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Appendix B - Monster Stat Blocks (Printer Friendly)

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The document provides stat blocks for various monsters and NPCs that could be encountered in an adventure.

Creatures described include beholders, animated armor, minotaurs, drow, rust monsters, intellect devourers, kobolds and gazers.

Intellect Devourers can magically consume a target's brain and take control of their body. They retain the target's knowledge and abilities.

Appendix B: Monster Stat Blocks

Xanathar ...............................................................................1
Noska and Thugs ..........................................................2
Noska ...............................................................................................2
Thug .................................................................................................2
X3 - Beholder Zombie ..............................................3
Beholder Zombie ........................................................................... 3
Gas Spore ........................................................................................ 3
X5 - Animated Armor ................................................4
Animated Armor ............................................................................4
X6 - Arena Henchmen ..............................................5
Ahmaergo ........................................................................................5
Bandit .............................................................................................. 5
Bugbear ...........................................................................................5
Goblin .............................................................................................. 5
X7 - Arena Prisoners ................................................ 6
Minotaur ......................................................................................... 6
Orog ................................................................................................. 6
Half-ogre ......................................................................................... 6
Bard ................................................................................................. 7
Swashbuckler ................................................................................. 7
Noble ............................................................................................... 7
Drow ................................................................................................ 8
Samara Strongbones ..................................................................... 8
Ettin ................................................................................................. 8
X8, X10 & X11 ..................................................................... 9
Deep Gnome ................................................................................... 9
Rust Monster .................................................................................. 9
Minotaur Skeleton ......................................................................... 9
X13 & X16 ............................................................................. 10
Thorvin Twinbeard .....................................................................10
Gazer ............................................................................................. 10
Apprentice Wizard ...................................................................... 10
X18 - Audience Chamber .................................... 11
Nar'l Xibrindas .............................................................................11
Grell ............................................................................................... 11
Duergar .........................................................................................12
X19 - Ott Steeltoes .................................................12
X23 - Kuo-toa ............................................................... 13
Kuo-toa ..........................................................................................13
Kuo-toa Whip ...............................................................................13
X26 - Nihiloor .............................................................. 14
Mind Flayer .................................................................................. 14
Intellect Devourer ....................................................................... 14
X30 & X31 ............................................................................. 15
Kobold ...........................................................................................15
Gazer ............................................................................................. 15
Bepis Honeymaker ......................................................................15
-
6. Telekinetic Ray. If the target is a creature, it must
Xanathar succeed on a DC 16 Strength saving throw or the
Large aberration, lawful evil beholder moves it up to 30 feet in any direction. It is
restrained by the ray’s telekinetic grip until the start
Armor Class 18 (natural armor) of the beholder’s next turn or until the beholder is
Hit Points 180 (19d10 +76) incapacitated. If the target is an object weighing 300
Speed 0 ft., fly 20 ft. (hover) pounds or less that isn’t being worn or carried, it is
moved up to 30 feet in any direction. The beholder
can also exert fine control on objects with this ray,
STR DEX CON INT WIS CHA such as manipulating a simple tool or opening a door
or a container.
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)
7. Sleep Ray. The targeted creature must succeed on
a DC 16 Wisdom saving throw or fall asleep and
Saving throws Int +8, Wis +7, Cha +8 remain unconscious for 1 minute. The target awakens
Skills Perception +12 if it takes damage or another creature takes an action
Damage resistances Force (ring of resistance) to wake it. This ray has no effect on constructs and
Condition Immunities prone undead.
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon 8. Petrification Ray. The targeted creature must make
Challenge 13 (10,000 XP) a DC 16 Dexterity saving throw. On a failed save, the
creature begins to turn to stone and is restrained. It
Antimagic Cone. The beholder's central eye creates an must repeat the saving throw at the end of its next
area of antimagic, as in the antimagic field spell, in a turn. On a success, the effect ends. On a failure, the
150-foot-cone. At the start of each of its turns, the creature is petrified until freed by the greater
beholder decides which way the cone faces and restoration spell or other magic.
whether the cone is active. The area works against 9. Disintegration Ray. If the target is a creature, it
the beholder's own eye rays. must succeed on a DC 16 Dexterity saving throw or
take 45 (10d8) force damage. If this damage reduces
Ring of Mind Shielding. Xanathar is immune to magic the creature to 0 hit points, its body becomes a pile
that allows other creatures to read its thoughts, of fine gray dust. If the target is a Large or smaller
determine whether it is lying, know your alignment or nonmagical object or creation of magical force, it is
know your creature type. disintegrated without a saving throw. If the target is a
Huge or larger object or creation of magical force,
Actions this ray disintegrates a 10-foot cube of it.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 10. Death Ray. The targeted creature must succeed
target. Hit: 14 (4d6) piercing damage. on a DC 16 Dexterity saving throw or take 55
(10d10) necrotic damage. The target dies if the ray
Ring of Invisibility. Xanathar can turn invisible as an
reduces it to 0 hit points.
action. It remains invisible until the ring is removed
or until it attacks, casts a spell, or uses a bonus action
to become visible again. Eye Rays. The beholder
Legendary Actions
shoots three of the following magical eye rays at The beholder can take 3 legendary actions, using the
random (reroll duplicates), choosing one to three Eye Ray option below. It can take only one legendary
targets it can see within 120 feet of it: action at a time and only at the end of another
1. Charm Ray. The targeted creature must succeed on creature’s turn. The beholder regains spent legendary
a DC 16 Wisdom saving throw or be charmed by the actions at the start of its turn.
beholder for 1 hour, or until the beholder harms the Eye Ray. The beholder uses one random eye ray.
creature.
2. Paralyzing Ray. The targeted creature must succeed Lair Actions
on a DC 16 Constitution saving throw or be paralyzed On initiative count 20 (losing initiative ties), the
for 1 minute. The target can repeat the saving throw beholder can take one lair action to cause one of the
at the end of each of its turns, ending the effect on following effects:
itself on a success.
3. Fear Ray. The targeted creature must succeed on a 1. A 50-foot square area of ground within 120 feet of
DC 16 Wisdom saving throw or be frightened for 1 the beholder becomes slimy; that area is difficult
minute. The target can repeat the saving throw at the terrain until initiative count 20 on the next round.
end of each of its turns, ending the effect on itself on 2. Walls within 120 feet of the beholder sprout
a success. grasping appendages until initiative count 20 on the
4. Slowing Ray. The targeted creature must succeed round after next. Each creature of the beholder’s
on a DC 16 Dexterity saving throw. On a failed save, choice that starts its turn within 10 feet of such a
the target’s speed is halved for 1 minute. In addition, wall must succeed on a DC 15 Dexterity saving throw
the creature can’t take reactions, and it can take or be grappled. Escaping requires a successful DC 15
either an action or a bonus action on its turn, not Strength (Athletics) or Dexterity (Acrobatics) check.
both. The creature can repeat the saving throw at the 3. An eye opens on a solid surface within 60 feet of
end of each of its turns, ending the effect on itself on the beholder. One random eye ray of the beholder
a success. shoots from that eye at a target of the beholder’s
5. Enervation Ray. The targeted creature must make a choice that it can see. The eye then closes and
DC 16 Constitution saving throw, taking 36 (8d8) disappears. The beholder can’t repeat an effect until
necrotic damage on a failed save, or half as much they have all been used, and it can’t use the same
damage on a successful one. effect two rounds in a row. 1
Noska and Thugs
Thug
Medium humanoid (any race), any non-good
Noska Ur'gray (thug)
Medium humanoid (dwarf), neutral evil Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Armor Class 11 (leather armor) Speed 30 ft.
Hit Points 32 (5d8 + 10)
Speed 25 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2
Senses passive Perception 10
Skills Intimidation +2 Languages Any one language (usually common)
Damage resistances Poison Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Common and Dwarvish Pack Tactics. The thug has advantage on an attack
Challenge 1/2 (100 XP) roll against a creature if at least one of the thug's
allies is within 5 ft. of the creature and the ally
Dwarven Resilience. The thug has advantage on isn't incapacitated.
saving throws against being poisoned.
Actions
Pack Tactics. The thug has advantage on an attack
roll against a creature if at least one of the thug's Multiattack. The thug makes two melee attacks.
allies is within 5 ft. of the creature and the ally Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.
isn't incapacitated. Hit: 5 (1d6 + 2) bludgeoning damage.
Actions Heavy Crossbow. Ranged Weapon Attack: +2 to
hit, range 100/400 ft. Hit: 5 (1d10) piercing
Multiattack. The thug makes two melee attacks. damage.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to
hit, range 100/400 ft. Hit: 5 (1d10) piercing
damage.

2
X3 - Beholder Zombie
Gas Spore
Large plant, unaligned
Beholder Zombie
Size, Alignment Armor Class 5
Hit Points 1 (1d10-4)
Armor Class 15 (natural armor) Speed fly 10 ft. (hover)
Hit Points 93 (11d10 + 33)
Speed 20 ft. (hover), walk 0 ft.
STR DEX CON INT WIS CHA
5 (-3) 1 (-5) 3 (-4) 1 (-5) 1 (-5) 1 (-5)
STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3) Damage Immunities Poison
Condition Immunities Blinded, Deafened,
Saving Throws Wis +2 Frightened, Paralyzed, Poisoned, Prone
Damage Immunities Poison Senses Blindsight 30 ft. (blind beyond this radius),
Condition Immunities Poisoned Passive Perception 5
Senses Darkvision 60 ft., Passive Perception 9 Languages —
Languages Deep Speech, Undercommon Challenge 1/2 (100 XP)
(understands but can't speak)
Challenge Rating 5 (1,800 XP) Death Burst. The gas spore explodes when it drops
to 0 hit points. Each creature within 20 feet of it
Undead Fortitude. If damage reduces the zombie must succeed on a DC 15 Constitution saving
to 0 hit points, it must make a Constitution saving throw or take 10 (3d6) poison damage and
throw with a DC of 5 + the damage taken, unless become infected with a disease on a failed save.
the damage is radiant or from a critical hit. On a Creatures immune to the poisoned condition are
success, the zombie drops to 1 hit point instead. immune to this disease.
Spores invade an infected creature’s system,
Actions killing the creature in a number of hours equal to
1d12 + the creature’s Constitution score, unless
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.
the disease is removed. In half that time, the
Hit: 14 (4d6) piercing damage.
creature becomes poisoned for the rest of the
Eye Ray. The zombie uses a random magical eye duration. After the creature dies, it sprouts 2d4
ray, choosing a target that it can see within 60 Tiny gas spores that grow to full size in 7 days.
feet of it. Eerie Resemblance. The gas spore resembles a
1. Paralyzing Ray. The targeted creature must beholder. A creature that can see the gas spore
succeed on a DC 14 Constitution saving throw or can discern its true nature with a successful DC
be paralyzed for 1 minute. The target can repeat 15 Intelligence (Nature) check.
the saving throw at the end of each of its turns,
ending the effect on itself on a success. Actions
2. Fear Ray. The targeted creature must succeed Touch. Melee Weapon Attack: +0 to hit, reach 5 ft.
on a DC 14 Wisdom saving throw or be Hit: 1 poison damage, and the creature must
frightened for 1 minute. The target can repeat the succeed on a DC 10 Constitution saving throw or
saving throw at the end of each of its turns, become infected with the disease described in
ending the effect on itself on a success. the Death Burst trait.
3. Enervation Ray. The targeted creature must
make a DC 14 Constitution saving throw, taking
36 (8d8) necrotic damage on a failed save, or half
as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it
must succeed on a DC 14 Dexterity saving throw
or take 45 (10d8) force damage. If this damage
reduces the creature to 0 hit points, its body
becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical
object or creation of magical force, it is
disintegrated without a saving throw. If the target
is a Huge or larger nonmagical object or creation
of magical force, this ray disintegrates a 10-foot
cube of it.

3
X5 - Animated Armor

Animated Armor
Medium construct, unaligned

Armor Class 18 (natural armor)


Hit Points 33 (6d8 + 6)
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 11 (+0) 13 (+1) 1 (–5) 3 (–4) 1 (–5)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6
Languages —
Challenge 1 (200 XP)

Antimagic Susceptibility. The armor is


incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the armor must
succeed on a Constitution saving throw against
the caster's spell save DC or fall unconscious for 1
minute.
False Appearance. While the armor remains
motionless, it is indistinguishable from a normal
suit of armor.

Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.

4
X6 - Arena Henchmen
Bugbear
Ahmaergo Medium humanoid (goblinoid), chaotic evil
Medium humanoid (dwarf), lawful evil
Armor Class 16
Hit Points 27 (5d8 + 5)
Armor Class 18 (plate) Speed 30 ft.
Hit Points 143 (22d8 + 44)
Speed 25 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 8 (–1) 11 (+0) 9 (–1)
20 (+5) 15 (+2) 14 (+2) 15 (+2) 14 (+2) 12 (+1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Saving throws Str +9, Con +6 Languages Common, Goblin
Skills Athletics +9, Intimidation +5, Perception +6 Challenge 1 (200 XP)
Damage resistances Poison
Senses darkvision 60 ft., passive Perception 16
Brute. A melee weapon deals one extra die of its
Languages Common , Dwarvish, Undercommon
damage when the bugbear hits with it (included in
Challenge 9 (5,000 XP)
the attack).
Dwarven Resilience. Ahmaergo has advantage on Surprise Attack. If the bugbear surprises a creature
saving throws against being poisoned. and hits it with an attack during the first round of
combat, the target takes an extra 7 (2d6) damage
Indomitable (2/Day). Ahmaergo can reroll a saving from the attack.
throw that he fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). Actions
As a bonus action, Ahmaergo can regain 20 hp. Morningstar. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
Actions damage.
Multiattack. Ahmaergo makes three attacks with
his greataxe. Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 9
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 (2d6 + 2) piercing damage in melee or 5 (1d6 +
ft. Hit: 11 (1d12 + 5) slashing damage, plus 7 2) piercing damage at range.
(2d6) slashing damage if Ahmaergo has more
than half his hit points remaining.
Heavy Crossbow. Ranged Weapon Attack: +6 to
hit, range 100/400 ft., one target. Hit: 7 (1d10 +
2) piercing damage. Goblin
Small humanoid (goblinoid), neutral evil

Armor Class 15
Bandit Hit Points 7 (2d6 + 0)
Medium humanoid (any race), any non-lawful Speed 30 ft.

Armor Class 12 STR DEX CON INT WIS CHA


Hit Points 11 (2d8 + 2)
Speed 30 ft. 8 (–1) 14 (+2) 10 (+0) 10 (+0) 8 (–1) 8 (–1)

Skills Stealth +6
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 9
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Languages Common, Goblin
Challenge 1/4 (50 XP)
Senses passive Perception 10
Languages Any one language (usually common) Nimble Escape. The goblin can take the Disengage
Challenge 1/8 (25 XP) or Hide action as a bonus action on each of its
turns.

Actions Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 Scimitar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) slashing damage. ft. Hit: 5 (1d6 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, Shortbow. Ranged Weapon Attack: +4 to hit, range
range 80/320 ft. Hit: 5 (1d8+1) piercing damage. 80/320 ft. Hit: 5 (1d6 + 2) piercing damage.

5
X7 - Arena Prisoners
Orog
Medium humanoid (orc), chaotic evil
Minotaur Armor Class 18 (plate)
Large monstrosity, chaotic evil Hit Points 42 (5d8 + 20)
Speed 30 ft.
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft. STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1)
STR DEX CON INT WIS CHA
Skills Intimidation +5, Survival +2
18 (+4) 11 (+0) 16 (+3) 6 (–2) 16 (+3) 9 (–1) Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Skills Perception +7 Challenge 2 (450 XP)
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal Aggressive. As a bonus action, the orog can move
Challenge 3 (700 XP) up to its speed toward a hostile creature that it
can see.
Charge. If the minotaur moves at least 10 ft.
straight toward a target and then hits it with a Actions
gore attack on the same turn, the target takes an
extra 9 (2d8) piercing damage. If the target is a Multiattack. The orog makes two greataxe attacks.
creature, it must succeed on a DC 14 Strength
Greataxe. Melee Weapon Attack: +6 to hit, reach 5
saving throw or be pushed up to 10 ft. away and
ft. Hit: 10 (1d12 + 4) slashing damage.
knocked prone.
Javelin. Melee or Ranged Weapon Attack: +6 to hit,
Labyrinthine Recall. The minotaur can perfectly reach 5 ft. or range 30/120 ft. Hit: 7 (1d6 + 4)
recall any path it has traveled. piercing damage.
Reckless. At the start of its turn, the minotaur can
gain advantage on all melee weapon attack rolls it
makes during that turn, but attack rolls against it
have advantage until the start of its next turn.

Actions Half-Ogre
Large giant, any chaotic alignment
Greataxe. Melee Weapon Attack: +6 to hit, reach 5
ft. Hit: 17 (2d12 + 4) slashing damage.
Armor Class 12 (hide armor)
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit Points 30 (4d10 + 8)
Hit: 13 (2d8 + 4) piercing damage. Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 14 (+2) 7 (–2) 9 (-1) 10 (+0)

Senses darkvision 60 ft., passive Perception 17


Languages Common, Giant
Challenge 1 (200 XP)

Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
ft. Hit: 12 (2d8 + 3) slashing damage, or 14
(2d10 + 3) slashing damage if used with two
hands.
Gore. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft. Hit: 10 (2d6 + 3)
piercing damage.

6
X7 - Arena Prisoners
Swashbuckler
Medium humanoid (human), any non-lawful
Bard
Medium humanoid (human), any alignment Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Armor Class 15 (chain shirt) Speed 30 ft.
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+2) 13 (+1) 14 (+2) Skills Acrobatics +8, Athletics +5, Persuasion +6
Senses passive Perception 10
Saving throws Dex +4, Wis +3 Languages Any one language
Skills Acrobatics +4, Perception +5, Performance Challenge 3 (700 XP)
+6
Senses passive Perception 15 Lightfooted. The swashbuckler can take the Dash
Languages Any two languages or Disengage action as a bonus action on each of
Challenge 3 (700 XP) its turns.
Suave Defense. While the swashbuckler is wearing
Spellcasting. The bard is a 4th-level spellcaster. Its light or no armor and wielding no shield, its AC
spellcasting ability is Charisma (spell save DC 12, includes its Charisma modifier.
+4 to hit with spell attacks). It has the following
bard spells prepared: Actions
Cantrips (at will): friends, mage hand, vicious Multiattack. The swashbuckler makes three
mockery attacks: one with a dagger and two with its rapier.
1st level (4 slots): charm person, healing word, Dagger. Melee or Ranged Weapon Attack: +6 to
heroism, sleep, thunderwave hit, reach 5 ft. or range 20/60 ft., one target. Hit:
2nd level (3 slots): invisibility, shatter 6 (1d4 + 4) piercing damage.
Song of Rest. The bard can perform a song while Rapier. Melee Weapon Attack: +6 to hit, reach 5
taking a short rest. Any ally who hears the song ft., one target. Hit: 8 (1d8 + 4) piercing damage.
regains an extra 1d6 hit points if it spends any Hit
Dice to regain hit points at the end of that rest.
The bard can confer this benefit on itself as well.
Taunt (2/day). The bard can use a bonus action on
its turn to target one creature within 30 feet of it.
If the target can hear the bard, the target must
Noble
succeed on a DC 12 Charisma saving throw or Medium humanoid (human), any alignment
have disadvantage on ability checks, attack rolls,
and saving throws until the start of the bard’s next Armor Class 15 (breastplate)
turn. Hit Points 9 (2d8)
Speed 30 ft.
Actions
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft. Hit: 5 (1d6 + 2) piercing damage. STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft. Hit: 5 (1d6 + 2) piercing damage.
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages Any two languages
Challenge 1/8 (25 XP)

Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 5 (1d8 + 1) piercing damage.
Reactions
Parry. The noble adds 2 to its AC against one
melee attack that would hit it. To do so, the noble
must see the attacker and be wielding a melee
weapon.

7
X7 - Arena Prisoners
Samara Strongbones
Small humanoid (halfling), chaotic evil
Drow
Medium humanoid (elf), neutral evil Armor Class 12
Hit Points 27 (6d8)
Armor Class 15 (chain shirt) Speed 25 ft.
Hit Points 13 (3d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) Skills Deception +5, Insight +4, Investigation +5,
Perception +6, Persuasion +5, Stealth +4
Skills Perception +2, Stealth +4 Senses passive Perception 16
Senses darkvision 120 ft., passive Perception 12 Languages Any two languages
Languages Elvish, Undercommon Challenge 1 (200 XP)
Challenge 1/4 (50 XP)
Halfling Nimbleness. Samara can move through the
Fey Ancestry. The drow has advantage on saving space of a Medium or larger creature.
throws against being charmed, and magic can't Brave. Samara has advantage on saving throws
put the drow to sleep. against being frightened.
Innate Spellcasting. The drow's spellcasting ability Cunning Action. On each of its turns, the spy can
is Charisma (spell save DC 11). It can innately cast use a bonus action to take the Dash, Disengage,
the following spells, requiring no material or Hide action.
components: At will: dancing lights 1/day each:
darkness, faerie fire Sneak Attack (1/Turn). The spy deals an extra 7
(2d6) damage when it hits a target with a weapon
Sunlight Sensitivity. While in sunlight, the drow has attack and has advantage on the attack roll, or
disadvantage on attack rolls, as well as on Wisdom when the target is within 5 ft. of an ally of the spy
(Perception) checks that rely on sight. that isn't incapacitated and the spy doesn't have
disadvantage on the attack roll.
Actions
Shortsword. Melee Weapon Attack: +4 to hit,
Actions
reach 5 ft.. Hit: 5 (1d6 + 2) piercing damage. Multiattack. Samara makes two melee attacks.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, Shortsword. Melee Weapon Attack: +4 to hit,
range 30/120 ft. Hit: 5 (1d6 + 2) piercing reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 Hand Crossbow. Ranged Weapon Attack: +4 to hit,
hour. If the saving throw fails by 5 or more, the range 30/120 ft. Hit: 5 (1d6 + 2) piercing
target is also unconscious while poisoned in this damage.
way. The target wakes up if it takes damage or if
another creature takes an action to shake it awake.

Ettin Two Heads. The ettin has advantage on Wisdom


(Perception) checks and on saving throws against
Large giant, chaotic evil
being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
Armor Class 12 (natural armor)
Hit Points 85 (10d10 + 30) Wakeful. When one of the ettin's heads is asleep, its
Speed 40 ft. other head is awake.

Actions
STR DEX CON INT WIS CHA
Multiattack. The ettin makes two attacks: one with its
21 (+5) 8 (–1) 17 (+3) 6 (–2) 10 (+0) 8 (–1) battleaxe and one with its morningstar.

Skills Perception +4 Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.


Senses darkvision 60 ft., passive Perception 14 Hit: 14 (2d8 + 5) slashing damage.
Languages Giant, Orc Morningstar. Melee Weapon Attack: +7 to hit, reach 5
Challenge 4 (1100 XP) ft. Hit: 14 (2d8 + 5) piercing damage.

8
Areas X8, X10 & X11
Rust Monster
Medium monstrosity, unaligned
Deep Gnome Armor Class 14
Small humanoid (gnome), neutral good Hit Points 27 (5d8 + 5)
Speed 40 ft.
Armor Class 15 (chain shirt)
Hit Points 16 (3d6 + 6)
Speed 20 ft. STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 2 (–4) 13 (+1) 6 (–2)
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 11
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (–1) Languages —
Challenge 1/2 (100 XP)
Skills Investigation +3, Perception +2, Stealth +4
Senses darkvision 120 ft., passive Perception 12 Iron Scent. The rust monster can pinpoint, by
Languages Gnomish, Terran, Undercommon scent, the location of ferrous metal within 30 feet
Challenge 1/2 (100 XP) of it.

Stone Camouflage. The gnome has advantage on Rust Metal. Any nonmagical weapon made of
Dexterity (Stealth) checks made to hide in rocky metal that hits the rust monster corrodes. After
terrain. dealing damage, the weapon takes a permanent
and cumulative -1 penalty to damage rolls. If its
Gnome Cunning. The gnome has advantage on penalty drops to -5, the weapon is destroyed. Non
Intelligence, Wisdom, and Charisma saving throws magical ammunition made of metal that hits the
against magic. rust monster is destroyed after dealing damage.
Innate Spellcasting. The gnome's innate
spellcasting ability is Intelligence (spell save DC
Actions
11). It can innately cast the following spells, Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.
requiring no material components: Hit: 5 (1d8 + 1) piercing damage.
At will: nondetection (self only) Antennae. The rust monster corrodes a
1/day each: blindness/deafness, blur, disguise self nonmagical ferrous metal object it can see within
5 feet of it. If the object isn't being worn or
Actions carried, the touch destroys a 1-foot cube of it. If
the object is being worn or carried by a creature,
War Pick. Melee Weapon Attack: +4 to hit, reach 5 the creature can make a DC 11 Dexterity saving
ft. Hit: 6 (1d8 + 2) piercing damage. throw to avoid the rust monster's touch.
Poisoned Dart. Ranged Weapon Attack: +4 to hit, If the object touched is either metal armor or a
range 30/120 ft. Hit: 4 (1d4 + 2) piercing metal shield being worn or carried, its takes a
damage, and the target must succeed on a DC 12 permanent and cumulative -1 penalty to the AC it
Constitution saving throw or be poisoned for 1 offers. Armor reduced to an AC of 10 or a shield
minute. The target can repeat the saving throw at that drops to a +0 bonus is destroyed. If the
the end of each of its turns, ending the effect on object touched is a held metal weapon, it rusts as
itself on a success. described in the Rust Metal trait.

Languages Understands abyssal but can't speak


Minotaur Skeleton Challenge 2 (450 XP)
Large undead, lawful evil
Charge. If the skeleton moves at least 10 feet straight
Armor Class 12 toward a target and then hits it with a gore attack on
Hit Points 67 (9d10 + 18) the same turn, the target takes an extra 9 (2d8)
Speed 40 ft. piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be
pushed up to 10 feet away and knocked prone.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (–2) 8 (–1) 5 (–3)
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Damage Vulnerabilities bludgeoning one target. Hit: 17 (2d12 + 4) slashing damage.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 9 one target. Hit: 13 (2d8 + 4) piercing damage.

9
X13 & X16
Gazer
Tiny aberration, neutral evil
Thorvin Twinbeard Armor Class 13
Medium humanoid (dwarf), lawful neutral Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)
Armor Class 10
Hit Points 4 (1d8 + 0)
Speed 25 ft. STR DEX CON INT WIS CHA
3 (–4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (–2)
STR DEX CON INT WIS CHA
Saving throws Wis +2
10 (+0) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 10 (+0) Skills Perception +4, Stealth +5
Condition Immunities Prone
Damage resistances Poison Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., passive Perception 10 Languages —
Languages Common, dwarven Challenge 1/2 (100 XP)
Challenge 0 (10 XP)
Aggressive. As a bonus action, the gazer can move
Dwarven Resilience. Thorvin has advantage on up to its speed toward a hostile creature that it
saving throws against being poisoned. can see.
Mimicry. The gazer can mimic simple sounds of
Actions speech it has heard, in any language. A creature
Club. Melee Weapon Attack: +2 to hit, reach 5 ft. that hears the sounds can tell they are imitations
Hit: 2 (1d4) bludgeoning damage. with a successful DC 10 Wisdom (Insight) check.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
Apprentice Wizard Eye Rays. The gazer shoots two of the following
Medium humanoid (dwarf), neutral magical eye rays at random (reroll duplicates),
choosing one or two targets it can see within 60
Armor Class 10 feet of it:
Hit Points 9 (2d8 + 0) 1. Dazing Ray. The targeted creature must
Speed 25 ft. succeed on a DC 12 Wisdom saving throw or
be charmed until the start of the gazer’s next
turn. While the target is charmed in this way,
STR DEX CON INT WIS CHA its speed is halved, and it has disadvantage on
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0) attack rolls.
2. Fear Ray. The targeted creature must succeed
Skills Arcana +4, History +4 on a DC 12 Wisdom saving throw or be
Senses darkvision 60 ft., passive Perception 10 frightened until the start of the gazer’s next
Languages Common, Dwarvish turn.
Challenge 1/4 (50 XP) 3. Frost Ray. The targeted creature must succeed
on a DC 12 Dexterity saving throw or take 10
(3d6) cold damage.
Dwarven Resilience. The apprentice wizard has 4. Telekinetic Ray. If the target is a creature that
advantage on saving throws against being is Medium or smaller, it must succeed on a
poisoned DC 12 Strength saving throw or be moved up
Spellcasting. The apprentice wizard is a 1st-level to 30 feet directly away from the gazer. If the
spellcaster. Grum'shar's spellcasting ability is target is an object weighing 10 pounds or
Intelligence (spell save DC 12, +4 to hit with spell less that isn’t being worn or carried, the gazer
attacks). Grum'shar has the following wizard spells moves it up to 30 feet in any direction. The
prepared: gazer can also exert fine control on objects
with this ray, such as manipulating a simple
Cantrip (at will):fire bolt, mending, prestidigitation tool or opening a container.
1st level (2 slots): burning hands, disguise self,
shield

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

10
X18 - Audience Chamber
Grell
Medium aberration, neutral evil
Nar'l Xibrindas
Medium humanoid (elf), neutral evil Armor Class 12
Hit Points 55 (10d8 + 10)
Armor Class 12 (15 with mage armor) Speed 10 ft., fly 30 ft.
Hit Points 45 (10d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 9 (-1)
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1) Skills Perception +4, Stealth +6
Damage resistances lightning
Skills Arcana +6, Deception +5, Perception +4, Condition Immunities blinded, prone
Stealth +5 Senses Blindsight 60 ft. (blind beyond this radius),
Senses darkvision 120 ft., passive Perception 14 passive Perception 14
Languages Elvish, Undercommon Languages Grell
Challenge 7 (2,900 xp) Challenge 3 (700 XP)

Fey Ancestry. The drow has advantage on saving Actions


throws against being charmed, and magic can't
put the drow to sleep. Multiattack. The grell makes two attacks: one with
its tentacles and one with its beak.
Innate Spellcasting. The drow's spellcasting ability
is Charisma (spell save DC 11). It can innately cast Tentacles. Melee Weapon Attack: +4 to hit, reach
the following spells, requiring no material 10 ft., one creature. Hit: 7 (1d10 + 2) piercing
components: damage, and the target must succeed on a DC 11
Constitution saving throw or be poisoned for 1
At will: dancing lights minute. The poisoned target is paralyzed, and it
1/day each: darkness, faerie fire, levitate (self only) can repeat the saving throw at the end of each of
its turns, ending the effect on a success.
Spellcasting. The drow is a 10th-level spellcaster.
Its spellcasting ability is Intelligence (spell save The target is also grappled (escape DC 15). If the
DC 14, +6 to hit with spell attacks). The drow has target is Medium or smaller, it is also restrained
the following wizard spells prepared: until this grapple ends. While grappling the target,
the grell has advantage on attack rolls against it
Cantrips (at will): mage hand, minor illusion, and can’t use this attack against other targets.
poison spray, ray of frost When the grell moves, any Medium or smaller
1st level (4 slots): mage armor, magic missile, target it is grappling moves with it.
shield, witch bolt Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.
2nd level (3 slots): alter self, misty step, web Hit: 7 (2d4 + 2) piercing damage
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard’s black tentacles, greater
invisibility
5th level (2 slots): cloudkill
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 −
1) bludgeoning damage if used with two hands,
plus 3 (1d6) poison damage.
Summon Demon (1/Day). The drow magically
summons a quasit, or attempts to summon a
shadow demon with a 50 percent chance of
success. The summoned demon appears in an
unoccupied space within 60 feet of its
summoner, acts as an ally of its summoner, and
can’t summon other demons. It remains for 10
minutes, until it or its summoner dies, or until its
summoner dismisses it as an action.

11
X18 - Audience Chamber X19 - Ott Steeltoes

Duergar Ott Steeltoes


Medium humanoid (dwarf), lawful evil Medium humanoid (dwarf), chaotic evil

Armor Class 16 Armor Class 12 (leather armor)


Hit Points 26 (4d8 + 8) Hit Points 9 (2d8)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (–1) 11 (+0) 12 (+1) 10 (+0) 6 (-2) 11 (+0) 10 (+0)

Damage Resistances poison Skills Deception +2, Religion +0


Senses darkvision 120 ft., passive Perception 10 Damage Resistances poison
Languages Dwarvish, Undercommon Senses passive Perception 10
Challenge 1 (200 XP) Languages Common and Dwarvish
Challenge 1/8 (25 XP)
Duergar Resilience. The duergar has advantage on
saving throws against poison, spells, and illusions, Dark Devotion. The cultist has advantage on saving
as well as to resist being charmed or paralyzed. throws against being charmed or frightened.
Sunlight Sensitivity. While in sunlight, the duergar Dwarven Resilience. Ott Steeltoes has advantage
has disadvantage on attack rolls, as well as on on saving throws against being poisoned.
Wisdom (Perception) checks that rely on sight.
Actions
Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5
Enlarge (Recharges after a Short or Long Rest). For 1 ft. Hit: 4 (1d6 + 1) slashing damage.
minute, the duergar magically increases in size,
along with anything it is wearing or carrying. While
enlarged, the duergar is Large, doubles its damage
dice on Strength-based weapon attacks (included
in the attacks), and makes Strength checks and
Strength saving throws with advantage. If the
duergar lacks the room to become Large, it attains
the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) piercing damage,
or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 5
(1d6 + 2) piercing damage, or 9 (2d6 + 2)
piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest).
The duergar magically turns invisible until it
attacks, casts a spell, or uses its Enlarge, or until
its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the
duergar wears or carries is invisible with it .

12
X23 - Kuo-Toa
Kuo-toa Whip
Medium humanid (kuo-toa), neutral evil
Kuo-toa
Medium humanid (kuo-toa), neutral evil Armor Class 11 (natural armor)
Hit Points 65 (10d8 + 20)
Armor Class 13 (natural armor, shield) Speed 30 ft., swim 30 ft.
Hit Points 18 (4d8)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 11 (+0) 11 (+0) 10 (+0) 8 (–1) Skills Perception +6, Religion +4
Senses darkvision 120 ft., passive Perception 16
Skills Perception +4 Languages Undercommon
Senses darkvision 120 ft., passive Perception 14 Challenge 1 (200 XP)
Languages Undercommon
Challenge 1/4 (50 XP) Amphibious. The kuo-toa can breathe air and
water.
Amphibious. The kuo-toa can breathe air and Otherworldly Perception. The kuo-toa can sense
water. the presence of any creature within 30 feet of it
Otherworldly Perception. The kuo-toa can sense that is invisible or on the Ethereal Plane. It can
the presence of any creature within 30 feet of it pinpoint such a creature that is moving.
that is invisible or on the Ethereal Plane. It can Slippery. The kuo-toa has advantage on ability
pinpoint such a creature that is moving. checks and saving throws made to escape a
Slippery. The kuo-toa has advantage on ability grapple.
checks and saving throws made to escape a Sunlight Sensitivity. While in sunlight, the kuo-toa
grapple. has disadvantage on attack rolls, as well as on
Sunlight Sensitivity. While in sunlight, the kuo-toa Wisdom (Perception) checks that rely on sight.
has disadvantage on attack rolls, as well as on Spellcasting. The kuo-toa is a 2nd-level spellcaster.
Wisdom (Perception) checks that rely on sight. Its spellcasting ability is Wisdom (spell save DC
12, +4 to hit with spell attacks). The kuo-toa has
Actions the following cleric spells prepared:
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Cantrips (at will): sacred flame, thaumaturgy
Hit: 3 (1d4 + 1) piercing damage.
1st level (3 slots): bane, shield of faith
Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Actions
piercing damage, or 5 (1d8 + 1) piercing damage Multiattack. The kuo-toa makes two attacks: one
if used with two hands to make a melee attack. with its bite and one with its pincer staff.
Net. Ranged Weapon Attack: +3 to hit, range 5/15
ft., one Large or smaller creature. Hit: The target is Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
restrained. A creature can use its action to make a one target. Hit: 4 (1d4 + 2) piercing damage.
DC 10 Strength check to free itself or another Pincer Staff. Melee Weapon Attack: +4 to hit,
creature in a net, ending the effect on a success. reach 10 ft. Hit: 5 (1d6 + 2) piercing damage. If
Dealing 5 slashing damage to the net (AC 10) the target is a Medium or smaller creature, it is
frees the target without harming it and destroys grappled (escape DC 14). Until this grapple ends,
the net. the kuo-toa can’t use its pincer staff on another
target.
Reaction
Sticky Shield. When a creature misses the kuo-toa
with a melee weapon attack, the kuo-toa uses its
sticky shield to catch the weapon. The attacker
must succeed on a DC 11 Strength saving throw,
or the weapon becomes stuck to the kuo-toa’s
shield. If the weapon’s wielder can’t or won’t let
go of the weapon, the wielder is grappled while
the weapon is stuck. While stuck, the weapon
can’t be used. A creature can pull the weapon free
by taking an action to make a DC 11 Strength
check and succeeding.

13
X26 – Nihiloor
Intellect Devourer
Tiny aberration, lawful evil
Mind Flayer Armor Class 12
Medium aberration, lawful evil Hit Points 21 (6d4 + 6)
Speed 40 ft.
Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft. STR DEX CON INT WIS CHA
6 (–2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Skills Perception +2, Stealth +4
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) Damage Resistances bludgeoning, piercing and
slashing from nonmagical weapons
Saving Throws Int +7, Wis +6, Cha +6 Condition Immunities blinded
Skills Arcana +7, Deception +6, Insight +6, Senses blindsight 60 ft., passive Perception 12
Perception +6, Persuasion +6, Stealth +4 Languages Understands deep speech but can't
Senses darkvision 120 ft., passive Perception 16 speak, Telepathy 60 ft.
Languages Deep Speech, Telepathy 60 ft., Challenge 2 (450 XP)
Undercommon
Challenge 7 (2,900 XP) Detect Sentience. The intellect devourer can sense
the presence and location of any creature within
Magic Resistance. The mind flayer has advantage 300 feet of it that has an Intelligence of 3 or
on saving throws against spells and other magical higher, regardless of interposing barriers, unless
effects. the creature is protected by a mind blank spell.
Innate Spellcasting (Psionics). The mind flayer’s
innate spellcasting ability is Intelligence (spell
Actions
save DC 15). It can innately cast the following Multiattack. The intellect devourer makes one
spells, requiring no components: attack with its claws and uses Devour Intellect.
At will: detect thoughts, levitate Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.
1/day each: dominate monster, plane shift (self Hit: 7 (2d4 + 2) slashing damage.
only) Devour Intellect. The intellect devourer targets one
creature it can see within 10 feet that has a brain.
Actions The target must succeed on a DC 12 Intelligence
Tentacles. Melee Weapon Attack: +7 to hit, reach saving throw or take 11 (2d10) psychic damage.
5 ft. Hit: 15 (2d10 + 4) psychic damage. If the Also on a failure, roll3d6: If the total equals or
target is Medium or smaller, it is grappled (escape exceeds the target's Intelligence score, that score
DC 15) and must succeed on a DC 15 Intelligence is reduced to 0. The target is stunned until it
saving throw or be stunned until this grapple regains at least one point of Intelligence.
ends. Body Thief. The intellect devourer initiates an
Intelligence contest with an incapacitated
Extract Brain. Melee Weapon Attack: +7 to hit, humanoid within 5 feet of it that isn’t protected
reach 5 ft., one incapacitated humanoid grappled by protection from evil and good. If it wins the
by the mind flayer. Hit: The target takes 55 contest, the intellect devourer magically
(10d10) piercing damage. If this damage reduces consumes the target’s brain, teleports into the
the target to 0 hit points, the mind flayer kills the target’s skull, and takes control of the target’s
target by extracting and devouring its brain. body. While inside a creature, the intellect
Mind Blast (Recharge 5–6). The mind flayer devourer has total cover against attacks and other
magically emits psychic energy in a 60-foot cone. effects originating outside its host. The intellect
Each creature in that area must succeed on a DC devourer retains its Intelligence, Wisdom, and
15 Intelligence saving throw or take 22 (4d8 + 4) Charisma scores, as well as its understanding of
psychic damage and be stunned for 1 minute. A Deep Speech, its telepathy, and its traits. It
creature can repeat the saving throw at the end of otherwise adopts the target’s statistics. It knows
each of its turns, ending the effect on itself on a everything the creature knew, including spells and
success. languages.
If the host body dies, the intellect devourer must
leave it. A protection from evil and good spell cast
on the body drives the intellect devourer out. The
intellect devourer is also forced out if the target
regains its devoured brain by means of a wish. By
spending 5 feet of its movement, the intellect
devourer can voluntarily leave the body,
teleporting to the nearest unoccupied space
within 5 feet of it. The body then dies, unless its
brain is restored within 1 round.

14
X30 & X31
Gazer
Tiny aberration, neutral evil
Kobold
Small humanoid (kobold), lawful evil Armor Class 13
Hit Points 13 (3d4 + 6)
Armor Class 12 Speed 0 ft., fly 30 ft. (hover)
Hit Points 5 (2d6 – 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
3 (–4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (–2)
STR DEX CON INT WIS CHA
7 (–2) 15 (+2) 9 (–1) 8 (–1) 7 (–2) 8 (–1) Saving throws Wis +2
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 8 Condition Immunities Prone
Languages Common, Draconic Senses darkvision 60 ft., passive Perception 14
Challenge 1/8 (25 XP) Languages —
Challenge 1/2 (100 XP)
Sunlight Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, as well as on Aggressive. As a bonus action, the gazer can move
Wisdom (Perception) checks that rely on sight. up to its speed toward a hostile creature that it
can see.
Pack Tactics. The kobold has advantage on an
attack roll against a creature if at least one of the Mimicry. The gazer can mimic simple sounds of
kobold's allies is within 5 ft. of the creature and speech it has heard, in any language. A creature
the ally isn't incapacitated. that hears the sounds can tell they are imitations
with a successful DC 10 Wisdom (Insight) check.
Actions Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 4 (1d4 + 2) Eye Rays. The gazer shoots two of the following
bludgeoning damage. magical eye rays at random (reroll duplicates),
choosing one or two targets it can see within 60
feet of it:
1. Dazing Ray. The targeted creature must
succeed on a DC 12 Wisdom saving throw or
be charmed until the start of the gazer’s next
Bepis Honeymaker turn. While the target is charmed in this way,
Medium humanoid (halfling), lawful good its speed is halved, and it has disadvantage on
attack rolls.
2. Fear Ray. The targeted creature must succeed
Armor Class 10 on a DC 12 Wisdom saving throw or be
Hit Points 3 (1d6) frightened until the start of the gazer’s next
Speed 25 ft. turn.
3. Frost Ray. The targeted creature must succeed
on a DC 12 Dexterity saving throw or take 10
STR DEX CON INT WIS CHA (3d6) cold damage.
10 (+0) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 4. Telekinetic Ray. If the target is a creature that
is Medium or smaller, it must succeed on a
Senses passive Perception 10 DC 12 Strength saving throw or be moved up
Languages Common, Halfling to 30 feet directly away from the gazer. If the
Challenge 0 (10 XP) target is an object weighing 10 pounds or
less that isn’t being worn or carried, the gazer
moves it up to 30 feet in any direction. The
Halfling Nimbleness. Bepis can move through the gazer can also exert fine control on objects
space of a Medium or larger creature. with this ray, such as manipulating a simple
Brave. Bepis has advantage on saving throws tool or opening a container.
against being frightened.

Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 2 (1d4) bludgeoning damage.

15

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