Staff
Type: Arcane Focus Cost: 5 GP Weight: 4 lbs An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
Type: Arcane Focus Cost: 5 GP Weight: 4 lbs An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
Little can be said about the flying book that is not readily apparent. Though it is indistinguishable from an arcanist’s spellbook while motionless, this animated arcane tome can flutter through the air at a moment’s notice, using its cover as rudimentary wings. Flying books are playful, and enjoy the sensation of being written in.
Widely considered to be the perfect familiar, requiring no food or water and possessing extremely high natural defenses, a pet rock can be conjured by most spellcasters. Though it does not act with any agility (indeed, it does not move at all), it can make a formidable weapon when thrown.
Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse. The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is…
Large Dragon, lawful neutral AC 19 (natural armor) Initiative +2 (12) HP 115 (10d10 + 102) Speed 40 ft., climb 40 ft., fly 80 ft.
Medium Fiend, Typically Chaotic Evil AC 13 Initiative +3 (13) HP 58 (9d8 + 18) Speed 30 ft.
Wondrous Item, varies A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind…
Wondrous Item, varies A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind…
Inscrutable Entity from Another Realm The aliens known as elder things have colonized countless worlds over unfathomable eons. Within hidden cyclopean cities, they collect mind-shattering secrets of the multiverse. Their empires have declined over the ages, suffering challenges by yithians and their creations, the shoggoths (both detailed later in this chapter). Those elder things that remain…
Medium Aberration, Typically Lawful Evil AC 17 Initiative +2 (12) HP 97 (15d8 + 30) Speed 30 ft.
Headless, undying warriors, dullahans arise from decapitated villains and murderously seek to recover their missing heads. In their endless hunts, they terrorize sites relevant to their crimes or near where they died, beheading anyone they believe responsible (or connected to those responsible) for their deaths. Aside from their lethal blades, dullahans terrorize foes with their terrifying wails…
Small or Medium Monstrosity (Lycanthrope), Neutral AC 15 Initiative +3 (13) HP 133 (14d8 + 70) Speed 30 ft., 40 ft. (hybrid form only), 50 ft. (mammoth form only)
Large Construct, Unaligned AC 18 Initiative +3 (13) HP 220 (21d10 + 105) Speed 30 ft.
Magically Mutated Bloodsucker Strigoi are vampire-like beings that resemble half-humanoid, half-stirge terrors. By night, these bloodthirsty predators seek humanoids to feed on, draining victims and leaving behind bloodless corpses. Stirges and mosquitoes follow these repulsive monsters in their hunts.
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
While mortal wizards tend to hesitate before bartering their souls to devils for magical power, vampire wizards often believe their immortality will exempt them from any infernal claim to their souls. The archdevil Mephistopheles happily exploits such hubris and proves that even undead aren’t immune to the laws of the Nine Hells. The greatest hell-bound vampires are masters of hellfire called…
Vengeful Headless Hunter Headless, undying warriors, dullahans arise from decapitated villains and murderously seek to recover their missing heads. In their endless hunts, they terrorize sites relevant to their crimes or near where they died, beheading anyone they believe responsible (or connected to those responsible) for their deaths. Aside from their lethal blades, dullahans terrorize foes…
Small Monstrosity, unaligned AC 15 (natural armor) Initiative +2 (12) HP 49 (9d6 + 18) Speed 30 ft., fly 30 ft.
Medium Swarm of Tiny Monstrosities, any good alignment AC 15 (natural armor) Initiative +2 (12) HP 45 (7d8 + 14) Speed 30 ft., fly 30 ft.
Necromancer Cursed by Dark Powers The priests of Osybus are evil necromancers who steal souls to fuel their malevolent magic. Thanks to a foul bargain made with dread powers, these priests can defy death by transforming into undead. Centuries ago, Osybus, a mysterious figure of immense ambition and evil, founded the order of priests that now bears his name. Osybus sought to use others’ souls to…
The Westwind Riders are an elite force stationed at the fortress of Orcbone, charged to protect the Brelish border from all threats and to enforce the Code of Galifar on the Border Road. Anyone in trouble on the Road hopes for a band of Westwind Riders to appear on the horizon. This Stat Block represents a skilled rider, but Westwind Riders can also use the Knight or Veteran Warrior stat blocks.
Energetic entertainers, wonderbringers use their magic in defense of the wilderness when they must.
This item is part of the Player’s Handbook. You can unlock it by purchasing the book in our marketplace.