability creates a line of electricity 5 ft. wide from the point of origin to the destination. Each creature in the line must make a DC 14 Dexterity saving throw. A creature takes 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. The line dissipates at the beginning of the coppermane prowler's next turn.
Coralkin Angler & Spawn
A “fishman” living in the caverns below the Temple of Tranquility. Has teeth and jellyfish-like stingers in its mouth. It kicks with its powerful legs and can launch a normal human 10’ to 20’ if it grapples them for a short time. Enjoys kicking victims against the low cavern ceilings of its home. Out of the water, its breathing sounds like laughter. Coralkin spawn are up to 1’ long and mostly mouth. Normally found in schools of d12+6, they swim constantly and do not sleep. They have a venomous bite.
"The fishman doesn’t speak. It only laughs. Over and over. It paused long enough to bite Todd, though, and that’s when I ran."
Coralkin Angler
Medium monstrosity, neutral
- Armor Class 15 (natural armor)
- Hit Points 78 (12d8 + 24)
- Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses darkvision 120 ft., passive Perception 13
- Languages Unknown
- Challenge 3 (700 XP)
Amphibious. The coralkin angler can breathe air and water.
Leap. The coralkin angler's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. The coralkin angler's jumps do not count towards their movement.
Actions
Multiattack. The coralkin angler makes two melee attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and must succeed on a DC 12 Constitution saving throw or take 6 (2d6) poison damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Tail Sweep. If the coralkin angler jumps at least 10 feet as part of its movement, it can then use this action to land on a space with one or more other creatures and lash out with its tail. All creatures within 5 ft. of the coralkin angler must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage.
Launch. The coralkin angler can use this action to launch a Medium or smaller creature within 5 ft. of it while underwater and within 15 feet of the surface. The target must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be launched into the air. The target travels 15 feet upwards, and takes 14 (4d6) bludgeoning damage if it strikes a hard surface as part of this movement. The target lands in the same space it exited the water. The coralkin angler must move with the target as part of its underwater movement.
"The thing’s entire body was just big pink eyes and teeth. Venomous teeth. There were easily fifteen more in the water with it, too."
Coralkin Spawn
Tiny monstrosity, neutral
- Armor Class 12
- Hit Points 7 (2d4 + 2)
- Speed Swim 30 ft.
STR DEX CON INT WIS CHA 5 (-3) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 2 (-4)
- Senses passive Perception 10
- Languages Unknown
- Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 2 (1d4) poison damage.
Crystal Frog
Crystal frogs are magical constructs capable of reproduction, and almost never larger than a human thumb. They bond with intelligent creatures if given attention, and once per day can heal their companion of one disease, curse, or poison by singing a special song in their ear.
"Krom not care if look like stupid gnome toy. Froggie make Krom feel better when sick. All better."
Crystal Frog
Tiny construct, unaligned
- Armor Class 11
- Hit Points 2 (1d4)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 1 (-5) 13 (+1) 11 (+0) 3 (-4) 8 (-1) 5 (-3)
- Skills Perception +1, Stealth +3
- Damage Immunities acid, poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 30 ft., passive Perception 11
- Languages —
- Challenge 0 (0 XP)
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
False Appearance. While the frog remains motionless, it is indistinguishable from an inanimate object.
Actions
A crystal frog has no effective attacks .
Healing Song (Recharges on a Long Rest). The crystal frog can use this action to cure one creature within 5 feet of a single disease, curse, poison, or other harmful magical effect.
Variant: Crystal Frog Familiar
Some crystal frogs are willing to serve creatures as a familiar if they are treated well. Such crystal frogs have the following trait.
Familiar: The crystal frog can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the crystal frog senses as long as they are within 1 mile of each other. At any time and for any reason, the crystal frog can end its service as a familiar, ending the telepathic bond.
Duecadre
Duecadre are 7’- to 9’-tall stocky flightless birds. Their legs are insanely strong, and the birds can carry up to five times their own weight. They occasionally hunt broadback, have elaborate mating dances, and have a call that sounds like “qwop qwop qwop.”
"Not all them birds is birds, I tell ya. Some of them is those ogres in disguise. Don’t look at me like that. I mean a magical disguise or something. Stop it! I’m serious!"
Duecadre
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 37 (5d10 + 10)
- Speed 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0)
- Senses passive Perception 12
- Languages —
- Challenge 1 (200 XP)
Sturdy Build. The duecadre's carrying capacity is doubled, and it can be used as a mount by Large or smaller creatures.
Actions
Multiattack. The duecadre makes two attacks with its claw or beak.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Flayfiend
Flayfiends are about 12’ long and 6’ tall at the shoulder. They are so named because they frequently only eat the skin off their kills. Their spines are hollow, break easily, and are covered in tiny barbs, making them particularly awful to remove from flesh.
"Yeah, I know it’s covered in quills. The flaying comes after it makes you a pincushion. Idiot."
Flayfiend
Large monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 19 (+4) 4 (-3) 15 (+2) 5 (-3)
- Senses passive Perception 12
- Languages —
- Challenge 4 (700 XP)
Carve A Trail. The flayfiend ignores difficult terrain while in a forested area. The flayfiend can move through the space of a hostile creature; if it does so, the creature takes 3 (1d6) piercing damage from its spines. A creature can only be damaged by this ability once per round.
Actions
Multiattack. The flayfiend makes two attacks: one with its bite and one with its slam or tusks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and target must succeed on a DC 13 Strength saving throw or be knocked prone.
Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage and the target is flung into the air. The target is pushed back 15 feet and hits the ground or any other object in its path, taking 3 (1d6) bludgeoning damage.
Kujibirds
Kujibirds are about 3’ tall, with dark-navy plumage and exposed patches of golden scales. These scales, and the tail feathers on the males, are actual gold. The species are nearly extinct, and the last survivors can be found in small bowers on the ground. Can they be saved? Or will they be paved over by the volcano?
"Dose kookibirds may be made o’ gold, but ain’t nobody seen one in da tree years we been here."
Kujibird
Small beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 21 (6d6)
- Speed 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 7 (-2)
- Senses passive Perception 12
- Languages —
- Challenge 1 (200 XP)
Burst of Speed. The kujibird can take the Dash action as a bonus action on its turn. When it takes the Dash action, it is not affected by difficult terrain until the end of its turn.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and, at the end of its next turn, the target must succeed on a DC 13 Constitution saving throw or become paralyzed for 1 minute.
Kuji Song (Recharge 3-4). The kujibird's song can affect nearby creatures within 60 feet. A creature who succeeds on a saving throw against the kujibird's song cannot be affected by it again for 24 hours. Kuji song does not affect other kujibirds. When the kujibird sings its song, it can choose one of the following effects:
Fear. All creatures within 60 feet must succeed on a DC 12 Wisdom save or become frightened for 1 minute.
Sleep. The kujibird sends creatures within 60 feet into a slumber. This ability affects creatures with a total number of hit points equal to 22 (5d8). Creatures are affected in ascending order.
Starting with the creature that has the lowest current hit points, each creature affected by this ability falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points fram the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Madness. All creatures within 60 feet must succeed on a DC 12 Wisdom save or become temporarily insane. Upon failing a save, the target must use its next action to make a melee attack against the creature closest to it.
Muttering Serpent
The head of this 15’ to 20’ snake always looks like the head of the person viewing it, even after death. Its scales are mirrored and it secretes an oil that smells like fresh wood shavings. Muttering serpents can read the surface thoughts of intelligent creatures and communicate telepathically. It only ever asks questions, and with light suggestion, attempts to get individuals to go off alone. It can communicate with eight people simultaneously.
"When death finally comes, the last eyes you want to see are your own."
Muttering Serpent
Large monstrosity, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 97 (15d10 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 19 (+4)
- Skills Deception +7, Perception +5, Stealth +8
- Senses passive Perception 15
- Languages —
- Challenge 5 (1,800 XP)
Reflected Visage. A muttering serpent's face is always an exact copy of its viewer's, except that its mouth has fangs and a serpent tongue. Any creature who sees the muttering serpent when they are within 30 feet of it must succeed on a DC 15 Wisdom save or be frightened for 1 minute. A creature that succeeds on their save cannot be affected by this ability for 24 hours.
Natural Camouflage. When the muttering serpent doesn't move on its turn, its scales shift to match its surroundings, and it can attempt to Hide even while being observed.
Telepathy. The muttering serpent can communicate telepathically with any creature it can see. It can communicate with a creature as long as it can speak at least one language, and its target hears their own voice in their head when the muttering serpent speaks. The muttering serpent can communicate with up to eight creatures simultaneously.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Muttered Lies. As an action, the muttering serpent can feed lies to all creatures it is currently communicating with using its telepathy ability. Each target must succeed on a DC 15 Wisdom saving throw or be controlled by the muttering serpent until the end of its next turn. While controlling a target, the muttering serpent chooses what the target does, including actions, movement, speech, etc. If a target succeeds on the saving throw, it has advantage on all subsequent saving throws against this ability for the next 24 hours.
Obsidian Digger
"Don’t hold them close. Obsidian diggers are cute until they burrow into your chest. That’s how they got Morty."
Obsidian Digger
Small elemental, unaligned
- Armor Class 16 (natural armor)
- Hit Points 67 (9d6 + 36)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 18 (+4) 5 (-3) 10 (+0) 5 (-3)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
- Languages —
- Challenge 2 (450 XP)
Obsidian Vortex. An obsidian digger's body is constantly forming and reforming itself in a swirl of jagged obsidian shards. Any creature that attacks the obsidian digger with a melee attack while within 5 feet of it, or touches the obsidian digger, takes 3 (1d6) slashing damage. Additionally, at the end of each of its turns, the obsidian digger regains 9 (2d8) hit points.
Actions
Multiattack. The obsidian digger makes two attacks with its slam or obsidian shard.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)
Obsidian Shard. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 7 (1d8 + 3)
Orange Sludge
"Of course a skin of rum costs more than a skin of water. It’ll clean away the slime, clean away the ivy, and clean away the memories of those soon-to- be dead friends of yours."
Orange Sludge
Medium ooze, unaligned
- Armor Class 8
- Hit Points 60 (8d8 + 24)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 15 (+2) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
- Damage Immunities acid, lightning, slashing
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages —
- Challenge 2 (450 XP)
Amorphous. The orange sludge can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the orange sludge or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the sludge corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the sludge is destroyed after dealing damage.
The sludge can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The sludge can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Elf Consumption. After consuming an elf, the orange sludge becomes hyperactive. Its speed doubles, and it can attack with its pseudopod twice per turn. At the end of each of its turns, the sludge regains 4 (1d8) hit points. The hyperactivity lasts for 1d4 hours.
Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Poison Dart Frog
"I first heard of these frogs from a wild- eyed halfling running through the jungle with an empty jar. I wouldn’t have thought anything of it if he hadn’t been naked."
Poison Dart Frog
Tiny beast, unaligned
- Armor Class 11
- Hit Points 1 (1d4 - 1)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
- Skills Perception +1, Stealth +3
- Senses passive Perception 11
- Languages —
- Challenge 1/8 (25 XP)
Amphibious. The frog can breathe air and water.
***Standing Leap. *** The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Secreted Toxin. A poison dart frog secretes a toxin on its back that has an effect depending on the frog's color. If the frog jumps into a creature's space, and it has a contact toxin, there is a chance that toxin will affect that creature. Make a melee attack roll with a +3 bonus against the creature to determine if the creature is touched by the toxin. If touched, the target must succeed on a DC 11 Constitution saving throw or be affected by the toxin. Only the green, yellow, violet, and black varieties affect creatures on contact, and are the only ones detailed here. Roll 1d4 to determine color randomly.
Green. Black fungus begins to grow on and eat the victim's flesh. At the end of each long rest after becoming infected, the target's maximum hit points are reduced by 6 (2d6). Any spell or effect that removes a poison will cure this effect.
Yellow. The victim enters a stupor lasting for 2d6 hours. During this time, they have disadvantage on Charisma-based ability checks, and must succeed on a DC 11 Wisdom saving throw if they are ordered to do something by a creature whose language they can comprehend. If they fail the saving throw, they must carry out the command to the best of their ability.
Violet. The victim astrally projects behind their body for 2d6 hours. During this time, the victim has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, the victim has advantage on ability checks that use Strength, Dexterity, or Constitution. At the end of this period, the victim suffers two levels of exhaustion.
Black. The victim loses all memories from the last hour.
Giant Rat (The Natives)
Giant bloodthirsty rats, not much to it.
"Don't fuck with the natives man. They will always win in the end!"
Giant Rat
Small beast, unaligned
- Armor Class 12
- Hit Points 7 (2d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)
- Senses darkvision 60 ft., passive Perception 10
- Languages —
- Challenge 1/8 (25 XP)
Keen senses. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shadow
Shadows hunger for magic. If one kills a magic user or an innately magical creature, it reverts back to its beautiful elven form and can cast a single spell. But their desire to wield magic is so great that a shadow is rarely able to remain in this form for more than a second. At the completion of the spell’s casting, its flesh blows away once more on ethereal winds and it becomes enraged, feeling the fresh sting of loss. The shadows in each ruined elven city are bound to Hedonia’s shrine, reforming at sunset the day after their destruction. Cleaning away the outlines left at the sites of their transformation or destroying the shrine will free them permanently.
"Some say they can cast magic. Some say they can’t, but everyone agrees— they’re hungry for it."
Shadow
Medium undead, chaotic evil
- Armor Class 13
- Hit Points 44 (8d8 + 8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 8 (-1)
- Skills Stealth +5 (+7 in dim light or darkness)
- Damage Resistances acid, cold, fire, lightning, thunder; blugeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 10
- Languages —
- Challenge 2 (450 XP)
Magical Invigoration. Every time a spell fifth level or lower affects the shadow, it gains a +1 bonus to attack and damage rolls (maximum +5), as well as a 10 foot bonus to its speed (maximum +50 ft.).
Magic Sense. Shadows can detect any creature that is able to cast spells from up to 1 mile away. They do not know the exact location, but do know the distance and general direction.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Sensitivity. Shadows turns completely incorporeal and unable to touch or attack anything physically while in sunlight (including magical sunlight). Likewise, physical effects are unable to touch them.
Turning Immunity. The shadow is immune to any effect that turns undead.
Actions
Multiattack. The shadow makes two claw attacks and one bite attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Singing Golem
Many golems remain in good working order on Hot Springs Island. Being simple automatons, they attempt to carry out their last programmed routine from before the cataclysm occurred. Very few singing golems were programmed or equipped to fight, but contrary to popular belief, all golems will defend themselves against attacks (as a normal stone golem) unless specifically programmed otherwise.
"The elves that didn’t kill each other turned to stone. Sometimes you can find them wandering the jungle. Just don’t look into their eyes."
Spine Dragon
Spine dragons are 6’ to 15’ long, 2’ to 5’ tall, utterly docile, and effectively invulnerable. They are the observers of a long-forgotten god, and are frequently found in places where major events are on the cusp of occurring. They do not normally interfere with anything, but might occasionally kill wydarr. They dislike cold and will go to sleep until it is warm again.
"I once saw a roc pick up a spine dragon, fly high in the sky, and drop it. Week later, I see a spine dragon with a giant feather stuck between two of its plates. I don’t think these things can be hurt."
Spine dragons are completely immune to damage and cannot be killed by any known means. They are not known to ever attack anyone or anything. Thus, there is no reason to bother giving them combat statistics. Give them a bite attack with a +8 attack mod and does 1d10 + 4 damage, or something, if one of your PCs is stupid enough to stick their arm in the mouth of a spine dragon.
Tabibari
Tabibari are about 6’ long and 3’ tall. They are plant-eating herd animals, and normally found in groups of d12+4. Tabibari share consciousness, and a normal herd has the collective intelligence of a seven-year-old human child. The more there are, the more this collective intelligence increases. Twice a year on the solstices, thousands of tabibari on Hot Springs Island gather at the Rock of Scales, ostensibly for mating. They also gather there in times of great duress, but their reasons for doing so are unknown.
"What are they, anyway? Tiny cows? Big rats? Miniature horses? Or all three?"
Tabibari
Medium beast, unaligned
- Armor Class 11
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 7 (-2)
- Senses passive Perception 10
- Languages —
- Challenge 1/8 (25 XP)
Pack Tactics. The tabibari has advantage on attack rolls against a creature if at least one of the tabibari's allies is within 5 feet of the creature and the ally isn't incapacitated.
Hive Mind. When within 100 feet of at least one other tabibari, the tabibari connects with the others and forms a hive mind. The tabibari's Intelligence increases by 1 for every 5 tabibari (including itself) within range, to a maximum of 12 Intelligence. Additionally, while within 30 feet of another tabibari, the tabibari has advantage on Wisdom (Perception) checks.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.
Vyderac
Vyderac Matron
Vyderac matrons are gigantic 50’+ insectoid queens that birth and house a “storm” of vyderac. Each queen can hold a territory of about 5 hexes, and is permanently fused in a high, secure place near its center. Queens take in blood and use it to feed and birth new vyderac. In addition to her claws, a queen can spit streams of acid that kill and attract her brood. As a final defense, a queen can emergency gestate a new matron larva, then self-destruct using acid explosions.
"Blood goes in. Maggots come out. Her blood went in..."
A Vyderac Matron's Lair
The lair of a vyderac matron is usually a cliff side, massive tree, or other area with good vantage points on a high elevation. A vyderac matron is, in essence, her own lair, so she is always found within her lair and always has access to her lair action.
Lair Actions
When fighting inside her lair, a vyderac matron can use lair actions. On initiative count 20 (losing initiative ties), a vyderac matron can take one lair action to cause one of the following effects; the vyderac matron can't use the same lair action two rounds in a row.
- The vyderac matron sprays a cloud of pheromones at a targer or location within 50 feet. If aimed at a creature, the target must succeed on a DC 19 Dexterity saving throw or be covered in the substance. If the pheromones miss, they still land at the space the creature is occupying. 1d4 vyderac within 100 feet will use their next turn to swarm and attack the creature covered in pheromones, or any non-vyderac creatures within 20 feet of the pheromones. Additionally, all vyderac within 1 mile will be notified of the matron's distress and rush to her aid, targeting the creature or location covered in pheromones as a priority.
- The vyderac matron spawns and mutates new vyderac. Choose one of the following to spawn at a space within 5 feet of the vyderac matron: one vyderac feeder, 1d4 vyderac seekers, or 1d6 vyderac swarmers. The newly spawned vyderac can take their turn(s) immediately.
- In an effort to deter attackers that get too close, the vyderac matron will exude a new batch of non-mutated maggots. 1d10 vyderac maggots spawn in random spaces within 5 feet of the matron.
- The vyderac matron chooses to immediately activate her destructive gestation ability.
Vyderac Matron
Gargantuan monstrosity, unaligned
- Armor Class 20 (natural armor)
- Hit Points 277 (15d20 + 120)
- Speed 0 ft.
STR DEX CON INT WIS CHA 22 (+6) 5 (-3) 26 (+8) 8 (-1) 12 (+1) 7 (-2)
- Saving Throws Con +13, Wis +6
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities acid, poison
- Condition Immunities charmed, exhaustion, poisoned, prone, restrained
- Senses passive Perception 11
- Languages —
- Challenge 15 (13,000 XP)
Destructive Gestation. When the vyderac matron is reduced to 0 hit points (or when she chooses to activate this ability using her lair action), she immediately gestates a new matron larva and self-destructs, killing herself. The self-destruct causes a massive explosion of acid that affects all creatures within 100 feet. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, and half as much on a successful one.
Area Control. Because of the vast swarms of vyderac in the 1 to 5 mile-radius area surrounding the matron, she is keenly aware of who and what is in her territory. A matron is aware, within 30 minutes, of any creature that enters her territory, how many creatures there are, and their general location.
Legendary Resistance. These guys work together. Like super well, you don't even know.
Actions
Multiattack. The vyderac matron makes two attacks with her claws.
Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked backwards 20 feet and fall prone.
Acid Spit. Ranged Weapon Attack: +11 to hit, reach 40/80 ft., one target. Hit: 27 (5d10) acid damage and an additional 11 (2d10) acid damage at the start of the target's next turn. Additionally, vyderac within 50 feet will choose the target to attack if they are able to.
Legendary Actions
The vyderac matron can take 3 legendary actions, choosing from the options below. She can only take one legendary action at a time and only at the end of another creature's turn. The vyderac matron regains spent legendary actions at the start of its turn.
Claw. The vyderac matron makes a claw attack.
Acid Spit (2 actions). The vyderac matron makes an acid spit attack.
Consume Blood. If a vyderac feeder is within 20 feet of the matron, she can consume the blood stored within it to regain 13 (3d8) hit points.
Spawn Maggots (2 actions). The vyderac matron spawns 1d6 vyderac maggots in random spaces within 5 feet of the matron.
Vyderac Maggot
All nonmatron vyderac begin as maggots, which stay with their matron until death or until they are chosen for evolution. They produce a mild acid and are able to slowly chew through wood and stone. Maggots also produce stony secretions, similar to coral, that let them build cylindrical blood reservoirs and defenses for the matron and the vyderac storm.
"If erryone had teeth ’bout they assholes, it’d be a more polite world."
Vyderac Maggot
Tiny monstrosity, unaligned
- Armor Class 13 (natural armor)
- Hit Points 10 (2d6 + 3)
- Speed 20 ft., climb 15 ft.
STR DEX CON INT WIS CHA 5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
- Languages —
- Challenge 1/4 (50 XP)
Corrosive Drool. The maggot can eat through 2-inch-thick, nonmagical wood or stone in 1 round.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Acid Spit. Ranged Weapon Attack: +4 to hit, reach 10/20 ft., one target. Hit: 7 (2d6) acid damage.
Vyderac Seeker
Vyderac seekers are about 1 foot long and some of the fastest- moving creatures in the Swordfish Islands. They are able to sense the flow of warm blood inside creatures. When they detect it, they engage in a series of rapid fly-by passes and spit out clouds of fine powder. The powder causes extreme itching on exposed skin, and when it enters the blood stream, leads to numbness and eventually paralysis of the extremities. The powder is also laced with pheromones to attract vyderac swarmers and feeders.
"How long kin ya go w’out scratchin’ an itch? Hows ’bout a hunnerd itches? That’s how long you’ll live."
Vyderac Seeker
Tiny monstrosity, unaligned
- Armor Class 12
- Hit Points 9 (2d8)
- Speed 10ft., fly 80 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)
- Senses passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
Flyby. The seeker doesn't provoke opportunity attacks when it flies out of an opponent's reach.
Actions
Powder (Recharge 4-5). The seeker spits a cloud of fine powder at a target within 10 feet. The target must make a DC 12 Dexterity saving throw or be coated in the powder, which causes extreme itching. At the start of their next turn, the target must make a DC 12 Wisdom saving throw or spend their action itching their skin. If the target fails this save and itches themselves (or itches themselves for any other reason) two times in a 1 minute period, they take 3 (1d6) slashing damage as the powder mixes with their blood. Once this happens, the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. In addition, a pheromone signal is sent out to all vyderac swarmers and feeders within 300 feet, who will come to attack the target. The powder lasts for 2d6 hours or until washed off.
Vyderac Swarmer
Vyderac swarmers are about the size of a large grapefruit, and travel in packs of no less than 2d20+10. They usually crawl or climb, but are capable of short bursts of flight, which they usually use to leap onto creatures targeted by vyderac seekers. When swarmers bite flesh, they lock onto a victim with their huge mandibles and do not let go. They inject a spike that pumps venom into their target, preventing blood from clotting and causing internal organs to liquefy.
"First ya see just one. Then ya see five. Then ya don’t see the bard no more."
Vyderac Swarmer
Tiny monstrosity, unaligned
- Armor Class 12
- Hit Points 1 (1d4 - 1)
- Speed 30 ft., climb 10 ft.
STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 9 (-1) 1 (-5) 8 (-1) 2 (-4)
- Senses passive Perception 9
- Languages None
- Challenge 1/8 (25 XP)
Standing Leap. The swarmer's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the swarmer latches onto the target. The target or another creature within 5 feet must use their action and succeed on a DC 12 Strength check to remove the swarmer.
Inject. After latching onto a target, the swarmer can use its next action to impale its target with a small spike and inject it with venom, dealing 3 (1d6) poison damage.
Vyderac Feeder
Feeders are the largest and slowest of the mobile vyderac, and their bodies resemble a deflated balloon. Their two forelegs end in hooks and can be explosively extended toward a target to help a feeder close the final gap. The slow speed of a feeder almost always guarantees that it arrives at the scene of a fight well after the creature targeted by a seeker has been completely dealt with by swarmers. Feeders can drain 2 pints of blood per minute, and comfortably hold the blood of one normal human (about 10 pints).
"I can still hear my sister’s blood sloshing around in that thing’s sac as it flew away."
Vyderac Feeder
Small monstrosity, unaligned
- Armor Class 14 (natural armor)
- Hit Points 13 (3d6 + 3)
- Speed 10 ft., fly 15 ft.
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 2 (+1) 1 (-5) 8 (-1) 4 (-3)
- Senses passive Perception 9
- Languages —
- Challenge 1/4 (50 XP)
Sac Capacity. The feeder can only drain so much blood before becoming full and going back to its matron. After inflicting feed damage 5 times, the feeder's sac is full of blood and it can't use the ability again until it deposits the blood with its matron.
Actions
Hooks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the feeder attaches to the target, grappling it (escape DC 12).
Feed. Once attached to a creature, the feeder drains its blood, dealing 7 (2d6) damage on the first turn after it attaches, and again every minute (up to a maximum of the feeder's sac capacity, see above).
Boneback Wydarr
Wydarr are vile abominations about 4’ tall, originally created by hags who dwell elsewhere in the Swordfish Islands. Boneback are so called because of their oversized, exposed spine. The fleshy parts of their body hang from it and flop around when they run. The front limbs of a boneback wydarr end in long, bony hooks that grow throughout its life. The growth of these hooks causes terrible pain that can be relieved only by grinding them down, normally by digging.
"Don't bother running. They're faster than you."
Boneback Wydarr
Small monstrosity, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (8d6 + 24)
- Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 8 (-1)
- Senses passive Perception 11
- Languages —
- Challenge 2 (450 XP)
Pack Tactics. The wydarr has advantage on attack rolls against a creature if at least one of the wydarr's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the wydarr moves at least 20 feet straight toward a target and then hits it with a hook attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Multiattack. The wydarr makes two attacks with its hooks, or one attack with its hooks and one attack with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Crystalback Wydarr
Crystalback wydarr have crystal where boneback wydarr have bone. They are found only in hot, dry locations below the surface of Hot Springs Island, and rarely venture to the surface. The forelimbs of a crystalback wydarr grow continually and end in scythes, which cause it extreme pain and duress if they are not constantly ground down. As such, digging is these creatures’ only source of relief. They dig in tandem to leave behind tunnels 5’ high and from 9’ to 24’ wide. Each crystalback wydarr is encased in metal plates. Most are iron or steel, but occasionally an individual will be encased in a precious metal.
"Ha! I’ll be here on this barstool not dying. Those things are like halflings on dragon’s blood, with crystal swords and a lizard’s maw for kissing."
Crystalback Wydarr
Small monstrosity, unaligned
- Armor Class 17 (natural armor)
- Hit Points 82 (11d6 + 44)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+1) 19 (+4) 5 (-3) 13 (+1) 8 (-1)
- Senses passive Perception 11
- Languages —
- Challenge 3 (700 XP)
Pack Tactics. The wydarr has advantage on attack rolls against a creature if at least one of the wydarr's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The wydarr makes two attacks with its hooks, or one attack with its hooks and one attack with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Leapfrog. As an action, the wydarr can leap off the back of another wydarr within 5 feet. It leaps at a creature within 30 feet and attempts to impale it with its spikes. The creature must succeed on a DC 14 Dexterity saving throw or be impaled, taking 16 (3d10) piercing damage.
Zip Bird
Flightless white birds with powerful red legs, zip birds stand around 4’ tall. Although they do not fly, they can leap up to 30’. They cruise through rugged terrain at 15 miles an hour in packs of d6+1, screeching “woop woop woop.” Packs generally harass potential enemies by zipping past them one bird at a time from multiple directions, leaving their true numbers uncertain. They love hunting coppermane prowlers.
"One of those copper bird cats was about to finish me off when five of those whoop birds rushed up and attacked it! Never saw how it turned out though, ’cause I was too busy runnin’."
Zip Bird
Small beast, unaligned
- Armor Class 13
- Hit Points 36 (8d6 + 8)
- Speed 60 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 7 (-2)
- Senses passive Perception 12
- Languages —
- Challenge 1 (200 XP)
Charge. If the zip bird moves at least 30 feet straight toward a target, it may immediately make a beak attack without using an action.
Standing Leap. The zip bird's long jump is up to 30 feet and its high jump is 10 feet, with or without a running start.
Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Elementals
Earth Imp
"The fat little imps are so gneiss that it’s easy to take them for granite."
Earth Imp
Small elemental, neutral good
- Armor Class 16 (natural armor)
- Hit Points 36 (7d6+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 8 (-1)
- Skills Insight +4, Perception +4, Performance +1
- Damage Vulnerabilities thunder
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities exhaustion, paralyzed, petrified, poisoned
- Senses tremorsense 60ft., passive Perception 12
- Languages Common, Terran
- Challenge 1 (200 XP)
Manipulate earth. Earth imps can manipulate earth in various ways, raising spikes from the ground, creating small earthquakes and avalanches, launching pebbles and so on. Their power and strength depends on the size of their cores.
Actions
Slam. Melee Weapon Attack: +5 hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Earth spike. Earth imp targets one creature it can see within 30 feet of it. An earth spike penetrates from the ground if the target creature fails a DC 12 Dexterity saving throw it takes 1d6+2 piercing damage.
Earthquake. Earth imp can cause and earthquake in a radius of 30 feet around it. All creatures in the radius must succeed on a DC 11 Dexterity saving throw or they become prone.
Earth pebble. Ranged Weapon Attack: +3 hit, range 30/60 ft., one target. Hit: 6 (1d6 + 1) piercing damage
Fire Imp
"It’s not the size of the dog in the fight. It’s the amount of pissed-off little brawlers fueled by elemental fury that matters."
Fire Imp
Small elemental, lawful neutral
- Armor Class 13
- Hit Points 31 (7d6+1)
- Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 14 (+2)
- Skills Athletics +2, Acrobatics +5, Insight +3, Investigation +3
- Damage Vulnerabilities cold
- Damage Immunities fire
- Senses darkvision 60ft., passive Perception 11
- Languages Common, lgnan
- Challenge 1 (200 XP)
Manipulate fire. Fire imps can manipulate fire in various ways, launching small bombs of fire, heat metal, setting things on fire from a distance. Their power and strength depends on the size of their cores.
Actions
Multiattack. The fire imp makes two claw attacks.
Claw. Melee Weapon Attack: +2 hit, reach 5 ft., one target. Hit: 5 (1d6) slashing damage.
Heat metal. Fire imp targets one metal object it can see within 30 feet of it. The object glows red-hot. Any creature in physical contact with the object takes 1d6 fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 12 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Fire bomb. Ranged Weapon Attack: +5 hit, range 15/30 ft., one target. Hit: 6 (1d4) On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Water Imp
"Water Imps aren’t like normal imps. They’re nice, helpful, and speak plainly. They don’t make you jump through hoops like the others."
Water Imp
Small elemental, neutral good
- Armor Class 13
- Hit Points 24 (7d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 14 (+2) 15 (+2) 14 (+2)
- Skills Investigation +4, Perception +4, Stealth +5
- Damage Vulnerabilities fire
- Damage Resistances acid
- Damage Immunities cold
- Senses darkvision 60ft., passive Perception 12
- Languages Common, Aquan
- Challenge 1 (200 XP)
Manipulate water. Water imps can manipulate water in various ways, launching blasts, jets and geysers of water or spawning whips to defend themselves. Their power and strength depends on the size of their cores.
Actions
Multiattack. The water imp makes two claw attacks.
Claw. Melee Weapon Attack: +1 hit, reach 5 ft., one target. Hit: 3 (1d6-1) slashing damage.
Water jet. The water imp magically shoots water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a target takes 3 (1d6) bludgeoning damage and, if it is Medium or smaller, is pushed up to 10 feet away from the water imp and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Water whip. Melee Weapon Attack: +5 hit, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage plus 1d6 cold damage
Ooze Imp
"Don’t let on how much they disgust you, or they’ll follow you for days. Laughing and schlorping the whole time."
Ooze Imp
Small elemental, chaotic neutral
- Armor Class 13
- Hit Points 31 (7d6+7)
- Speed 20 ft., fly 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 8 (-1)
- Skills Stealth +4
- Damage Resistances acid
- Damage Immunities poison
- Senses darkvision 60ft., passive Perception 11
- Languages Common, Aquan, Terran
- Challenge 1 (200 XP)
Manipulate ooze. Ooze imps can manipulate ooze in various ways, launching mud, combine with other ooze imps to grove in size and strength. Their power and strength depends on the size of their cores.
Death Burst. When the ooze imp dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.
False Appearance. While the ooze imp remains motionless, it is indistinguishable from an ordinary mound of mud.
Actions
Multiattack. The ooze imp makes two claw attacks.
Claw. Melee Weapon Attack: +4 hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Water jet. The water imp magically shoots water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a target takes 3 (1d6) bludgeoning damage and, if it is Medium or smaller, is pushed up to 10 feet away from the water imp and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Water whip. Melee Weapon Attack: +5 hit, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage plus 1d6 cold damage
Magma Imp
"Not really sure how you kill one, but I hear their heads fetch quite a price."
Magma Imp
Small elemental, neutral
- Armor Class 15 (natural armor)
- Hit Points 31 (7d6+7)
- Speed 20 ft., fly 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 15 (+2) 9 (-1) 8 (-1)
- Skills Stealth +4
- Damage Resistances acid
- Damage Immunities poison
- Senses darkvision 60ft., passive Perception 11
- Languages Common, Aquan, Terran
- Challenge 1 (200 XP)
Manipulate magma. Magma imps can manipulate magma in various ways, forming molten globules, forming molten boulders and rolling them around. Their power and strength depends on the size of their cores.
Death Burst. When the magma imp dies, it explodes in a burst of lava. Each Medium or smaller creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking takes 10 (3d6) fire damage, on a failed save, or half as much damage on a successful one.
Actions
Multiattack. The magma imp makes two claw attacks.
Claw. Melee Weapon Attack: +4 hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Molten globules (Recharge 6). The magma imp can create a molten globules that can be thrown at a creature, or they can cool the globules and make obsidian orbs. Obsidian orb Magma imp cools the molten globule it created and throws it at a target createur or square. Each adjacent creature to the target must make a DC 10 Dexterity saving throw, takin 7 (2d6) piercing damage, on a failed save, or half as much damage on a successful one. Molten orb Magma imp throws molten globule it created at a target createur or square. Each adjacent creature to the target must make a DC 10 Dexterity saving throw, takin 7 (2d6) fire damage, on a failed save, or half as much damage on a successful one.
Steam Imp
"They got big ears to hear your thoughts and magic eyes to see your cards."
Steam Imp
Small elemental, neutral
- Armor Class 13
- Hit Points 31 (7d6+7)
- Speed 30 ft.,
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 15 (+2) 9 (-1) 8 (-1)
- Skills Stealth +4
- Damage Resistances fire
- Damage Immunities poison
- Senses darkvision 60ft., passive Perception 11
- Languages Common, Aquan, lgnan
- Challenge 1 (200 XP)
Manipulate steam. Steam imps can manipulate steam in various ways, transform themselves into clouds of steam at will, making mundane weapons useless against them. Their power and strength depends on the size of their cores.
Innate Spellcasting. The steam imp's innate spellcasting ability is Charisma (spell save DC 9). The steam imp can innately cast the following spells, requiring no material components: 3/day each: minor illusion, disguise self, silent image 1/day each: misty step, fog cloud
Actions
Claw. Melee Weapon Attack: +4 hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Night Axe
Night Axe Warrior
"Jus’ sayin’ it’s an ogre ain’t sayin’ much o’ anythin’."
Night Axe Warrior
Large giant, neutral
- Armor Class 16 (natural armor)
- Hit Points 49 (7d10+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 10 (0) 12 (+1) 8 (-1)
- Skills Intimidation +1, Perception +3, Survival +3
- Senses passive Perception 11
- Languages Common, Night Axe
- Challenge 1 (200 XP)
Aggressive. As a bonus action, the Night Axe Warrior can move up to its speed toward a hostile creature that it can see.
Actions
Slam. Melee Weapon Attack: +5 hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:15 (2d12 + 3) slashing damage.
Night Axe Edgesworn
"They probably wouldn’t be so angry if they could talk about their problems."
Night Axe Edgesworn
Large giant, chaotic neutral
- Armor Class 13
- Hit Points 49 (7d10+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 10 (0) 12 (+1) 10 (0)
- Skills Intimidation +2, Perception +3, Survival +3
- Senses passive Perception 11
- Languages -
- Challenge 2 (400 XP)
Aggressive. As a bonus action, the ogre can move up to its speed toward a hostile creature that it can see.
Mog'ok gift. All edgesworn are gifted with the ability to shape obsidian with their bare hands, and advance down the path of speed, fury, or terror, depending on their personalities.
Speed. Once per day Night Axe Edgesworn can increase their speed to 40 ft. and gain the ability to attack twice with their weapon (***Multiattack.***) for 1 minute.
Fury. Once per day Night Axe Edgesworn gain the advantage on all Str checks and strength based checks for 1 minute.
Terror. Once per day Night Axe Edgesworn can terrify creatures around it in 30 ft. radius, each creature must make a DC 11 Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the Night Axe Edgesworn on each of its turns, if able.
Actions
Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:11 (2d8 + 3) blunt damage.
Night Axe Bonebreaker
"They probably wouldn’t be so angry if they could talk about their problems."
Night Axe Bonebreaker
Large giant, neutral
- Armor Class 12
- Hit Points 49 (7d10+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (0) 10 (0) 14 (+2) 14 (+2) 16 (+3) 16 (+3)
- Skills Perception +3
- Senses passive Perception 13
- Languages Common, Night Axe
- Challenge 2 (400 XP)
Innate Spellcasting. Bonebrakers spellcasting ability is Charisma
Bonebreaker bones. Bonebreakers create bones that allow them to cast powerfull spells once they are broken:
Crazy bone. All creaters in 30 ft. radius are frightened if they fail DC 15 Charisma saving throw.
Lazy bone. Target create weapon becomes heavier for 1 minute, target drops the weapon if it fails DC 15 Charisma saving throw, otherwise has disadvatnage on attack.
Wish bone. Minor wish.
Flesh and bone. Target creature starts growing spikes, for 1 minute can use them as weapon and they are proficient with them.
Busy bone. Target get +10 to speed and Multiattack for 1 day.
Language bone Target speaks and understands any language for 1 day.
Actions
Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:8 (2d8) blunt damage.
Fuegonatus
Salamander Warrior
"They’re only happy when they can bully something. Even if that something is inanimate"
Salamander Warrior
Medium elemental, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 32 (7d8+1)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 11 (+1) 10 (0) 10 (0) 12 (+1)
- Skills Intimidation +3, Perception +2
- Senses darkvision 60ft, passive Perception 10
- Languages Common, Ignan
- Challenge 1 (200 XP)
Actions
Heated weapon. Any creature that comes into physical contact with the salamanders weapon take 1d6 fire damage.
Spear. Melee or ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage or 6 (1d8+2) piercing damage if used with two hands to make a melee weapon attack, plus 3 (1d6) fire damage.
Salamander Trickster
"I have never seen anything twitch so violently when casting a spell. Couldn’t tell if I was watchin’ a show or about to get pan-seared like a fish."
Salamander Trickster
Medium elemental, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 32 (7d8+1)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 11 (+1) 10 (0) 10 (0) 12 (+1)
- Skills Intimidation +3, Perception +2
- Senses darkvision 60ft, passive Perception 10
- Languages Common, Ignan
- Challenge 1 (200 XP)
Actions
Heated Body. Any creature that comes into physical contact within 5 ft. of Salamander Trickster take 3 (1d6) fire damage.
Spellcasting. Salamander can cast following spells:
At will: fire bolt, minor illusion, prestidigitation
3/day: burning hands, silent image
1/day: scorching ray
Combusterino
"Their swords burn, their insignias burn, but their laughs and jeers as they gut your friends burn hottest of all."
Combusterino
Small elemental, chaotic evil
- Armor Class 15
- Hit Points 31 (7d6+1)
- Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 14 (+2)
- Skills Athletics +2, Acrobatics +5, Insight +3, Investigation +3
- Damage Vulnerabilities cold
- Damage Immunities fire
- Senses darkvision 60ft., passive Perception 11
- Languages Common, lgnan
- Challenge 1 (200 XP)
Manipulate fire. Combusterino can manipulate fire in various ways, launching small bombs of fire, heat metal, setting things on fire from a distance.
Actions
Multiattack. The combusterino makes two claw attacks, or 2 weapon attacks.
Claw. Melee Weapon Attack: +2 hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.
Scissors. Melee Weapon Attack: +2 hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage and 3 (1d6) fire damage.
Heat metal. Combusterino targets one metal object it can see within 30 feet of it. The object glows red-hot. Any creature in physical contact with the object takes 1d6 fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 12 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Fire bomb. Ranged Weapon Attack: +5 hit, range 15/30 ft., one target. Hit: 6 (1d4) On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.