| CR | Monsters |
|---|---|
| 1/4 | Phaerimm Hatchling |
| 8 | Phaerimm Agent … |
Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils.
Yochlols embody the pernicious will and infectious philosophies of the Abyss. In their rarely seen true forms, these noxious manipulators appear as ever-shifting masses of dripping tentacles and toxic flesh crowned by a single baleful eye. More often, though, yochlols take the form of spiders or zealous cultists. They use manipulative magic and dangerous rhetoric to spread demonic cults, corrupt…
On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting. —Gundren Rockseeker, Dwarf Treasure Hunter Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw…
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a…
| 1d6 | The Succubus Manipulates Its Target By... |
|---|---|
| 1 | Adopting the form of a lost loved one. |
| 2 | Charming someone close to its target. … |
Hezrous compose the bulk of many demonic hordes. In croaking, reeking throngs, these ogre-size brutes seek to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched fangs, fungal growths, or half-formed features. These unsettling manifestations emerge, then…
Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.
| 1d4 | To Attract Potential Meals, the Otyugh... |
|---|---|
| 1 | Disguises its tentacles with garbage puppets. |
| 2 | Sings an enticing song in Otyugh. … |
Wondrous Item, rare (requires attunement by a Character Proficient with the Tool) While using this tool as a Spellcasting Focus, you gain a +2 bonus to spell attack rolls. The bonus is determined by the tool’s rarity. In addition, you can add this bonus to any ability check you make using this tool.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
| 1d8 | The Xorn Craves... |
|---|---|
| 1 | Adamantine or mithral. |
| 2 | Coins minted by a long-dead empire. … |
Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes frequented by denizens of the Underdark. Piercers might lurk for months at a time, waiting for any creature of their approximate size to pass underneath. When potential meals move below, piercers release their grip and plummet, intent on impaling prey in a single strike. If…
Ankylier Enchanters utilise their magical skills to add further value to the merchandise that the Ankylier forges produce. By commercialising their knowledge, they are able to imbue mystical energies into a piece of armour or weapon, granting it magical properties. Despite their magical abilities, Ankylier Enchanters are not generally turned to for guidance or wisdom. Instead, they are seen as…
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target…
Hook horrors are beaked predators whose forelimbs end in massive, hooklike claws. They flourish in the cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings. Hook horrors feed opportunistically on plants, fungi, and any creatures that come close enough to hook. To…
Yuan-ti Malison Type 1 (Left) and Type 2 (Right) Malisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace. Malisons exhibit snakelike features that make them deadly in combat. Three general types exist:
Magic Items for Starting Characters If you’re starting a campaign for characters above level 1, the Player’s Handbook offers suggestions for how many magic items such characters should start with and the rarity of those items. Consider these approaches to determining the items each character receives: DM Choice: Choose items for each character using your own judgment. Player Choice: Let the…
Knights frequently lead troops in combat or work in units that dominate the battlefield. They’re often attended by squires, who might be less skilled soldiers or commoners.
Questing knights travel in pursuit of a cause, such as slaying a villain, defeating a monster, recovering an Artifact, or restoring their lost honor.
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