Expanded Exandria Bestiary WIP

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Bladerake

Medium monstrosity, unaligned


Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30ft., burrow 15 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 3 (-4) 10 (+0) 3 (-4)

Skills Perception +2, Stealth +5
Damage Resistances acid, necrotic
Condition Immunities charmed, frightened
Senses blindsight 60 ft., passive Perception 12
Languages -
Challenge 4 (1,100 XP)


Pack Tactics. The bladerake has advantage on an attack roll against a creature if at least one of the bladerake's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The bladerake makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (1d8) acid damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Wax Tomb (Recharges after a Short or Long Rest). The bladerake sprays acidic wax in a 15 foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) acid damage and is restrained in hardened wax. On a successful save, a creature takes half as much damage and is not restrained. As an action, a restrained creature can make a DC 15 Strength check, freeing itself on a success.


Cetus

Gargantuan beast, unaligned


Armor Class 15 (hide armor)
Hit Points 121 (9d20 + 27)
Speed 20 ft., swim 50 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 7 (-2) 10 (+0) 7 (-2)

Saving Throws Con +6
Senses passive Perception 10
Languages -
Challenge 5 (1,800 XP)


Hold Breath. The cetus can hold its breath for 1 hour.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) piercing damage.



Deep Scion Warlock

Medium humanoid (shapechanger), neutral evil


Armor Class 12 (15 with mage armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft. (20 ft, and swim 40 ft. in hybrid form)


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Wis +4, Cha +7
Skills Deception +10, Insight +4, Sleight of Hand +5, Stealth +5
Senses Darkvision 120 ft. (can see through magical darkness), passive Perception 11
Languages Aquan, Common, thieves' cant
Challenge 6 (2,300 XP)


Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.

Amphibious (Hybrid Form Only). The deep scion can breathe air and water.

Innate Spellcasting. The deep scions's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: detect magic, mage armor (self only)
1/day: arcane eye

Spellcasting. The deep scion is an 11th-level spellcaster. Its 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 spells:

Cantrips (at will): blade ward, eldritch blast (+4 bonus to each damage roll), mage hand, minor illusion
1st=5th level (3 5th level slots): armor of agathys, arms of hadar, control water, counterspell, darkness, dimension door, Evard's black tentacles, dispel magic, misty step, witch bolt

Actions

Multiattack. The deep scion makes two attacks with its Sword of Fathoms. In hybrid form, it also makes a bite attack.

Sword of Fathoms. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. This is a magic weapon attack.

Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.

Psychic Screech (Hybrid Form Only, Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 14 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.



Drow Pit Witch

Medium humanoid (elf), neutral evil


Armor Class 14 (hide armor)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 18 (+4) 14 (+2)

Saving Throws Con +4, Wis +7, Cha +5
Skills Insight +7, Nature +4, Perception +7, Stealth +5
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 17
Languages Elvish, Undercommon
Challenge 8 (3,900 XP)


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is an 11th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The drow has the following mountain druid spells prepared:

Cantrips (at will): druidcraft, magic stone, mold earth, poison spray
1st level (4 slots): cure wounds, earth tremor, thunderwave

2nd level (3 slots): pass without trace, spider climb, spike growth
3rd level (3 slots): erupting earth, lightning bolt, meld into stone
4th level (3 slots): hallucinatory terrain, stone shape, stoneskin
5th level (2 slots): passwall, wall of stone
6th level (1 slot): bones of the earth

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.

Change Shape (2/Day). The drow magically polymorphs into a gargoyle, earth elemental, or galeb duhr, and can remain in this form for up to 5 hours. The drow's equipment melds with her new form. The drow reverts to her true form if she dies or fall unconscious. The drow can revert to her true form using a bonus action on her turn.

While in a new form the drow retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form.

Summon Gargoyles (1/Day). The drow magically summons 2 (1d4) gargoyles, which appear in unoccupied spaces within 60 feet of their summoner. The gargoyles act as allies of their summoner, and remain for 10 minutes, or until their summoner dies, or until their summoner dismisses them as an action.

Mage Hunter Golem

In the Age of Arcanum, the archmage Halas created his extradimensional lair, the Folding Halls, to sequester himself and his research away from prying eyes. Skilled in the arcane art of golemsmithing, Halas created customized iron golems to guard his halls against other wizards hoping to learn his secrets. When spells of a moderate magnitude are cast within the Folding Halls, a mage hunter golem is dispatched to investigate.

Antimagic. Mage hunter golems are able to nullify magic around them, canceling their quarry's magical capabilities. They are also capable of administering a collar to the neck of their targets, muting them and keeping them from casting most spells should it escape their antimagic.

Capture, Not Kill. Mage hunter golems are designed to pacify their targets, rather than killing them outright. Once a mage the golem is pursuing is neutralized, the golem will carry it to the Prison of Soot, where they will be left until Halas comes to determine what will come next.

Credits

Creature: Mage Hunter Golem created by Matthew Mercer.
Art: Mage Hunter Golem by Sami Jen.



Mage Hunter Golem

Large construct, unaligned


Armor Class 20 (natural armor)
Hit Points 284 (28d10 + 130)
Speed 30 ft., fly 15 ft.


STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 17 (18,000 XP)


Antimagic Cone. The golem's face creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. The cone is also filled with dim light. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active. The golem cannot use its poison breath while the antimagic cone is active.

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

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

Actions

Multiattack. The golem makes two attacks, only one of which can be a collar clamp attack.

Collar Clamp. Melee Weapon Attack: +13 to hit, reach 5ft., one Medium or smaller creature. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must make a DC 18 Dexterity saving throw or be outfitted with a magical silencing collar. While wearing the collar, a creature cannot speak, and cannot cast spells with verbal components. A creature can use an action to make a DC 25 Strength (Athletics) or Dexterity (Acrobatics) check, or a Dexterity check with thieves' tools, to escape or unlock the collar. Once removed, the collar becomes nonmagical.

Slam. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.



Miskath Gorgon

Large monstrosity, unaligned


Armor Class 20 (natural armor)
Hit Points 378 (36d10 + 180)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 6 (-2) 12 (+1) 8 (-1)

Skills Perception +5
Damage Immunities poison
Condition Immunities frightened, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 15
Languages -
Challenge 10 (5,900 XP)


Legendary Resistance (3/Day). If the gorgon fails a saving throw, it can choose to succeed instead.

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Poison Burst. When the gorgon takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the gorgon takes 9 (2d8) poison damage.

Stone Breaker. The gorgon deals double damage to objects and structures made of stone, and ignores damage resistance granted by the petrified condition.

Actions

Gore. Melee Weapon Attack +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6)

Hooves. Melee Weapon Attack +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6)

Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Legendary Actions

The gorgon 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. The gorgon regains spent legendary actions at the start of its turn.

Attack. The gorgon makes an attack with its hooves. Defensive Shift. The gorgon moves up to 15 feet without provoking opportunity attacks.
Tighten Armor (Costs 2 Actions). The gorgon adds 4 to its AC until the start of its next turn.


Sharkbody Abomination

Large aberration, unaligned


Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages -
Challenge 2 (450 XP)


Blood Frenzy. The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The abomination can breathe air and water, but needs to be submerged at least once every 4 hours to avoid suffocating.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.


Chronurgist

Medium humanoid (any race), any alignment


Armor Class 12 (15 with mage armor)
Hit Points 75 (17d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 19 (+4) 12 (+1) 11 (+0)

Saving Throws Int +8, Wis +5
Skills Arcana +8, History +8
Senses passive Perception 11
Languages any four languages
Challenge 12 (8,400 XP)


Temporal Awareness. The chronurgist adds its Intelligence modifier to its initiative rolls.

Spellcasting. The chronurgist is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The chronurgist has the following Wizard spells prepared:

Cantrips (at will): light, mage hand, message, ray of frost (see Actions below), true strike
1st level (4 slots): expeditious retreat, gift of alacrity, mage armor, magic missile, shield
2nd level (3 slots): hold person, mirror image, misty step, ray of enfeeblement
3rd level (3 slots): counterspell, haste, slow
4th level (3 slots): blight, dimension door, ice storm
5th level (2 slots): hold monster, temporal shunt
6th level (1 slot): mass suggestion
7th level (1 slot): delayed blast fireball
8th level (1 slot): reality break
9th level (1 slot): time stop

Actions

Ray of Frost (Cantrip). Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 18 (4d8) cold damage, and the target's speed is reduced by 10 feet until the start of the chronurgist's next turn.

Momentary Stasis (4/Day). The chronurgist forces a Large or smaller creature it can see within 60 feet of it to make a DC 16 Constitution saving throw. On a failed save, the creature is encased in a field of magical energy until the end of the chronurgist's next turn, or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

Reactions

Chronal Shift (Recharge 5-6). When a creature the chronurgist can see within 30 feet of it succeeds or fails an attack roll, ability check, or saving throw, the chronurgist forces it to reroll. The creature must use the new roll.


Dunamancer

Medium humanoid (any race), any alignment


Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)


Spellcasting. The dunamancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The dunamancer has the following Wizard spells prepared:

Cantrips (at will): light, mage hand, message, sapping sting (see Actions below)
1st level (4 slots): gift of alacrity, mage armor, magic missile, shield
2nd level (3 slots): mirror image, misty step
3rd level (3 slots): counterspell, pulse wave, slow
4th level (3 slots): gravity sinkhole, dimension door
5th level (1 slot): temporal shunt

Actions

Sapping Sting (Cantrip). The dunamancer saps the vitality of one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw or take 5 (2d4) necrotic damage and fall prone.


Echo Knight

Medium humanoid (any race), any alignment


Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Str +5, Con +4
Skills Arcana +3, Athletics +5
Senses passive Perception 11
Languages any two languages
Challenge 4 (1,100 XP)


Manifest Echo. As a bonus action, the echo knight magically summons an echo of itself in an unoccupied space it can see within 15 feet of it. The echo lasts until it is destroyed, until the echo knight dismisses it as a bonus action, until it manifests another echo, or until it is incapacitated.

The echo is a medium object, has AC 16 and 1 hit point, and is immune to all conditions. On its turn, the echo knight can mentally command the echo to move up to 30 feet (no action required). The echo is destroyed if it is more than 30 feet away from the echo knight at the end of its turn.

While an echo is summoned, the echo knight can use it in the following ways:

  • As a bonus action, the echo knight and its echo magically teleport, swapping places at a cost of 15 feet of the echo knight's movement.
  • The echo knight's attacks can originate from its space or its echo's space.
  • When a creature moves 5 feet away from the echo, the echo knight can use its reaction to make an opportunity attack from the echo's space.

Actions

Multiattack. The echo knight makes two attacks. The echo knight can also use Unleash Incarnation.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 9 (1d10 + 3) slashing damage if used with two hands.

Unleash Incarnation (2/Day). The echo knight makes a melee weapon attack from its echo's space.


Echo Knight, Elite

Medium humanoid (any race), any alignment


Armor Class 18 (plate)
Hit Points 105 (14d8 + 42)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 14 (+2) 13 (+1) 12 (+1)

Saving Throws Str +7, Dex +4, Con +6
Skills Arcana +5, Athletics +7
Senses passive Perception 11
Languages any two languages
Challenge 7 (2,900 XP)


Manifest Echo. As a bonus action, the echo knight magically summons an echo of itself in an unoccupied space it can see within 15 feet of it. The echo lasts until it is destroyed, until the echo knight dismisses it as a bonus action, until it manifests another echo, or until it is incapacitated.

The echo is a medium object, has AC 17 and 1 hit point, and is immune to all conditions. On its turn, the echo knight can mentally command the echo to move up to 30 feet (no action required). The echo is destroyed if it is more than 30 feet away from the echo knight at the end of its turn.

While an echo is summoned, the echo knight can use it in the following ways:

  • As a bonus action, the echo knight and its echo magically teleport, swapping places at a cost of 15 feet of the echo knight's movement.
  • The echo knight's attacks can originate from its space or its echo's space.
  • When a creature moves 5 feet away from the echo, the echo knight can use its reaction to make an opportunity attack from the echo's space.

Actions

Multiattack. The echo knight makes two attacks. The echo knight can also use Unleash Incarnation.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Unleash Incarnation (3/Day). The echo knight makes a melee weapon attack from its echo's space.

Reactions

Shadow Martyr (Recharge 6). When a creature the echo knight can see targets it with an attack, the echo knight and its echo magically teleport, swapping places and causing the echo to become the target instead.



Expositor

Medium humanoid (any race), any non-evil alignment


Armor Class 17 (Unarmored Defense)
Hit Points 82 (15d8 + 15)
Speed 45 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 16 (+3) 17 (+3) 12 (+1)

Saving Throws Str +3, Dex +7, Wis +7
Skills History +9, Insight +7, Investigation +6, Perception +7
Senses passive Perception 17
Languages Any four languages
Challenge 5 (1,800 XP)


Unarmored Defense. While the expositor is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Mind of Mercury. The expositor can make two reactions per round, but no more than one reaction per turn.

Patient Defense (Recharge 5-6). The expositor can take the Dodge action as a bonus action.

Innate Spellcasting (Recharges after a Short or Long Rest). The expositor can innately cast zone of truth (spell save DC 14). Its innate spellcasting ability is Wisdom.

Actions

Multiattack. The expositor makes three unarmed strikes or three dart attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the expositor deflects the missile. The damage it takes from the attack is reduced by 9 (1d10 + 4). If the damage is reduced to 0, the expositor catches the missile if it's small enough to hold in one hand and the expositor has a hand free.

Preternatural Counter. In response to a creature missing the expositor with a melee attack, the expositor makes an Unarmed Strike against that creature.



Graviturgist

Medium humanoid (any race), any alignment


Armor Class 12 (15 with mage armor)
Hit Points 67 (15d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 19 (+4) 12 (+1) 11 (+0)

Saving Throws Int +8, Wis +5
Skills Arcana +8, History +8
Senses passive Perception 11
Languages any four languages
Challenge 10 (5,900 XP)


Gravity Well. When the graviturgist cast a spell on a creature, it can move the target 5 feet to an unoccupied space of its choice if the target is willing to move, the spell hits the target with an attack, or the target fails a saving throw against the spell.

Spellcasting. The graviturgist is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The graviturgist has the following Wizard spells prepared:

Cantrips (at will): fire bolt (see Actions below), light, mage hand, mending, message
1st level (4 slots): jump, mage armor, magic missile, magnify gravity, shield
2nd level (3 slots): levitate, misty step, spider climb
3rd level (3 slots): counterspell, fly, pulse wave
4th level (3 slots): dimension door, gravity sinkhole
5th level (2 slots): cone of cold, telekinesis
6th level (1 slot): globe of invulnerability, gravity fissure
7th level (1 slot): reverse gravity
8th level (1 slot): dark star

Actions

Fire Bolt (Cantrip). Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.

Reactions

Violent Attraction (Recharge 5-6). When another creature the graviturgist can see within 60 feet of it hits with a weapon attack, the graviturgist increases the attack's velocity, causing the attack to deal 5 (1d10) additional damage.

Accelerate Fall. When a creature within 60 feet of the graviturgist takes damage from a fall, the graviturgist increases the fall's damage by 11 (2d10).


Grinner

Medium humanoid (any race), any non-evil alignment


Armor Class 13 (leather armor)
Hit Points 45 (10d8 + 10)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 12 (+1) 13 (+1) 16 (+3)

Saving Throws Dex +4, Wis +3
Skills Deception +5, Perception +5, Performance +7
Senses passive Perception 15
Languages any two languages (usually Common) plus thieves' cant
Challenge 4 (1,100 XP)


Spellcasting. The grinner is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The grinner has the following Bard spells prepared:

Cantrips (at will): minor illusion, message, vicious mockery (see Actions below)
1st level (4 slots): charm person, disguise self, faerie fire, healing word
2nd level (3 slots): animal messenger, detect thoughts, enthrall
3rd level (3 slot): hypnotic pattern, sending

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Vicious Mockery (Cantrip). The grinner insults a creature it can see within 60 feet of it. If the creature can hear the grinner, it must succeed on a DC 13 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on the next attack roll it makes before the end of the grinner's next turn.

Reactions

Distracting Taunt (3/Day). The grinner imposes disadvantage to an attack roll, ability check, or saving throw made by a creature the grinner can see. To do so, the creature must be within 30 feet of the grinner and must be able to see or hear the grinner.



Volstrucker

Medium humanoid (any race), any alignment


Armor Class 15 (studded leather) 19 with Glyph Chant
Hit Points 78 (12d8 + 24)
Speed 30 ft. (40 ft. with Glyph Chant)


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

Saving Throws Dex +7, Int +8, Wis +5
Skills Acrobatics +7, Arcana +8, Intimidation +6, Perception +5
Senses passive Perception 15
Languages any three languages (usually Common) Challenge 10 (5,900 XP)


Spellcasting. The volstrucker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The volstrucker has the following Wizard spells prepared:

Cantrips (at will): booming blade, chill touch, mage hand, message, minor illusion
1st level (4 slots): disguise self, expeditious retreat, shield
2nd level (3 slots): hold person, invisibility, misty step
3rd level (3 slots): counterspell, lightning bolt, slow
4th level (3 slots): blight, dimension door, fire shield 5th level (2 slots): cloudkill, steel wind strike
6th level (1 slot): chain lightning

Glyph Chant (4/Day). As a bonus action, the volstrucker enters a Glyph Chant for 1 minute, or until it's incapacitated. While Glyph Chant is active, it gains the following benefits:

  • The volstrucker's AC increases by 4.
  • The volstrucker's walking speed increases by 10 feet.
  • The volstrucker gains a +4 bonus to Constitution saving throws made to maintain concentration on a spell.
  • The volstrucker can use Glyph Defense (see Reactions below).

Actions

Multiattack. The volstrucker makes two weapon attacks. It can cast a cantrip in place of one attack.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands.

Booming Blade (Cantrip). The volstrucker makes a Longsword attack. On a hit, the target takes an additional 9 (2d8) thunder damage and is sheathed in booming energy until the start of the volstrucker's next turn. If the target willingly moves 5 feet or more before then, the target takes 13 (3d8) thunder damage, and the spell ends.

Chill Touch (Cantrip). Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage, and the target can't regain hit points until the start of the volstrucker's next turn.

Reactions

Glyph Defense. When the volstrucker takes damage while Glyph Chant is active, it can expend a spell slot to reduce the damage by an amount equal to five times the spell slot's level.


Hollow Scout

Medium humanoid (any race), any alignment


Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Saving Throws Con +3
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)


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

Cling to Life. If damage reduces the scout to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the scout drops to 1 hit point instead.

Revenance. The scout registers as undead to spells and other effects that detect the presence of the undead creature type.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage

Unsettling Presence (Recharges after a Short or Long Rest). The scout unsettles a creature it can see within 15 feet of it. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this effect.

Hollow One Template

Any beast, dragon, giant, humanoid, or monstrosity can become a hollow one. It keeps its statistics, and gains the following traits.

Saving Throws. The creature becomes proficient in Constitution saving throws if it isn't already.

Cling to Life. If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.

Revenance. The creature registers as undead to spells and other effects that detect the presence of the undead creature type.

New Action: Unsettling Presence (Recharges after a Short or Long Rest). The creature unsettles a creature it can see within 15 feet of it. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this effect.

Wormkin Template

Humanoids that consume Quajath's flesh can become a wormkin. It keeps its statistics, and gains the following traits.

Alignment. The creature's alignment becomes chaotic neutral.

Connected to Quajath. Quajath can read the creature's thoughts and memories, speak with the creature telepathically, and access the creature's senses and perceive what the creature perceives. As a bonus action, Quajath can take direct control of the creature, choosing the actions, bonus action, reactions, and movement the creature takes until Quajath ends this control as a bonus action.

Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.

Regeneration. If the creature has at least 1 hit point, it regains 5 hit points at the start of its turn.


Wormkin Fanatic

Medium humanoid (any race), chaotic neutral


Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2 (450 XP)


Dark Devotion. The fanatic has advantage on saving throws against being charmed.

Connected to Quajath. Quajath can read the fanatic's thoughts and memories, speak with it telepathically, and access the fanatic's senses and perceive what it perceives. As a bonus action, Quajath can take direct control of the fanatic, choosing the actions, bonus action, reactions, and movement the fanatic takes until Quajath ends this control as a bonus action.

Magic Resistance. The fanatic has advantage on saving throws against spells and other magical effects.

Regeneration. If the fanatic has at least 1 hit point, it regains 5 hit points at the start of its turn.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.