AatxeLcelestial (shapechanger)Good Lawful14 (natural armor)105 (10d10+50)walk 50 ft.221220101414Athletics +9, Intimidation +512understands all but can't speak5charmed, frightenedChargeIf the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Know ThoughtsThe aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.Limited Speech (Humanoid Form Only)The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.Magic ResistanceThe aatxe has advantage on saving throws against spells and other magical effects.ShapechangerThe aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn t transformed. It reverts to its true form if it dies.GoreMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 19 (3d8 + 6) piercing damage.Gore|9|3d8+6Paw the EarthThe aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature s saving throw is successful or the effect ends for it, the creature is immune to the aatxe s Paw the Earth for the next 24 hours.The celestial (shapechanger) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial (shapechanger) regains spent legendary actions at the start of its turn.OptionsThe aatxe 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 aatxe regains spent legendary actions at the start of its turn.DetectThe aatxe makes a Wisdom (Perception) check.Gore (Costs 2 Actions)The aatxe makes one gore attack.Bulwark (Costs 3 Actions)The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead.Source: CCodex (3pp) p. 7farmlandAcid AntSmonstrosityUnaligned13 (natural armor)13 (3d6+3)walk 30 ft.8131217381/4acidblindsight 60 ft.Explosive DeathWhen the ant is reduced to 0 hp, it explodes in a burst of acid. Each creature within 5 feet of the ant must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid damage.Keen SmellThe ant has advantage on Wisdom (Perception) checks that rely on smell.Acid SpitRanged Weapon Attack: +3 to hit, range 20 60 ft., one target. 5 (2d4) acid damage and the target takes 1 acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.Acid Spit|3|2d4BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.Bite|3|1d4+1Source: CCodex (3pp) p. 8AgnibarraSmonstrosityChaotic Neutral1239 (6d6+18)walk 30 ft.1214168101210Common, Ignan1firecoldBody In FlamesA creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren t being worn or carried ignite.IlluminationThe agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet.Burning ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.Burning Claw|4|1d4+2Spit FireRanged Weapon Attack: +4 to hit, range 15 30 ft., one target. 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.Spit Fire|4|2d6+2Source: CCodex (3pp) p. 9mountainAhuizotlSmonstrosityUnaligned14 (natural armor)71 (13d6+26)walk 30 ft., swim 30 ft.1615146126Perception +3132darkvision 60 ft.AmphibiousThe ahuizotl can breathe air and water.Spiky CoatA creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.MultiattackThe ahuizotl can use its Tail Grab. It then makes two attacks. one with its bite and one with its claw.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.Bite|5|1d6+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.Claw|5|1d6+3Tail GrabThe ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage.If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature.After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonusSource: CCodex (3pp) p. 10underwaterAhu-nixtaLaberrationNeutral Evil14 (Clockwork Armor)67 (9d10+18)walk 30 ft., fly 30 ft., swim 30 ft.171514191310Perception +313Deep Speech3poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoned, pronedarkvision 60 ft.Clockwork EncasementThe creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature s pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.Without its clockwork armor, the ahu-nixta has the following statistics. AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta s body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can t be used for combat. The ahu-nixta s extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.The ahu-nixta can exit or enter its clockwork armor as a bonus action.Immutable FormThe clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.MultiattackThe ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.Whirring BladesMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.Whirring Blades|5|2d4+3Pronged ScepterMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) piercing damage.Pronged Scepter|5|1d6+3Bashing RodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage.Bashing Rod|5|1d10+3Innate SpellcastingThe ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: fear, fire bolt (2d10), telekinesisfear, fire bolt, telekinesisSource: CCodex (3pp) p. 11AlkonostSmonstrosityNeutral1217 (5d6)walk 20 ft., fly 40 ft.1114107141312Common1/2lightningdarkvision 60 ft.One With WindAn alkonost is immune to the effects of magical and natural wind, including effects that would force it to move, impose disadvantage on Wisdom (Perception) checks, or force it to land when flying. In addition, its weapon attacks do an extra 2 (1d4) lightning damage if it is within 1 mile of a lightning storm.ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage.Claws|4|1d4+2Charged Melody (Recharge 6)The alkonost sings a beautiful melody. Each creature within 30 feet of it that can hear the melody must succeed on a DC 12 Charisma saving throw or take 7 (2d6) lightning damage the next time it moves.Source: CCodex (3pp) p. 12mountainAlliumiteSplantChaotic Neutral1418 (4d6+4)walk 30 ft., burrow 20 ft.618127129Perception +3, Stealth +6, Survival +313Sylvan1/4darkvision 60 ft.Plant CamouflageThe alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.Tearful StenchEach creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute.Thorn DartRanged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage.Thorn Dart|6|1d4+4Grass BladeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.Grass Blade|6|1d6+4Source: CCodex (3pp) p. 13farmland, grasslandAlpSfey (shapechanger)Chaotic Evil1344 (8d6+16)walk 30 ft.1216141016813Common, Sylvan1cold, necroticcharmed, exhaustion, paralyzed, unconsciousdarkvision 60 ft.Shadow StealthWhile in dim light or darkness, the alp can take the Hide action as a bonus action.ShapechangerThe alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Sunlight SensitivityWhile in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Sleeper's SlapMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition.Sleeper's Slap|4|2d4+3Innate SpellcastingAlp's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: invisibility (self only)3/day each: silent image, sleep1/day each: bestow curse, dreaminvisibility, silent image, sleep, bestow curse, dreamSource: CCodex (3pp) p. 14farmlandAmmutLcelestialNeutral17 (natural armor)172 (15d10+90)walk 30 ft.20122361612Str +9, Con +10Perception +11219cold, radiantnecroticfrighteneddarkvision 120 ft.Judging AuraAn undead creature that starts its turn within 10 feet of the ammut must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ammut's Judging Aura for the next 24 hours.Magic ResistanceThe ammut has advantage on saving throws against spells and other magical effects.Prison BellyThe large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn't need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive.BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the ammut can't bite another target.Bite|9|5d10+5SwallowThe ammut makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the ammut. An ammut can only have one Medium or smaller creature swallowed at a time.If the ammut takes 30 damage or more on a single turn from the swallowed creature, the ammut must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Ghost Breath (1/Day)The ammut inhales the tortured spirits of undead within 30 feet. Each undead creature of CR 1 and lower in the area is automatically destroyed. All other undead must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Absorb Spirit (1/Day)The ammut attempts to absorb the spirit of a dead or undead creature in its belly. The creature must succeed on a DC 16 Wisdom saving throw or be absorbed by the ammut. A creature absorbed this way is destroyed and can't be reanimated, though it can be restored to life by powerful magic, such as a resurrection spell. The ammut regains hp equal to the absorbed creature's hp maximum.Source: CCodex (3pp) p. 15badlands, coastalEye Of The GodsScelestial (as its creator deity)Any alignment1436 (8d6+8)walk 0 ft., fly 50 ft.81812132016Perception +919All, telepathy 60 ft.1fire, radiant; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisoncharmed, exhaustion, poisonedtruesight 120 ft.Blazing NimbusA hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage.Corona Of TruthAllies within 10 feet of the eye of the gods have truesight of 20 feet.Divine ConduitThe deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time.Ethereal JauntAs a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage.Divine Inspiration (Recharge 56)The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened.Source: CCodex (3pp) p. 16KinnaraMcelestial (angel)Good Lawful14 (natural armor)65 (10d8+20)walk 30 ft., fly 50 ft.121514131619Wis +5, Cha +6Insight +5, Performance +813All, telepathy 60 ft.3radiant; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frighteneddarkvision 60 ft.Angelic WeaponsThe kinnara's weapon attacks are magical.When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).Eternal LoversThe kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.Shortsword|4|1d6+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.Shortbow|4|1d6+2Discordant Refrain (Recharge 5-6)The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Share the PainWhen the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.Innate SpellcastingThe kinnara's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: detect good and evil, guidance, light, spare the dying3/day each: charm person, sleep, healing word1/day each: calm emotions, enthrall, hold persondetect good and evil, guidance, light, spare the dying, charm person, sleep, healing word, calm emotions, enthrall, hold personSource: CCodex (3pp) p. 17OphanimLcelestial (angel)Good Lawful19 (natural armor)200 (16d10+112)walk 50 ft., fly 120 ft.242225222426Int +11, Wis +12, Cha +13Insight +12, Perception +1222All, telepathy 120 ft.16radiant; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisoncharmed, exhaustion, frightened, poisonedtruesight 120 ft.Divine AwarenessThe ophanim knows if it hears a lie.Magic ResistanceThe ophanim has advantage on saving throws against spells and other magical effects.True Resurrectiorue resurrectionMultiattackThe ophanim makes four Light of Judgment attacks.Light of JudgmentRanged Spell Attack: +13 to hit, range 80/320 ft., one target. 18 (4d8) radiant damage.Light of Judgment|13|4d8Holy Fire (Recharge 5-6)The ophanim emits a burst of holy fire. Each creature within 30 feet of the ophanim must make a DC 19 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, leaving only a pile of fine ash.Innate SpellcastingThe ophanim's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:At will: bless, detect evil and good, invisibility (self only), scrying, thaumaturgy3/day each: dispel evil and good, earthquake, holy aura1/day each: commune, forbiddance, bless, detect evil and good, invisibility, scrying, thaumaturgy, dispel evil and good, earthquake, holy aura, commune, forbiddance, Source: CCodex (3pp) p. 18SammaelMcelestial (angel)Good Neutral16 (natural armor)104 (16d8+32)walk 30 ft., fly 40 ft.181014101912Wis +7, Cha +4Insight +7, Perception +717All, telepathy 120 ft.7radiant; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frighteneddarkvision 120 ft.Angelic WeaponsThe sammael's weapon attacks are magical.When the sammael hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).Sacred DutyThe sammael angel can use its bonus action to shift its purpose between Destructor, Executioner, and Punisher.Destructor - The sammael's purpose is to destroy unholy monuments and statues. Its weapon attacks deal double damage to objects and structures.Executioner - The sammael's purpose is to slay a specific creature. The angel has advantage on attack rolls against a specific creature, chosen by its deity. As long as the angel and the victim are on the same plane of existence, the angel knows the precise location of the creature.Punisher - The sammael's purpose is to punish, but not kill, creatures, inflicting long-term suffering on those of its deity's choosing. A creature reduced to 0 hp by the angel loses 3 (1d6) Charisma as its body is horribly scarred by the deity's retribution. The scars last until the creature is cured by the greater restoration spell or similar magic.MultiattackThe sammael makes two melee attacks.Greataxe (Executioner Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.Greataxe (Executioner Form Only)|7|1d12+4Slam (Destructor Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) fire damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 10 feet away from the angel.Slam (Destructor Form Only)|7|2d6+4Whip (Punisher Form Only)Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 6 (1d4 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. A creature's hp maximum is reduced by an amount equal to the radiant damage taken. This reduction lasts until the creature finishes a short or long rest.Whip (Punisher Form Only)|7|1d4+4Source: CCodex (3pp) p. 19SongLcelestial (angel)Good Lawful15 (natural armor)76 (9d10+27)walk 30 ft., fly 60 ft.121616181821Wis +7, Cha +8Insight +7, Performance +1114All, telepathy 120 ft.6radiant; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frighteneddarkvision 120 ft.Angelic WeaponsThe song angel's weapon attacks are magical.When the song angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).ScimitarMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 18 (4d8) radiant damage.Scimitar|6|2d6+3Horn of Blasting (Recharges 56)The song angel blows on its ram's horn, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened.Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 35 (10d6) thunder damage instead.Horn of Spirits (Recharges after a Long Rest)The song angel blows on its brass horn, calling forth 10 (3d4 + 3) warrior spirits.These spirits appear within 60 feet of the angel and use tribal warrior statistics. When the spirits are summoned, one of them is always an ancient champion that uses berserker statistics.They disappear after 1 hour or when they are reduced to 0 hp.These spirits follow the angel's commands.Change ShapeThe angel magically polymorphs into a humanoid that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).In the new form, the angel retains its game statistics and the ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.Heavenly InspirationWhen a creature the song angel can see fails an ability check or saving throw or misses with a weapon attack, the angel can sing a verse of divine music. If the creature hears this song, it can reroll the failed check, save, or attack roll with advantage.Innate SpellcastingThe song's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: alter self, calm emotions, charm person, create food and water, detect evil and good3/day each: enthrall, silence, zone of truth1/day each: irresistible dance, mass cure woundsalter self, calm emotions, charm person, create food and water, detect evil and good, enthrall, silence, zone of truth, irresistible dance, mass cure woundsSource: CCodex (3pp) p. 20ZoryasMcelestial (angel)Good Lawful14 (natural armor)104 (16d8+32)walk 30 ft., fly 40 ft.161014101818Cha +7Insight +7, Perception +717All, telepathy 120 ft.8fire, radiant, bludgeoning, piercing, slashingblinded, charmed, deafened, exhaustion, frightenedtruesight 60 ft.Fire And LightThe zoryas' weapon attacks are magical. When the zoryas hits with any weapon, the weapon deals an extra 3d8 radiant or fire damage (included in the attack). The zoryas chooses whether its attack does radiant or fire damage before making the attack roll.Open Celestial GateAs an action, the zoryas opens a gateway to the celestial plane. The gate appears as a shimmering circle that sheds bright light in a 15-foot radius and dim light for an additional 15 feet and is framed by twisting, golden strands.The gate lasts 1 hour; though, the zoryas can choose to close it at any time as a bonus action. Once the gate closes, the a ngel, z oryas zoryas is reduced to 0 hp and remains unconscious for six days, awakening, fully restored, at sunrise on the seventh day. The zoryas can't pass through its own gate.RegenerationThe zoryas regains 10 hp at the start of its turn. If the zoryas takes necrotic damage, this trait doesn't function at the start of the zoryas' next turn. The zoryas' body is destroyed only if it starts its turn with 0 hp and doesn't regenerate.Sun's Guidance (3/Day)he zoryas has advantage on melee attack rolls until the end of its next turn.MultiattackThe angel makes two morningstar attacks.MorningstarMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 13 (3d8) radiant or fire damage.Morningstar|6|1d8+3Light of Dawn (Recharges after a Long Rest)The zoryas' lantern brightens, bathing its environs in brilliant light. Each creature within 30 feet of the zoryas must succeed on a DC 16 Wisdom saving throw or be blinded for 1d4 rounds. An undead creature who fails this save also takes 13 (3d8) fire damage. The light dispels up to three spells or other magical effects of 3rd level or lower like the dispel magic spell within the area.Dusk's Arrival (Recharges after a Long Rest)The zoryas' lantern darkens, snuffing out nearby natural and magical sources of light. Each creature within 30 feet of the zoryas must make a DC 16 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The area is bathed in darkness like the darkness spell until the end of the zoryas' next turn.Source: CCodex (3pp) p. 21Bat KingSfey (shapechanger, animal lord)Neutral17 (natural armor)150 (20d6+80)walk 30 ft., fly 50 ft.162019191716Dex +10, Con +9, Wis +8, Cha +8Acrobatics +15, Arcana +14, Deception +8, History +14, Nature +14, Perception +8, Stealth +15, Survival +818All, telepathy 120 ft.13lightning; bludgeoning, piercing, slashing from nonmagical weaponspoison, psychic, thundercharmed, exhaustion, frightened, incapacitated, poisoned, stunnedblindsight 60 ft.Bat PassivismNo bats or werebats can willingly attack the Bat King. They can be forced to do so through magical means.Keen HearingThe Bat King has advantage on Wisdom (Perception) checks that rely on hearing.Legendary Resistance (3/Day)If the Bat King fails a saving throw, he can choose to succeed instead.Magic ResistanceThe Bat King has advantage on saving throws against spells and other magical effects.Magic WeaponsThe Bat King's weapon attacks are magical.RejuvenationIf he dies, the Bat King's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bat on the Material Plane which becomes the Bat King with all of the hp and abilities thereof. Only killing every bat on the Material Plane will prevent this trait from functioning.ShapechangerThe Bat King can use his action to polymorph into a Medium dark-skinned, bearded human man of slight stature, into a Medium bat-humanoid hybrid, or back into his true Small bat form. His statistics, other than his size, are the same in each form with the exception that only the Bat King's hybrid and bat forms retain his flying speed. Any equipment he is wearing or carrying transforms with him.Speak To BatsThe Bat King can communicate with bats as if they shared a language.MultiattackThe Bat King makes two melee attacks.Blood Bite (Bat or Hybrid Form Only)Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 22 (5d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.Blood Bite (Bat or Hybrid Form Only)|10|5d6+5Oblivion's Mace (Humanoid or Hybrid Form Only)Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 15 (4d4 + 5) bludgeoning damage.Oblivion's Mace (Humanoid or Hybrid Form Only)|10|4d4+5Screech (Recharge 5-6)The Bat King lets loose an ear-shattering screech in a 20-foot cone. Each creature in that area that can hear the screech must make a DC 18 Constitution saving throw.On a failure, the creature takes 33 (6d10) thunder damage and is deafened for 1 minute. On a success, the creature takes half the thunder damage but isn't deafened. This attack deals double damage to objects and structures.Summon Bats (2/Day)The Bat King magically calls 2d4 swarms of bats. In an urban environment, he can call 1 werebat (see page 258) instead. The called creatures arrive in 1d4 rounds, acting as allies of the Bat King and obeying his spoken commands. The creatures remain for 1 hour, until the Bat King dies, or until the Bat King dismisses them as a bonus action.The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn.OptionsThe Bat King 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 Bat King regains spent legendary action at the start of his turn.At Will SpellThe Bat King casts one of his at will spells.DetectThe Bat King makes a Wisdom (Perception) check.Flight (Bat or Hybrid Form Only)The Bat King flies up to his flying speed without provoking opportunity attacks.Innate SpellcastingThe bat king's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: pass without trace, shatter, thunderwave3/day each: darkness, scrying2/day each: etherealness, freedom of movement1/day each: astral projection, teleportpass without trace, shatter, thunderwave, darkness, scrying, etherealness, freedom of movement, astral projection, teleportSource: CCodex (3pp) p. 22Brother OxHfey (shapechanger, animal lord)Lawful Neutral18 (natural armor)187 (15d12+90)walk 60 ft.211822172419Str +10, Dex +9, Wis +12, Cha +9Acrobatics +9, Athletics +10, History +8, Insight +12, Perception +1222All, telepathy 120 ft.16cold; bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, exhaustion, frightened, incapacitated, poisoned, stunnedtruesight 120 ft.Bovine PassivismNo bovine creatures or wereboars can willingly attack Brother Ox. They can be forced to do so through magical means.ChargeIf Brother Ox moves at least 20 feet straight toward a target and then hits it with a gore attack, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.Legendary Resistance (2/Day)If Brother Ox fails a saving throw, he can choose to succeed instead.Magic ResistanceBrother Ox has advantage on saving throws against spells and other magical effects.Magic WeaponsBrother Ox's weapon attacks are magical.RejuvenationIf he dies, Brother Ox's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bovine on the Material Plane which becomes Brother Ox with all of the hp and abilities thereof. Only killing every bovine on the Material Plane will prevent this trait from functioning.ShapechangerBrother Ox can use his action to polymorph into a Huge ox, a Medium bald human with a short, dark beard, or back into his true Huge ox-headed humanoid form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him.Speak With BovinesBrother Ox can communicate with any bovine creature as if they shared a language.MultiattackIn ox or human form, Brother Ox makes three melee attacks. In his true form, he makes three attacks. one with his gore and two with his unarmed strike.Gore (Ox or True Form Only)Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 21 (3d10 + 5) piercing damage.Gore (Ox or True Form Only)|10|3d10+5Unarmed Strike (Humanoid or True Form Only)Melee Weapon Attack. +10 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage.Unarmed Strike (Humanoid or True Form Only)|10|3d8+5Ki Disruption (Recharge 6)Brother Ox makes one unarmed strike against a creature to create an instability within the target's essence that lasts 2d8 days. This instability is harmless unless Brother Ox uses his action to end it early. To do so, Brother Ox and the target must be on the same plane of existence. Brother Ox can use this action again to force the target to make a DC 19 Constitution saving throw. On a failure, the target is reduced to 0 hp. On a success, it takes 55 (10d10) necrotic damage.Deflect Missiles (Humanoid or True Form Only)When Brother Ox is hit by a ranged weapon attack, he can reduce the damage he takes by 25 (1d10 + 20). If this reduces the damage to 0, Brother Ox can catch the missile if it fits in one hand and he has one hand free. If Brother Ox catches a missile in this way, he can throw the missile as a ranged weapon attack as part of the same reaction. The missile has +10 to hit, with a short range of 30 feet and a long range of 60 feet. On a hit, it deals 18 (3d8 + 5) damage of a type appropriate to the missile.The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn.OptionsBrother Ox 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. Brother Ox regains spent legendary actions at the start of its turn.MoveBrother Ox moves up to his speed without provoking opportunity attacks.WholenessBrother Ox regains 10 hp, is cured of all diseases, and ends one effect lowering his ability scores or hp maximum.Brother Ox can't use this legendary action again until the end of his next turn.Stunning Strike (Costs 2 Actions)Brother Ox makes one unarmed strike. If it hits a creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.Source: CCodex (3pp) p. 24hill, mountainLord Of VulturesLfey (shapechanger, animal lord)Good Neutral17 (natural armor)152 (16d10+64)walk 30 ft., fly 90 ft.181818161720Dex +8, Con +8, Wis +7History +7, Insight +7, Perception +717All, telepathy 120 ft.12fire, radiant; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frightened, incapacitated, poisoned, stunneddarkvision 120 ft.Bird PassivismNo bird or ravenfolk can willingly attack Sampati.They can be forced to do so through magical means.Danger SenseSampati has advantage on Wisdom (Perception) checks and can't be surprised.Legendary Resistance (3/Day)If Sampati fails a saving throw, he can choose to succeed instead.Magic ResistanceSampati has advantage on saving throws against spells and other magical effects.Magic WeaponsSampati's weapon attacks are magical.Pack TacticsSampati has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.RejuvenationIf he dies, Sampati's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bird of prey on the Material Plane which becomes the Lord of Vultures with all of the hp and abilities thereof. Only killing every bird of prey on the Material Plane will prevent this trait from functioning.ShapechangerSampati can use his action to polymorph into a Huge giant vulture, a Medium dark-skinned man with black and gold hair, or back into his true Large, winged humanoid form.His statistics, other than his size, are the same in each form with the exception that only Sampati's true and vulture forms retain his flying speed. Any equipment he is wearing or carrying transforms with him.Speak With BirdsSampati can communicate with birds as if they shared a language.MultiattackIn humanoid or his true form, Sampati makes three spear attacks. In vulture form, he makes three attacks. one with his beak and two with his talons.Spear (Humanoid or True Form Only)Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one creature. 11 (2d6 + 4) piercing damage plus 3 (1d6) radiant damage, or 13 (2d8 + 4) piercing damage plus 3 (1d6) radiant damage if used with two hands to make a melee attack. If Sampati throws the spear, it magically reforms in his hand immediately after the attack.Spear (Humanoid or True Form Only)|8|2d6+4Beak (Vulture Form Only)Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 11 (3d4 + 4) piercing damage plus 3 (1d6) radiant damage.Beak (Vulture Form Only)|8|3d4+4Talons (Vulture Form Only)Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 17) if it is a Huge or smaller creature and Sampati isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 10 (3d6) piercing damage at the start of each of its turns.Talons (Vulture Form Only)|8|3d6+4The fey (shapechanger, animal lord) can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn.OptionsSampati can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sampati regains spent legendary actions at the start of his turn.MoveSampati moves up to half his speed without provoking opportunity attacks. Wing Buffet (Costs 2 Actions; True or Vulture Form Only). Sampati beats his wings. Each creature within 10 feet of Sampati must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. Dive Bomb (Costs 2 Actions; True or Vulture Form Only). rSampati flies up to his speed and makes a spear or talon attack against one creature. If the attack hits, the target takes an extra 9 (2d8) piercing or slashing damage. Sampati must fly at least 30 feet straight towards the target to use this action. Sampati can't use this action if he is grappling a creature.Innate SpellcastingThe lord of vultures's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:At will: animal friendship, thunderwave3/day each: charm person, conjure animals (birds only, cast as a 9th-level spell), dominate beast1/day each: antimagic field, geas, plane shiftanimal friendship, thunderwave, charm person, conjure animals, dominate beast, antimagic field, geas, plane shiftSource: CCodex (3pp) p. 26mountainMouse KingSfey (shapechanger, animal lord)Neutral17 (natural armor)150 (20d6+80)walk 40 ft., climb 30 ft.182318201818Dex +10, Con +8, Wis +8, Cha +8Acrobatics +14, Deception +8, Nature +9, Persuasion +8, Sleight of hand +14, Stealth +14, Survival +814All, telepathy 120 ft.11lightning; bludgeoning, piercing, slashing from nonmagical weaponspoison, psychiccharmed, exhaustion, frightened, incapacitated, poisoned, stunneddarkvision 120 ft.Keen SightThe Mouse King has advantage on Wisdom (Perception) checks that rely on sight.Legendary Resistance (3/Day)If the Mouse King fails a saving throw, he can choose to succeed instead.Magic ResistanceThe Mouse King has advantage on saving throws against spells and other magical effects.Magic WeaponsThe Mouse King's weapon attacks are magical.RejuvenationIf he dies, the Mouse King's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another mouse or rat on the Material Plane which becomes the Mouse King with all of the hp and abilities thereof. Only killing every mouse and rat on the Material Plane will prevent this trait from functioning.Rodent PassivismNo rodents, ratfolk, or wererats can willingly attack the Mouse King. They can be forced to do so through magical means.ShapechangerThe Mouse King can use his action to polymorph into a Medium black-haired human woman with dark skin and copper eyes or a Small white-haired halfling man with pale skin, dark eyes and a long moustache, a Medium mouse-humanoid hybrid, or back into his true Small mouse form. His statistics, other than his size, are the same in each form with the exception that only his hybrid and true forms retain his climbing speed.Any equipment he is wearing or carrying transforms with him.Speak With RodentsThe Mouse King can communicate with rodents as if they shared a language.Special EquipmentThe Mouse King wears a ring of spell turning.MultiattackIn mouse form, the Mouse King makes two bite attacks. In humanoid form, he makes three king's blade attacks. In hybrid form, he makes three attacks. two with his king's blade and one with his bite.King's Blade (Humanoid or Hybrid Form Only)Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage.King's Blade (Humanoid or Hybrid Form Only)|10|2d8+6Bite (Mouse or Hybrid Form Only)Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour.Bite (Mouse or Hybrid Form Only)|10|2d6+6Summon Rodents (2/Day)The Mouse King magically calls 2d4 swarms of rats. In an urban environment, he can call 1d4 wererats instead. The called creatures arrive in 1d4 rounds, acting as allies of the Mouse King and obeying his spoken commands. The creatures remain for 1 hour, until the Mouse King dies, or until the Mouse King dismisses them as a bonus action.The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn.OptionsThe Mouse King 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 Mouse King regains spent legendary actions at the start of his turn.King's BladeThe Mouse King makes one king's blade attack.MoveThe Mouse King moves up to his speed without provoking opportunity attacks.Quick Casting (Costs 3 Actions)The Mouse King casts one innate spell.Innate SpellcastingThe mouse king's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: blur, confusion, detect evil and good2/day each: etherealness1/day each: astral projection, teleportblur, confusion, detect evil and good, etherealness, astral projection, teleportSource: CCodex (3pp) p. 28Queen Of BirdsLfey (shapechanger, animal lord)Chaotic Neutral17 (natural armor)161 (17d10+68)walk 40 ft., fly 90 ft.172219182221Str +8, Wis +11, Cha +10Acrobatics +11, Athletics +8, History +9, Perception +1121All, telepathy 120 ft.14cold; bludgeoning, piercing, slashing from nonmagical weaponslightning, thundercharmed, frightened, grappled, incapacitated, restrained, stunnedtruesight 120 ft.Bird PassivismNo bird or ravenfolk can willingly attack the Queen. They can be forced to do so through magical means.FlybyThe Queen of Birds doesn't provoke an opportunity attack when she flies out of an enemy's reach.Legendary Resistance (2/Day)If the Queen of Birds fails a saving throw, she can choose to succeed instead.Magic ResistanceThe Queen of Birds has advantage on saving throws against spells and other magical effects.RejuvenationIf she dies, the Queen of Birds' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bird on the Material Plane which becomes the Queen of Birds with all of the hp and abilities thereof. Only killing every bird on the Material Plane will prevent this trait from functioning.ShapechangerThe Queen of Birds can use her action to polymorph into a Large jewel-toned eagle, a Medium long-haired elven woman, or back into her true Large, winged humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her true and eagle forms retain her flying speed. Any equipment she is wearing or carrying transforms with her.Speak With BirdsThe Queen of Birds can communicate with birds as if they shared a language.Storm Strike WeaponsThe Queen of Birds' weapon attacks are magical. When she hits with a weapon attack, the attack deals an extra 2d8 damage of her choice of lightning or thunder damage (included in the attack).MultiattackIn eagle or humanoid form, the Queen of Birds makes two attacks. In her true form, she makes three attacks.one with her talons and two with her spear.Storm Spear (Humanoid or True Form Only)Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 100/300 ft., one target. 13 (2d6 + 6) piercing damage plus 9 (2d8) lightning or thunder damage, or 15 (2d8 + 6) piercing damage plus 9 (2d8) lightning or thunder damage if used with two hands to make a melee attack. If the Queen of Birds throws her storm spear, it magically reforms in her hand immediately after the attack.Storm Spear (Humanoid or True Form Only)|11|2d6+6Talons (Eagle or True Form Only)Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 11 (2d4 + 6) slashing damage plus 9 (2d8) lightning or thunder damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, the Queen of Birds can automatically hit the target with her talons, and she can't make talons attacks against other targets. When the Queen of Birds moves, any Medium or smaller target she is grappling moves with her.Talons (Eagle or True Form Only)|11|2d4+6ParryThe Queen of Birds adds 5 to her AC against one melee weapon attack that would hit her. To do so, the Queen of Birds must see the attacker and be wielding a melee weapon.The fey (shapechanger, animal lord) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn.OptionsThe Queen of Birds 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 Queen of Birds regains spent legendary actions at the start of her turn.Soar (Eagle or True Form Only)The Queen of Birds flies up to her flying speed.Storm Spear (Humanoid or True Form Only)The Queen of Birds makes a storm spear attack. Swooping Death (Costs 2 Actions; Eagle or True Form Only). rThe Queen of Birds makes an attack with her talons. If the attack hits, she can fly up to half her flying speed.Innate SpellcastingThe queen of birds's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:At will: dispel magic, gust of wind, spiritual weapon3/day each: chain lightning, counterspell1/day each: control weatherdispel magic, gust of wind, spiritual weapon, chain lightning, counterspell, control weatherSource: CCodex (3pp) p. 30mountainQueen Of CatsLfey (shapechanger, animal lord)Good Chaotic17 (natural armor)195 (23d10+69)walk 50 ft., climb 40 ft.152217161821Str +7, Con +8, Wis +9Acrobatics +16, Deception +10, Perception +9, Stealth +1119All, telepathy 120 ft.15bludgeoning, piercing, slashing from nonmagical weaponsradiantcharmed, exhaustion, frightened, incapacitated, poisoned, stunnedtruesight 60 ft.Cat PassivismNo cats or weretigers can willingly attack the Queen of Cats. They can be forced to do so through magical means.Keen SmellThe Queen of Cats has advantage on Wisdom (Perception) checks that rely on smell.Legendary Resistance (3/Day)If the Queen of Cats fails a saving throw, she can choose to succeed instead.Magic ResistanceThe Queen of Cats has advantage on saving throws against spells and other magical effects.Magic WeaponsThe Queen of Cats' weapon attacks are magical.PounceIf the Queen of Cats moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone.RejuvenationIf she dies, the Queen of Cats' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another cat on the Material Plane which becomes the Queen of Cats with all of the hp and abilities thereof. Only killing every cat on the Material Plane will prevent this trait from functioning.Safe FallWhen she falls, the Queen of Cats lands on her feet and takes no damage.ShapechangerThe Queen of Cats can use her action to polymorph into a Medium human woman, a Small cat, or back into her true Large, cat-headed humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her cat and true forms retain her climbing speed. Any equipment she is wearing or carrying transforms with her.Speak With FelinesThe Queen of Cats can communicate with cats as if they shared a language.MultiattackIn human form, the Queen of Cats makes two moon strike attacks. In cat form or her true form, she makes three attacks. two with her claws or moon strike and one with her bite.Bite (Cat or True Form Only)Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage.Bite (Cat or True Form Only)|11|2d8+6Claw (Cat or True Form Only)Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage.Claw (Cat or True Form Only)|11|2d6+6Moon StrikeRanged Spell Attack: +10 to hit, range 90 ft., one target. 22 (4d10) radiant damage. The target must succeed on a DC 18 Dexterity saving throw or shed dim light in a 5-foot radius until the start of the Queen's next turn. As long as it glows, the target gains no benefit from being invisible, can't hide, and the next attack made against the target has advantage.Moon Strike|10|4d10The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn.OptionsThe Queen of Cats 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 Queen of Cats regains spent legendary actions at the start of her turn.LeapThe Queen of Cats moves up to her speed, jumping or climbing over obstacles in the way. Difficult terrain caused by urban or forested terrain features doesn't cost her extra movement when she leaps.Swipe (Cat or True Form Only)The Queen of Cats makes a claw attack.Scurry (Costs 2 Actions)The Queen of Cats moves up to her speed and can Hide.Innate SpellcastingThe queen of cats's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring only verbal components:At will: dispel magic, invisibility (self only)3/day each: counterspell, pass without trace1/day each: mazedispel magic, invisibility, counterspell, pass without trace, mazeSource: CCodex (3pp) p. 32Queen Of SerpentsMfey (shapechanger, animal lord)Lawful Neutral17 (natural armor)170 (20d8+80)walk 30 ft., climb 30 ft., swim 30 ft.222018182122Con +8, Wis +9, Cha +10Arcana +8, Athletics +10, Deception +10, Nature +8, Perception +9, Persuasion +10, Stealth +919All, telepathy 120 ft.12lightning; bludgeoning, piercing, slashing from nonmagical weaponspoison, psychiccharmed, exhaustion, frightened, incapacitated, poisoned, stunneddarkvision 120 ft.Bestowal Of TrustThe Queen of Serpents can grant a single creature a +1 enhancement to Wisdom which lasts until the creature harms a reptile of any kind. Only one creature may have this enhancement at any time.Keen SmellThe Queen of Serpents has advantage on Wisdom (Perception) checks that rely on smell.Legendary Resistance (3/Day)If the Queen of Serpents fails a saving throw, she can choose to succeed instead.Magic ResistanceThe Queen of Serpents has advantage on saving throws against spells and other magical effects.Magic WeaponsThe Queen of Serpents' weapon attacks are magical.RejuvenationIf she dies, the Queen of Serpents' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another serpent on the Material Plane which becomes the Queen of Serpents, with all of the hp and abilities thereof. Only killing every serpent on the Material Plane will prevent this trait from functioning.Serpent PassivismNo serpents can willingly attack the Queen of Serpents. They can be forced to do so through magical means.ShapechangerThe Queen of Serpents can use her action to polymorph into a Large constrictor snake, a Medium human woman of middle age, or back into her true human-snakeMultiattackIn human form, the Queen of Serpents makes three shortsword attacks. In her true form, she makes two attacks. one with her bite and one with her shortsword.Bite (Snake or True Form Only)Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 27 (6d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.Bite (Snake or True Form Only)|10|6d6+6Shortsword (Human or True Form Only)Melee Weapon Attack. +10 to hit, reach 5 ft., one creature. 9 (1d6 + 6) piercing damage.Shortsword (Human or True Form Only)|10|1d6+6Constrict (Snake or True Form Only)Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 27 (6d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained, and the Queen of Serpents can't constrict another target.Constrict (Snake or True Form Only)|10|6d6+6Mesmerizing Gaze (Recharge 56)The Queen of Serpents targets up to six creatures that she can see within 60 feet of her.Each creature must succeed on a DC 18 Charisma saving throw or be stunned for 10 minutes. The target is no longer stunned if it takes damage or another creature takes an action to shake it. If a creature's saving throw is successful, the creature is immune to the Queen of Serpents' Mesmerizing Gaze for the next 24 hours.The fey (shapechanger, animal lord) can take 6 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn.OptionsThe Queen of Serpents 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 Queen of Serpents regains spent legendary actions at the start of her turn.DetectThe Queen of Serpents makes a Wisdom (Perception) check.MoveThe Queen of Serpents moves up to her speed without provoking opportunity attacks.Precognition (Costs 2 Actions)The Queen of Serpents gets a brief glimpse of the immediate future, gaining advantage on attack rolls and Dexterity-based saving throws until the end of her next turn.hybrid formHer statistics, other than her size, are the same in each form with the exception that only her snake and true forms retain her climbing and swimming speeds. Any equipment she is wearing or carrying transforms with her.Speak with SerpentsThe Queen of Serpents can communicate with serpents as if they shared a language.Innate SpellcastingThe queen of serpents's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:At will: pass without trace, purify food and drink, protection from poison3/day each: darkness, scrying2/day each: etherealness, freedom of movement1/day each: astral projection, teleportpass without trace, purify food and drink, protection from poison, darkness, scrying, etherealness, freedom of movement, astral projection, teleportSource: CCodex (3pp) p. 34mountainAnkou Soul HeraldGdragonNeutral18 (natural armor)407 (22d20+176)walk 40 ft., fly 80 ft.251027171819Dex +7, Con +15, Wis +11, Cha +11Perception +18, Persuasion +11, Stealth +728All21cold, necrotic, poisoncharmed, exhaustion, frightened, poisonedtruesight 60 ft.Aura Of Necromancy's BaneNecromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.Cloak Of Ghostly ShadowsAs a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following.Resistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.Immunity to the grappled, paralyzed, petrified, prone, and restrained conditions The ankou can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.The cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.Death's ApotheosisThe ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.Legendary Resistance (3/Day)If the ankou fails a saving throw, it can choose to succeed instead.MultiattackThe ankou can use its Horrifying Presence. It then makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 15 ft., one target. 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.Bite|14|2d10+7ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. 14 (2d6 + 7) slashing damage.Claw|14|2d6+7TailMelee Weapon Attack: +14 to hit, reach 20 ft., one target. 16 (2d8 + 7) bludgeoning damageTail|14|2d8+7Horrifying PresenceEach creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw.On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute.A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.Reaper's Breath (Recharge 56)The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.Change ShapeThe ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.Usher of SoulsThe ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ankou regains spent legendary actions at the start of its turn.DetectThe ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.Tail AttackThe ankou makes a tail attack.Envelope in Shadow (Costs 2 Actions)The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)Ankou Soul SeekerLdragonNeutral15 (natural armor)171 (18d10+72)walk 40 ft., fly 80 ft.171019131416Dex +3, Con +7, Wis +5, Cha +5Perception +8, Persuasion +6, Stealth +318All8cold, necrotic, poisoncharmed, exhaustion, frightened, poisonedtruesight 60 ft.Aura Of Necromancy's BaneWhen an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.Cloak Of ShadowsAs a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.Death AscendedThe ankou has the celestial type in addition to the dragon type.MultiattackThe ankou makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.Bite|6|2d10+3ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damageClaw|6|2d6+3Reaper's Breath (Recharge 56)The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.Change ShapeThe ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.Usher of SoulsThe ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.Source: CCodex (3pp)AnophiloiSmonstrosityNeutral1233 (6d6+12)walk 30 ft., climb 20 ft., fly 40 ft.1214145126Stealth +4111poisoncoldpoisoneddarkvision 60 ft.Blood FrenzyThe anophiloi has advantage on melee attack rolls against any creature that doesn't have all its hp.Blood SenseThe anophiloi can pinpoint, by scent, the location of living creatures within 30 feet of it.MultiattackThe anophiloi makes two attacks. one with its claws and one with its bite.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit.5 (1d6 + 2) piercing damage, and if the target is Large or smaller, the anophiloi attaches to it. While attached, the anophiloi doesn't attack. Instead, at the start of each of the anophiloi's turns, the target loses 5 (1d6 + 2) hp due to blood loss.The anophiloi can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the anophiloi by succeed on a DC 13 Strength check.ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.Claws|4|1d4+2Source: CCodex (3pp)farmland, forestArborcyteLplantChaotic Neutral16 (natural armor)127 (15d10+45)walk 30 ft.2112165103Con +6108bludgeoning, piercingfiredeafeneddarkvision 60 ft.ShearingWhenever the arborcyte suffers 10 or more damage from a single attack, a length of its vines breaks free. This animated tendril is under the arborcyte's control, moving and acting as an extension of the creature. Each tendril has AC 14, 10 hp, and a speed of 10 feet.MultiattackThe arborcyte makes two thorn vine attacks plus one animated tendril attack for each tendril it can see that has been created through its Shearing trait.Thorn VineMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of the arborcyte's turns, and tendril attacks against the target have advantage. The arborcyte can grapple up to two creatures at one time.Thorn Vine|8|3d8+5Animated TendrilMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 9 (1d8 + 5) piercing damage.Animated Tendril|8|1d8+5Source: CCodex (3pp)farmland, forest, grasslandArcamagTmonstrosity (shapechanger)Neutral13 (natural armor)22 (5d4+10)walk 10 ft., fly 30 ft.7101551218Stealth +411Understands Common but can't speak2darkvision 60 ft.CamouflageWhile attached to a host, the arcamag has advantage on Dexterity (Stealth) checks.ShapechangerThe arcamag can use its action to polymorph into a small object, such as a ring, wand, orb, rod, or scroll. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.False Appearance (Object Form Only)While motionless, the arcamag is indistinguishable from an ordinary object.AttachMelee Weapon Attack: +2 to hit, reach 5 ft., one creature that can cast spells. The arcamag attaches to the target.While attached, the arcamag doesn't attack. Instead, it causes a handful of changes in its spellcaster host (see Changes to the Host sidebar).The arcamag can detach itself by spending 5 feet of its movement. A creature other than the host can use its action to detach the arcamag by succeeding on a DC 15 Strength check.The host can use its action to detach the arcamag only after the host has expended all of its spell slots for the day, including the extra cantrips and spell slots gained from having the arcamag attached. Doing so doesn't require a Strength check. When the arcamag detaches itself or is detached from a host, the host takes 2 (1d4) psychic damage per spellcaster level.Teleport (1/Day)The arcamag magically teleports up to 60 feet to an unoccupied space. If it is attached to a host when it uses this action, it automatically detaches.Source: CCodex (3pp)ArcanaphageMmonstrosityUnaligned1460 (8d8+24)walk 0 ft., fly 30 ft.10111621Perception +2124bludgeoning, piercing, slashingblinded, charmed, deafened, frightened, proneblindsight 60 ft. (blind beyond this radius)Arcane DischargeWhen an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage.HungerEach time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest.Ingest MagicAt the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds.Magic ImmunityThe arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects.MultiattackThe arcanaphage makes two tentacle attacks.TentacleMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.Tentacle|6|2d8+4VoraciousThe arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds.Source: CCodex (3pp)Astral SnapperMaberrationNeutral Evil1278 (12d8+24)walk 40 ft.12151412168Con +4Arcana +4, Deception +1, Perception +5, Stealth +415Deep Speech3bludgeoning, piercing, slashing from nonmagical weaponsdarkvision 60 ft.Astral DevourA creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size.From the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Planeits head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage.MultiattackThe astral snapper makes two attacks with its claws.If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait.ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.Claws|4|2d6+2Source: CCodex (3pp)farmlandAzebanMfeyChaotic Neutral16 (natural armor)78 (12d8+24)walk 40 ft., climb 30 ft.16161415818Dex +5, Wis +1Deception +6, Perception +1, Sleight of hand +5, Stealth +511Common, Elvish, Sylvan4cold; bludgeoning, piercing, slashing from nonmagical weaponscharmed, frighteneddarkvision 60 ft.ElusiveThe azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.Magic ResistanceThe azeban has advantage on saving throws against spells and other magical effects.MultiattackThe azeban makes two attacks. one with its bite and one with its claws.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage.Bite|5|2d6+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.Claws|5|2d6+3Ear-Splitting Yawp (Recharge 5-6)The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.Innate SpellcastingThe azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: dancing lights, disguise self, faerie fire, minor illusion3/day each: creation, major image, mislead, seeming1/day each: mirage arcane, programmed illusiondancing lights, disguise self, faerie fire, minor illusion, creation, major image, mislead, seeming, mirage arcane, programmed illusionSource: CCodex (3pp)forestAzi DahakaHdragonChaotic Evil15 (natural armor)157 (15d12+60)walk 40 ft., fly 80 ft.211419141317Dex +7, Con +9, Wis +6, Cha +8Perception +11, Stealth +721Common, Draconic, Infernal14cold; bludgeoning, piercing, slashing from nonmagical weaponslightningblindsight 60 ft., darkvision 120 ft.Legendary Resistance (3/Day)If Azi Dahaka fails a saving throw, it can choose to succeed instead.Magic ResistanceAzi Dahaka has advantage on saving throws against spells and other magical effects.Multiple HeadsAzi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Reactive HeadsAzi Dahaka gets two extra reactions that can be used only for opportunity attacks.Vermin BloodA creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.MultiattackAzi Dahaka makes three bite attacks and two claw attacks.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage.Bite|10|1d10+5ClawMelee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.Claw|10|2d6+5Storm Breath (Recharge 56)Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone.On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsAzi Dahaka 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. Azi Dahaka regains spent legendary actions at the start of its turn.Control WeatherAzi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate.Call Lightning (Cost 2 Actions)A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.Wing Attack (Costs 2 Actions)Azi Dahaka beats its wings.Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.Source: CCodex (3pp)mountainBaba YagaMfeyChaotic Neutral18 (natural armor)399 (47d8+188)walk 40 ft., fly 30 ft.1418181611Con +10, Wis +12, Cha +11Arcana +15, Perception +12, Persuasion +1122All20cold; bludgeoning, piercing, slashing from nonmagical weaponsnecroticfrightened, poisonedtruesight 120 ft.CronesightBaba Yaga has advantage on Wisdom (Perception) checks that rely on sight. As an action, she can observe a target and magically know its current emotional state. If the target fails a DC 19 Charisma saving throw, she also knows the creature's alignment and discovers a hidden secret about the target.CronespeechCreatures with Intelligence 3 or lower obey Baba Yaga unquestioningly. Her utterances are often captured as engravings on nearby stone and wood surfaces. These magical reproductions of her words are made in the Common tongue and fade after several days.Grandmother's TeethThe iron teeth of Baba Yaga are sentient, magical, and airborne dentures that sometimes work at cross-purposes to the Old Witch. If the teeth and Baba Yaga are getting along, the teeth reside inside her mouth, providing her with a bite attack and access to its spell list. Baba Yaga can cast a spell from the teeth's innate spell list as a bonus action, using her spellcasting ability. Spells cast in this way are removed from the teeth's spells per day total. If the witch and her teeth are not getting along, the teeth will fly around casting its spells as it wishes (often to the benefit of Baba Yaga's enemies).Legendary Resistance (3/Day)If Baba Yaga fails a saving throw, she can choose to succeed instead.Mortar And PestleBaba Yaga flies in a large mortar and pestle, which is immune to damage and can't be the target of spells or effects. It provides the witch partial cover from ranged attacks.Baba Yaga doesn't provoke an opportunity attack when she flies out of an enemy's reach. If Baba Yaga is knocked prone, stunned, or incapacitated while flying in the mortar, it will gently set her on the ground and disappear for 1 hour. The pestle remains with the witch.MultiattackBaba Yaga makes two pestle slap attacks and one bite attack, or three pestle slap attacks.Pestle SlapMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 31 (6d8 + 4) bludgeoning damage. The target must succeed on a DC 20 Constitution saving throw or have disadvantage on concentration checks until the end of its next turn.Pestle Slap|10|6d8+4Bite (if iron teeth are equipped)Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 37 (6d10 + 4) piercing damage and the target must succeed on a DC 20 Wisdom saving throw or be frightened of Baba Yaga until the end of its next turn.Bite (if iron teeth are equipped)|10|6d10+4Breath of the Bone Mother (Recharge 5-6)Calling on her elemental powers and her mastery of crone-magic, Baba Yaga exhales a great wind in a 40-foot cone that smells of fetid mires and sausages. Creatures caught in that area must make a DC 18 Constitution saving throw. On a failure, a target takes 45 (10d8) necrotic damage and is affected by the bestow curse spell for 1 minute. On a success, a target takes half the necrotic damage but is not cursed. In addition, a creature damaged by the wind releases a stinking cloud (DC 18 Constitution saving throw against the cloud's poison) centered on it at the beginning of its next turn. The cloud dissipates after 1d4 rounds.Dance of the Time Taunter (1/Day)When Baba Yaga's turn ends, she can take an additional turn. A creature able to see Baba Yaga dance through time has its understanding of the universe challenged and must succeed on a DC 18 Intelligence saving throw or be stunned until the end of its next turn.The fey can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey regains spent legendary actions at the start of its turn.OptionsBaba Yaga can take 3 legendary actions, choosing from the options listed. Only one legendary action can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn.At Will SpellBaba Yaga casts one at will spell from her list or from her iron teeth's list if it is equipped.Pestle SlapBaba Yaga makes one pestle slap attack.Breath of the Bone Mother (Costs 2 Actions)Baba Yaga uses Breath of the Bone Mother, if it is available.Innate SpellcastingThe baba yaga's innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:At will: eldritch blast (2d10), message, minor illusion, spare the dying5/day each: command, disguise self, hideous laughter4/day each: blindness/deafness, darkness, enthrall3/day each: clairvoyance, counterspell, lightning bolt2/day each: banishment, blight, polymorph1/day each: animate objects, insect plagueeldritch blast, message, minor illusion, spare the dying, command, disguise self, hideous laughter, blindness/deafness, darkness, enthrall, clairvoyance, counterspell, lightning bolt, banishment, blight, polymorph, animate objects, insect plagueSource: CCodex (3pp)forestIron Teeth Of Baba Yaga, TheTfeyChaotic Neutral1467 (15d6+15)walk 0 ft., fly 30 ft.121812181010Arcana +6, History +610Common, Dwarvish, Elvish, Infernal, Sylvan2lightningdarkvision 60 ft.PinchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (3d4 + 4) piercing damage.Pinch|6|3d4+4Innate SpellcastingIron's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verball components:At will: detect magic, mending, ray of frost, true strike5/day each: grease, magic missile, shield4/day each: acid arrow, blur, heat metaldetect magic, mending, ray of frost, true strike, grease, magic missile, shield, acid arrow, blur, heat metalSource: CCodex (3pp)Bar BrawlHhumanoidUnaligned12 (leather armor)67 (9d12+9)walk 30 ft.14121311109103piercing, slashingbludgeoningcharmed, frightened, paralyzed, petrified, prone, restrained, stunnedLiquid Courage (Recharge 56)As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.SwarmThe bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.MultiattackThe bar brawl makes two melee attacks or two darts attacks.BarstoolMelee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.Barstool|4|4d6Broken BottlesMelee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.Broken Bottles|4|4d4DartsRanged Weapon Attack: +3 to hit, range 20/40 ft. 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.Darts|3|4d4Source: CCodex (3pp)BarongLcelestialGood Lawful20 (natural armor)225 (18d10+126)walk 60 ft., fly 60 ft.252025182322Con +13, Wis +12, Cha +12Insight +12, Perception +12, Persuasion +1222All, telepathy 120 ft.17bludgeoning, piercing, slashing from nonmagical weaponsradiantcharmed, exhaustion, frightenedtruesight 120 ft.Aura Of ProtectionAll allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious.Divine WeaponsBarong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below).Magic ResistanceBarong has advantage on saving throws against spells and other magical effects.Pack TacticsBarong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.MultiattackBarong makes two attacks. one with his bite and one with his claws.BiteMelee Weapon Attack: +0 to hit, reach 0 ft., plus 18 (4d8 + 0) radiant damage.Melee Weapon Attack: +0 to hit, reach 0 ft., Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit.11 (1d8 + 7) piercing damageBite|0|4d8+0Bite|0|1d8+7ClawsMelee Weapon Attack: +13 to hit, reach 5 ft., one target. 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage.Claws|13|1d6+7Summon Spirit (1/Day)Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses (Tome of Beasts, p. 392), or couatls; 1d4 temple dogs (Tome of Beasts, p. 378), unicorns, or good-aligned wraiths; or one buraq (Tome of Beasts, p. 48) or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action.Divine ProtectionWhen a creature makes an attack against Barong or one of his allies within 30 feet, Barong grants the target of the attack a +5 bonus to its AC until the start of his next turn.The celestial can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.OptionsBarong 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. Barong regains spent legendary actions at the start of his turn.ClawBarong makes one claw attack.Enlightening RoarEach creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it.Divine Command (Costs 2 Actions)Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement.Source: CCodex (3pp)Giant Albino BatHmonstrosityNeutral Evil15 (natural armor)76 (9d12+18)walk 10 ft., fly 80 ft.191615714612Understands Common, Abyssal but can't speak3blindsight 60 ft.EcholocationThe bat can't use its blindsight while deafened.Keen HearingThe bat has advantage on Wisdom (Perception) checks that rely on hearing.Source: CCodex (3pp)farmland, forest, grassland, mountainGiant Vampire BatLbeastUnaligned1360 (8d10+16)walk 10 ft., fly 60 ft.1616142126112blindsight 60 ft.Keen HearingThe bat has advantage on Wisdom (Perception) checks that rely on hearing.EcholocationThe bat can't use its blindsight while deafened.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can't bite another target. The bat regains hp equal to the necrotic damage dealt.Bite|5|1d6+3Source: CCodex (3pp)grassland, mountainBearfolk ChieftainMhumanoid (bearfolk)Good Chaotic17 (chain shirt, shield)130 (20d8+40)walk 40 ft.21141691412Dex +4, Wis +5Athletics +11, Insight +5, Intimidation +7, Persuasion +4, Survival +512Common, Giant6darkvision 60 ft.BruteA melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).Frenzy (1/Rest)As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls.Attack rolls made against a frenzied bearfolk have advantage.Keen SmellThe bearfolk has advantage on Wisdom(Perception) checks that rely on smell.Savage ChargeIf the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action.MultiattackThe bearfolk makes two attacks with its battleaxe and one with its bite.BattleaxeMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.Battleaxe|8|2d8+5BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage.Bite|8|2d6+5Leadership (Recharges after a Short or Long Rest)For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.Source: CCodex (3pp)Bearmit CrabLmonstrosityUnaligned14 (natural armor)59 (7d10+21)walk 30 ft., swim 20 ft.1813164136Perception +3132bludgeoningViscid ShellWhen a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.Keen SmellThe bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.False AppearanceWhile the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.MultiattackThe bearmit crab makes two attacks. one claw attack and one bite attack or two claw attacks.ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit.7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.Bite|6|1d8+4Source: CCodex (3pp)BilwisMelementalChaotic Evil1349 (11d8)walk 0 ft., fly 40 ft.12161010131611Auran1lightning, thunderpoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.Air FormThe bilwis can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.SlamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) bludgeoning damage.Slam|5|2d8+3Whirlwind (Recharge 5-6)Each creature in the bilwis' space and within 5 feet of it must make a DC 12 Strength saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a target takes half the bludgeoning damage and isn't knocked prone.Source: CCodex (3pp)farmlandBloody BonesMmonstrosityChaotic Evil13 (natural armor)55 (10d8+10)walk 30 ft.16121261010Deception +4, Stealth +3103darkvision 60 ft.Horrifying AuraAny creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.Horrific ImitationThe bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.MultiattackThe bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.Claw|5|2d4+3Dark StareThe bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.Its Crown Runs RedWhen it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.Source: CCodex (3pp)farmlandBookkeeperTconstructUnaligned125 (2d4)walk 20 ft., fly 30 ft.81410683Perception +1, Stealth +411Understands the languages of its creator but can't speak1/8bludgeoning, piercing, slashing from nonmagical weaponscold, fire, poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)Between The LinesAs a bonus action while within 30 feet of its book, the bookkeeper can hop inside its book. While inside its book, the bookkeeper has a flying speed of 30 feet and is indistinguishable from ink on a page.Book BoundA bookkeeper makes all attacks, saving throws, and skill checks with advantage when its creator is within 60 feet of its book. The bookkeeper's hp maximum is reduced by 1 for every minute it is further than 60 feet from its book.When its hp maximum reaches 0, it dies. If its creator dies, the bookkeeper can be convinced to pass ownership of the book to a new creature if the creature succeeds on a DC 13 Charisma check. The new owner becomes the bookkeeper's new "creator" and inherits the bookkeeper along with the book.DisintegrateWhen the bookkeeper dies, the book it is bound to is also destroyed.Ink SplashRanged Weapon Attack: +4 to hit, range 20 ft., one target. 3 (1d6) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn.Ink Splash|4|1d6BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage plus 1 poison damage.Elusive PagesWhile inside its book, the bookkeeper magically turns its book invisible until it attacks, or until its concentration ends (as if concentrating on a spell). The bookkeeper is also invisible while inside the invisible bookSource: CCodex (3pp)Boot GrabberSaberrationNeutral1122 (4d6+8)walk 20 ft.1712144122Perception +3, Stealth +313Understands but can't speak1/2acidproneblindsight 60 ft. (blind beyond this radius), tremorsense 60 ft.AdhesiveThe boot grabber adheres to anything that touches it.A Large or smaller creature adhered to the boot grabber is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.AmorphousThe boot grabber can move through a space as narrow as 1 inch wide without squeezing.False AppearanceWhile the boot grabber remains motionless, it is indistinguishable from a dirty puddle of water.Adhesive HandsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage and the target is subjected to its Adhesive trait. Until this grapple ends, the target is restrained, and the boot grabber can't make adhesive hands attacks against other targets.Adhesive Hands|5|2d4+3Unearthly HumThe boot grabber targets one creature it can see within 60 feet of it. It emits a high frequency humming noise which can only be heard by the target. The target must succeed on a DC 11 Wisdom saving throw or move toward the boot grabber on its turn by the shortest and most direct route, ending its turn when it comes within 5 feet of the boot grabber.Source: CCodex (3pp)CarbuncleSmonstrosityGood Chaotic1236 (8d6+8)walk 40 ft., climb 20 ft.81412111612Perception +5, Stealth +615Common1charmeddarkvision 60 ft.Gem IlluminationAs a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Jungle CamouflageThe carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.MultiattackThe carbuncle makes one bite attack and one claw attack.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.Bite|4|1d8+2ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.Claw|4|1d6+2Light Beam (Recharge 56)The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)forestCats Of UltharHbeastUnaligned1455 (10d10)walk 40 ft.918102143Stealth +6124bludgeoning, piercing, slashingcharmed, frightened, paralyzed, petrified, prone, restrained, stunneddarkvision 30 ft.Feline TerrorEach creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the swarm's Feline Terror for the next 24 hours.Keen SensesThe swarm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hp or gain temporary hp.BitesMelee Weapon Attack: +6 to hit, reach 0 ft., up to two creatures in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.Bites|6|4d6Source: CCodex (3pp)farmlandCauldronbornSconstructUnaligned13 (natural armor)13 (3d6+3)walk 20 ft.1471231652piercing, slashing from nonmagical weapons that aren't adamantinepoisoncharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.ConsumptionAs a bonus action, a cauldronborn can consume one potion within 5 feet of it that is not being worn or carried.Along with the potion's effect, the cauldronborn's hp maximum increases by 3 (1d6) and it gains the same number of hp.Detect ElixirThe cauldronborn can pinpoint the location of potions and magic items within 60 feet of it. Outside of 60 feet, it can sense the general direction of potions within 1 mile of it.RegenerationThe cauldronborn regains 2 hp at the start of its turn if it has at least 1 hp.SprintThe cauldronborn triples its speed until the end of its turn when moving toward a potion it has detected.MultiattackThe cauldronborn makes two slam attacks.SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) bludgeoning damage.Slam|4|2d4+2Call Potion (Recharge 5-6)The cauldronborn releases a hungry screech, magically reaching out to nearby potions. All potions within 10 feet of the cauldronborn magically move toward the cauldronborn by rolling out of backpacks, hopping off of belts, unburying themselves, etc. A creature wearing or carrying a potion must succeed on a DC 13 Dexterity saving throw or its potion moves to within 5 feet of the cauldronborn. The target must make a separate saving throw for each potion it is attempting to keep in its possession.Source: CCodex (3pp)Centaur ChieftainLmonstrosityChaotic Neutral16 (chain shirt, shield)110 (17d8+34)walk 50 ft.19121491414Dex +4, Con +5, Wis +20, Cha +5Athletics +7, Perception +5, Survival +515Common, Sylvan5ChargeIf the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 14 (4d6) piercing damage.MultiattackThe centaur chieftain makes two attacks. one with its pike and one with its hooves or two with its longbow.PikeMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 9 (1d10 + 4) piercing damage.Pike|7|1d10+4HoovesMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.Hooves|7|2d6+4LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.Longbow|4|1d8+1Leadership (Recharges after a Short or Long Rest)For 1 minute, the centaur chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the centaur chieftain is incapacitated.Rearing Strike (Recharge 5-6)The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves.Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one.The attack leaves the centaur chieftain vulnerable, reducing its Armor Class by 2 until the start of its next turn.Source: CCodex (3pp)grasslandChild Of YggdrasilLaberrationNeutral Evil14 (natural armor)112 (15d10+30)walk 20 ft., climb 20 ft.16101410188Perception +7, Stealth +317Common, Giant6acid, cold; bludgeoning from nonmagical weaponsfiredarkvision 60 ft.Acid TouchAs an action, the child of Yggdrasil destroys one nonmagical object that isn't being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron.Forest CamouflageThe child of Yggdrasil has advantage on Dexterity (Stealth) checks made to hide in forest terrain.Keen SmellThe child of Yggdrasil has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe child of Yggdrasil makes three claw attacks.ClawMelee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage.Claw|6|1d8+3Source: CCodex (3pp)forestChuhaisterLgiantChaotic Evil16 (natural armor)157 (15d10+75)walk 40 ft.221111011Con +8Athletics +910Giant, Orc, Sylvan7poisoncharmed, poisoneddarkvision 120 ft.FeybaneCreatures of the fey type don't recover spells during a long rest while within 60 feet of the chuhaister.In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.Light SensitivityWhile in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe chuhaister makes two greatclub attacks.GreatclubMelee Weapon Attack: +9 to hit, reach 10 ft., one target. 23 (5d6 + 6) bludgeoning damage.Greatclub|9|5d6+6RockRanged Weapon Attack: +2 to hit, range 30/120 ft., one target. 33 (5d10 + 6) bludgeoning damage.Rock|2|5d10+6Deadfall Shield (Recharge 5-6)When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.Source: CCodex (3pp)forestChupacabraSmonstrosityUnaligned13 (natural armor)36 (8d6+8)walk 30 ft.1615123126Acrobatics +4, Perception +3, Stealth +4131/2poisoneddarkvision 60 ft.Keen Hearing And SmellThe chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.Running LeapWith a 10-foot running start, the chupacabra can long jump up to 25 feet.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack.Bite|5|1d6+3Instead, at the start of each of the chupacabra's turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.Fearful GazeThe chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chupacabra's Fearful Gaze for the next 24 hours.Malodorous StenchWhen the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.Source: CCodex (3pp)grasslandClockwork AssassinMconstructUnaligned16 (natural armor)99 (18d8+18)walk 30 ft., climb 30 ft.14171212127Dex +6, Con +4Acrobatics +6, Investigation +4, Perception +4, Stealth +9, Survival +414Understands Common but can't speak6lightning, poisoncharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.AssassinateDuring its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.Explosive CoreWhen the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.Immutable FormThe assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form.Magic ResistanceThe assassin has advantage on saving throws against spells and other magical effects.Psychic SusceptibilityIf the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn.Sneak Attack (1/Turn)The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.Standing LeapThe assassin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.MultiattackThe clockwork assassin makes two rapier attacks.RapierMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute.Rapier|6|1d8+3DisassemblyThe assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can't attack and attack rolls against it have advantage.Source: CCodex (3pp)Clockwork ServantMconstructUnaligned1122 (4d8+4)walk 25 ft.1412138127Animal handling +3, Investigation +3, Perception +515Common1/8poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Domestic RetainerThe servant can cast the mending and prestidigitation cantrips at will without requiring spell components.Immutable FormThe servant is immune to any spell or effect that would alter its form.Magic ResistanceThe servant has advantage on saving throws against spells and other magical effects.SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.Slam|4|1d6+2Source: CCodex (3pp)Clockwork SoldierMconstructUnaligned12 (natural armor)45 (6d8+18)walk 30 ft.1313165101Athletics +510Common1poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Immutable FormThe soldier is immune to any spell or effect that would alter its form.Intimidating LegionsA single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.Magic ResistanceThe soldier has advantage on saving throws against spells and other magical effects.HalberdMelee Weapon Attack: +3 to hit, reach 10 ft., one target. 7 (1d10 + 2) slashing damage.Halberd|3|1d10+2Overdrive Flurry (Recharge 6)The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.Source: CCodex (3pp)Corpse ThiefMhumanoidNeutral1330 (4d8+12)walk 30 ft.12171611136Sleight of hand +5, Stealth +511Common1/2darkvision 60 ft.Object ReadingBy concentrating for 10 minutes on a specific object, a corpse thief learns more about the object's most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object.If the most recent owner is alive, the corpse thief sees through that person's eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched.If the most recent owner is dead, the corpse thief can learn five things about the person's life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present.MultiattackThe corpse thief makes two claw attacks.ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.Claw|5|1d4+3StealThe corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand.Source: CCodex (3pp)Crimson MistMundeadChaotic Evil1568 (8d8+32)walk 0 ft., fly 0 ft.320185138Dex +8, Wis +4, Cha +211Understands but can't speak6acid, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.PseudocorporealThe crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.Sanguine FeastWhenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt.The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.Vampire WeaknessesThe crimson mist has the following flaws.Forbiddance - The crimson mist can't enter a residence without an invitation from one of the occupants.Harmed by Running Water - The crimson mist takes 20 force damage if it ends its turn above or within running water.Sunlight Hypersensitivity - The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.EngulfThe mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.On a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.Source: CCodex (3pp)CueyatlShumanoidLawful Evil1121 (6d6)walk 30 ft., climb 20 ft., swim 30 ft.101211101110Stealth +3101/2darkvision 60 ft.AmphibiousThe cueyatl can breathe air and water.Jungle CamouflageThe cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.SlipperyThe cueyatl has advantage on saving throws and ability checks made to escape a grapple.Standing LeapThe cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.SpearMelee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.Spear|2|1d6Source: CCodex (3pp)Cueyatl Moon PriestShumanoidLawful Evil13 (studded leather armor)81 (18d6+18)walk 30 ft., climb 20 ft., swim 30 ft.101212101612Con +4Medicine +6, Perception +6, Religion +316Common5darkvision 60 ft.AmphibiousThe cueyatl can breathe air and water.Jungle CamouflageThe cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.SlipperyThe cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple.Standing LeapThe cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.MorningstarMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d8) piercing damage plus 7 (2d6) poison damage.Morningstar|3|1d8Night's Chill (Recharge 5-6)The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one.A creature that has total cover from the moon priest is not affected.SpellcastingThe cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The cueyatl moon priest has the following Cleric spells prepared:Cantrips (at will): guidance, resistance, sacred flame, spare the dying• 1st level (4 slots): bane, cure wounds, protection from evil and good• 2nd level (3 slots): hold person, silence, spiritual weapon• 3rd level (2 slots): bestow curse, spirit guardians4, 3, 2guidance, resistance, sacred flame, spare the dying, bane, cure wounds, protection from evil and good, hold person, silence, spiritual weapon, bestow curse, spirit guardiansSource: CCodex (3pp)Cueyatl Sea PriestShumanoidLawful Evil12 (leather armor)45 (10d6+10)walk 30 ft., climb 20 ft., swim 30 ft.101212101410Dex +3Medicine +4, Religion +212Aquan1darkvision 60 ft.AmphibiousThe cueyatl can breathe air and water.Jungle CamouflageThe cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.SlipperyThe cueyatl has advantage on saving throws and ability checks made to escape a grapple.Speak With Sea LifeThe cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language.Standing LeapThe cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.TridentMelee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.Trident|2|1d6SpellcastingThe cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The cueyatl sea priest has the following Druid spells prepared:Cantrips (at will): guidance, poison spray• 1st level (3 slots): animal friendship, create or destroy water, fog cloud, speak with animals• 2nd level (3 slots): hold person, silence, spiritual weapon• 3rd level (2 slots): bestow curse, spirit guardians3, 3, 2guidance, poison spray, animal friendship, create or destroy water, fog cloud, speak with animals, hold person, silence, spiritual weapon, bestow curse, spirit guardiansSource: CCodex (3pp)Cueyatl WarriorShumanoidLawful Evil13 (leather armor)36 (8d6+8)walk 30 ft., climb 20 ft., swim 30 ft.12111211Str +2Acrobatics +4, Survival +251darkvision 60 ft.AmphibiousThe cueyatl can breathe air and water.Jungle CamouflageThe cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.SlipperyThe cueyatl has advantage on saving throws and ability checks made to escape a grapple.Standing LeapThe cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.BattleaxeMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage plus 7 (2d6) poison damage, or 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage if used with two hands.Battleaxe|3|1d8+2Source: CCodex (3pp)Dakini, SimhamukhaHcelestial (dakini)Good Chaotic16 (natural armor)115 (11d12+44)walk 50 ft.211519121719Str +8, Cha +7Perception +616All, telepathy 120 ft.8cold, fire, lightning, psychic; bludgeoning, slashing from nonmagical weaponsnecrotic, poison, radiantpoisonedtruesight 120 ft.Magic WeaponsThe simhamukha's weapon attacks are magical.Magic ResistanceThe simhamukha has advantage on saving throws against spells and other magical effects.Smite (3/Day)When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.MultiattackThe simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage. If this damage reduces the target to 0 hit points, the simhamukha kills the target by decapitating it.Bite|8|2d10+5KartikaMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) slashing damage.Kartika|8|3d8+5Staff Sweep (Recharge 5-6)Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw.On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone.Weird (Recharge 6)The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.Innate SpellcastingThe dakini, simhamukha's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: aid, guidance, spiritual weapon2/day each: confusion, searing smite, thunderous smiteaid, guidance, spiritual weapon, confusion, searing smite, thunderous smiteSource: CCodex (3pp)Dark FatherLundeadLawful Neutral18 (natural armor)65 (10d8+18)walk 40 ft., fly 20 ft.614158148Stealth +412The languages it knew in life4bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisonexhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.Death WaitsThe dark father has disadvantage on melee attack rolls against any creature that has all of its hp.Incorporeal MovementThe dark father can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.None May Stop DeathWhen a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw.Life DrainMelee Spell Attack. +4 to hit, reach 5 ft., one creature. 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.Life Drain|4|4d6Final CurtainThe dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father's next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can't be retrieved other than by a wish spell or similar magic.Banish HopeWhen a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell.Source: CCodex (3pp)Dark EyeMhumanoid (dark folk)Neutral Evil16 (breastplate)71 (11d8+22)walk 30 ft.10141591316Perception +313Common3blindsight 60 ft.Dark DevotionThe dark eye has advantage on saving throws against being charmed or frightened.Gaze Of Shadowshen a creature that can see the dark eye's eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn't incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn't incapacitated.Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save.Sunlight SensitivityWhile in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattackhe dark eye makes two attacks with its dagger.DaggerMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage.Dagger|4|1d4+2Source: CCodex (3pp)Dark ServantMhumanoid (dark folk)Neutral Evil12 (leather armor)55 (10d8+10)walk 30 ft.16121310101010Common1darkvision 60 ft.Dark DevotionSame as the dark eye.DarksightMagical darkness doesn't impede the dark folk's darkvision.Pack TacticsThe dark servant has advantage on attack rolls against a creature if at least one of the dark servant's allies is within 5 feet of the creature and the ally isn't incapacitated.Sunlight SensitivitySame as the dark eye.Multiattackhe dark servant makes two attacks with its sickle.SickleMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.Sickle|5|1d4+3Light CrossbowRanged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d8 + 1) piercing damage.Light Crossbow|3|1d8+1Source: CCodex (3pp)Dark VoiceMhumanoid (dark folk)Neutral Evil16 (chain mail)91 (14d8+28)walk 30 ft.141015111618Intimidation +7, Persuasion +713Common5blindsight 60 ft.Dark DevotionSame as the dark eye.RegenerationThe dark voice regains 5 hp at the start of its turn if it is in an area of dim light or darkness. The dark voice only dies if it starts its turn with 0 hp and doesn't regenerate.Sunlight SensitivitySame as the dark eye.MultiattackThe dark voice makes two attacks with its mace.MaceMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit.5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage.Heavy CrossbowRanged Weapon Attack: +3 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage plus 7 (2d6) cold damage.Heavy Crossbow|3|1d10Whispers of Shadow (Recharge 56)The dark voice speaks in Umbral, whispering of what it sees beyond the dark. The area within 30 feet of the dark voice becomes dimly lit until the end of the dark voice's next turn. Only sunlight can illuminate the area brightly during this time.Each non-dark folk creature in the area must succeed on a DC 15 Charisma saving throw or take 13 (3d8) psychic damage and be frightened until the start of its next turn.Source: CCodex (3pp)Chemosh, Demon Lord Of ConquestHfiend (demon)Chaotic Evil18 (natural armor)175 (14d12+84)walk 50 ft., swim 100 ft.261123231621Str +14, Int +12Athletics +14, Deception +17, History +12, Persuasion +1113All, telepathy 120 ft.19cold, poison; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, poisonedtruesight 120 ft.AmphibiousChemosh can breathe air and water.Aura Of FuryThe calm emotion spell instantly fails when cast within 60 feet of Chemosh. In addition, any creature that starts its turn within 30 feet of Chemosh must succeed on a DC 19 Wisdom saving throw or enter a mad rage, attacking the nearest creature it can see until the start of its next turn. At the start of his turn, Chemosh can decide whether this aura is active.Legendary Resistance (3/Day)If Chemosh fails a saving throw, he can choose to succeed instead.Magic ResistanceChemosh has advantage on saving throws against spells and other magical effects.Magic WeaponsChemosh's weapon attacks are magical.MultiattackChemosh makes three longsword attacks and one shortsword attack, or three longbow attacks.LongswordMelee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (3d8 + 8) slashing damage or 24 (3d10 + 8) slashing damage if used with two hands.Longsword|14|3d8+8ShortswordMelee Weapon Attack: +14 to hit, reach 5 ft., one target. 18 (3d6 + 8) piercing damage.Shortsword|14|3d6+8LongbowRanged Weapon Attack: +6 to hit, range 150/600 ft., one target. 13 (3d8) piercing damage. The range and accuracy of Chemosh's arrows are not affected by water.Longbow|6|3d8The fiend (demon) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.OptionsChemosh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Chemosh regains spent legendary actions at the start of his turn.LongswordChemosh makes one longsword attack.Call Carrion-Eater (Costs 2 Actions)Chemosh summons a vrock at a point within 60 feet of him. The vrock has a swim speed equal to its fly speed. It remains for 1 minute, until it or Chemosh dies, or until Chemosh dismisses it as an action.Chemosh can summon up to three vrocks per day.SwimChemosh swims up to his swim speed without provoking opportunity attacks.Innate SpellcastingThe chemosh, demon lord of conquest's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: alter self, create or destroy water3/day each: crown of madness, fear1/day each: greater invisibility, teleportalter self, create or destroy water, crown of madness, fear, greater invisibility, teleportSource: CCodex (3pp)Chittr'k'k, Demon Lord Of RatsMfiend (demon)Chaotic Evil16172 (23d8+69)walk 30 ft., swim 20 ft.122217212010Dex +11, Con +8, Int +10Insight +10, Perception +10, Stealth +1120Common, Abyssal, telepathy 120 ft.13cold, lightningfire, necrotic, poisonpoisoneddarkvision 120 ft., truesight 60 ft.Fire DancerWhenever Chittr'k'k is subjected to fire or necrotic damage, he takes no damage and instead is unaffected by spells and other magical effects that would impede his movement.This trait works like the freedom of movement spell, except it only lasts for 1 minute.Quick EscapeAs a bonus action, Chittr'k'k teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.Legendary Resistance (3/Day)If Chittr'k'k fails a saving throw, he can choose to succeed instead.MultiattackChittr'k'k makes two Soul Bite attacks or three Necrotic Flame attacks.Soul BiteMelee Weapon Attack: +11 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.Soul Bite|11|2d8+6Necrotic FlameRanged Magic Attack. +10 to hit, 120 ft., one target. 13 (3d8) necrotic damage.Necrotic Flame|10|3d8Soul DevouringWhen Chittr'k'k or a rattok demon within 120 feet of Chittr'k'k reduces a creature to 0 hp, the demon lord devours that creature's soul. Chittr'k'k gains 19 (3d12) temporary hp and the creature must succeed on a DC 18 Constitution saving throw or suffer two failed death saving throws.The fiend (demon) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.OptionsThe demon lord 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. Chittr'k'k regains spent legendary actions at the start of his turn.Soul BiteChittr'k'k uses his soul bite attack.StumbleChittr'k'k commands a rat to dash under the feet of a creature within 60 feet, causing it to stumble. The creature must succeed on a DC 15 Dexterity saving throw or it drops whatever it is holding and falls prone.Plague Breath (Costs 2 Actions)Chittr'k'k surrounds himself with hideous vapors from his pipe, a screeching, pestilent mix of damned souls and poison gas. The gas spreads around corners, and its area is lightly obscured. Each creature that starts its turn within 10 feet of Chittr'k'k must make a DC 15 Constitution saving throw. On a failure, the creature takes 16 (3d10) necrotic damage and is poisoned. On a success, the creature takes half the damage and is not poisoned. The gas lasts until Chittr'k'k uses this legendary action again or until Chittr'k'k dies. Rats, rattok demons, wind demons, and Chittr'k'k are immune to the effects of Plague Breath.Source: CCodex (3pp)Rangda, Demon Lord Of WitchesLfiend (demon)Chaotic Evil19 (natural armor)262 (25d10+125)walk 30 ft.211920221721Int +12, Cha +11Arcana +12, Deception +11, Insight +9, Perception +9, Stealth +1019Common, Abyssal, Celestial, telepathy 120 ft.17cold, fire; bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, poisoneddarkvision 120 ft., truesight 60 ft.Legendary Resistance (3/Day)If Rangda fails a saving throw, she can choose to succeed instead.Magic ResistanceRangda has advantage on saving throws against spells and other magical effects.MultiattackRangda makes three attacks. two with her claws and one with her tongue lash.ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or become infected with cackle fever. If the target succeeds, it is immune to this effect for 24 hours.Claw|11|2d8+5Tongue LashMelee Weapon Attack: +11 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest.Tongue Lash|11|2d6+5Hypnotic Sway (Recharge 5-6)Rangda sways her body and tongue in a mesmerizing rhythm. Each creature of her choice that is within 30 feet of her that can see her must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn.TeleportRangda magically teleports to an unoccupied space within line of sight. Alternatively, Rangda magically enters her home plane from the Material Plane, or vice versa.The fiend (demon) can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.OptionsRangda 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. Rangda regains spent legendary actions at the start of her turn.ClawRangda makes one claw attack.TeleportRangda uses her Teleport ability.Spell (Costs 2 Actions)Rangda casts a spell.Hypnotic Sway (Costs 2 Actions)Rangda uses her Hypnotic Sway ability, if it is available.Innate SpellcastingThe rangda, demon lord of witches's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: charm person, comprehend languages, eldritch blast (4d10), fly, mage hand, vicious mockery (4d4)3/day each: bestow curse (8 hours), blight, counterspell, major image, remove curse, tongues, witch bolt (5d12)1/day each: feeblemind, plane shift, true polymorphcharm person, comprehend languages, eldritch blast, fly, mage hand, vicious mockery, bestow curse, blight, counterspell, major image, remove curse, tongues, witch bolt, feeblemind, plane shift, true polymorphSource: CCodex (3pp)Typhon, Father Of MonstersGfiend (demon)Chaotic Evil21 (natural armor)314 (17d20+136)walk 50 ft., burrow 50 ft., fly 90 ft.301426172219Dex +9, Con +15, Wis +13, Cha +11Arcana +10, Deception +11, Intimidation +11, Perception +1323All, telepathy 120 ft.22cold, fire, lightningpoison; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frightened, poisonedtruesight 120 ft.Legendary Resistance (3/Day)If Typhon fails a saving throw, he can choose to succeed instead.Magic ResistanceTyphon has advantage on saving throws against spells and other magical effects.Magic WeaponsTyphon's weapon attacks are magical.MultiattackTyphon makes three attacks. two with his snake bites and one with his or Enthralling Touch.Snake BitesMelee Weapon Attack: +17 to hit, reach 15 ft., one target. 23 (3d8 + 10) piercing damage and the target must succeed on a DC 23 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 11 (2d10) poison damage at the start of its turn. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Snake Bites|17|3d8+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one creature. 26 (3d10 + 10) bludgeoning damage and the target is grappled (escape DC 20) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained. Typhon has two tails, each of which can grapple only one target.Tail|17|3d10+10Enthralling TouchMelee Spell Attack: +11 to hit, reach 15 ft., one creature. The target is magically cursed. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. The curse lasts until removed by the remove curse spell or other magic.The fiend (demon) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.OptionsTyphon 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. Typhon regains spent legendary actions at the start of his turn.Snake BitesTyphon makes one snake bites attack.EnthrallTyphon makes one enthralling touch attack.Wing Attack (Costs 2 Actions)Typhon beats his wings. Each creature within 15 feet of Typhon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Typhon can then fly up to half his flying speed.Innate SpellcastingThe typhon, father of monsters's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: detect magic, major image3/day each: dispel magic, dominate person, suggestion1/day each: dominate monster, geas, true polymorphdetect magic, major image, dispel magic, dominate person, suggestion, dominate monster, geas, true polymorphSource: CCodex (3pp)AlnaarLfiend (demon)Chaotic Evil17 (natural armor)212 (25d10+75)walk 40 ft., burrow 20 ft., fly 40 ft.20221791210Dex +10, Con +7Acrobatics +10, Perception +515Abyssal9bludgeoning, piercing, slashing from nonmagical weaponsfire, poisoncoldfrightened, poisoneddarkvision 120 ft.Skin Of The ForgeA creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.Starving WrathIf an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.MultiattackThe alnaar makes three fiery fangs attacks.Fiery FangsMelee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.Fiery Fangs|9|2d8+5Flare (Recharge Special)The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.On the HuntWhen a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.Source: CCodex (3pp)CipactliMfiend (demon)Chaotic Evil15 (natural armor)78 (12d8+24)walk 20 ft., swim 30 ft.161414101010Stealth +510Primordial5lightningcold, poisonfirepoisoneddarkvision 60 ft.AmphibiousThe cipactli can breathe air and water.Underwater CamouflageThe cipactli has advantage on Dexterity (Stealth) checks made while underwater.Water StepAs a bonus action, the cipactli can liquefy itself, disappearing from its current location and reappearing in an unoccupied space it can see within 20 feet. Its current location and the new location must be connected by water in some way.a stream, ooze, soggy ground, or even runoff from a drain pipe.MultiattackThe cipactli makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the cipactli uses its Devouring Embrace.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.Bite|6|1d8+3Devouring EmbraceThe cipactli devours a Medium or smaller creature grappled by it. The devoured target is blinded, restrained, it has total cover against attacks and other effects outside the cipactli, and it takes 14 (4d6) piercing damage at the start of each of the cipactli's turns as the fiend's lesser mouths slowly consume it.If the cipactli moves, the devoured target moves with it.The cipactli can only devour one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the cipactli's many jaws by succeeding on a DC 14 Strength check.Ancient Lullaby (Recharge 5-6)A cipactli sings a soporific, primordial song of eternal rest and divine repose from its many mouths. Each creature within 100 feet of the cipactli that can hear the song must succeed on a DC 14 Charisma saving throw or fall asleep and remain unconscious for 10 minutes. A creature awakens if it takes damage or another creature takes an action to wake it. This song has no effect on constructs and undead.Source: CCodex (3pp)EchoMfiend (demon)Chaotic Evil15102 (12d8+48)walk 30 ft., fly 20 ft.202018141816Persuasion +6, Stealth +814Abyssal, Celestial6cold, fire, lightningpoisonpoisoneddarkvision 60 ft.Aura Of CacophonyThe demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.Iron ClawsMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.Iron Claws|8|2d8+5Everywhere at Once (Recharge 5-6)The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.Echoes of the Abyss (1/Day)The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.Source: CCodex (3pp)Fulad-zerehMfiend (demon, shapechanger)Chaotic Evil16 (natural armor)114 (12d8+60)walk 40 ft., fly 90 ft.19162081614Dex +6, Con +8, Wis +6Survival +613Abyssal, telepathy 120 ft.8cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonpoisoneddarkvision 120 ft.Petrifying GazeWhen a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified.Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.Weeping AcidA creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.MultiattackThe fulad-zereh makes two attacks. one with its barbed whip and one with its battleaxe.Barbed WhipMelee Weapon Attack: +8 to hit, reach 30 ft., one target. 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.Barbed Whip|8|3d6+4BattleaxeMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 17 (3d8 + 4) slashing damage.Battleaxe|8|3d8+4Source: CCodex (3pp)NeophronMfiend (shapechanger, demon)Chaotic Evil16 (natural armor)114 (12d8+60)walk 40 ft., fly 90 ft.19162081614Survival +613Abyssal, telepathy 60 ft.8cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonpoisoneddarkvision 120 ft.ShapechangerThe neophron can use its action to polymorph into a tiger or a wolf, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.MultiattackThe neophron makes three attacks. one with its bite and one with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neophron, and it takes 14 (4d6) acid damage at the start of each of the neophron's turns.Bite|7|2d10+4The neophron can only swallow one creature at a time. If a humanoid dies while swallowed, it transforms into a ghast. At the start of its next turn, the neophron regurgitates the ghast into an unoccupied space within 10 feet. The ghast is under the neophron's control and acts immediately after the neophron in the initiative count.If the neophron takes 20 or more damage in a single turn from a creature inside it, the neophron must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the neophron. If the neophron dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone.ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.Claws|7|2d6+4Source: CCodex (3pp) p. 87PishachaMfiend (shapechanger)Chaotic Evil13 (natural armor)55 (10d8+10)walk 30 ft.16141310167Arcana +2, Perception +515Common, Abyssal, telepathy 60 ft.3cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonradiantpoisoneddarkvision 60 ft.ShapechangerThe pishacha can use its action to polymorph into a tiger or a wolf, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.MultiattackThe pishacha makes two attacks. one with its bite and one with its claws.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage.Bite|5|2d8+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.Claws|5|2d6+3Demonic Possession (Recharge 6)One humanoid that the pishacha can see within 5 feet of it must succeed on a DC 13 Wisdom saving throw or be possessed by the pishacha; the pishacha then disappears, and the target is incapacitated and loses some control of its body, succumbing to a random short-term madness (see the System Reference Document 5.1) each round for 3d6 rounds. At the end of the 3d6 rounds, the pishacha becomes dormant within the body.While possessing a victim, the pishacha attempts to seize control of the body again every 1d4 hours. The target must succeed on a DC 13 Wisdom saving throw or succumb to another 3d6 round period of random short-term madness. Even if the target succeeds, it is still possessed. If the target is still possessed at the end of a long rest, it must succeed on a DC 13 Wisdom saving throw or gain a long-term madness.While possessing a victim, the pishacha can't be targeted by any attack, spell, or other effect, except those that can turn or repel fiends, and it retains its alignment, Intelligence, Wisdom, and Charisma. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.The possession lasts until the body drops to 0 hp, the pishacha ends it as a bonus action, or the pishacha is turned or forced out by an effect like the dispel evil and good spell. The pishacha can also be forced out if the victim eats a bowl of rice that has been cooked in holy water. When the possession ends, the pishacha reappears in an unoccupied space within 5 feet of the body.The target is immune to possession by the same pishacha for 24 hours after succeeding on the initial saving throw or after the possession ends.InvisibilityThe pishacha magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell).Source: CCodex (3pp)PlareshMfiend (demon)Chaotic Evil15 (natural armor)30 (4d8+12)walk 30 ft., burrow 30 ft., swim 30 ft.21716612311Understands Abyssal but can't speak3cold, fire, lightning, bludgeoning, piercing, slashingpoisoncharmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunnedblindsight 30 ft. (blind beyond this radius), tremorsense 60 ft.Grinding MawsThe plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has 5 to its AC and half the usual hp.Magic ResistancerThe plaresh has advantage on saving throws against spells and other magical effects.SwarmThe plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp.BitesMelee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.Bites|5|4d6The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.Infest Corpse (Recharges after a Long Rest)The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator.Source: CCodex (3pp)RattokSfiend (demon)Chaotic Evil14 (natural armor)66 (12d6+24)walk 30 ft., swim 20 ft.1016141469Stealth +58Common, Abyssal4cold, lightningfire, necrotic, poisonpoisoneddarkvision 60 ft.Bottled Soul (3/Day)As a bonus action, the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour.Fire DancerWhenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute.Magic ResistanceThe rattok has advantage on saving throws against spells and other magical effects.MultiattackThe rattok makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage.Bite|5|1d8+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.Claws|5|1d4+3Necrotic Rush (Recharge 5-6)The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)SpreeSfiend (demon)Chaotic Evil15 (natural armor)84 (13d6+39)walk 30 ft.11171610815Dex +6, Wis +29Common, Gnomish, Abyssal5cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonfrightened, poisoneddarkvision 60 ft.Frothing RageThe spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute.Spree MadnessIf a creature confused by the spree demon's claw attack reduces a target to 0 hp, the confused creature must make a successful DC 14 Wisdom saving throw or gain a short-term madness (see the System Reference Document 5.1). If a creature fails this saving throw again while already suffering from a madness, it gains a long-term madness instead.MultiattackThe spree demon makes two claw attacks. If both attacks hit the same target, the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened this way, the creature believes it has shrunk to half its normal size. All attacks against the creature do an extra 7 (2d6) psychic damage, and the creature's attacks do half damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit.6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage, and the creature must make a DC 14 Constitution saving throw. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn for 1 minute. This works like the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.Source: CCodex (3pp)VellsoMfiend (demon)Chaotic Evil15 (natural armor)120 (16d8+48)walk 40 ft., climb 40 ft.1815169147Dex +5, Con +6Perception +5, Stealth +8, Survival +515Abyssal, telepathy 120 ft.7cold, fire, lightningnecrotic, poisonpoisoneddarkvision 60 ft.Keen SmellThe vellso has advantage on Wisdom (Perception) checks that rely on smell.Magic ResistanceThe vellso has advantage on saving throws against spells and other magical effects.Magic WeaponsThe vellso's weapon attacks are magical.Spider ClimbThe vellso can climb surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe vellso makes two attacks. one with its bite and one with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 13 (3d8) necrotic damage and contract the carrion curse disease (see sidebar).Bite|7|2d8+4ClawsMelee Weapon Attack. +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claws|7|2d6+4Source: CCodex (3pp)Wind DemonSfiend (demon)Chaotic Evil15 (natural armor)28 (8d6)walk 30 ft., fly 60 ft.1018101078Stealth +88Common, Abyssal2fire, lightningcold, poisonpoisoneddarkvision 60 ft.Arrow BaneWhen the wind demon is targeted by an attack or spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the attacker has disadvantage on the attack roll. On a 6, the wind demon is unaffected, and the attack is reflected back at the attacker as though it originated from the wind demon, turning the attacker into the target.Magic ResistanceThe wind demon has advantage on saving throws against spells and other magical effects.MultiattackThe wind demon makes two frost claw attacks.Frost ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage plus 3 (1d6) cold damage.Frost Claw|6|1d4+4Swift as FrostAfter a creature the wind demon can see damages it with an attack, the wind demon can move up to its speed without provoking opportunity attacks.Source: CCodex (3pp)YekSfiend (demon)Chaotic Evil16 (natural armor)77 (14d6+28)walk 30 ft., climb 30 ft.16161591310Str +5, Dex +5, Con +4, Int +1Perception +3, Stealth +513Abyssal, telepathy 120 ft.4cold, fire, lightningpoisonpoisoneddarkvision 120 ft.Devouring SwarmIf a creature has three or more yek attached to it from a bite attack at the end of its turn, the creature must succeed on a DC 12 Constitution saving throw or its Constitution score is reduced by 1d4 as the demons feast upon the creature's flesh.Magic ResistanceThe yek has advantage on saving throws against spells and other magical effects.Pack TacticsThe yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.MultiattackThe yek makes one bite attack and one claw attack.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage, and, if the target is Large or smaller, the yek demon attaches to it. While attached, the yek demon can make this attack only against the target and has advantage on the attack roll. The yek demon can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the yek demon by succeeding on a DC 13 Strength check.Bite|5|3d6+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (3d4 + 3) slashing damage.Claw|5|3d4+3Source: CCodex (3pp)Alpha YekMfiend (demon)Chaotic Evil16 (natural armor)129 (16d8+48)walk 30 ft., climb 30 ft.101010101010Str +7, Dex +7, Con +7, Int +6Perception +5, Stealth +715Abyssal, telepathy 120 ft.9cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonpoisoneddarkvision 120 ft.Magic ResistanceThe yek has advantage on saving throws against spells and other magical effects.Pack TacticsThe yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.MultiattackThe alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (4d6 + 3) piercing damage.Bite|7|4d6+3ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (4d4 + 3) slashing damage.Claw|7|4d4+3Bone ShardMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing A yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet.Bone Shard|7|2d4+3Source: CCodex (3pp)Speaker To The DarknessShumanoid (derro)Chaotic Evil16 (scale mail)135 (18d6+72)walk 25 ft.11161810918Dex +6, Cha +7Perception +212Common, Abyssal, Deep Speech, Undercommon5radiantfrighteneddarkvision 60 ft.Boon Of The BatA creature struck by one of the speaker to the darkness' attacks must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the speaker's next turn.MultiattackThe speaker to the darkness makes two quarterstaff attacks or two sling attacks.QuarterstaffMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands, plus 9 (2d8) necrotic damage.Quarterstaff|3|1d6SlingRanged Weapon Attack: +6 to hit, range 30/120 ft., one target. 6 (1d6 + 3) bludgeoning damage.Sling|6|1d6+3Drawn from Beyond (Recharge 5-6)The speaker conjures up to 3 ghasts. The ghasts appear in unoccupied spaces within 30 feet of the speaker that the speaker can see. The ghasts follow the speaker's commands, and it is immune to their Stench. It can't have more than 3 ghasts conjured at one time.Extinguish Light (1/rest)The speaker creates a 15-foot-radius sphere of magical darkness on a point it can see within 60 feet.This darkness works like the darkness spell, except creatures inside it have disadvantage on saving throws and the speaker and its conjured ghasts are unaffected by the darkness.Source: CCodex (3pp) p. 96Witch QueenShumanoid (derro)Chaotic Evil15 (studded leather armor)77 (14d6+28)walk 30 ft.9161411916Arcana +3, Stealth +69Common, Dwarvish, Undercommon5darkvision 120 ft.Heightened Spell (3/Day)As a bonus action, a target of the witch queen's choice within 60 feet of her has disadvantage on its saving throw against her next spell.Magic ResistanceThe witch queen has advantage on saving throws against spells and other magical effects.Sunlight SensitivityWhile in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Maddening ScimitarMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen.Maddening Scimitar|6|1d6+3SpellcastingThe witch queen is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The witch queen has the following Wizard spells prepared:Cantrips (at will): acid splash, mage hand, message, ray of frost• 1st level (4 slots): burning hands, magic missile, sleep• 2nd level (3 slots): invisibility, spider climb, suggestion• 3rd level (3 slots): blink, fear, lightning bolt• 4th level (2 slots): blight, confusion4, 3, 3, 2acid splash, mage hand, message, ray of frost, burning hands, magic missile, sleep, invisibility, spider climb, suggestion, blink, fear, lightning bolt, blight, confusionSource: CCodex (3pp) p. 97Devil SharkGmonstrosityNeutral Evil16 (natural armor)198 (12d20+72)walk 0 ft., swim 60 ft.241422142014Dex +7, Con +11, Wis +10Intimidation +7, Perception +10, Religion +7, Stealth +7, Survival +1020Deep Speech, Aquan, telepathy 120 ft.13firecoldblindsight 60 ft.Blood FrenzyThe devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp.Keen SmellThe devil shark has advantage on Wisdom (Perception) checks that rely on smell.Magic ResistanceThe devil shark has advantage on saving throws against spells and other magical effects.Shark TelepathyThe devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as "come here," "defend me," or "attack this target."Water BreathingThe devil shark can breathe only underwater.BiteMelee Weapon Attack: +12 to hit, reach 5 ft., one target. 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).Bite|12|4d10+7SwallowThe devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns.A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time.If the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.Freezing Breath (Recharge 56)The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed.Source: CCodex (3pp)underwaterBelphegor, Hell's InventorHfiend (devil)Lawful Evil18 (natural armor)402 (35d12+178)walk 30 ft., fly 60 ft.201620221814Con +12, Int +13Insight +11, Perception +11, Persuasion +92122cold; bludgeoning, piercing, slashing from nonmagical weapons that aren't silveredfire, poisonfrightened, poisoneddarkvision 120 ft.Builder Of HellDuring a long rest, Belphegor can create three flesh golems or three gorgons. The creatures are made from various fleshy and metal parts stored on Prime. The constructs obey his commands until they are slain or disassemble into pieces after 24 hours.Legendary Resistance (3/Day)If Belphegor fails a saving throw, he can choose to succeed instead.Lord Of OpeningsBelphegor retains his humble roots. Creatures in his presence find they don't have full control of their body's orifices. A creature that starts its turn within 20 feet of Belphegor must succeed on a DC 20 Constitution saving throw or suffer one of the following effects until the end of its next turn (rolled randomly or chosen by the GM).1 Tears - The creature's eyes swell with tears, causing the creature to become blinded.2 Vomit - The creature vomits uncontrollably and is considered poisoned and can't speak.3 Defecation - The creature's insides cramp as it voids its bowels, becoming incapacitated in the process.4 Discharge of Wax - A thick wax fills the creature's ears, causing the creature to become deafened.Magic WeaponsBelphegor's weapon attacks are magical.Pitted SocketsMist swirls in the depths of Belphegor's pit-like eyes. Creatures who look upon Belphegor lose all benefits from their next long rest as they struggle to expel the devil's hollow gaze from their minds.PrimeBelphegor rides a grand, floating palanquin named Prime. This overly complex device-turned-vehicle is immune to damage and can't be the target of spells or effects. It provides the demon lord partial cover from ranged attacks. Belphegor doesn't provoke an opportunity attack when he flies out of an enemy's reach while on Prime. If Belphegor is knocked prone, stunned, or incapacitated while flying on Prime, it will gently set him on the ground and disappear for 1 hour.MultiattackBelphegor makes three soul flail attacks.Soul FlailMelee Weapon Attack: +12 to hit, reach 10 ft., one target. 32 (5d10 + 5) bludgeoning damage and 14 (4d6) fire damage. Each creature trapped in his flail by Form the Chain must succeed on a DC 20 Constitution saving throw or take 10 (3d6) psychic damage.Soul Flail|12|5d10+5Endless Complexity (1/Day)Belphegor activates the many complexities built atop Prime. All creatures who can see Belphegor must succeed on a DC 19 Wisdom saving throw or be stunned for 1d4 rounds as fruitless comprehension takes hold of their minds. A creature affected by this ability feels compelled to tinker, conceive, or otherwise invent an overly complex object related to its class and background. Any downtime taken during the next seven days after failing this saving throw is spent toiling on this object until ultimately, nothing comes of it.Form the ChainWhen Belphegor is hit by an attacker he hit with his soul flail in the past minute, the attacker must succeed on a DC 19 Wisdom saving throw or the attack does no damage and the attacker takes the place of a damned soul, teleporting to its location on the flail instantly. The attacker is paralyzed and experiences tremendous psychic suffering as it helps to hold the head of the flail to the handle. At the end of its next turn, it returns to the space it previously occupied or to the nearest unoccupied space. If a creature's saving throw is successful or the effect ends for it, the creature can't be affected by Belphegor's Form the Chain again until Belphegor hits it with another Soul Flail attack.The fiend (devil) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn.OptionsBelphegor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains any spent legendary actions at the start of his turn.MoveBelphegor moves up to half his speed.Soul FlailBelphegor makes one soul flail attack.Endless Complexity (Costs 2 Actions)Belphegor uses his Endless Complexity if it is available.Source: CCodex (3pp)Parzelon, King Of SecretsHfiend (devil)Lawful Evil20 (natural armor)378 (28d12+196)walk 40 ft.201824262218Dex +12, Con +15, Wis +14, Cha +12Animal handling +14, Arcana +24, History +24, Intimidation +12, Investigation +16, Medicine +22, Perception +14, Persuasion +12, Religion +2424All, telepathy 120 ft.25cold, lightning, psychicfire, poison; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frightened, poisonedtruesight 120 ft.Fear AuraAny creature hostile to Parzelon that starts its turn within 20 feet of him must make a DC 20 Wisdom saving throw, unless Parzelon is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Parzelon's Fear Aura for the next 24 hours.Legendary Resistance (3/Day)If Parzelon fails a saving throw, he can choose to succeed instead.Magic ResistanceParzelon has advantage on saving throws against spells and other magical effects.Magic WeaponsParzelon's weapon attacks are magical.MultiattackParzelon makes two melee attacks.BiteMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit.14 (2d8 + 5) piercing damage plus 14 (4d6) necrotic damage.Serpentine LashMelee Weapon Attack: +13 to hit, reach 10 ft., one target. 15 (4d4 + 5) piercing damage plus 21 (6d6) poison damage.Serpentine Lash|13|4d4+5Summon Devil (1/Day)Parzelon summons 1d4 barbed devils or 1d4 spawn of Parzelon. A summoned devil appears in an unoccupied space within 60 feet of Parzelon, acts as an ally, and can't summon other devils. It remains for 1 minute, or until Parzelon dismisses it as an action.The fiend (devil) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn.OptionsParzelon 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. Parzelon regains spent legendary actions at the start of his turn.Serpentine LashParzelon makes one serpentine lash attack.Spell (Costs 2 Actions)Parzelon casts one spell.Horn of Nessus (Costs 3 Actions)Parzelon blows his accursed, silver horn, which emits a sickening blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 20 Constitution saving throw. On a failure, a creature takes 32 (5d12) poison damage and is incapacitated for 1 minute.On a success, a creature takes half as much damage and isn't incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.SpellcastingThe parzelon, king of secrets is a 20th-level spellcaster. Its spellcasting ability is (spell save DC 24, +16 to hit with spell attacks). He requires no material components to cast his spells. The parzelon, king of secrets has the following Wizard spells prepared:Cantrips (at will): fire bolt, minor illusion, prestidigitation, ray of frost, shocking grasp• 1st level (4 slots): charm person, detect magic, disguise self, magic missile, sleep• 2nd level (3 slots): darkness, hold person, locate object, suggestion• 3rd level (3 slots): bestow curse, clairvoyance, haste, lightning bolt• 4th level (3 slots): dimension door, greater invisibility, locate creature, phantasmal killer, polymorph• 5th level (3 slots): dominate person, scrying, telekinesis, wall of force• 6th level (2 slots): chain lightning, disintegrate• 7th level (2 slots): plane shift, prismatic spray• 8th level (1 slots): feeblemind• 9th level (1 slots): foresight4, 3, 3, 3, 3, 2, 2, 1, 1fire bolt, minor illusion, prestidigitation, ray of frost, shocking grasp, charm person, detect magic, disguise self, magic missile, sleep, darkness, hold person, locate object, suggestion, bestow curse, clairvoyance, haste, lightning bolt, dimension door, greater invisibility, locate creature, phantasmal killer, polymorph, dominate person, scrying, telekinesis, wall of force, chain lightning, disintegrate, plane shift, prismatic spray, feeblemind, foresightSource: CCodex (3pp)Spawn Of ParzelonMfiend (devil)Lawful Evil16 (natural armor)77 (14d8+14)walk 30 ft.151813121015Dex +7, Con +4, Wis +3, Cha +5Deception +5, Insight +6, Perception +6, Stealth +1016Infernal, telepathy 120 ft.5cold; bludgeoning, piercing, slashing from nonmagical weaponsfire, poisonpoisoneddarkvision 120 ft., truesight 60 ft.Devil's SightMagical darkness doesn't impede the spawn's darkvision.Keen SmellThe spawn has advantage on Wisdom (Perception) checks that rely on smell.Magic ResistanceThe spawn has advantage on saving throws against spells and other magical effects.Pack TacticsThe spawn has advantage on attack rolls against a creature if at least one of the spawn's allies is within 5 feet of the creature and the ally isn't incapacitated.PounceIf the spawn moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the spawn can make one bite attack against it as a bonus action.MultiattackThe spawn of Parzelon makes one bite attack and two claw attacks.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.Bite|5|1d6+2ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 7 (2d6) necrotic damage.Claw|5|1d6+2Tranquil Roar (Recharge 4-6)The spawn emits a dreadfully alluring purr.Each creature within 20 feet of it that can hear it and that isn't a devil must succeed on a DC 15 Constitution saving throw or be charmed for 1 minute.A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Innate SpellcastingThe spawn of parzelon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: disguise self3/day each: expeditious retreatdisguise self, expeditious retreatSource: CCodex (3pp)Fire ImpTfiend (devil)Lawful Evil13 (natural armor)14 (4d4+4)walk 20 ft., fly 40 ft.51412101014Deception +3, Stealth +410Common, Infernal1/2cold; bludgeoning, piercing, slashing from nonmagical weaponsfire, poisonpoisoneddarkvision 120 ft.Devil's SightMagical darkness doesn't impede the imp's darkvision.Fire AbsorptionWhenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.Heat Metal (1/Day)As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).Magic ResistanceThe imp has advantage on saving throws against spells and other magical effects.Fire TouchMelee Spell Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.Fire Touch|4|2d4+2Hurl FlameRanged Spell Attack: +4 to hit, range 150 ft., one target. 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.Hurl Flame|4|2d4Source: CCodex (3pp)Infernal KnightMfiend (devil)Lawful Evil18 (plate armor)247 (26d8+130)walk 30 ft., fly 60 ft.241420172120Dex +7, Con +10, Wis +10Athletics +12, Insight +10, Perception +1020Infernal, telepathy 120 ft.16cold; bludgeoning, piercing, slashing from nonmagical weapons that aren't silveredfire, necrotic, poisoncharmed, exhaustion, frightened, poisonedtruesight 60 ft.Faultless TrackerIf the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.Magic ResistanceThe infernal knight has advantage on saving throws against spells and other magical effects.Magic WeaponsThe infernal knight's weapon attacks are magical.RegenerationThe infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.MultiattackThe infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.GreatswordMelee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.Greatsword|12|2d6+7Hellfire BoltRanged Spell Attack: +10 to hit, range 120 ft., one target. 10 (3d6) fire damage plus 17 (5d6) necrotic damage.Hellfire Bolt|10|3d6A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.Reave Soul (Recharge 56)The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.A banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.Planar Rift (1/Day)The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.Source: CCodex (3pp)Wind's HarpMfiend (devil)Lawful Evil12 (natural armor)63 (14d8)walk 30 ft., fly 10 ft.101310101019Wis +2, Cha +6Stealth +510Common, Infernal4cold, fire, poisonpoisoneddarkvision 60 ft.False AppearanceWhile the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.Magic ResistanceThe wind's harp devil has advantage on saving throws against spells and other magical effects.Strong WindsThe wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated.MultiattackThe wind's harp devil makes two infernal noise attacks.Infernal NoiseRanged Spell Attack: +6 to hit, range 60 ft., one target. 9 (2d8) psychic damage plus 3 (1d6) thunder damage.Infernal Noise|6|2d8Hellish Chorus (Recharge 5-6)The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.Diabolical CountersongWhen a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.Source: CCodex (3pp)DhampirMhumanoid (dhampir)Any alignment15 (leather armor, shield)32 (5d8+10)walk 30 ft.121514101016Dex +4, Cha +5Athletics +3, Deception +5, Persuasion +5, Stealth +410Common1necroticdarkvision 60 ft.Undead ResistanceThe dhampir has advantage on saving throws against disease.MultiattackThe dhampir makes two rapier or two shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.RapierMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.Rapier|4|1d8+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.Shortbow|4|1d6+2Dark ThirstMelee Weapon Attack: +4 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapacitated, or restrained. 1 piercing damage plus 3 (1d6) necrotic damage.Dark Thirst|4|1d6The dhampir regains hp equal to the amount of necrotic damage dealt.Predatory CharmThe dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 13 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends.If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.Source: CCodex (3pp)Dhampir CommanderMhumanoid (dhampir)Any alignment14 (studded leather armor, shield)97 (13d8+39)walk 30 ft.141716141219Str +5, Dex +6, Wis +4, Cha +7Athletics +5, Deception +7, Intimidation +7, Persuasion +7, Stealth +611Common7necroticdarkvision 60 ft.Inspiring SavageryEach ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.Undead ResistanceThe dhampir has advantage on saving throws against disease.MultiattackThe dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.RapierMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.Rapier|6|1d8+3ShortbowRanged Weapon Attack: +6 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.Shortbow|6|1d6+3Dark ThirstMelee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.Dark Thirst|6|1d4+3Predatory CharmThe dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends.If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.Leadership (Recharges after a Short or Long Rest)For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated.Source: CCodex (3pp)ArchaeopteryxTbeast (dinosaur)Unaligned12 (natural armor)7 (3d4)walk 5 ft., fly 50 ft.613102146121/4FlybyThe archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.MultiattackThe archaeopteryx makes two attacks. one with its beak and one with its talons.BeakMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.Beak|3|1d4+1TalonsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.Talons|3|1d4+1Source: CCodex (3pp)forest, swampLystrosaurusMbeast (dinosaur)Unaligned14 (natural armor)45 (6d8+18)walk 30 ft., burrow 5 ft.161016296Con +5, Wis +1Athletics +5, Perception +3132HeadbuttIf the lystrosaurus moves at least 10 feet straight toward a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lystrosaurus can make one bite attack against it immediately as a bonus action.RamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage.Ram|5|2d4+3BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage.Bite|5|3d6+3Source: CCodex (3pp)grasslandNodosaurusLbeast (dinosaur)Unaligned13 (natural armor)45 (6d10+12)walk 30 ft.1711142125111Swamp CamouflageThe nodosaurus has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.TailMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 12 (2d8 + 3) bludgeoning damage.Tail|5|2d8+3Source: CCodex (3pp)grassland, swampDracotaurLdragonChaotic Neutral17 (natural armor)110 (13d10+39)walk 50 ft., burrow 20 ft.211716101315Con +6, Cha +5Athletics +8, Intimidation +5, Perception +4, Survival +414Common, Elvish, Draconic6lightningdarkvision 60 ft.ChargeIf the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.MultiattackThe dracotaur makes two attacks. one with its bite and one with its claws or two with its longbow.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit.11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.ClawsMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claws|8|2d6+4LongbowRanged Weapon Attack: +6 to hit, range 150/600 ft., one target. 12 (2d8 + 3) piercing damage.Longbow|6|2d8+3Lightning Arrow (Recharges after a Short or Long Rest)The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one.Lightning Breath (Recharge 56)The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)grasslandOne-headed Clockwork DragonLconstructUnaligned16 (natural armor)178 (17d10+85)walk 30 ft., fly 50 ft.22102010101Str +9, Con +8Athletics +9, Perception +616Understands Common but can't speak8poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.BoundThe dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses.If only two circlet wearers are within 1 mile of the active dragon, each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active.Each circlet is a magic item that must be attuned.Immutable FormThe dragon is immune to any spell or effect that would alter its form.Magic ResistanceThe dragon has advantage on saving throws against spells and other magical effects.Siege MonsterThe dragon deals double damage to objects and structures.MultiattackThe dragon can use its Oil Spray. It then makes three attacks. one with its bite and two with its fists.BiteMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit.17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.FistMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) bludgeoning damage.Fist|9|2d6+6Fire Breath (Recharge 6)The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.Oil SprayThe dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn.Tail SweepThe dragon swings its bladed tail. Each creature within 10 feet of the dragon must make a DC 17 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 111Three-headed Clockwork DragonHconstructUnaligned18 (natural armor)275 (22d12+132)walk 40 ft., fly 60 ft.25102310101Str +12, Con +11Athletics +12, Perception +1020Understands Common but can't speak14poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.BoundThe dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses.If only two circlet wearers are within 1 mile of the active dragon each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active.Each circlet is a magic item that must be attuned.Immutable FormThe dragon is immune to any spell or effect that would alter its form.Magic ResistanceThe dragon has advantage on saving throws against spells and other magical effects.Siege MonsterThe dragon deals double damage to objects and structures.MultiattackThe dragon can use its Oil Spray. It then makes five attacks. three with its bite and two with its fists.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage plus 3 (1d6) fire damage.Bite|12|2d10+7FistMelee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) bludgeoning damage.Fist|12|2d6+7Fire Breath (Recharge 6)The dragon exhales fire in three separate 60-foot cones. Each creature in one of these cones must make a DC 19 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. A creature in overlapping cones has disadvantage on the saving throw, but it takes damage from only one breath.Oil SprayThe dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn.Tail SweepThe dragon swings its bladed tail. Each creature within 15 feet of the dragon must make a DC 19 Dexterity saving throw. On a failure, a creature takes 16 (2d8 + 7) slashing damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.Source: CCodex (3pp) p. 112Light Dragon WyrmlingMdragonGood Neutral13 (natural armor)39 (6d8+12)walk 30 ft., fly 60 ft.141015121413Dex +2, Con +4, Wis +4, Cha +1Perception +414Draconic2bludgeoning, piercing, slashing from nonmagical weaponsradiantblindedblindsight 10 ft., darkvision 60 ft.IlluminationThe dragon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Incorporeal MovementThe dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage.Bite|4|1d10+2Breath Weapon (Recharge 56)The dragon uses one of the following breath weapons.Radiant BreathThe dragon exhales radiant energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one.Flaring BreathThe dragon emits a flash of dazzling light from its maw in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw or be blinded.Undead within the area of effect must also make a DC 12 Wisdom saving throw or be turned for 1 minute. Undead of CR 1/2 or lower who fail the saving throw are instantly destroyed.Source: CCodex (3pp)Young Light DragonLdragonGood Neutral15 (natural armor)142 (15d10+60)walk 40 ft., fly 80 ft.181019141615Dex +3, Con +7, Wis +6, Cha +5Perception +6, Persuasion +516Draconic7bludgeoning, piercing, slashing from nonmagical weaponsradiantblindedblindsight 30 ft., darkvision 120 ft.IlluminationThe dragon sheds bright light in a 15-foot radius and dim light for an additional 15 feet.Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Void TravelerThe light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage.Bite|7|2d10+4Breath Weapon (Recharge 56)The dragon uses one of the following breath weapons.Radiant BreathThe dragon exhales radiant energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one.Flaring BreathThe dragon emits a flash of dazzling light from its maw in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw or be blinded.Undead within the area of effect must also make a DC 15 Wisdom saving throw or be turned for 1 minute. Undead of CR 1 or lower who fail the saving throw are instantly destroyed.Source: CCodex (3pp)Adult Light DragonHdragonGood Neutral17 (natural armor)212 (17d12+102)walk 40 ft., fly 80 ft.221023161817Dex +5, Con +11, Wis +9, Cha +8Arcana +8, Nature +8, Perception +9, Persuasion +8, Religion +819Celestial, Draconic16fire; bludgeoning, piercing, slashing from nonmagical weaponsradiantblindedblindsight 60 ft., darkvision 120 ft.Ethereal SightThe dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.IlluminationThe dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.Incorporeal MovementThe dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Legendary Resistance (3/ Day)If the dragon fails a saving throw, it can choose to succeed instead.Void TravelerThe light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage.Bite|11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute.A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapon (Recharge 56)The dragon uses one of the following breath weapons.Radiant Breath - The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.Flaring Breath - The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded.Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe dragon 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 dragon regains spent legendary actions at the start of its turn.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings.Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Source: CCodex (3pp)Ancient Light DragonGdragonGood Neutral22 (natural armor)407 (22d20+176)walk 40 ft., fly 80 ft.261027182019Dex +7, Con +15, Wis +12, Cha +11Arcana +11, Nature +11, Perception +12, Persuasion +11, Religion +1122Celestial, Draconic22fireradiant; bludgeoning, piercing, slashing from nonmagical weaponsblindedblindsight 60 ft., darkvision 120 ft.Ethereal SightThe dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.IlluminationThe dragon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.Incorporeal MovementThe dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.Void TravelerThe light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.BiteMelee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage.Bite|15|2d10+8ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.Claw|15|2d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.Tail|15|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute.A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Breath Weapon (Recharge 56)The dragon uses one of the following breath weapons.Radiant Breath - The dragon exhales radiant energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one.Flaring Breath - The dragon emits a flash of dazzling light from its maw in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or be blinded.Undead within the area of effect must also make a DC 23 Wisdom saving throw or be turned for 1 minute. Undead of CR 3 or lower who fail the saving throw are instantly destroyed.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe dragon 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 dragon regains spent legendary actions at the start of its turn.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings.Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Source: CCodex (3pp)Wasteland Dragon WyrmlingMdragonChaotic Evil17 (natural armor)60 (8d8+24)walk 30 ft., burrow 15 ft., climb 30 ft., fly 50 ft.171017121113Dex +2, Con +5, Wis +2, Cha +3Perception +2, Stealth +212Draconic3forceblindsight 10 ft., darkvision 60 ft.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (2d10 + 3) piercing damage.Bite|5|2d10+3Warped Energy Breath (Recharge 6)The dragon blasts warped arcane energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)badlands, hillYoung Wasteland DragonLdragonChaotic Evil18 (natural armor)178 (17d10+85)walk 40 ft., burrow 20 ft., climb 40 ft., fly 70 ft.211021121112Dex +4, Con +9, Wis +4, Cha +5Perception +4, Stealth +414Common, Draconic9forceblindsight 30 ft., darkvision 120 ft.MultiattackThe dragon makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage.Bite|9|2d10+5ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.Claw|9|2d6+5Warped Energy Breath (Recharge 6)The dragon blasts warped arcane energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)badlands, hillAdult Wasteland DragonHdragonChaotic Evil18 (natural armor)225 (18d12+108)walk 40 ft., burrow 30 ft., climb 40 ft., fly 70 ft.261021141316Dex +6, Con +11Perception +6, Stealth +516Common, Draconic17forceblindsight 60 ft., darkvision 120 ft.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage.Bite|12|2d10+8ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.Claw|12|2d6+8TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.Tail|12|2d8+8Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Warped Energy Breath (Recharge 56)The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe dragon 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 dragon regains spent legendary actions at the start of its turn.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings.Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Source: CCodex (3pp)badlands, hillAncient Wasteland DragonGdragonChaotic Evil22 (natural armor)333 (18d20+144)walk 40 ft., burrow 30 ft., climb 40 ft., fly 80 ft.281026161519Dex +7, Con +15, Wis +9, Cha +11Perception +9, Stealth +719Common, Draconic23forceblindsight 60 ft., darkvision 120 ft.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +16 to hit, reach 10 ft., one target. 20 (2d10 + 9) piercing damage.Bite|16|2d10+9ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) slashing damage.Claw|16|2d6+9TailMelee Weapon Attack: +16 to hit, reach 15 ft., one target. 18 (2d8 + 9) bludgeoning damage.Tail|16|2d8+9Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute.A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Warped Energy Breath (Recharge 56)The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe dragon 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 dragon regains spent legendary actions at the start of its turn.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings.Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Source: CCodex (3pp)badlands, hillEdjetMhumanoid (dragonborn)Lawful Neutral14 (leather armor)52 (8d8+16)walk 30 ft.171214101313Str +6, Con +5Athletics +6, Perception +414Common, Draconic3fireLine Of BattleWhen the dragonborn edjet is within 5 feet of two allies that aren't incapacitated, it has advantage on saving throws against being frightened.Martial AdvantageOnce per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn't incapacitated.MultiattackThe dragonborn edjet makes two melee or ranged attacks.HalberdMelee Weapon Attack: +6 to hit, reach 10 ft., one target. 8 (1d10 + 3) slashing damage.Halberd|6|1d10+3ShortswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.Shortsword|6|1d6+3ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage.Shortbow|4|1d6+1Fire Breath (Recharges after a Short or Long Rest)The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)ElementalistMhumanoid (dragonborn)Lawful Neutral15 (studded leather armor)45 (7d8+14)walk 30 ft.81615121017Arcana +3, Stealth +510Common, Draconic2cold, fire, lightning, poisonElemental FocusEach dragonborn elementalist permanently aligns with a particular element. This elemental focus grants the dragonborn resistance to a certain damage type and the ability to innately cast some spells. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).Flame (Fire)The dragonborn has resistance to fire damage. It can cast the produce flame cantrip at will and can cast heat metal or scorching ray three times per day.Storm (Air)The dragonborn has resistance to lightning damage. It can cast the shocking grasp cantrip at will and can cast blur or gust of wind three times per day.Tide (Water)The dragonborn has resistance to cold damage.It can cast the ray of frost cantrip at will and can cast sleet storm or water breathing three times per day.Cave (Earth)The dragonborn has resistance to poison damage. It can cast the blade ward cantrip at will and can cast meld into stone or shatter three times per day.War MageWhen making an opportunity attack, the dragonborn can cast a spell with a casting time of 1 action instead of making a weapon attack. If this spell requires a ranged attack roll, the dragonborn doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. This spell must only target the creature that provoked the opportunity attack.MultiattackThe dragonborn makes two scimitar attacks.ScimitarMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.Scimitar|5|1d6+3Fire Breath (Recharges after a Short or Long Rest)The dragonborn breathes elemental energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) damage of the elementalist's elemental focus type on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)Heavy CavalryMhumanoid (dragonborn)Lawful Neutral19 (splint armor, shield)75 (10d8+30)walk 30 ft.15121710148Athletics +412Common, Draconic2fireCavalry ChargeIf the dragonborn moves at least 20 feet straight toward a creature while mounted and then hits with a lance attack on the same turn, it can make a trample attack against that creature as a bonus action.Locked SaddleThe dragonborn can't be knocked prone, dismounted, or moved against its will while mounted.Mounted WarriorThe dragonborn is rarely seen without its giant lizard mount.The lizard wears custom scale mail that raises its Armor Class to 15. While the dragonborn is mounted, the giant lizard can't be charmed or frightened.LanceMelee Weapon Attack: +4 to hit, reach 10 ft., one target. 8 (1d12 + 2) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.Lance|4|1d12+2Lance|3|1d10+1Trample (Mounted Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.Trample (Mounted Only)|4|2d6+2Fire Breath (Recharges after a Short or Long Rest)The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)Light CavalryMhumanoid (dragonborn)Lawful Neutral14 (leather armor, shield)39 (6d8+12)walk 30 ft.1512158149Athletics +4, Perception +414Common, Draconic1fireInfantry SlayerWhile mounted, the dragonborn has advantage on melee weapon attacks against creatures that are Medium or smaller and are not mounted.Mounted WarriorWhile mounted, the dragonborn's mount can't be charmed or frightened.Cavalry SaberMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage.Cavalry Saber|4|1d6+2Cavalry Saber|3|1d6+1Fire Breath (Recharges after a Short or Long Rest)rThe dragonborn breathes fire in a 15-foot cone.All creatures in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)OurobanMhumanoid (dragonborn)Neutral Evil18 (plate armor)209 (38d8+38)walk 30 ft.181013121218Wis +5, Cha +8Athletics +8, Intimidation +811Common, Draconic11firepoisonedFire Breath (Recharges after a Short or Long Rest)Devastate (Recharge 5?6). As a bonus action, the ouroban imbues its greatsword with dark power. All of its greatsword attacks do an additional 10 (3d6) necrotic damage per hit until the start of its next turn.Fire AbsorptionWhenever the ouroban is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.MultiattackThe ouroban makes three attacks with its greatsword.GreatswordMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. 9 (1d10 + 4) piercing damage.Greatsword|8|2d6+4Greatsword|5|1d10+4Fire Breath (Recharge after a Short or Long Rest)The ouroban exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.Abyssal Fires (Recharges after a Short or Long Rest)The ouroban summons green flames under up to five creatures within 30 feet of it. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.The ouroban has advantage on attack rolls and ability checks against a creature poisoned by its Abyssal Fires.SpellcastingThe ouroban is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The ouroban has the following Paladin spells prepared:• 1st level (4 slots): command, cure wounds, detect evil and good, detect magic, divine favor (fire damage instead of radiant)• 2nd level (3 slots): branding smite, lesser restoration, zone of truth• 3rd level (3 slots): dispel magic, elemental weapon• 4th level (1 slots): banishment4, 3, 3, 1command, cure wounds, detect evil and good, detect magic, divine favor, branding smite, lesser restoration, zone of truth, dispel magic, elemental weapon, banishmentSource: CCodex (3pp)Bathhouse DrakeMdragonLawful Neutral16 (natural armor)75 (10d8+30)walk 30 ft., fly 60 ft., swim 60 ft.151417121815Medicine +6, Persuasion +414Common, Draconic, Primordial3firepoisonpoisoneddarkvision 60 ft., truesight 10 ft.AmphibiousThe bathhouse drake can breathe air and water.SoapyThe bathhouse drake has advantage on ability checks and saving throws made to escape a grapple.MultiattackThe bathhouse drake makes three melee attacks.one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.Bite|4|1d8+2ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.Claw|4|1d6+2Scalding JetRanged Weapon Attack: +4 to hit, range 20/60 ft., one target. 7 (2d6) fire damage.Scalding Jet|4|2d6Steam Burst (Recharge 56)The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Innate SpellcastingThe bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: create or destroy water, misty step, prestidigitation3/day each: control water, fog cloud, gaseous form, lesser restorationcreate or destroy water, misty step, prestidigitation, control water, fog cloud, gaseous form, lesser restorationSource: CCodex (3pp)farmlandFey DrakeSdragonChaotic Neutral17 (natural armor)82 (15d6+30)walk 20 ft., fly 80 ft.62015151618Dex +8, Con +5, Wis +6Arcana +5, Deception +7, Perception +6, Stealth +816Common, Draconic, Sylvan, telepathy 120 ft.6darkvision 120 ft.Magic ResistanceThe fey drake has advantage on saving throws against spells and other magical effects.Superior InvisibilityAs a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.MultiattackThe fey drake makes three bite attacks.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit.10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.Bewildering Breath (Recharge 5-6)The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.Innate SpellcastingThe fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: charm person, color spray, grease3/day each: hypnotic pattern, locate creature, suggestion1/day each: dominate person, polymorphcharm person, color spray, grease, hypnotic pattern, locate creature, suggestion, dominate person, polymorphSource: CCodex (3pp)Forest DrakeSdragonNeutral15 (natural armor)60 (8d6+32)walk 30 ft., climb 50 ft.16819121512Athletics +5, Nature +312Druidic, Draconic, Sylvan2fireparalyzed, unconsciousdarkvision 60 ft.Mighty LeapThe drake's long jump is up to 30 feet and its high jump is up to 15 feet with or without a running start.Additionally, if it ends its jump within 5 feet of a creature, the first attack roll it makes against that creature before the end of its turn has advantage.MultiattackThe forest drake makes one bite attack and one claw attack.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage.Bite|5|1d6+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.Claw|5|2d6+3Fire Breath (Recharge 56)The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)Moon DrakeMdragonNeutral1560 (9d8+36)walk 25 ft., fly 100 ft.102019131814Arcana +4, Insight +714Common, Celestial, Draconic5paralyzed, unconsciousdarkvision 120 ft.Curative SalivaThe moon drake's saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This draught can't cure a natural-born lycanthrope of the curse of lycanthropy.MoonboundA moon drake's power waxes and wanes with the moon. Under a full moon, it has resistance to bludgeoning, d rake, m oon piercing, and slashing damage from nonmagical attacks and its weapon attacks deal an additional 3 (1d6) radiant damage. Under a new moon, it has vulnerability to bludgeoning, piercing, and slashing damage. Under any other moon, it gains no extra traits.MultiattackThe moon drake makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage plus 5 (1d10) radiant damage.Bite|8|2d6+5A shapechanger that takes radiant damage from this attack instantly reverts to its true form and can't assume a different form for 1d4 rounds.ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage.Claw|8|1d6+5Moonlight NipMelee Weapon Attack: +6 to hit, reach 5 ft., one creature afflicted with lycanthropy. The target must succeed on a DC 15 Constitution saving throw or be cured of lycanthropy (it can willingly fail this save). This attack can't cure a natural born lycanthrope of the curse of lycanthropy.Lunarbeam (Recharge 56)The drake exhales searing moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its true form and can't assume a different form for 1d4 rounds.Form of MoonlightWhen the moon drake takes damage or is restrained, it can transmute its physical form into an incorporeal form of pure moonlight until the end of its next turn. While in this form, it has resistance to cold, fire, and lightning damage and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, the drake can pass through openings at least 1 inch wide and through transparent objects. It takes 5 (1d10) force damage if it ends its turn inside an object.Source: CCodex (3pp)forestPact DrakeSdragonLawful Neutral14 (natural armor)45 (8d6+24)walk 40 ft., fly 60 ft.91417171820Dex +4, Wis +6Insight +8, Investigation +5, Perception +6161bludgeoning, piercing, slashing from nonmagical weaponspsychic, radiantcharmed, frighteneddarkvision 60 ft., truesight 60 ft.Binding WitnessCreatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.Sense FalsehoodThe drake knows if it hears a lie.MultiattackThe pact drake makes two attacks. one with its bite and one with its claw.ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.Claw|4|2d4+2BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.Bite|4|1d4+2Enforced Diplomacy (Recharge 5-6)The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.Punish TransgressorThe drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.Innate SpellcastingPact's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only somantic components:At will: detect magic3/day each: arcane eye, clairvoyance, scryingdetect magic, arcane eye, clairvoyance, scryingSource: CCodex (3pp)Peluda DrakeLdragonChaotic Neutral15 (natural armor)68 (8d10+24)walk 30 ft., burrow: 20 ft.17141661410Dex +4, Con +5Perception +4, Stealth +414Draconic3darkvision 120 ft.Quill RegrowthThe peluda has 24 large, spiny quills and dozens of smaller ones. It uses a large quill every time it makes a quill attack or a creature is successfully damaged by its Spiky Hide. Used quills regrow when it finishes a long rest.Spiky HideA creature that touches the peluda or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage and 3 (1d6) poison damage.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage.Bite|5|1d10+3TailMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage.Tail|5|1d8+3QuillRanged Weapon Attack: +5 to hit, range 20/80 ft., one target. 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage.Quill|5|1d8+3Breath Weapons (Recharge 5-6)The peluda uses one of the following breath weapons.Steam Breath - The drake exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.Acid Breath - The drake exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)forestSkull DrakeMdragonNeutral15 (natural armor)75 (10d8+30)walk 40 ft., burrow 10 ft., fly 60 ft.16171681210Dex +5, Wis +3Intimidation +2, Perception +3, Stealth +513Common, Draconic3poisonnecroticradiantpoisoneddarkvision 60 ft.Keen SmellThe skull drake has advantage on Wisdom (Perception) checks that rely on smell.Sunlight SensitivityWhile in sunlight, the skull drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe skull drake makes two bite attacks.BiteMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 10 (2d6 + 3) piercing damage.Bite|5|2d6+3Necrotic Breath (Recharge 6)The skull drake exhales a 15-foot cone of noxious, black gas. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.Source: CCodex (3pp)Spider DrakeLdragonLawful Evil18 (natural armor)136 (16d10+48)walk 40 ft., climb 40 ft., fly 80 ft.19131771615Dex +5, Con +7, Wis +7, Cha +6Perception +7, Stealth +5, Survival +717Common, Draconic9poisonpoisonedblindsight 30 ft., darkvision 120 ft.Sticky SecretionsWhen the spider drake is hit with a melee attack, the attacker's weapon becomes stuck to the web fluid secreted from its scales. If the attacker didn't use a weapon, it must succeed on a DC 16 Strength saving throw or become restrained in the webbing. As an action, a creature can make a DC 16 Strength check, escaping or freeing its weapon from the secretions on a success.MultiattackThe spider drake makes three attacks. one with its bite and two with its claws. It can use Web in place of its bite attack.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.Bite|8|2d10+4ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claw|8|2d6+4Poison Breath (Recharge 56)The drake exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned. On a success, a creature d rake, s Pider takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Web (Recharge 56)Ranged Weapon Attack: +5 to hit, range 60/120 ft., one Large or smaller creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.Source: CCodex (3pp)Dream SquireMfeyNeutral15 (chain shirt)71 (13d8+13)walk 30 ft.15141210108Wis +2Athletics +4, Perception +212Common2exhaustiondarkvision 60 ft.Bound DevotionThe dream squire has advantage on saving throws against being charmed or frightened. If an effect would cause the squire to take a harmful action against its master, it can immediately repeat the saving throw (if any), ending the effect on a success. The squire has disadvantage on attack rolls or ability checks made against its master.Master's BondThe dream squire is bound to serve another creature as its master. The squire obeys all the master's commands, and the master can communicate telepathically with the squire as long as they are on the same plane.A dispel evil and good spell's break enchantment option that targets a dream squire forces it to make a Wisdom saving throw.On a failure, the squire's bond with its master is broken, and it returns to its true form (use human guard statistics).MultiattackThe dream squire makes two melee attacks.MaceMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit.5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage.Light CrossbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage.Light Crossbow|4|1d8+2For the MasterWhen the dream squire's master is targeted by an attack or spell, the squire magically teleports to an unoccupied space within 5 feet of the master, and the attack or spell targets the squire instead. If the attack or spell deals damage, the dream squire takes half damage from it. To use this ability, the master and squire must be on the same plane.Source: CCodex (3pp)Dream WraithMundeadNeutral Evil1460 (8d8+24)walk 0 ft., fly 60 ft.61817121516Stealth +712Common5acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisonpsychicpoisoneddarkvision 60 ft.Create WraithAny humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control.Incorporeal MovementThe dream wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight SensitivityWhile in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Sleep TouchMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious.Sleep Touch|7|2d6+4Steal DreamsThe dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp.The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost.Dreamer's GazeWhen a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn.Source: CCodex (3pp)farmlandDust Goblin ChieftainShumanoid (goblinoid)Neutral Evil16 (studded leather armor)44 (8d6+16)walk 30 ft.81815141313Dex +7, Int +5Intimidation +3, Stealth +8, Survival +311Common, Goblin3darkvision 60 ft.Alien MindThe dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet.This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.Cunning ActionOn each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.Sneak Attack (1/Turn)The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.TwistedWhen the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.ShortswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Shortsword|6|1d6+4Light CrossbowRanged Weapon Attack: +6 to hit, range 80/320 ft., one target. 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Light Crossbow|6|1d8+4ParryThe dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.Source: CCodex (3pp)badlandsDvarapalaHgiant (as its patron deity)Any alignment14 (natural armor)136 (13d12+52)walk 40 ft.1981810169Str +7, Con +7, Wis +6Perception +6, Religion +316Common, telepathy 120 ft.5charmed, exhaustion, frighteneddarkvision 120 ft.Divine WordsIn addition to Common, a dvarapala can speak one language associated with its patron deity. Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature).Keen SensesThe dvarapala has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.Magic ResistanceThe dvarapala has advantage on saving throws against spells and other magical effects. You Shall Not Pass! The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks.GadaMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala.Gada|7|6d6+4JavelinMelee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. 14 (3d6 + 4) piercing damage.Javelin|7|3d6+4Sweeping Strike (Recharge 4-6)The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala.Innate SpellcastingThe dvarapala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: sacred flame (2d8)3/day each: thunderwave1/day each: gust of wind, wind wallsacred flame, thunderwave, gust of wind, wind wallSource: CCodex (3pp)Blood ElementalLelementalNeutral14 (natural armor)95 (10d10+40)walk 30 ft.161318510510Primordial5acid, fire; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, psychicpoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.CoagulateEach time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.Destroyed By WaterIf the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.Liquid FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) bludgeoning damage.Slam|6|2d8+3Blood Drain (Recharge 4-6)Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental's space.The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time.At the start of the elemental's turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest.Source: CCodex (3pp)Storm LordHelementalNeutral17 (natural armor)161 (17d12+51)walk 50 ft., swim 90 ft., fly 50 ft.201816121418Str +10, Con +8, Wis +7Athletics +10, Nature +6, Perception +717Aquan13acid, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 120 ft.TempestThe storm lord is surrounded in a 120-foot-radius by a ferocious storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The storm lord's own senses and attacks are not impaired by this trait.The tempest extinguishes open flames and disperses fog.A flying creature in the tempest must land at the end of its turn or fall.Each creature that starts its turn within 30 feet of the storm lord must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from the storm lord. Any creature within 30 feet of the storm lord must spend 2 feet of movement for every 1 foot it moves when moving closer to the storm lord.MultiattackThe storm lord makes two slam attacks or two lightning bolt attacks.SlamMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 29 (7d6 + 5) bludgeoning damage.Slam|10|7d6+5Lightning BoltRanged Spell Attack: +9 to hit, range 60 ft., one target. 31 (7d8) lightning damage.Lightning Bolt|9|7d8Thunder Clap (Recharge 56)The storm lord creates a peal of ear-splitting thunder. Each creature within 30 feet of the storm lord must make a DC 17 Constitution saving throw. On a failure, a target takes 54 (12d8) thunder damage and is deafened. On a success, a target takes half the damage but isn't deafened. The deafness lasts until it is lifted by the lesser restoration spell or similar magic.Source: CCodex (3pp)underwaterVenom ElementalLelementalNeutral14 (natural armor)93 (11d10+33)walk 40 ft., swim 50 ft.171416610810Understands Primordial but can't speak4bludgeoning, piercing, slashing from nonmagical weaponspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.Liquid FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.Underwater CamouflageThe elemental has advantage on Dexterity (Stealth) checks made while underwater.MultiattackThe venom elemental makes two bite attacks.BiteMelee Weapon Attack: +5 to hit, reach 10 ft., one creature. 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage, and the creature must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.Bite|5|1d6+3Source: CCodex (3pp)Alchemist ArcherMhumanoid (elf)Any alignment17 (studded leather armor)135 (18d8+54)walk 30 ft.112016181410Str +4, Int +8Perception +6, Stealth +9, Survival +616Common, Elvish10darkvision 60 ft.Alchemical ArrowsAs a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following.ConcussiveThe target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.EntanglingThe target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).ExplosiveThe target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.Fey AncestryThe archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.Hunter's AimOnce per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.MultiattackThe alchemist archer makes three longbow attacks or two scimitar attacks.ScimitarMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage.Scimitar|9|1d6+5LongbowRanged Weapon Attack: +9 to hit, range 150/600 ft., one target. 9 (1d8 + 5) piercing damage.Longbow|9|1d8+5Source: CCodex (3pp)DeathswornMhumanoid (elf)Chaotic Neutral16 (studded leather armor)82 (15d8+15)walk 30 ft.141912111314Perception +7, Stealth +10, Survival +417Common, Elvish6Archer's StepThe deathsworn can use Disengage as a bonus action.Death Bolt (3/Day)As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage.Fey AncestryThe deathsworn has advantage on saving throws against being charmed, and magic can't put the deathsworn to sleep.Keen Hearing And SightThe deathsworn has advantage on Wisdom (Perception) checks that rely on hearing or sight.Magic WeaponsThe deathsworn's weapon attacks are magical.Stealthy TravelerThe deathsworn can take the Hide action as a bonus action.Surprise AttackIf the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.MultiattackThe deathsworn makes two melee attacks or four ranged attacks.ScimitarMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.Scimitar|7|1d6+4LongbowRanged Weapon Attack: +7 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage.Longbow|7|1d8+4Volley (Recharge 5-6)The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)EnchanterMhumanoid (elf)Any alignment12 (15 with mage armor)58 (13d8)walk 30 ft.101410191319Int +7, Cha +7Arcana +7, History +7, Perception +414Common, Elvish, Sylvan7darkvision 60 ft.Fey AncestryThe enchanter has advantage on saving throws against being charmed, and magic can't put the enchanter to sleep.Reach Of The FeyWhen the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.DaggerMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.Dagger|5|1d4+2Captivating GazeThe enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target's speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter's allies, it has advantage on the next saving throw.The effect also ends if the creature can no longer see or hear the enchanter. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enchanter's Captivating Gaze for the next 24 hours.Beguiling Parry (Recharge 4-6)When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can't attack the enchanter again until the start of its next turn.SpellcastingThe enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following Wizard spells prepared:Cantrips (at will): dancing lights, friends, @spell mage hand}, message, prestidigitation• 1st level (4 slots): charm person*, hideous laughter*, magic missile• 2nd level (3 slots): {@spell hold person*, invisibility, suggestion*• 3rd level (3 slots): hypnotic pattern, lightning bolt• 4th level (3 slots): confusion*, conjure minor elementals• 5th level (2 slots): dominate person*, hold monster, *, modify memory*• 6th level (1 slots): irresistible dance*, chain lightning• 7th level (1 slots): prismatic spray *4, 3, 3, 3, 2, 1, 1{@spell dancing lights, {@spell friends, @spell mage hand, {@spell message, {@spell prestidigitation, {@spell charm person, {@spell hideous laughter, {@spell magic missile, {@spell hold person, {@spell invisibility, {@spell suggestion, {@spell hypnotic pattern, {@spell lightning bolt, {@spell confusion, {@spell conjure minor elementals, {@spell dominate person, {@spell hold monster, , {@spell modify memory, {@spell irresistible dance, {@spell chain lightning, {@spell prismatic spraySource: CCodex (3pp)Servant Of The VineMhumanoid (elf)Chaotic Neutral16 (breastplate)72 (16d8)walk 30 ft.101511131614Wis +6, Cha +5Medicine +6, Perception +6, Persuasion +516Common, Elvish, Sylvan6darkvision 60 ft.Fey AncestryThe servant has advantage on saving throws against being charmed, and magic can't put the servant to sleep.Inspire Artistry (3/Day)The servant of the vine selects up to 6 creatures within 50 feet and grants them advantage to Dexterity (Acrobatics), Dexterity (Sleight of Hand), or Charisma (Performance) checks. The servant of the vine chooses which skill for each recipient.MultiattackThe servant makes three drunken slash attacks.Drunken SlashMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Drunken Slash|5|1d6+2Stuporous Breath (Recharge 56)The servant of the vine exhales potent fumes in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and falls asleep, remaining unconscious for 1 minute. On a success, a creature takes half the damage but doesn't fall asleep. The unconscious target awakens if it takes damage or another creature takes an action to wake it. When the creature wakes, it is poisoned until it finishes a short or long rest. The breath has no effect on constructs or undead.SpellcastingThe servant of the vine is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The servant of the vine has the following Cleric spells prepared:Cantrips (at will): guidance, light, sacred flame, thaumaturgy• 1st level (4 slots): bless, create or destroy water (creates or destroys wine; wine created this way evaporates after 1 day), cure wounds, sanctuary• 2nd level (3 slots): hold person, lesser restoration, protection from poison• 3rd level (3 slots): bestow curse, dispel magic• 4th level (3 slots): guardian of faith, freedom of movement• 5th level (2 slots): contagion• 6th level (1 slots): harm, heal4, 3, 3, 3, 2, 1guidance, light, sacred flame, thaumaturgy, bless, create or destroy water, cure wounds, sanctuary, hold person, lesser restoration, protection from poison, bestow curse, dispel magic, guardian of faith, freedom of movement, contagion, harm, healSource: CCodex (3pp)Shadow Fey AmbassadorMhumanoid (elf)Lawful Evil16 (studded leather armor)161 (19d8+76)walk 30 ft.131818161620Dex +8, Wis +7Arcana +7, Deception +13, Insight +7, Intimidation +9, Perception +7, Persuasion +1317Common, Elvish9darkvision 60 ft.Fey AncestryThe shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.Shadow Traveler (5/Day)As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.Sunlight SensitivityrWhile in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.Traveler In DarknessThe shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.MultiattackThe ambassador uses its Withering Stare. It then makes three rapier attacks.RapierMelee Weapon Attack: +8 to hit, reach 5 ft. 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.Rapier|8|1d8+4Honeyed Words (Recharges after a Long Rest)The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words.Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way.Each time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.Withering StareThe shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.Source: CCodex (3pp)Knight Of The RoadMhumanoid (elf)Lawful Evil16 (breastplate)117 (18d8+36)walk 30 ft.141814141216Dex +7, Con +5, Wis +4, Cha +6Arcana +5, Nature +5, Perception +4, Stealth +7, Survival +414Common, Elvish5darkvision 60 ft.Fey AncestryThe shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.Keen SightThe shadow fey has advantage on Wisdom (Perception) checks that rely on sight.Obscure The Way (1/Day)As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles (see the "Fifth Edition Appendix" in the Midgard Worldbook). In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.Shadow Traveler (3/Day)As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.Sunlight SensitivityWhile in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Traveler In DarknessThe shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.MultiattackThe knight of the road makes two longsword attacks or two shortbow attacks.LongswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.Longsword|5|1d8+2LanceMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d12 + 2) piercing damage.Lance|5|1d12+2ShortbowRanged Weapon Attack: +7 to hit, range 80/320 ft., one target. 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Shortbow|7|1d6+4Source: CCodex (3pp)Pattern DancerMhumanoid (elf)Chaotic Evil1333 (6d8+6)walk 30 ft.101612121216Dex +5, Wis +3, Cha +5Acrobatics +5, Deception +5, Performance +711Common, Elvish2darkvision 120 ft.Fey AncestryThe shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.Shadow Traveler (1/Day)As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.Sunlight SensitivityWhile in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Traveler In DarknessThe shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.Group ActionsWhen three pattern dancers are within 60 feet of each other,they can work together to cast communal spells that are morepowerful than they could cast individually. To do this, one takesan action to cast a spell, and the other two must use theirreactions to complete it. These spells are listed in innate spellcasting.ShortswordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.Shortsword|5|1d6+3LongbowRanged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage.Longbow|5|1d8+3Innate SpellcastingThe pattern dancer's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells:At will: hold person3/day each: fear, sleep1/day each: confusion, hypnotic patternSpellcastingThe pattern dancer is a -level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The pattern dancer has the following Wizard spells prepared:Cantrips (at will): dancing lights, friends, minor illusion, poison spray• 1st level (4 slots): color spray, disguise self, magic missile, shield• 2nd level (3 slots): blur, mirror image• 3rd level (2 slots): major image, nondetection4, 3, 2hold person, fear, sleep, confusion, hypnotic pattern, dancing lights, friends, minor illusion, poison spray, color spray, disguise self, magic missile, shield, blur, mirror image, major image, nondetectionSource: CCodex (3pp)Shadow Fey PoisonerMhumanoid (elf)Neutral16 (studded leather armor)112 (15d8+45)walk 30 ft.111816131114Dex +8, Int +5, Cha +6Acrobatics +8, Deception +6, Perception +4, Persuasion +6, Stealth +1214Common, Elvish11poisonpoisoneddarkvision 120 ft.AssassinateDuring its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.Born Of ShadowsWhen in dim light or darkness, the shadow fey poisoner is invisible.EvasionIf the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Fey AncestryThe shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.Shadow Traveler (4/Day)As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.Sneak Attack (1/Turn)The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.Sunlight SensitivityWhile in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Traveler In DarknessThe shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.MultiattackThe shadow fey poisoner makes two shortsword attacks or two longbow attacks.ShortswordMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.Shortsword|8|1d6+4LongbowRanged Weapon Attack: +8 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.Longbow|8|1d8+4Source: CCodex (3pp)ElopharLundeadChaotic Evil8126 (12d10+60)walk 30 ft.1962016310Con +7, Wis +26Common, Giant, Infernal4poisonpoisoneddarkvision 60 ft.Ectoplasmic SprayWhen the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.Possessed By AncestorsThe chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row). See Spirit Control Table.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.Slam|6|2d8+4Innate SpellcastingThe elophar's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: acid splash, chill touch, poison spray3/day each: grease, thunderwave1/day each: enlarge/reduceacid splash, chill touch, poison spray, grease, thunderwave, enlarge/reduceSource: CCodex (3pp)Exploding ToadTmonstrosityChaotic Evil12 (natural armor)2 (1d4)walk 20 ft., swim 20 ft.11311483Stealth +59Understands Goblin but can't speak1/4firedarkvision 30 ft.AmphibiousThe toad can breathe air and water.Final CroakWhen the toad is reduced to 0 hp, it explodes in a 10-foot-radius sphere.Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.Mad HoppingRanged attacks against the toad have disadvantage.Selective ImmunityWhen an attack or effect deals fire damage to the toad, the toad can choose to take the fire damage as if it were not immune.Standing LeapThe toad's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.Bite|3|1d4+1Death LeapThe exploding toad can turn an attack that missed it into a hit or turn a successful saving throw into a failure.Source: CCodex (3pp)swampFar WandererMaberrationNeutral1488 (16d8+16)walk 30 ft.141812171110Dex +6Arcana +5, Perception +2, Stealth +612Common, Elvish, Sylvan3coldexhaustion, poisoneddarkvision 120 ft.TraderThe far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration.It can end this effect as a bonus action or by using an action to change the target.TravelerAs a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.Stardust BladeMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.Stardust Blade|4|2d8+2Stardust bowRanged Weapon Attack: +6 to hit, range 150/600 ft., one target. 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.Stardust bow|6|2d8+4Call to Yorama (1/Day)The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.Source: CCodex (3pp)Fear LiathLundeadNeutral Evil1233 (6d10)walk 40 ft.1715108147Athletics +5, Stealth +612The languages it knew in life2poisonexhaustion, frightened, poisoneddarkvision 60 ft.Gray CurseIf remove curse is cast upon a fear liath, it is instantly destroyed. In addition, if the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken.UnwatchableThe fear liath becomes incorporeal and appears as a dark gray shadow while any living creature looks directly at it. While incorporeal, it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. While incorporeal, it also gains resistance to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. The fear liath has no control over this trait.Unless surprised, a creature can avert its eyes to avoid looking directly at the fear liath at the start of its turn. If the creature does so, it can't see the fear liath until the start of its next turn, when it can avert its eyes again. If a creature looks at the fear liath, the fear liath becomes incorporeal.SlamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.Slam|5|1d6+3Source: CCodex (3pp)mountainBerchtaMfey (shapechanger)Lawful Neutral16172 (23d8+69)walk 20 ft., fly 60 ft., swim 30 ft.141517161922Dex +7, Con +8, Int +8, Wis +9Arcana +8, History +8, Insight +9, Perception +919Common, Elvish, Gnomish, Druidic, Sylvan16cold, fire; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frightenedtruesight 120 ft.Fate TouchedBerchta's weapon attacks are magical. When she hits with any weapon, she deals an extra 2d8 force damage (included in the attack). In addition, she adds her Wisdom modifier to her AC.Legendary Resistance (3/Day)If Berchta fails a saving throw, she can choose to succeed instead.ShapechangerBerchta can use her action to polymorph into a Medium human woman, a Small swan, or back into her true form. Her statistics, other than her size and speed, are the same in each form. Any equipment she is wearing or carrying transforms with her. Berchta reverts to her true form if she dies.MultiattackBerchta makes two attacks.Silver Sickle (Humanoid Form Only)Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 9 (2d8) force damage.Silver Sickle (Humanoid Form Only)|7|1d6+2Threads of FateRanged Spell Attack: +11 to hit, range 120 ft., one target. 13 (3d8) force damage. If the target is a creature, the creature is restrained by fine, silver threads for 1 minute. A creature can be freed if it or another creature takes an action to make a DC 16 Strength check and succeeds. An object reduced to 0 hp by threads of fate is pulverized to a fine spray of dust.Threads of Fate|11|3d8TeleportBerchta magically teleports, along with any equipment she is wearing or carrying, up to 100 feet to an unoccupied space she can see.Twist of FateWhen a creature Berchta can see targets her with an attack, Berchta can force the attacker to make a DC 19 Wisdom saving throw. On a failure, the attacker must choose a new target for the attack or choose not to make it, wasting the attack or spell.The fey (shapechanger) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger) regains spent legendary actions at the start of its turn.OptionsBerchta 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. Berchta regains spent legendary actions at the start of her turn.Silver SickleBerchta makes a silver sickle attack.TeleportBerchta uses teleport.Unraveling Threads (Costs 2 Actions)Berchta makes a threads of fate attack. If it hits, the target is affected as if Berchta cast dispel magic on it.Innate SpellcastingThe berchta's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: detect magic, detect thoughts, scrying, web3/day each: dispel magic, greater invisibility1/day each: geas, legend lore.detect magic, detect thoughts, scrying, web, dispel magic, greater invisibility, geas, legend lore.Source: CCodex (3pp)farmland, forestReynardMfey (shapechanger)Chaotic Neutral17 (natural armor)104 (16d8+32)walk 30 ft.141914181719Dex +8, Wis +7Acrobatics +8, Athletics +6, Deception +8, Stealth +813Common, Sylvan12cold; bludgeoning, piercing, slashing from nonmagical weaponsgrappled, restrainedblindsight 10 ft., darkvision 60 ft.Legendary Resistance (3/Day)If Reynard fails a saving throw, he can choose to succeed instead.Magic WeaponsReynard's weapon attacks are magical.ShapechangerReynard can use his action to polymorph into a Small fox, a Medium human, or back into his true hybrid form.His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying transforms with him. Reynard reverts to his true form if he dies.MultiattackIn human form, Reynard makes two rapier attacks. In hybrid form, he makes two attacks. one with his bite and one with his rapier.Bite (Fox or Hybrid Form Only)Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.Bite (Fox or Hybrid Form Only)|8|1d8+4Rapier (Humanoid or Hybrid Form Only)Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or its speed is halved. The effect ends if the creature receives magical healing, or if a creature uses an action to make a DC 14 Wisdom (Medicine) check and succeeds.Rapier (Humanoid or Hybrid Form Only)|8|1d8+4InvisibilityReynard magically turns invisible until he attacks, or until his concentration ends (as if concentrating on a spell). Any equipment he wears or carries is invisible with him.EvadeWhen a creature Reynard can see hits him with an attack, he halves the damage from that attack.The fey (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger) regains spent legendary actions at the start of its turn.OptionsReynard 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. Reynard regains spent legendary actions at the start of his turn.Rapier (Humanoid or Hybrid FormReynard makes a rapier attack.ScatterReynard moves up to half his speed without provoking opportunity attacks and can Hide. Bite (Costs 2 Actions; Fox or Hybrid Form Only). Reynard makes a bite attack.Source: CCodex (3pp)forestFierstjerrenMundeadNeutral Evil16 (studded leather armor)105 (14d8+42)walk 30 ft.161516141112Perception +313Common5necrotic, poisoncharmed, exhaustion, frightened, paralyzed, poisoned, unconsciousApotheosisWhen the fierstjerren has 80 hp or fewer, the spirit within it tears free and tendrils of necrotic energy erupt from its skin. When it hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. When it has 60 hp or fewer, its weapon attacks instead deal an extra 9 (2d8) necrotic damage. When it has 40 hp or fewer, its weapon attacks instead deal an extra 13 (3d8) necrotic damage.Thrall WatchA fierstjerren with thralls can't be surprised and attacks from hiding don't gain advantage against it.MultiattackThe fierstjerren makes two sword attacks.SwordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage.Sword|6|2d8+3Terrifying GlareThe fierstjerren targets one creature it can see within 30 feet of it. If the creature can see the fierstjerren, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the fierstjerren's next turn.Thrall EnslavementThe fierstjerren targets one humanoid it can see within 30 feet of it that has a CR up to 1/2. The humanoid must succeed on a DC 15 Wisdom saving throw or be magically charmed by the fierstjerren. The fierstjerren can telepathically communicate with any creature it has charmed. The charmed target can't take reactions and obeys the fierstjerren's verbal and telepathic commands. A fierstjerren can have up to twelve charmed thralls at one time. A charmed thrall loses the memories of its previous life and devotes itself to the fierstjerren and the cult. The charm lasts for 24 hours or until the fierstjerren is destroyed, is more than 300 feet from the charmed target, or takes a bonus action to end the effect. The fierstjerren can attempt to reassert control over all of its thralls by using this action. Each thrall can repeat the saving throw when the fierstjerren uses this action to reassert control.Source: CCodex (3pp)Flame Eater SwarmMbeastUnaligned1233 (6d8+6)walk 0 ft., fly 40 ft.315122144122bludgeoning, piercing, slashingfirecharmed, frightened, paralyzed, petrified, prone, restrained, stunnedblindsight 30 ft.Consume FlameAny normal fire in the flame eater swarm's space at the end of the swarm's turn is extinguished. Magical fire (a flaming weapon or wall of fire spell, for example) is extinguished if the swarm makes a successful DC 13 Constitution check. Only the swarm's space is affected; fires larger than the swarm continue burning outside the swarm's space. For 1 minute after the swarm consumes any flame, its bite attack deals an extra 9 (2d8) fire damage and any creature that ends its turn in the swarm's space takes 4 (1d8) fire damage.SwarmThe swarm can occupy the same space as another creature and vice versa. The swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hp or gain temporary hp.MultiattackThe swarm can make two bite attacks.BiteMelee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hp or fewer.Bite|4|2d6Source: CCodex (3pp)Flame-scourged ScionHaberrationChaotic Evil16 (natural armor)125 (10d12+60)walk 30 ft.19172216615Con +10, Wis +2, Cha +6Insight +6, Perception +616Common, Deep Speech, Sylvan9fire; slashing from nonmagical weaponsgrappled, paralyzed, restraineddarkvision 60 ft.Burning RageWhen a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds.FiresightA flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty.GroundbreakerDifficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn't cost the flamescourged scion extra movement. Its speed can't be reduced by any effect.MultiattackThe flame-scourged scion makes three tentacle attacks.TentacleMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the flame-scourged scion can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time.Tentacle|8|2d10+4Embers (Recharge 6)The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments.Source: CCodex (3pp)badlands, forestFlesh ReaverMundeadNeutral Evil1219 (3d8+6)walk 40 ft.1414145108Perception +212Understands Common but can't speak1/2necroticpoisoncharmed, exhaustion, poisonedblindsight 60 ft. (blind beyond this radius)Keen SensesThe flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.LeapIf the flesh reaver moves at least 15 feet, it can jump up to 20 feet in any direction. If it lands within 5 feet of a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the flesh reaver can make one Consume Flesh attack against it as a bonus action.Pack TacticsThe flesh reaver has advantage on attack rolls against a creature if at least one of the flesh reaver's allies is within 5 feet of the creature and the ally isn't incapacitated.ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.Claw|4|1d6+2Consume FleshMelee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. 4 (1d4 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.Consume Flesh|4|1d4+2Source: CCodex (3pp)Fleshpod HornetLbeastUnaligned14120 (16d10+32)walk 10 ft., fly 60 ft.1418153126Perception +4146Flying ChargeIf the fleshpod hornet flies at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.MultiattackThe fleshpod hornet makes two attacks. one with its slam and one with its stinger.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage.Slam|7|2d8+4StingerMelee Weapon Attack: +7 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the target is also infected with the eggs of the fleshpod hornet.Stinger|7|2d6+4The injected eggs form a circular lotus pod tumor, roughly half a foot in diameter, on the target within 1 minute of injection.While carrying this tumor, the target has disadvantage on skill checks and saving throws. Exactly 24 hours after the lotus pod appears, a young fleshpod hornet (use giant wasp statistics) erupts from the tumor, dealing does 33 (6d10) slashing damage to the target.The tumor can be excised with a DC 15 Wisdom (Medicine) check, causing 16 (3d10) slashing damage to the host. If it is cut out without the check, the patient must succeed on a DC 15 Constitution saving throw or take 22 (4d10) slashing damage.Source: CCodex (3pp)forestFlying PolypHaberrationChaotic Evil17 (natural armor)171 (18d12+54)walk 0 ft., fly 60 ft.201217221416Dex +5, Wis +6Arcana +10, History +10, Perception +616Deep Speech, telepathy 120 ft.11acid, cold, fire, thunder; bludgeoning, piercing, slashing from nonmagical weaponslightningproneblindsight 60 ft.Aura Of WindA creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.Incorporeal MovementThe polyp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Magic ResistanceThe polyp has advantage on saving throws against spells and other magical effects.MultiattackThe polyp makes two melee attacks.TentacleMelee Weapon Attack: +9 to hit, reach 15 ft., one target. 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.Tentacle|9|3d6+5BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. 18 (3d8 + 5) piercing damage.Bite|9|3d8+5Cyclone (Recharge 5-6)Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.EtherealnessThe flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.Fist of WindWhen a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker.The wind lasts until the start of the flying polyp's next turn.Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.Innate SpellcastingThe flying polyp's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:At will: invisibility (self only)3/day each: wind walk1/day each: control weatherinvisibility, wind walk, control weatherSource: CCodex (3pp)FoxinSfeyNeutral14 (natural armor)16 (3d6+6)walk 40 ft.141614101416Perception +414Understands Common, Sylvan but can't speak1/2charmeddarkvision 60 ft.Keen SensesThe foxin has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.Neutral PresenceA foxin naturally emits an air of total belonging. It doesn't go unnoticed, but other creatures always behave as though the foxin's presence is normal and unobtrusive.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit.6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.Illusory CalmThe foxin targets any number of non-foxin creatures within 30 feet. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be treated as charmed against all enemies and dangers for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the foxin's Illusory Calm for the next 24 hours.A creature has advantage on the saving throw if it suffers any harm while charmed.Source: CCodex (3pp)grasslandFragriteMelemental (shapechanger)Chaotic Neutral14 (natural armor)91 (14d8+28)walk 30 ft.1613156889Terran6fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonexhaustion, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.Sand Camouflage (Sand Form Only)The fragrite has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.Sand Glide (Sand Form Only)The fragrite can burrow through sand without disturbing the material it moves through.ShapechangerAs a bonus action, the fragrite can polymorph into a mass of sand or a glass humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.While in sand form, the fragrite has a burrow speed of 50 feet, it can move through a space as narrow as 1 inch wide without squeezing, and it is immune to the grappled condition. While in glass form, the fragrite has vulnerability to thunder damage.MultiattackThe fragrite makes two strike attacks.StrikeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit.12 (2d8 + 3) bludgeoning damageIf the fragrite is in its glass form and has less than half of its total hp remaining, this attack instead deals 16 (3d8 + 3) slashing damage. Spontaneous Explosion (Glass Form Only; Recharge 56). The fragrite explodes into shards of glass, reducing its hp by 5 (2d4).Each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one. The fragrite then polymorphs into its sand form.Source: CCodex (3pp)badlandsFulminarLelementalNeutral15112 (15d10+30)walk 90 ft., fly 90 ft.10201481710Dex +9, Cha +4Perception +7, Stealth +917Auran9lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 120 ft.FlybyThe fulminar doesn't provoke an opportunity attack when it flies out of an enemy's reach.Essence Of LightningBolts of lightning course around the fulminar's body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action.Lightning FormThe fulminar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.MultiattackThe fulminar makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can't take reactions until the end of the fulminar's next turn.Bite|9|2d8+5ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit.12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage.Lightning Shackles (Recharge 56)The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Source: CCodex (3pp)grassland, hill, mountainWirbeln FungiSplantLawful Neutral1316 (3d8+3)walk 20 ft., fly 20 ft.81613101210Perception +3, Stealth +513Common, Elvish, Druidic, Sylvan1blinded, deafened, frightened, poisoneddarkvision 60 ft.Natural AppearanceWhile the wirbeln remains motionless, it is indistinguishable from an ordinary fungus.Poison NeedleMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poison Needle|5|1d4+3Poison DartRanged Weapon Attack. +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Poison Dart|5|1d4+3Spore Cloud(Recharge 56). The wirbeln ejects spores in a 15foot cone. All creatures that are not wirbeln fungi must succeed on a DC 13 Constitution saving throw or take 5 (1d10) poison damage and be subject to one of the following effects for 1 minute, depending on the wirbeln's color. green is poisoned; red is blinded; yellow is incapacitated; blue is paralyzed; purple is frightened; and black is 5 (2d4) poison damage each round.The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Source: CCodex (3pp)forest, swampGargoctopusLmonstrosityNeutral13 (natural armor)104 (16d10+16)walk 40 ft., climb 20 ft., swim 40 ft.181312191614History +7, Investigation +7, Perception +6, Stealth +7165darkvision 60 ft.AmphibiousThe gargoctopus can breathe air and water.Shifting CamouflageThe gargoctopus has advantage on Dexterity (Stealth) checks made to hide.Spider ClimbThe gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage.Bite|7|3d8+4TentacleMelee Weapon Attack: +7 to hit, reach 15 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time.Tentacle|7|2d6+4FlingOne Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.Tentacle Slam (Recharge 5-6)The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus' next turn. On a success, a target takes half the damage and isn't stunned.Ink Cloud (Recharge 6)A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus' next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud.Source: CCodex (3pp)underwaterGhast Of LengLaberrationNeutral Evil14 (natural armor)127 (17d10+34)walk 40 ft.151714496Con +4, Wis +1Perception +1113coldradiantdarkvision 120 ft.Blood FrenzyThe ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp.Keen SmellThe ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell.Sunlight HypersensitivityThe ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.Bite|5|1d8+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.Claws|5|2d6+3Source: CCodex (3pp)Ghost BoarLmonstrosityUnaligned13 (natural armor)68 (8d10+24)walk 40 ft.181016712711Understands Common but can't speak3darkvision 60 ft.ChargeIf the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.Incorporeal JauntWhen the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.Relentless (Recharges After A Short Or Long Rest)If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.TuskMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Tusk|6|2d6+4Tusk SwipeWhen a creature hits the ghost boar with a melee weapon attack, the ghost boar can make one tusk attack against the creature. The ghost boar must see the attacker and be within 5 feet of it.Source: CCodex (3pp)farmland, grasslandElder Ghost BoarHmonstrosityUnaligned15 (natural armor)104 (11d12+33)walk 40 ft.22917712711Understands Common but can't speak6darkvision 60 ft.ChargeIf the ghost boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.Incorporeal JauntAs ghost boar.Relentless (Recharges After A Short Or Long Rest)If the elder ghost boar takes 20 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.Spirit ConduitWhen a creature dies within 30 feet of the ghost boar, its spirit can possess the boar, incapacitating the boar for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the ghost boar's mouth.MultiattackThe elder ghost boar makes two tusk attacks.TuskMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 16 (3d6 + 6) slashing damage.Tusk|9|3d6+6Ghostly SlipWhen it is targeted by an attack or spell or is grappled or restrained, the ghost boar becomes momentarily incorporeal. It gains resistance to any damage that isn't force and ends any grappled or restrained conditions on itself.Source: CCodex (3pp)farmland, grasslandGhost DragonLundeadAny alignment14126 (23d10)walk 0 ft., fly 60 ft.101910141619Dex +8, Wis +7Perception +7, Stealth +817The languages it knew in life11acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 120 ft.Ethereal SightThe ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.Incorporeal MovementThe ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.MultiattackThe ghost dragon makes one claw attack and one withering bite attack.ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage.Claw|8|2d6+4Withering BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.Withering Bite|8|2d10+4EtherealnessThe ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.Horrifying Breath (Recharge 5-6)The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Source: CCodex (3pp)Ghost DwarfMundeadNeutral Evil14 (natural armor)81 (18d8)walk 30 ft., fly 40 ft.41410101415Wis +512The languages it knew in life6acid, cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisoncharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.Aura Of DefianceThe ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead.Ethereal SightThe ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.Incorporeal MovementThe ghost dwarf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight SensitivityWhile in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe ghost dwarf makes three attacks, only one of which can be a hand of the grave attack.Ghostly AxeMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf's hand after it is thrown.Ghostly Axe|5|2d8Hand of the GraveMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken.Hand of the Grave|5|4d8This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.Prayers Unanswered (Recharge 56)The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.EtherealnessThe ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other planeSource: CCodex (3pp)Darakhul High PriestessMundeadNeutral Evil17 (half plate armor)112 (15d8+45)walk 30 ft.161416121815Wis +8, Cha +6Deception +6, Insight +8, Religion +514Common9necroticpoisoncharmed, exhaustion, poisoneddarkvision 60 ft.FrenzyThe darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.Master Of DisguiseA darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.StenchAny creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.Sunlight SensitivityWhile in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Turning DefianceThe darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.MultiattackThe darakhul high priestess makes two claw attacks and one bite attack.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.Bite|7|1d6+3ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.Claw|7|2d6+3SpellcastingThe darakhul high priestess is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The darakhul high priestess has the following Cleric spells prepared:Cantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy• 1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith• 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon• 3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians• 4th level (3 slots): banishment, stone shape• 5th level (2 slots): contagion, insect plague• 6th level (1 slots): create undead• 7th level (1 slots): regenerate• 8th level (1 slots): antimagic field4, 3, 3, 3, 2, 1, 1, 1guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy, bane, command, inflict wounds, protection from evil and good, shield of faith, blindness/deafness, hold person, spiritual weapon, animate dead, bestow curse, protection from energy, spirit guardians, banishment, stone shape, contagion, insect plague, create undead, regenerate, antimagic fieldSource: CCodex (3pp)Darakhul ShadowmancerMundeadNeutral Evil12 (15 with mage armor)52 (8d8+16)walk 30 ft.12161418139Int +6, Wis +3Arcana +6, Deception +1, Investigation +6, Stealth +711Common4necroticpoisoncharmed, exhaustion, poisoneddarkvision 60 ft.Master Of DisguiseA darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.Shadow StealthWhile in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.StenchAny creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.Sunlight SensitivityWhile in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Turning DefianceThe darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.MultiattackThe darakhul shadowmancer makes two attacks. one with its bite and one with its dagger.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.Bite|5|2d8+2DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.Dagger|5|1d4+2SpellcastingThe darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The darakhul shadowmancer has the following Wizard spells prepared:Cantrips (at will): acid splash, chill touch, mage hand, prestidigitation• 1st level (4 slots): mage armor, ray of sickness, silent image• 2nd level (3 slots): misty step, scorching ray, see invisibility• 3rd level (3 slots): animate dead, dispel magic, stinking cloud• 4th level (2 slots): arcane eye, black tentacles, confusion• 5th level (1 slots): teleportation circle4, 3, 3, 2, 1acid splash, chill touch, mage hand, prestidigitation, mage armor, ray of sickness, silent image, misty step, scorching ray, see invisibility, animate dead, dispel magic, stinking cloud, arcane eye, black tentacles, confusion, teleportation circleSource: CCodex (3pp)Darakhul Shadowmancer (Midgard Version)MundeadNeutral Evil12 (15 with mage armor)52 (8d8+16)walk 30 ft.12161418139Int +6, Wis +3Arcana +6, Deception +1, Investigation +6, Stealth +711Common4necroticpoisoncharmed, exhaustion, poisoneddarkvision 60 ft.Master Of DisguiseA darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.Shadow StealthWhile in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.StenchAny creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.Sunlight SensitivityWhile in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Turning DefianceThe darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.MultiattackThe darakhul shadowmancer makes two attacks. one with its bite and one with its dagger.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.Bite|5|2d8+2DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.Dagger|5|1d4+2SpellcastingThe darakhul shadowmancer (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The darakhul shadowmancer (midgard version) has the following Wizard spells prepared:Cantrips (at will): acid splash, claws of darkness*, douselight*, mage hand• 1st level (4 slots): black ribbons*, cloak of shadow*, mage armor, ray of sickness• 2nd level (3 slots): dark path*, darkbolt*, see invisibility• 3rd level (3 slots): dispel magic, fear, legion*• 4th level (2 slots): arcane eye, shadow monsters*• 5th level (1 slots): shadow realm gateway*4, 3, 3, 2, 1acid splash, claws of darkness, douselight, mage hand, black ribbons, cloak of shadow, mage armor, ray of sickness, dark path, darkbolt, see invisibility, dispel magic, fear, legion, arcane eye, shadow monsters, shadow realm gatewaySource: CCodex (3pp)Necrophage GhastMundeadChaotic Evil1365 (10d8+20)walk 30 ft.10171416108Arcana +5, Investigation +510Common4necroticpoisoncharmed, exhaustion, poisoneddarkvision 60 ft.Necrophage StenchAny living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours.Turning DefianceThe necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 12 (2d8 + 3) piercing damage.Bite|5|2d8+3ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Claws|5|2d6+3SpellcastingThe necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following Wizard spells prepared:Cantrips (at will): friends, mage hand, poison spray, prestidigitation• 1st level (4 slots): charm person, false life, magic missile, ray of sickness• 2nd level (3 slots): hold person, invisibility• 3rd level (2 slots): animate dead, hypnotic pattern4, 3, 2friends, mage hand, poison spray, prestidigitation, charm person, false life, magic missile, ray of sickness, hold person, invisibility, animate dead, hypnotic patternSource: CCodex (3pp)Tar GhoulMundeadNeutral Evil1366 (12d8+12)walk 30 ft.16171311108Perception +212Common4necroticfire, poisoncharmed, exhaustion, poisoneddarkvision 60 ft.Fire HazardAs a bonus action or when it takes fire damage, the tar ghoul bursts into flame. The tar ghoul continues burning until it takes cold damage or is immersed in water. A creature that touches the tar ghoul or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage.While burning, a tar ghoul deals an extra 3 (1d6) fire damage on each melee attack, and its vomit tar action is a 15-foot cone that ignites immediately. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.MultiattackThe tar ghoul makes one bite attack and one claw attack.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage.Bite|5|2d8+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Claw|5|2d6+3Vomit Tar (Recharge 56)The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered with tar. The tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 3 (1d6) rounds or until a creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered with burning tar takes 5 (1d10) fire damage.Source: CCodex (3pp)GhoulsteedLundeadNeutral Evil13 (natural armor)85 (10d10+30)walk 30 ft.1810166106Perception +212Common3poisonpoisoneddarkvision 60 ft.PounceIf the ghoulsteed moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghoulsteed can make one bite attack against it as a bonus action.Sprint (3/Day)When the ghoulsteed uses the Dash action, it can Dash again as a bonus action.Undead FortitudeIf damage reduces the ghoulsteed to 0 hp, it makes 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 ghoulsteed drops to 1 hp instead.MultiattackA ghoulsteed makes two bite attacks.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage and the ghoulsteed gains 5 (1d10) temporary hp. These temporary hp stack with each other, but the ghoulsteed can only have a maximum of 10 temporary hp at one time.Bite|6|2d8+4Source: CCodex (3pp)Giant MothSbeastUnaligned117 (2d6)walk 25 ft., fly 30 ft.1012103107Perception +2, Stealth +3121/8darkvision 60 ft.AntennaeThe giant moth has advantage on Wisdom (Perception) checks that rely on smell.ProboscisMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.Proboscis|3|1d6+1Powdery Wings (1/Day)A 10-foot radius cloud of fine powder disperses from the giant moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.Source: CCodex (3pp)RimewingSbeastUnaligned1222 (5d6+5)walk 25 ft., fly 30 ft.1114123107Perception +2, Stealth +4121/4colddarkvision 60 ft.AntennaeThe giant moth has advantage on Wisdom (Perception) checks that rely on smell.ProboscisMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.Proboscis|4|1d6+2Frosted Wings (1/Day)A 20-foot radius cloud of colorful ice crystals extends from the rimewing. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be charmed by the rimewing for 1 minute. While charmed by the rimewing, a creature is incapacitated and must move up to its speed toward the rimewing at the start of its turn, stopping when it is 5 feet away.A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Source: CCodex (3pp)arctic, forestShockwingSbeastUnaligned1227 (5d6+10)walk 25 ft., fly 30 ft.1115143107Perception +2, Stealth +4121lightningdarkvision 60 ft.AntennaeThe giant moth has advantage on Wisdom (Perception) checks that rely on smell.ChargedAt the start of each of the shockwing's turns, each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 2 (1d4) lightning damage. This trait doesn't function if the shockwing has used its Fulminating Wings in the last 24 hours.MultiattackThe shockwing makes two proboscis attacks.ProboscisMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage and 2 (1d4) lightning damage.Proboscis|4|1d6+2Fulminating Wings (1/Day)A 20-foot radius burst of electricity releases from the shockwing. Each creature in that area must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.Source: CCodex (3pp)forest, grasslandSootwingSbeastUnaligned1113 (3d6+3)walk 25 ft., fly 30 ft.1112123107Perception +2, Stealth +3121/4firedarkvision 60 ft.AntennaeThe giant moth has advantage on Wisdom (Perception) checks that rely on smell.ProboscisMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.Proboscis|3|1d6+1Sooty Wings (1/Day)A 20-foot radius cloud of smoldering ash disperses from the sootwing. Each creature in that area must make a DC 11 Constitution saving throw. On a failure, a creature takes 4 (1d8) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded.Source: CCodex (3pp) p. 329grassland, mountainBlood GiantHgiantLawful Neutral15 (natural armor)126 (12d12+48)walk 40 ft.2312188161Dex +4, Con +7, Wis +6History +2, Perception +6, Religion +216Giant8cold, poisonexhaustion, poisoneddarkvision 60 ft.Blood SenseA blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it.Magic WeaponsThe blood giant's weapon attacks are magical.MultiattackThe blood giant makes two blood spear attacks.Blood SpearMelee Weapon Attack: +9 to hit, range 15 ft., one target. 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage.Blood Spear|9|3d8+6RockRanged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage.Rock|9|4d10+6Blood Magic (Recharge 56)The blood giant uses one of the following.Impale - The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.Drown - The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is poisoned for 1 minute after that.Vaporize - A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily obscured. It moves with the blood giant and doesn't impede the giant's vision. The mist dissipates after 1d4 rounds.Source: CCodex (3pp)Cacus GiantHgiantChaotic Evil16 (natural armor)138 (12d12+60)walk 40 ft.21112071410Str +8, Con +8, Wis +5Perception +5, Survival +515Giant6fireFinal BreathWhen the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.MultiattackThe cacus giant makes two greatclub attacks.GreatclubMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage.Greatclub|8|3d8+5RockRanged Weapon Attack: +8 to hit, range 30/120 ft., one target. 27 (4d10 + 5) bludgeoning damage.Rock|8|4d10+5Fire Breath (Recharge 46)The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)mountainCave GiantHgiantChaotic Evil16 (natural armor)200 (16d12+96)walk 40 ft.2710228136Dex +4, Con +10, Wis +5Athletics +12, Perception +5, Survival +515Giant10darkvision 120 ft.Sunlight PetrificationIf the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified.MultiattackThe giant makes three attacks. two with its handaxe and one with its tusks.HandaxeMelee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. 18 (3d6 + 8) slashing damage.Handaxe|12|3d6+8TusksMelee Weapon Attack: +12 to hit, reach 10 ft., one target. 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone.Tusks|12|4d6+8RockRanged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage.Rock|12|4d10+8Source: CCodex (3pp)Haunted GiantHgiantChaotic Neutral20 (natural armor)126 (12d12+48)walk 40 ft.21819596Dex +2, Con +7, Wis +2Athletics +8, Perception +212Giant6Ancestral SpiritsThree ghostly spirits haunt the giant. The spirits are incorporeal, remain within 10 feet of the giant at all times, and can't take actions. Each uses the giant's AC and saving throws, has 15 hp and can only be harmed by radiant damage. If an ancestral spirit is reduced to 0 hp, it disappears temporarily. Reduce the giant's AC by 1 and remove one trait granted by the spirits for each spirit that is driven off. Ancestral spirits can't be turned.RecklessAt the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. This trait is granted by the ancestral spirits.See InvisibilityThe giant can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. This trait is granted by the ancestral spirits.SteadfastThe giant is immune to the charmed and frightened conditions. This trait is granted by the ancestral spirits.MultiattackThe giant makes two greatclub attacks.GreatclubMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage.Greatclub|8|3d8+5RockRanged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage.Rock|8|3d10+5Source: CCodex (3pp)badlands, mountainLaestrigonian GiantLgiantChaotic Evil13 (natural armor)95 (10d10+40)walk 40 ft.201418911810Common, Giant4MultiattackThe Laestrigonian giant makes one greatclub attack and one bite attack.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp except by magical means, and the target's hp maximum decreases by 3 (1d6) every 24 hours. If the target's hp maximum drops to 0 as a result of this disease, the target dies.Bite|7|1d8+5GreatclubMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage.Greatclub|7|2d8+5RockMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60/240 ft., one target. 16 (2d10 + 5) bludgeoning damage.Rock|7|2d10+5Source: CCodex (3pp)Mountain GiantGgiantNeutral Evil20 (natural armor)313 (12d20+114)walk 50 ft.261022142010Con +13, Int +9, Wis +12, Cha +7Athletics +15, Perception +1222Common, Giant, Terran21cold, fire, lightning, thunder, bludgeoningcharmed, frightened, paralyzed, petrified, stunnedtremorsense 120 ft.Legendary Resistance (2/Day)If the mountain giant fails a saving throw, it can choose to succeed instead.Magic ResistanceA mountain giant has advantage on saving throws against spells and other magical effects.Mountain MasterThe mountain giant can move and shape the terrain around it. This trait works like the move earth spell, except it has no duration, and the giant can manipulate any stone, natural or worked.Siege MonsterThe mountain giant deals triple damage to objects and structures with its melee and ranged weapon attacks.MultiattackThe mountain giant makes two slam attacks.SlamMelee Weapon Attack: +15 to hit, reach 20 ft., one target. 21 (2d12 + 8) bludgeoning damage.Slam|15|2d12+8BoulderRanged Weapon Attack: +15 to hit, range 100/400 ft., one target. 40 (5d12 + 8) bludgeoning damage.Boulder|15|5d12+8Boulder Spray (Recharge 5-6)The mountain giant unleashes a barrage of boulders in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failure, a creature takes 58 (9d12) bludgeoning damage and is knocked prone and restrained. On a success, the creature takes half the damage and isn't knocked prone or restrained. A target, including the restrained creature can take an action to make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check, freeing the restrained creature on a success.The giant can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn.OptionsA mountain giant 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 mountain giant regains spent legendary actions at the start of its turn.Grasping SoilThe mountain giant commands the earth itself to assist in the fight. The giant chooses three creatures it can see within 60 feet. Each target must succeed on a DC 21 Dexterity saving throw or be restrained until the start of its next turn.Roar (Costs 2 Actions)The mountain giant emits a tremendous growl. Each creature within 20 feet of the giant must make a DC 21 Constitution saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is knocked prone.On a success, a creature takes half the damage and isn't knocked prone.Spawn Elemental (Costs 3 Actions)rA piece of the mountain giant's body tears away in the form of an earth elemental. The earth elemental acts on the same initiative count as the mountain giant, obeying the mountain giant's commands and fighting until destroyed. The mountain giant can have no more than five earth elementals under its control at one time.Source: CCodex (3pp)Void GiantHgiantChaotic Neutral14 (natural armor)210 (20d12+80)walk 40 ft.241018181014Con +8, Wis +4, Cha +6Arcana +8, History +8, Investigation +810Common, Giant, Draconic11Void CastingAs a bonus action, the void giant can infuse a spell with void magic. One creature that is hit by that spell or who fails a saving throw against that spell is stunned until the end of the creature's next turn.MultiattackThe void giant makes two slam attacks.SlamMelee Weapon Attack: +11 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage.Slam|11|3d8+7Magic AbsorptionIf the void giant succeeds on a saving throw against an enemy spell, the void giant doesn't suffer the effects of that spell. If it uses Void Casting on its next turn, the void giant can affect all creatures hit by its spell or who fail a saving throw against its spell instead of just one creature.SpellcastingThe void giant is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The void giant has the following Wizard spells prepared:Cantrips (at will): chill touch, light, mending, shocking grasp• 1st level (4 slots): comprehend languages, magic missile, shield• 2nd level (3 slots): crown of madness, mirror image, scorching ray• 3rd level (3 slots): counterspell, fly, lightning bolt• 4th level (3 slots): confusion, ice storm, phantasmal killer• 5th level (2 slots): cone of cold, dominate person• 6th level (1 slots): disintegrate4, 3, 3, 3, 2, 1chill touch, light, mending, shocking grasp, comprehend languages, magic missile, shield, crown of madness, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, ice storm, phantasmal killer, cone of cold, dominate person, disintegrateSource: CCodex (3pp)mountainGloomflowerTplantUnaligned12 (natural armor)44 (8d4+24)walk 10 ft.1061616188Understands but can't speak, telepathy 120 ft.3blinded, deafened, frightenedblindsight 120 ft.BlurCreatures have disadvantage on attack rolls against the gloomflower.An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.Psychic ScreamWhenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage.MultiattackThe gloomflower makes two psychic strike attacks.Psychic StrikeRanged Spell Attack: +6 to hit, range 120 ft., one target. 10 (3d6) psychic damage.Psychic Strike|6|3d6Corrupting Visions (Recharge 5-6)Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties.A creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.Source: CCodex (3pp)Gnoll SlaverMhumanoid (gnoll)Chaotic Evil15 (chain shirt)71 (11d8+22)walk 30 ft.181514121112Athletics +6, Intimidation +5, Perception +2, Stealth +612Common, Gnoll3darkvision 60 ft.RampageWhen the gnoll reduces a creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.MultiattackThe gnoll makes three attacks. one with its bite and two with its whip or three with its longbow.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.Bite|6|1d6+4WhipMelee Weapon Attack: +6 to hit, reach 10 ft., one target. 6 (1d4 + 4) slashing damage.Whip|6|1d4+4LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.Longbow|4|1d8+2Menace Captives (Recharge 56)The gnoll selects up to three creatures it has taken captive within 30 feet. Each creature must succeed on a DC 15 Wisdom saving throw or have disadvantage for 1 minute on any attack rolls or skill checks to take actions other than those the gnoll has ordered it to take.Source: CCodex (3pp)farmland, grasslandChaos-spawn GoblinShumanoid (goblinoid)Neutral Evil13 (natural armor)22 (5d6+5)walk 30 ft.10141210106Stealth +6101/2psychicfrighteneddarkvision 60 ft.Nimble EscapeThe chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns.MultiattackThe chaos-spawn goblin makes two attacks with its scimitar.ScimitarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.Scimitar|4|1d6+2Psychic Stab (Recharge 6)The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)badlandsShadow GoblinShumanoid (goblinoid)Neutral Evil1313 (3d6+3)walk 30 ft.10161213128Sleight of hand +5, Stealth +511Common, Elvish, Goblin1/2darkvision 60 ft.Nimble EscapeThe shadow goblin can take the Disengage or Hide action as a bonus action on each of its turns.Shadow CamouflagerThe shadow goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.Sunlight SensitivityWhile in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.Traveler In DarknessThe shadow goblin has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.Unseelie BlessingThe shadow goblin has advantage on saving throws against being charmed, and magic can't put it to sleep.MultiattackThe shadow goblin can make two attacks with its kitchen knife. The second attack has disadvantage.Kitchen KnifeMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.Kitchen Knife|5|1d4+3Vengeful JinxWhen the shadow goblin is hit by an attack from a creature it can see, it can curse the attacker. The attacker has disadvantage on attack rolls until the end of its next turn.Source: CCodex (3pp)Alchemical GolemLconstruct (golem)Unaligned15 (natural armor)147 (14d10+70)walk 20 ft.18721710110Understands the languages of its creator but can't speak9acid, cold, fire, lightningpoison, psychic; bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Alchemical InfusionSyringes on the golem's back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can't use multiple infusions at once.BrimstoneThe golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn.QuicksilverThe golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem's silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune.SaltThe golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem's silver hide is covered with salt crystals, increasing its AC by 3. The golem's slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour.A creature can force an adamantine syringe into the golem's body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it.Elemental ExpulsionWhenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. Poison Breath (Brimstone Infusion Only; Recharge 5-6). The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.Slam|8|2d8+4Source: CCodex (3pp)Altar Flame GolemLconstruct (golem)Neutral16 (natural armor)152 (16d10+64)walk 20 ft.19918310110Understands the languages of its creator but can't speak10fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical Weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Aversion To WaterIf the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn.Death BurstWhen the altar flame golem is reduced to 0 hp, it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem's death burst and doesn't absorb it.False AppearanceWhile the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame.Fire AbsorptionWhenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe altar flame golem makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage. Flame Breath (Recharge 5?6). The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.Slam|8|2d8+4Source: CCodex (3pp)Armory GolemLconstruct (golem)Unaligned15 (natural armor)136 (16d10+48)walk 30 ft.2014161010210Understands the languages of its creator but can't speak7poison, psychic; bludgeoning, piercing, slashing from nonmagical Weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Armory ExploitThe objects that make up the golem's body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem's attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem's focus instead of disabling one of its attacks.Focus WeaknessA creature grappling the armory golem can take its action to remove the golem's focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe armory golem makes any two weapon attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (1d12 + 5) bludgeoning damage.Slam|8|1d12+5Polearm StrikeMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (1d12 + 5) piercing damage.Polearm Strike|8|1d12+5Crossbow BarrageRanged Weapon Attack: +5 to hit, range 80/320 ft., one target. 11 (2d8 + 2) piercing damage.Crossbow Barrage|5|2d8+2Shield Wall (Recharge 46)The golem reconfigures its construction, moving shields and armor to encase its body.It regains 10 hp, and its AC increases by 2 until the end of its next turn.Source: CCodex (3pp)Bone GolemMconstruct (golem)Unaligned16 (natural armor)60 (8d8+24)walk 30 ft.101617310110Understands the languages of its creator but can't speak7bludgeoning, piercing, slashing from nonmagical Weapons that aren't adamantinenecrotic, poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.BerserkWhenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself.Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp.The golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again.False AppearanceWhile the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.Immutable FormThe bone golem is immune to any spell or effect that would alter its form.Magic ResistanceThe bone golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe bone golem's weapon attacks are magical.Necrotic AbsorptionWhenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.MultiattackThe bone golem makes two attacks.ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.Claw|6|2d6+3Bone ShardRanged Weapon Attack: +6 to hit, range 60/240 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.Bone Shard|6|1d8+3Source: CCodex (3pp)Bronze GolemLconstruct (golem)Unaligned13 (natural armor)57 (6d10+24)walk 30 ft.176181101Perception +414Understands the languages of its creator but can't speak3fire; bludgeoning, piercing, slashing from nonmagical weaponspoison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Boiling BodyThe golem's body is hot to the touch, thanks to the boiler inside its chest. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage and, if the target is a Medium or smaller creature, it is grappled (escape DC 13). The golem can only grapple one creature at a time.Slam|5|1d8+3Brazen BullThe golem makes a slam attack against a target it is grappling as it opens a plate in its chest and exposes its arcane boiler. If the attack hits, the target is forced into the golem's boiler, and the grapple ends. While inside the boiler, the target is blinded and restrained, it has total cover against attacks and other effects outside the boiler, and it takes 14 (4d6) fire damage at the start of each of its turns. To escape, it or another creature must succeed on a DC 13 Strength (Athletics) check to open the boiler, freeing the target, which falls prone in a space within 5 feet of the golem. A bronze golem can only have one creature in its boiler at a time.Source: CCodex (3pp)Doom GolemLconstruct (golem)Unaligned17 (natural armor)153 (18d10+54)walk 30 ft.241316310110Understands the languages of its creator but can't speak10Fractal GolemLconstruct (golem)Unaligned18 (natural armor)8 (1d10+3)walk 30 ft.161216681Perception +2, Stealth +4, Survival +512Understands the languages of its creator but can't speak8Glass GolemSconstruct (golem)Unaligned1245 (10d6+10)walk 20 ft.1015133819Understands the languages of its creator but can't speak2piercing, slashing from nonmagical weapons that aren't adamantinepoison, psychicbludgeoningcharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe glass golem has advantage on saving throws against spells and other magical effects.ShardMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.Shard|4|2d6+2ShatterWhen a glass golem takes bludgeoning damage, it can make one shard attack against each creature within 5 feet of it.Source: CCodex (3pp)Hair GolemSconstruct (golem)Unaligned1313 (3d6+3)walk 30 ft.1017133819Understands the languages of its creator but can't speak1/4bludgeoning, piercing from nonmagical weapons that aren't adamantinepoison, psychicslashingcharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Immutable FormThe golem is immune to any spell or effect that would alter its form.LashMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. The target must succeed on a DC 11 Dexterity saving throw or be knocked prone.Lash|5|1d4+3Source: CCodex (3pp)Keg GolemMconstruct (golem)Unaligned11 (natural armor)45 (6d8+18)walk 30 ft.1610168738Understands the languages of its creator but can't speak3bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantinepoison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Empty KegA keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.Immutable FormThe keg golem is immune to any spell or effect that would alter its form.Magic ResistanceThe keg golem has advantage on saving throws against spells and other magical effects.Rolling ChargeIf the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.SlamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.Slam|3|1d6+3Ale Blast (Recharge 5-6)The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Source: CCodex (3pp)mountainLotus GolemLconstruct (golem)Unaligned1482 (11d10+22)walk 30 ft.1419146124Str +6, Dex +8Athletics +6, Perception +919Understands the languages of its creator but can't speak9bludgeoning, piercing; slashing from nonmagical weapons that aren't adamantine.cold, fire, poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Arcane PoolThe lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.Water WalkerThe golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.MultiattackThe lotus golem makes two arcane water attacks.Arcane WaterMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.Arcane Water|8|2d12+2Arcane AbsorptionWhen a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.Source: CCodex (3pp)Manastorm GolemMconstruct (golem)Unaligned14 (natural armor)90 (12d10+24)walk 60 ft., fly 60 ft.6141416819Understands the languages of its creator but can't speak8bludgeoning, piercing, slashingacid, cold, fire, lightning, necrotic, poison, psychic, radiant, thundercharmed, exhaustion, frightened, paralyzed, petrified, poisonedtruesight 120 ft.AmorphousThe manastorm golem can move through a space as narrow as 1 inch wide without squeezing.Limited MutabilityAny spell or effect that would alter the golem's form only alters it for 1 round. Afterwards, the manastorm golem returns to its humanoid-shaped cloud form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.Mystic MessagesThe manastorm golem can communicate with its maker via magical whispers at a distance up to 120 feet. Only its master hears these messages and can reply. Its messages go through solid objects but are halted by stone, magical silence, a sheet of lead, and similar obstacles. Its voice can travel through keyholes and around corners.MultiattackThe golem makes two slam attacks. If both attacks hit a single living creature, the creature is stunned until the end of its next turn.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) force damage.Slam|6|2d10+3Force BoltRanged Spell Attack: +6 to hit, range 120/480 ft., one target. 25 (4d10 + 3) force damage.Force Bolt|6|4d10+3Source: CCodex (3pp)Mud GolemSconstruct (golem)Unaligned1027 (6d6+6)walk 20 ft.1510133819Understands the languages of its creator but can't speak1bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine.poison, psychiccharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe mud golem has advantage on saving throws against spells and other magical effects.MultiattackThe mud golem makes two slam attacks.SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.Slam|4|1d6+2Mud BallRanged Weapon Attack: +2 to hit, range 30/120 ft., one target. 3 (1d6) bludgeoning damage, and the target is blinded until the end of its next turn.Mud Ball|2|1d6Source: CCodex (3pp)Paper GolemTconstruct (golem)Unaligned137 (2d4+2)walk 20 ft., fly 30 ft.816123738Understands the languages of its creator but can't speak1/4bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine.poison, psychicfirecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 30 ft.False AppearanceWhile the paper golem remains motionless, it is indistinguishable from an ordinary sheet of paper.Immutable FormThe paper golem is immune to any spell or effect that would alter its form.Ink Blot (Recharge 46)As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.Magic WeaponsThe paper golem's weapon attacks are magical.Paper CutMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.Paper Cut|5|1d6+3Source: CCodex (3pp)Paper Golem SwarmMconstruct (golem)Unaligned1355 (10d8+10)walk 20 ft., fly 30 ft.816123738Understands the languages of its creator but can't speak3poison, psychic; bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine.firecharmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunneddarkvision 30 ft.False AppearanceAs the paper golem.Immutable FormAs the paper golem.Ink Blot (Recharge 46)As the paper golem, except it can also apply to the swarm's whirlwind.Magic WeaponsThe paper golem's weapon attacks are magical.SwarmThe swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can't regain hp or gain temporary hp.Paper CutMelee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer.Paper Cut|5|4d6Whirlwind (Recharge 56)The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)War Machine GolemGconstruct (golem)Unaligned18 (natural armor)232 (15d20+75)walk 40 ft.26821310110Understands Dwarvish but can't speak18poison, psychic; bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Immutable FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.Siege MonsterThe golem deals double damage to objects and structures.MultiattackThe golem makes two slam attacks and one catapult attack.SlamMelee Weapon Attack: +14 to hit, reach 10 ft., one target. 22 (4d6 + 8) bludgeoning damage.Slam|14|4d6+8CatapultThe war machine golem hurls a boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a target takes 16 (3d10) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone.Fire Breath (Recharge 5-6)The war machine golem breathes fire in a 60-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.Variant: Beyond BouldersWar machine golems can be built with alternate forms of ammunition for their catapults. When creating such a variant, substitute the appropriate damage for the appropriate damage type. For example, golems with ballistae on their heads deal piercing damage while those that sling flaming pitch deal fire damage. All other effects of the catapult attack remain the same.Source: CCodex (3pp) p. 205Wood GolemMconstruct (golem)Unaligned14 (natural armor)52 (8d8+16)walk 20 ft.181015310110Understands the languages of its creator but can't speak3bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine.poison, psychicfirecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Immutable FormrThe golem is immune to any spell or effect that would alter its form.Magic ResistancerThe wood golem has advantage on saving throws against spells and other magical effects.MultiattackThe wood golem makes two slam attacks.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage.Slam|6|1d8+4Source: CCodex (3pp)Goliath LonglegsGmonstrosityUnaligned16 (natural armor)162 (12d20+36)walk 20 ft.1815164133Perception +4, Stealth +5147poisoncharmed, frightened, poisoneddarkvision 120 ft.ExpansiveA creature at least one size smaller than the goliath longlegs can travel through and finish its turn in the goliath longlegs' space.False AppearanceWhile a goliath longlegs remains motionless, it is indistinguishable from other plants or trees.Forest CamouflageThe goliath longlegs has advantage on Dexterity (Stealth) checks made to hide in forested terrain.Vulnerable LegsThe goliath longlegs has eight legs. While it has more than four legs, the goliath longlegs is immune to being knocked prone or restrained. Whenever the goliath longlegs takes 20 or more damage in a single turn, one of its legs is destroyed. Each time a leg is destroyed after the fourth one, the goliath longlegs must succeed on a DC 13 Constitution saving throw or fall prone. Any creature in the goliath longlegs' space or within 5 feet of it when it falls prone must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.MultiattackThe goliath longlegs makes one bite attack and then as many leg attacks as it has legs. It can use its Reel in place of two leg attacks.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.Bite|7|1d8+4If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.LegMelee Weapon Attack: +7 to hit, reach 15 ft., one target. 6 (1d4 + 4) piercing damage.Leg|7|1d4+4Paralytic Web (Recharge 56)Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. The creature is restrained by webbing and must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).ReelThe goliath longlegs pulls one creature caught in its web up to 30 feet straight toward it. If the target is within 10 feet of the goliath longlegs, the goliath longlegs can make one bite attack as a bonus action.Source: CCodex (3pp)forestGorelingSundeadUnaligned1211 (2d6+4)walk 20 ft.12141415171/4necrotic, poisonpoisonedblindsight 60 ft. (blind beyond this radius)BloodthirstyIf 6 or more gorelings are within 30 feet of one another, they become frenzied and their attacks deal an extra 2 (1d4) necrotic damage.SwarmingUp to five gorelings can occupy the same space.SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage.Slam|4|1d4+2MultiplyingWhen a goreling is hit but not reduced to 0 hp, it splits into two new gorelings. Each new goreling has 1 hp, doesn't have this reaction, and is one size smaller than the original goreling.Source: CCodex (3pp)Grave BehemothHundeadNeutral Evil9210 (20d12+80)walk 40 ft.2281913108Con +8, Wis +41010necroticpoisoncharmed, frightened, poisoneddarkvision 60 ft.FleshbagThe behemoth starts with two arms and two legs. If it loses one arm, it can't multiattack. If it loses both arms, it can't slam. If it loses one leg, its speed is halved. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.Flesh WoundAt the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound.Turning DefianceThe grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.Zombie KeeperZombies created by a grave behemoth's Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth's initiative.MultiattackThe grave behemoth makes two slam attacks.SlamMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage.Slam|10|3d8+6GorgeMelee Weapon Attack: +10 to hit, reach 5 ft., one target. 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage.Gorge|10|3d12+6Hurl Flesh (Recharge 5-6)The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn't covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth's control have advantage on attack rolls against creatures covered in a grave behemoth's slime.Source: CCodex (3pp)Green Knight Of The WoodsMfeyLawful Neutral20 (plate armor, shield)78 (12d8+24)walk 30 ft.181014101216Dex +3, Con +5Athletics +7, Intimidation +6, Survival +411Common, Elvish, Sylvan6cold; bludgeoning, piercing, slashing from nonmagical weaponscharmed, frighteneddarkvision 60 ft.Headsman's WoeIf the green knight's head is severed by a vorpal weapon or by other means, magical vines sprout from its neck and the head reattaches by the start of the green knight's next turn, preventing the green knight from dying from the loss of its head.Knight's Challenge (3/Day)As a bonus action, the green knight targets one creature that it can see within 30 feet and issues a challenge. If the target can see the green knight, it must succeed on a DC 14 Wisdom saving throw or become magically compelled to engage the green knight in melee combat for 1 minute, or until the knight challenges a new opponent. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.On its turn, the affected creature must move towards the green knight and make a melee attack against the green knight.Magic ResistanceThe green knight has advantage on saving throws against spells and other magical effects.Speak With Beasts And PlantsThe green knight can communicate with beasts and plants as if they shared a language.MultiattackThe green knight makes two attacks. one with its battle axe and one with its shield bash.Battle AxeMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.Battle Axe|7|1d8+4Shield BashMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained by magical vines springing forth from the green knight's shield, and the green knight can't make shield bash attacks against other targets.Shield Bash|7|1d6+4JavelinMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.Javelin|7|1d6+4Knight's RebukeWhen the green knight is hit by a melee attack from a creature it has successfully challenged, it can make one battle axe attack with advantage against the attacker.Source: CCodex (3pp)forestGrindylowMaberrationChaotic Evil13 (natural armor)27 (5d8+5)walk 10 ft., swim 40 ft.1314128149Acrobatics +4, Athletics +3, Stealth +412Aquan1darkvision 60 ft.MimicryThe grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.SlipperyThe grindylow has advantage on ability checks and saving throws made to escape a grapple.Water BreathingThe grindylow can breathe only underwater.MultiattackThe grindylow makes two attacks. one with its bite and one with its claws.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.Bite|3|1d6+1ClawsMelee Weapon Attack: +3 to hit, reach 10 ft., one target. 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target.Claws|3|2d6+1Ink Cloud (Recharges after a Short or Long Rest)A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.After releasing the ink, the grindylow can use the Dash action as a bonus action.Source: CCodex (3pp)underwaterGugalannaHcelestialGood Chaotic18 (natural armor)253 (22d12+110)walk 60 ft., fly 80 ft.241620102018Dex +10, Con +12, Wis +12Athletics +14, Insight +12, Intimidation +1115Understands but can't speak, telepathy 120 ft.21necroticfire, radiant; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frightenedtruesight 60 ft.FlybyGugalanna doesn't provoke an opportunity attack when it flies out of an enemy's reach.Magic ResistanceGugalanna has advantage on saving throws against spells and other magical effects.Magic WeaponsGugalanna's weapon attacks are magical.Trampling ChargeIf Gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, Gugalanna can make one kick attack against it as a bonus action.MultiattackGugalanna makes two attacks. one with its horns and one with its kick.HornsMelee Weapon Attack: +14 to hit, reach 5 ft., one target. 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage.Horns|14|5d10+7KickMelee Weapon Attack: +14 to hit, reach 5 ft., one target. 18 (2d10 + 7) bludgeoning damage.Kick|14|2d10+7The celestial can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.OptionsGugalanna 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. Gugalanna regains spent legendary actions at the start of his turn.KickGugalanna makes a kick attack.Rearing Stomp (Costs 2 Actions)Gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw.On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn't pushed. Gugalanna can then fly up to half his flying speed.Blazing Sun Disc (Costs 2 Actions, Recharge 5-6)The sun disc floating between Gugalanna's horns flares. Each creature within 30 feet of Gugalanna must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)GulonLmonstrosityUnaligned14 (natural armor)110 (13d10+39)walk 40 ft.1914165125Perception +4, Stealth +5, Survival +4146poisonpoisoneddarkvision 60 ft.AmorphousThe gulon can move through a space as narrow as 1 foot wide without squeezing. When it moves through an area smaller than its normal space, it excretes waste in a 5-foot cube.This waste is difficult terrain and creatures crossing through it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute.Keen SmellThe gulon has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe gulon makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.Bite|7|2d8+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claw|7|2d6+4Too Full (Recharge 5-6)The gulon belches a 15-foot-radius cloud of toxic gas around itself. Each creature in the area must make a DC 16 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)forestGumiennikiSfiend (shapechanger)Neutral Evil1322 (5d6+5)walk 30 ft.121613141012Acrobatics +5, Stealth +510Common, Abyssal, Infernal1cold, fire, lightningpoisonpoisoneddarkvision 60 ft.ShapechangerAs a bonus action, the gumienniki can change its form into a Tiny housecat, or back into its true form. Its statistics, other than its size, are the same in each form except it loses its flaming hand scythe attack when in cat form.Through Grass And SheavesThe gumienniki's speed is doubled when traveling over grassy areas or through planted crops.Flaming Hand ScytheMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage and 7 (2d6) fire damage.Flaming Hand Scythe|5|1d4+3Fiendish Blink (1/Day)The gumienniki flashes its glowing eyes, illuminating a 15-foot cone. Each creature in that area that can see the gumienniki must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute.Taunting CackleWhen the gumienniki is missed by an attack, it can taunt the attacker. The attacking creature must succeed on a DC 12 Wisdom saving throw or have disadvantage on its next attack roll or saving throw.Source: CCodex (3pp)Snow HagMfeyNeutral Evil17 (natural armor)82 (11d8+33)walk 30 ft.161216131416Arcana +3, Deception +5, Survival +412Common, Giant, Sylvan3coldfiredarkvision 60 ft.Ice WalkThe snow hag can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage.Claws|5|2d8+3Icy Embrace (Recharge 5-6)The snow hag exhales a cloud of freezing fog in a 15-foot-radius around her. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a target takes 21 (6d6) cold damage and is restrained by ice for 1 minute. On a success, a target takes half the damage and isn't restrained. A restrained target can make a DC 13 Strength check, shattering the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, cold, poison, and psychic damage).Illusory AppearanceThe hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape.The illusion ends if the hag takes a bonus action to end it or if she dies.The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have human hands, but someone touching them would feel her sharp claws.Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.Innate SpellcastingThe snow hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: minor illusion, prestidigitation, ray of frost1/day each: charm person, fog cloud, sleet stormminor illusion, prestidigitation, ray of frost, charm person, fog cloud, sleet stormSource: CCodex (3pp) p. 214arcticHerald Of FireLdragonLawful Evil16 (natural armor)136 (16d10+48)walk 30 ft., fly 50 ft.171017121218Str +7, Dex +4, Wis +5Perception +515Common, Draconic, Infernal12lightning; bludgeoning, piercing, slashing from nonmagical weaponsfire, poisoncoldcharmed, exhaustion, paralyzed, poisoned, stunned, unconsciousdarkvision 120 ft.Blood FrenzyThe herald of fire has advantage on melee attack rolls against any creature that doesn't have all its hp.Hidden HeraldThe herald of fire can use its action to polymorph into a Medium dragonborn, Medium human, Small kobold, or back into its true draconic humanoid form. In each form, its eyes glow with magical fire and it wears a silver sword, revealing its identity as a herald. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying, other than the silver sword, transforms with it. It reverts to its true form if it dies.Legendary Resistance (3/Day)If the herald fails a saving throw, it can choose to succeed instead.Magic WeaponsThe herald's weapon attacks are magical.Scales Of JusticeAt the start of each of the herald's turns, each creature within 30 feet of it must succeed on a DC 16 Charisma saving throw or speak only the truth until the start of the herald's next turn while within 30 feet of the herald.Treasure SenseThe herald can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.MultiattackThe herald of fire makes two fire claw attacks. If both attacks hit the same target, the target ignites. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns.Fire ClawMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 12 (2d8 + 3) slashing damage plus 7 (2d6) fire damage.Fire Claw|7|2d8+3Fiery Lance (Recharge 5-6)The herald magically shoots fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Strength saving throw. On a failure, a target takes 42 (12d6) fire damage and, if it is Huge or smaller, is pushed up to 15 feet away from the herald. On a success, a target takes half the damage and isn't pushed.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe herald of fire 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 herald regains spent legendary actions at the start of its turn.Fiery ClawThe herald makes one fiery claw attack.DetectThe herald makes a Wisdom (Perception) check.Immolate Foe (Costs 2 Actions)The herald of fire calls down searing, crimson fire in a 10-foot-radius, 40-foot-high cylinder centered on a point the herald can see within 120 feet of it.When a creature enters the area for the first time on a turn or starts its turn there, it is engulfed in flames and must make a DC 16 Dexterity saving throw. The creature takes 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried ignite. The pillar of fire lasts until the herald uses this legendary action again or until the herald dies.Source: CCodex (3pp) p. 215Herald Of The Great WyrmLdragonLawful Neutral18 (natural armor)171 (18d10+72)walk 30 ft.181018181216Str +9, Dex +5, Con +9, Wis +6Arcana +9, History +9, Perception +6, Religion +916Common, Elvish, Giant, Abyssal, Celestial, Draconic, Infernal15lightning; bludgeoning, piercing, slashing from nonmagical weaponscold, poisonnecroticcharmed, exhaustion, paralyzed, poisoned, stunned, unconscioustruesight 120 ft.Aura Of ImmobilityThe herald of the great wyrm emits an area of antimagic within 60 feet of itself. This trait works like the antimagic field spell, except it only affects magical travel.At the start of each of its turns, the herald chooses whether this aura is active. The aura prevents the herald's own magical traveling.Hidden HeraldThe herald of the great wyrm can use its action to polymorph into a Medium dragonborn, Medium human, Small kobold, or back into its true draconic humanoid form.In each form, its eyes glow with a magical light that shifts in color and it wears a silver key, revealing its identity as a herald.Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying, other than the silver key, transforms with it. It reverts to its true form if it dies.Legendary Resistance (2/Day)If the herald of the great wyrm fails a saving throw, it can choose to succeed instead.Portal MasteryAs a bonus action, the herald of the great wyrm can open any object that contains a mundane or magical means that prevents access. This trait works like the knock spell, except it dispels rather than suppresses arcane lock and it doesn't create an audible knock when used. Alternatively, the herald can use a bonus action to open or close any magical portal, road, gateway, or path.Portal MovementAs a bonus action, the herald of the great wyrm can teleport up to 30 feet to an unoccupied space it can see toward or away from a hostile creature.MultiattackThe herald of the great wyrm makes two claw of fate attacks or two spectral barrier attacks. If both claw of fate attacks hit the same target, the target is restrained. While restrained, the target takes 13 (2d12) radiant damage at the start of each of its turns. A creature, including the target, can take an action to make a DC 17 Strength check, ending the restrained condition on a success. The herald can restrain only two creatures at a time in this way.Claw of FateMelee Weapon Attack: +9 to hit, reach 10 ft., one target. 15 (2d10 + 4) slashing damage plus 9 (2d8) radiant damage.Claw of Fate|9|2d10+4Spectral BarrierRanged Magical Attack. +9 to hit, range 60 ft., one target. 18 (4d8) radiant damage. The target must succeed on a DC 18 Wisdom saving throw or be restrained by magical bands of force for 1 minute. A creature, including the target, can take its action to burst the bands of force by succeeding on a DC 17 Strength check.Spectral Barrier|9|4d8The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe herald of the great wyrm 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 herald regains spent legendary actions at the start of its turn.Claw of FateThe herald makes one claw of fate attack.DetectThe herald makes a Wisdom (Perception) check.Black Well of Unmaking (Cost 2 Actions)The herald of the great wyrm creates a 5-foot-sphere of void matter on a point it can see within 120 feet of it. At the start of each of the herald's turns, each creature other than the herald within 30 feet of the well of unmaking must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet toward the well. Each creature that starts its turn within 5 feet of the well must make a DC 16 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is stunned. On a success, a creature takes half the damage and isn't stunned. The well of unmaking lasts until the herald uses this legendary action again or until the herald dies.Source: CCodex (3pp) p. 217Herald Of UndeathLundeadLawful Evil16 (natural armor)152 (16d10+64)walk 40 ft.141818101216Str +6, Dex +8Deception +7, Perception +5, Stealth +815Common, Infernal11cold, lightning; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisonradiantcharmed, exhaustion, paralyzed, poisoned, stunned, unconsciousdarkvision 120 ft.Creeping DeathA creature that starts its turn within 10 feet of the herald must succeed on a DC 16 Constitution saving throw or take 13 (3d8) necrotic damage.Magic WeaponsThe herald's weapon attacks are magical.Turn ResistanceThe herald has advantage on saving throws against any effect that turns undead.MultiattackThe herald of undeath makes two reaping scythe attacks or uses its Ray of Annihilation twice. If both reaping scythe attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or it is reduced to 0 hp.Reaping ScytheMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.Reaping Scythe|8|2d10+4Ray of AnnihilationRanged Spell Attack: +7 to hit, range 120 ft., one target. 18 (4d8) necrotic damage and the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 round.Ray of Annihilation|7|4d8Source: CCodex (3pp) p. 219farmlandHorned SerpentLmonstrosityUnaligned18 (natural armor)210 (20d10+100)walk 40 ft., swim 40 ft.221620411Dex +7, Wis +6Perception +6, Stealth +71612firenecrotic, poisonpoisoneddarkvision 60 ft.AmphibiousThe horned serpent can breathe air and water.Corpse CoughThose who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic.Poisonous AuraAt the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.Shielded MindThe horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.MultiattackThe horned serpent makes one gore attack and one bite attack.GoreMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 19 (4d6 + 5) piercing damage.Gore|10|4d6+5BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).Bite|10|3d10+5Gem Gaze (Recharge 5-6)The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead.Source: CCodex (3pp)forest, grassland, swampHound Of TindalosMaberrationNeutral Evil17 (natural armor)93 (11d8+44)walk 40 ft.182218141618Con +7, Wis +6Acrobatics +9, Perception +6168necroticcold, poison, psychicexhaustion, poisoneddarkvision 120 ft.Entrance By CornersThe hound of Tindalos may only enter the Material Plane at a sharp intersection of surfaces. As a bonus action, the hound can teleport from one location to another within sight of the first, provided it travels from one sharp corner to another.Keen SmellThe hound of Tindalos has advantage on Wisdom (Perception) checks that rely smell.Magic ResistanceThe hound of Tindalos has advantage on saving throws against spells and other magical effects.PounceIf the hound of Tindalos moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the hound of Tindalos can make one tongue attack against it as a bonus action.SlipperyThe hound of Tindalos has advantage on ability checks and saving throws made to escape a grapple.MultiattackThe hound of Tindalos makes two claw attacks and one bite attack. It can make one tongue attack in place of its two claw attacks.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) piercing damage.Bite|7|3d6+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claw|7|2d6+4TongueMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage.Tongue|7|1d6+4The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.Hunter of the LostThe hound can transport itself to a different plane of existence. This works like the plane shift spell, except the hound can only affect itself, not other creatures, and can't use it to banish an unwilling creature to another plane.Source: CCodex (3pp)GakiMundeadChaotic Evil1475 (10d8+30)walk 30 ft.71817101216Wis +4, Cha +6Perception +414The languages it knew in life8acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.Aura Of FamineIf a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.Gluttonous AttractionAt the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost, and it must move as close to the gaki as it can.Hungry FrenzyThe gaki has advantage on melee attack rolls against any creature that doesn't have all its hp.Incorporeal MovementThe gaki can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.MultiattackThe gaki makes two bite attacks.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage.Bite|7|1d6+4Spit AcidRanged Spell Attack: +6 to hit, range 30 ft., one target. 21 (6d6) acid damage.Spit Acid|6|6d6Source: CCodex (3pp)PretaMundeadNeutral Evil13 (natural armor)75 (10d8+30)walk 30 ft.151416101315Perception +3, Stealth +413The languages it knew in life3necroticpoisonexhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.Ethereal SightThe preta can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.MultiattackThe preta uses its Blood Siphon. It then makes two attacks with its claws.ClawsMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.Claws|4|2d6+2Blood SiphonThe preta magically draws the blood from a target it can see within 30 feet into its ever-hungry mouth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) points of necrotic damage. The preta regains hp equal to half the necrotic damage dealt.EtherealnessThe preta magically enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.Hidden IllusionistThe preta turns invisible until it attacks or uses Blood Siphon, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, leaving it traceable only by magic. Any equipment the preta wears or carriers is invisible with it. While invisible, the preta can create small illusory sounds and images like the minor illusion spell except it can create either two images, two sounds, or one sound and one image.Source: CCodex (3pp)IchneumonLmonstrosityUnaligned16 (natural armor, 18 (Mud Armor))123 (13d10+52)walk 50 ft.22181861412Dex +8, Con +8, Wis +6Acrobatics +8, Athletics +10, Stealth +8, Survival +61211acid, cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical weaponsdarkvision 120 ft.Draconic PredatorThe ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons.EvasionIf the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Keen Hearing And SmellThe ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.Mud ArmorIf the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.MultiattackThe ichneumon makes three attacks. two with its bite and one with its claws.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target.Bite|10|4d6+6ClawsMelee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) slashing damage.Claws|10|3d6+6Source: CCodex (3pp)hill, mountainIjiraqMfeyChaotic Neutral14 (natural armor)127 (15d8+60)walk 30 ft.17131911159Perception +515Sylvan7bludgeoning, piercing, slashing from nonmagical weaponsdarkvision 60 ft., truesight 30 ft.Magic WeaponsThe ijiraq's weapon attacks are magical.Memory LossAfter encountering an ijiraq, a creature must succeed on a DC 15 Wisdom saving throw to remember the events. On a failure, the details of the encounter rapidly fade away from the creature's mind, including the presence of the ijiraq.MultiattackIn its true form, the ijiraq makes two claw attacks. In its hybrid form, it makes one gore attack and one claw attack.Gore (Hybrid Form Only)Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage and 9 (2d8) poison damage.Gore (Hybrid Form Only)|6|1d8+3Claw (Hybrid Form or True Form Only)Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 13 (3d8) poison damage.Claw (Hybrid Form or True Form Only)|6|1d6+3Invisibility (True Form Only)The ijiraq magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). It may choose whether equipment it wears or carries is invisible with it or not.Change ShapeThe ijiraq magically polymorphs into any beast that has a challenge rating no higher than its own, into its caribou-human hybrid form, or back into its true from. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ijiraq's choice).While in its true form or its hybrid form, its statistics are the same. When in a beast form, the ijiraq retains its alignment, hp, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Source: CCodex (3pp)IncinisLelementalNeutral Evil17 (natural armor)171 (18d10+72)walk 40 ft.12201810161013Common, Ignan10bludgeoning, piercing, slashing from nonmagical weaponsfire, poisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.Magma FormThe elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. 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. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding.MultiattackThe incinis makes two magma fist attacks.Magma FistMelee Weapon Attack: +9 to hit, reach 10 ft., one creature. 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage.Magma Fist|9|2d8+5Wave of Magma (Recharge 5-6)The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone.Source: CCodex (3pp)mountainInklingTconstructUnaligned1210 (4d4)walk 20 ft.41410141210Arcana +4, Stealth +411Understands the languages of its creator but can't speak1/4blindsight 60 ft. (blind beyond this radius)AmorphousThe inkling can move through a space as narrow as 1 inch wide without squeezing.A Thirst For KnowledgeIf an inkling spends 24 hours with a spellbook or a spell scroll, it can learn the magic of one 2ndlevel or lower spell, erasing and absorbing all the ink and magic used to inscribe the spell. The inkling can then cast the spell once per day.Magic ResistanceThe inkling has advantage on saving throws against spells and other magical effects.LashMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.Lash|4|1d4+2Redirect SpellIf a spell attack hits the inkling, it can force the attacker to make a DC 12 Intelligence saving throw. If the attacker fails the saving throw, the spell is redirected to hit another creature of the inkling's choice within 30 feet.Innate SpellcastingThe inkling's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components:At will: fire bolt, mending, minor illusion, prestidigitation1/day each: color spray, detect magic, magic missilefire bolt, mending, minor illusion, prestidigitation, color spray, detect magic, magic missileSource: CCodex (3pp)Iron SphereSconstructUnaligned16 (natural armor)60 (8d6+32)walk 30 ft., burrow 10 ft., climb 20 ft.1613184103Athletics +6, Perception +313Understands the languages of its creator but can't speak5cold, fire; bludgeoning, piercing, slashing from nonmagical weaponslightning, necrotic, poison, psychic, radiantcharmed, exhaustion, frightened, poisoned, proneblindsight 60 ft. (blind beyond this radius)Immutable FormThe sphere is immune to any spell or effect that would alter its form.Siege MonsterThe sphere deals double damage to objects and structures.Standing LeapThe sphere can launch itself into the air by extending the rods within it like pistons. The sphere's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.TunnelerThe sphere can burrow through solid rock at half its burrow speed and leaves a 5-foot-wide, 5-foot-high tunnel in its wake.MultiattackThe iron sphere makes three melee attacks.BladeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.Blade|6|1d8+3PistonMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage.Piston|6|1d8+3SpikeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.Spike|6|1d8+3Lightning Cannon (Recharge 56)The sphere extends a metal rod from one of its many facets and fires a bolt of lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)Jaanavar JalHmonstrosityUnaligned15 (natural armor)172 (15d12+75)walk 20 ft., swim 60 ft.20142061310Str +8, Con +8Perception +4, Stealth +5147firecoldAmphibiousThe jaanavar jal can breathe air and water.RegenerationThe jaanavar jal regains 10 hp at the start of its turn if it has at least 1 hp. If the jaanavar jal takes cold damage, this trait doesn't function at the start of its next turn.The jaanavar jal dies only if it starts its turn with 0 hp and doesn't regenerate.MultiattackThe jaanavar jal makes two attacks. one with its bite and one to constrict.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 21 (3d10 + 5) piercing damage Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or smaller creature. 10 (1d10 + 5) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the jaanavar jal can't constrict another creature.Bite|8|3d10+5Bite|8|1d10+5Flaming Oil Spittle (Recharge 5-6)The jaanavar jal expels a line of burning oil that is 40 feet long and 5 feet wide from glands beside its mouth. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 229forestJiangshiMundeadChaotic Evil15 (natural armor)117 (18d8+36)walk 20 ft.17101461214Athletics +6, Perception +414Understands the languages it knew in life but can't speak6necrotic; bludgeoning, piercing, slashing from nonmagical weaponspoisonfireblinded, exhaustion, poisonedblindsight 60 ft. (blind beyond this radius)Blind SensesThe jiangshi can't use its blindsight while deafened.Keen HearingThe jiangshi has advantage on Wisdom (Perception) checks that rely on hearing.Prayer Of Magic ResistanceThe jiangshi has advantage on saving throws against spells and other magical effects. A creature can take its action while within 5 feet of the jiangshi to rip the prayer off the jiangshi by succeeding on a DC 16 Strength check.The jiangshi loses this trait if its prayer scroll is removed.Standing LeapThe jiangshi's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.Terrifying AppearanceWhen a creature that can see the jiangshi starts its turn within 30 feet of the jiangshi, it must make a DC 14 Wisdom saving throw, unless the jiangshi is incapacitated. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jiangshi's Terrifying Appearance for the next 24 hours.MultiattackThe jiangshi makes two claw attacks. It can use Life Drain in place of one claw attack.ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. The target is grappled (escape DC 14) if it is a Medium or smaller creature and the jiangshi doesn't have two other creatures grappled.Claw|6|2d8+3Life DrainMelee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the jiangshi, incapacitated, or restrained. 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.Life Drain|6|4d6A humanoid slain in this way rises 24 hours later as a jiangshi, unless the humanoid is restored to life, its body is bathed in vinegar before burial, or its body is destroyed.Source: CCodex (3pp) p. 230farmlandJinmenjuHplantChaotic Neutral14 (natural armor)126 (12d12+48)walk 0 ft.1611917822Con +8, Cha +10Perception +3, Persuasion +14139bludgeoning, piercing, slashing from nonmagical weaponsexhaustion, pronedarkvision 60 ft., tremorsense 120 ft.Burrowing RootsWhenever the jinmenju makes a root attack, it can choose a point on the ground within 120 feet of it. The root bursts from the ground, and that point becomes the attack's point of origin. After attacking, the exposed root protrudes from that point, and the jinmenju gains a reaction each turn that it can only use to make an opportunity attack with that root. A root has AC 15, 45 hp, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.Damaging a root doesn't damage the jinmenju tree. The jinmenju can have up to 5 roots active at one time. If it makes a root attack while it has 5 roots active, one of the active roots burrows back into the ground and a new root appears at the location of the new attack.Laughing FruitIf a creature with Intelligence 5 or higher eats a bite of the fruit of the jinmenju, it must succeed on a DC 16 Wisdom saving throw or fall prone, becoming incapacitated by fits of laughter as it perceives everything as hilariously funny for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes damage while prone, it has advantage on the saving throw.MultiattackThe jinmenju makes two root attacks.RootMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 14 (2d10 + 3) bludgeoning damage plus 14 (4d6) psychic damage.Root|7|2d10+3The plant can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The plant regains spent legendary actions at the start of its turn.OptionsThe jinmenju 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 jinmenju regains spent legendary actions at the start of its turn.RootThe jimenju makes one root attack.Revitalize RootsThe jinmenju restores 10 (3d6) hp to each of its exposed roots.Mirthful Miasma (Costs 2 Actions)The jinmenju emits a puff of purple gas around its roots. Each creature within 10 feet of an exposed root must succeed on a DC 16 Constitution saving throw or fall prone with laughter, becoming incapacitated and unable to stand up until the end of its next turn. A creature in an area of overlapping gas only makes the saving throw once. A creature with an Intelligence score of 4 or less isn't affected.Source: CCodex (3pp) p. 232forestKallikantzarosSfeyChaotic Evil13 (hide armor)59 (17d6)walk 30 ft.1513106810Stealth +39Common, Sylvan, Undercommon2darkvision 60 ft.Fey AncestryThe kallikantzaros has advantage on saving throws against being charmed, and magic can't put a kallikantzaros to sleep.Hateful ScentsA kallikantzaros who begins its turn within 20 feet of burning incense must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. The kallikantzaros can't voluntarily move toward the incense. Burning old shoes has the same effect.Nimble EscapeThe kallikantzaros can take the Disengage or Hide action as a bonus action on each of its turns.MultiattackThe kallikantzaros makes two handsaw attacks or two spear attacks.HandsawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. The handsaw does an extra die of damage against a target that is wearing no armor.Handsaw|4|1d6+2SpearMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.Spear|4|1d6+2Misery WhipTwo kallikantzaros can combine their actions to move up to their speed with a 5-foot, two-person saw held between them and attack a single creature in their path. The target must succeed on a DC 13 Dexterity saving throw or take 9 (2d6 + 2) slashing damage. If the creature is Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, each kallikantzaros may make a handsaw attack against it as a bonus action.Source: CCodex (3pp) p. 233KappaSfeyChaotic Evil Chaotic Neutral16 (natural armor)40 (11d6+11)walk 25 ft., swim 40 ft.1814127148Athletics +6, Medicine +4, Perception +4, Stealth +414Common, Sylvan2AmphibiousThe kappa can breathe air and water.Expert WrestlerThe kappa can grapple creatures that are two sizes larger than itself and can move at full speed when dragging a creature it has grappled.Head BowlThe kappa has a bowl-like indentation on its head which holds water from the river or lake where it lives. If the kappa's head bowl is empty, it has disadvantage on attack rolls and ability checks until the bowl is refilled with water.Normal movement and combat do not cause water to spill from the bowl, but an opponent can empty the bowl by knocking the kappa prone or by making two successful grapple attacks one to grab the kappa, and one to tip its head while it is grappled.SlipperyThe kappa has advantage on ability checks and saving throws made to escape a grapple.Sure-footedThe kappa has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.MultiattackThe kappa makes two claw attacks.ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the kappa doesn't already have another creature grappled.Claw|6|2d4+4Source: CCodex (3pp) p. 234swamp, underwaterKarakuraMfiend (shapechanger)Neutral Evil15 (natural armor)76 (17d8)walk 30 ft., fly 40 ft.71811151320Cha +8Deception +8, Perception +4, Persuasion +8, Stealth +714Common, Abyssal, Infernal, telepathy 60 ft.5cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonradiantpoisoneddarkvision 60 ft.Night WalkersThe karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours.ShapechangerThe karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form.Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Telepathic BondThe karakura can telepathically communicate with any creature it has charmed at any distance and across different planes.MultiattackThe karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.Claw|7|1d6+4CharmOne humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours.The karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends.Shroud in Darkness (Recharge 5-6)Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura.The karakura can have only one target in its shroud at a time.It can release a target as a bonus action.While in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies.Shadow WalkThe karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.Source: CCodex (3pp) p. 235KitsuneSfey (shapechanger)Chaotic Neutral1249 (14d6)walk 40 ft.81511121514Perception +414Common, Sylvan2darkvision 60 ft.ShapechangerThe kitsune can use its action to polymorph into a Small or Medium humanoid, or back into its true form. The kitsune's tails remain, however, and its humanoid form often has a fine coat of fur the same color as the kitsune. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.MultiattackIn humanoid form, the kitsune makes one rapier attack and one dagger attack. In fox form, it makes two bite attacks.Bite (Fox Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage.Bite (Fox Form Only)|4|2d4+2Rapier (Humanoid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.Rapier (Humanoid Form Only)|4|1d8+2Dagger (Humanoid Form Only)Melee or Ranged Weapon Attack. +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.Dagger (Humanoid Form Only)|4|1d4+2Innate SpellcastingThe kitsune's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: detect thoughts, fire bolt (2d10), invisibility (self only), major image2/day each: disguise self, fear, tongues1/day each: confusion, flydetect thoughts, fire bolt, invisibility, major image, disguise self, fear, tongues, confusion, flySource: CCodex (3pp) p. 236farmlandElite KoboldShumanoid (kobold)Lawful Neutral14 (leather armor)26 (4d8+8)walk 30 ft.101714121410Perception +4, Stealth +514Common, Draconic1darkvision 60 ft.Combat TunnelerIf two elite kobolds wielding any combination of picks and shovels combine their efforts, they gain a burrow speed of 15 feet through non-rocky soil.Pack TacticsThe kobold has advantage on attack rolls against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated.Sunlight SensitivityWhile in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Mining PickMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.Mining Pick|5|1d6+3SlingRanged Weapon Attack: +5 to hit, range 30/120 ft., one target. 5 (1d4 + 3) bludgeoning damage.Sling|5|1d4+3Lantern Splash (Recharge 5-6)The elite kobold opens its miner's lantern and splashes burning oil in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.Small but FierceTwo elite kobolds within 5 feet of each other can combine their actions to slam their mining picks into the ground and split the earth in a 20-foot line that is 5 feet wide, extending from one of the pair. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked proneSource: CCodex (3pp) p. 237Junk ShamanShumanoid (kobold)Lawful Neutral12 (15 with junk armor)42 (12d6)walk 30 ft.6141111179Dex +4, Wis +513Common, Draconic2darkvision 60 ft.Animate Objects (1/Day)The kobold casts animate objects without any components. Wisdom is its spellcasting ability.Junk ArmorAs a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.Pack TacticsThe kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.Sunlight SensitivityWhile in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe kobold junk shaman makes two junk staff attacks.Junk StaffMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.Junk Staff|4|1d4+2Flame JetRanged Spell Attack: +5 to hit, range 120 ft., one target. 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.Flame Jet|5|2d6Source: CCodex (3pp)King KoboldShumanoid (kobold)Lawful Neutral15 (18 with mage armor)112 (25d6+25)walk 30 ft.82012141415Dex +8, Int +5Deception +5, Insight +8, Intimidation +8, Persuasion +812Common, Draconic6darkvision 60 ft.Cunning ActionOn each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.EvasionIf the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Pack TacticsThe king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.Sneak Attack (1/Turn)The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.Sunlight SensitivityWhile in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.MultiattackThe king kobold makes two shortsword attacks.ShortswordMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage.Shortsword|8|1d6+5Hand CrossbowRanged Weapon Attack: +8 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage.Hand Crossbow|8|1d6+5Uncanny DodgeThe king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.SpellcastingThe king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The king kobold has the following Wizard spells prepared:Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray• 1st level (4 slots): alarm, grease, mage armor• 2nd level (3 slots): alter self, hold person, invisibility4, 3fire bolt, mage hand, minor illusion, poison spray, alarm, grease, mage armor, alter self, hold person, invisibilitySource: CCodex (3pp)SwolboldMhumanoid (kobold)Chaotic Neutral14 (scale mail)65 (10d8+20)walk 20 ft.1911156127Athletics +611Draconic3bludgeoningdarkvision 60 ft.Leaping AttackIf the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature.Pack TacticsThe swolbold has advantage on attack rolls against a creature if at least one of the swolbold's allies is within 5 feet of the creature and the ally isn't incapacitated.Sunlight SensitivityWhile in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can't make slam attacks against other targets.Slam|6|2d6+4CrushOne creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)Wizard KoboldShumanoid (kobold)Lawful Neutral12 (15 with mage armor)58 (13d6+13)walk 30 ft.6141317108Int +6, Wis +3Arcana +610Common, Draconic, Infernal5darkvision 60 ft.Pack TacticsThe kobold has advantage attack rolls roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.Sunlight SensitivityWhile in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.Dagger|5|1d4+2Draconic Visage (1/Day)The wizard kobold magically creates a draconic visage in an unoccupied space it can see within 30 feet.The visage is a glowing, spectral head and neck, resembling a variety of dragon chosen by the kobold, that sheds dim light out to 10 feet. The visage lasts for 1 minute and grants the following benefits.A creature hostile to the wizard who starts its turn within 30 feet of the visage and who is aware of the visage must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.The wizard gains immunity to the damage type dealt by the chosen dragon's breath weapon.When the wizard uses this action, and as a bonus action on it subsequent turns, it can use the following attack.Breath of the VisageRanged Spell Attack: +6 to hit, range 120 ft., one target. 7 (2d6) damage of the type dealt by the chosen dragon's breath weapon.SpellcastingThe wizard kobold is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wizard kobold has the following Wizard spells prepared:Cantrips (at will): fire bolt, minor illusion, poison spray, prestidigitation• 1st level (4 slots): burning hands, mage armor, magic missile, shield• 2nd level (3 slots): hold person, mirror image, misty step• 3rd level (3 slots): blink, counterspell, fireball• 4th level (2 slots): fire shield4, 3, 3, 2fire bolt, minor illusion, poison spray, prestidigitation, burning hands, mage armor, magic missile, shield, hold person, mirror image, misty step, blink, counterspell, fireball, fire shieldSource: CCodex (3pp)KorriganSfeyChaotic Neutral14 (natural armor)66 (12d6+24)walk 30 ft.111614101417Acrobatics +5, Performance +512Common, Gnomish, Sylvan3charmed, exhaustiondarkvision 60 ft.Ungodly ResistanceThe korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin.DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.Dagger|5|1d4+3Deadly Breath (Recharge 4-6)The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.Enchanting Revels (1/Day at Dusk or Night Only)The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end.For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19).Each korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing.It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing.A charmed target is incapacitated and begins to dance and caper for the duration of the revels. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Enchanting Revels of the same band of korrigan for the next 24 hours.Catch Me If You CanWhen a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell.Innate SpellcastingThe korrigan's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:3/day each: charm person, enthrall, hideous laughter, misty step1/day each: divinationcharm person, enthrall, hideous laughter, misty step, divinationSource: CCodex (3pp)forestKrytMhumanoid (kryt)Neutral Evil15 (natural armor)120 (16d8+48)walk 25 ft.2010166186Insight +7, Perception +717Common5exhaustiondarkvision 60 ft.Hold BreathThe kryt can hold its breath for 15 minutes.Prophetic Vision (1/Turn)The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw.MultiattackThe kryt makes three attacks. one with its bite and two with its quarterstaff.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands.Bite|8|2d8+5Bite|8|1d6+5Haunting VisionWhen a kryt is attacked by a creature it can see within 30 feet of it, the kryt can haunt the creature with a vision of the creature's death. The haunted creature has disadvantage on its next attack roll. Undead creatures and creatures that are unable to be killed are immune to this reaction.Source: CCodex (3pp)forest, mountainKülmkingLundeadChaotic Evil14 (natural armor)127 (15d10+45)walk 60 ft.171516121817Perception +818Common9cold, lightning; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisoncharmed, exhaustion, poisoneddarkvision 120 ft.CorruptionIf the külmking moves through another creature, it can use a bonus action to corrupt that creature's soul. The target creature must make a DC 16 Charisma saving throw. A creature paralyzed by the külmking has disadvantage on this saving throw. On a failed save, a creature suffers from terrible and violent thoughts and tendencies. Over the course of 2d4 days, its alignment shifts to chaotic evil. A creature that dies during this time, or after this shift is complete, rises 24 hours later as a külmking. The corruption can be reversed by a remove curse spell or similar magic used before the creature's death.On a success, a creature is immune to the külmking's Corruption for the next 24 hours.Incorporeal MovementThe külmking can pass through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Trampling ChargeIf the külmking moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the külmking can make one hooves attack against it as a bonus action.MultiattackThe külmking makes two claw attacks and one bite or hooves attack.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature that is not undead, it must make a DC 16 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. The külmking regains hp equal to the amount of necrotic damage dealt.Bite|7|2d8+3ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is not undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Claws|7|2d6+3HoovesMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (3d6 + 3) bludgeoning damage.Hooves|7|3d6+3Source: CCodex (3pp)forest, grasslandKuunganishaSfiendAny Evil Alignment1317 (5d6)walk 20 ft., fly 40 ft.61711101213Insight +3, Stealth +511Common, Abyssal, Infernal2fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisonpoisoneddarkvision 20 ft.Fiend SightMagical darkness doesn't impede the fiend's darkvision.Magic ResistanceThe kuunganisha has advantage on saving throws against spells and other magical effects.RegenerationThe fiend regains 1 hp at the start of its turn if it has at least 1 hp. Will of the Master. The master of the kuunganisha can cast a spell through the familiar, using the fiend's senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha's turn, though the master must cast the spell during the master's turn. Concentration spells must still be maintained by the master.MultiattackThe kuunganisha makes one claw attack and one bite attack.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Bite|5|1d4+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.Claw|5|2d4+3InvisibilityThe kuunganisha magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the fiend wears or carries becomes invisible with it.Source: CCodex (3pp)Lady In WhiteMundeadAny alignment1249 (11d8)walk 0 ft., fly 30 ft.6141010111810The languages it knew in life2acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.Incorporeal MovementThe lady in white can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.GraspMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) necrotic damage, and, if the target is a Large or smaller humanoid, the lady in white attaches to it. The lady in white attaches to the target's back, where it is unable to see the lady in white. The lady in white can detach itself by spending 5 feet of its movement. A creature, other than the target, can take its action to detach the lady in white by succeeding on a DC 14 Strength check.Grasp|4|1d4+2Inflict SorrowThe lady in white makes one grasp attack against the target to which it is attached. If the attack hits, the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.If a female humanoid dies from this attack, a new lady in white rises from the corpse 1d4 hours later.InvisibilityThe lady in white turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).Corpse RevealedThe lady in white does away with her living disguise and reveals her undead state. Each non-undead creature within 50 feet of the lady that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lady's Corpse Revealed for the next 24 hours.Source: CCodex (3pp) p. 246LamassuLcelestialGood Lawful17 (natural armor)147 (14d10+70)walk 30 ft., fly 60 ft.181420171816Dex +6, Con +9, Wis +8, Cha +7Arcana +7, History +7, Insight +8, Perception +818All, telepathy 120 ft.10radiant; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frightenedtruesight 60 ft.Magic ResistanceThe lamassu has advantage on saving throws against spells and other magical effects.Magic WeaponsThe lamassu's weapon attacks are magical.PounceIf the lamassu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lamassu can make one claw attack against it as a bonus action.MultiattackThe lamassu makes two attacks with its claws.ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage.Claw|8|2d8+4Healing Touch (3/Day)The lamassu touches a creature.The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned, blinded, or deafened conditions afflicting it.The celestial can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.OptionsThe lamassu 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 lamassu regains spent legendary actions at the start of its turn.DetectThe lamassu makes a Wisdom (Perception) check.Claw AttackThe lamassu makes one claw attack.Wing Attack (Costs 2 Actions)The lamassu beats its wings.Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The lamassu can then fly up to its flying speed.Innate SpellcastingThe lamassu's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave1/day each: banishment, flame strike, glyph of wardingdetect evil and good, mage hand, magic circle, sacred flame, unseen servant, bless, calm emotions, command, dimension door, invisibility, thunderwave, banishment, flame strike, glyph of wardingSource: CCodex (3pp) p. 247coastalSerpentine LamiaMmonstrosityNeutral Evil13 (leather armor)36 (8d8)walk 30 ft., climb 20 ft., swim 20 ft.12151181315Deception +6, Intimidation +611Common, Abyssal1darkvision 60 ft.Seductive GazeWhen a humanoid that can see the serpentine lamia's eyes starts its turn within 30 feet of the serpentine lamia, the serpentine lamia can force it to make a DC 13 Charisma saving throw if the serpentine lamia isn't incapacitated and can see the creature. If the creature fails, it is charmed for 1 minute.The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the serpentine lamia's Seductive Gaze for the next 24 hours.Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the serpentine lamia until the start of its next turn, when it can avert its eyes again. If the creature looks at the serpentine lamia in the meantime, it must immediately make the save.Serpent StrikeThe serpentine lamia has advantage on attack rolls against a creature it has surprised, or that is charmed by it or its allies.Snake BodyThe serpentine lamia has advantage on saving throws and ability checks against being knocked prone.MultiattackThe serpentine lamia makes two attacks, only one of which can be a constrict attack.ScimitarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.Scimitar|4|1d6+2ConstrictMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the serpentine lamia can't constrict another target.Constrict|4|1d6+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.Shortbow|4|1d6+2Source: CCodex (3pp)forest, mountainMatriarch Serpentine LamiaLmonstrosityNeutral Evil15 (natural armor)90 (12d8+36)walk 40 ft., climb 20 ft., swim 20 ft.12171681519Deception +10, Intimidation +10, Stealth +612Common, Abyssal5darkvision 60 ft.Serpent StrikeThe matriarch serpentine lamia has advantage on attack rolls against a creature she has surprised or that is charmed by her or her allies.Snake BodyThe matriarch serpentine lamia has advantage on saving throws and ability checks against being knocked prone.Speak With SnakesThe matriarch serpentine lamia can communicate with snakes as if they shared a language.MultiattackThe matriarch serpentine lamia makes three attacks, but can use her constrict and Debilitating Touch attacks only once each.ScimitarMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.Scimitar|6|2d6+3ConstrictMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the matriarch can automatically hit the target with her constrict, and the she can't constrict another target.Constrict|6|2d10+3Debilitating TouchMelee Spell Attack: +7 to hit, reach 5 ft., one target. The target is magically cursed for 10 minutes. Until the curse ends, the target has disadvantage on Dexterity and Strength saving throws and ability checks.SeduceOne humanoid the matriarch serpentine lamia can see within 30 feet of her must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target obeys the matriarch's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to the matriarch's Seduce for the next 24 hours.The matriarch can have only one target seduced at a time. If it seduces another, the effect on the previous target ends.Innate SpellcastingThe matriarch serpentine lamia's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: animal friendship (snakes only), disguise self (any humanoid form), suggestion3/day each: animal messenger (snakes only), charm person, hypnotic pattern, moonbeam1/day each: compulsion, vampiric touchanimal friendship, disguise self, suggestion, animal messenger, charm person, hypnotic pattern, moonbeam, compulsion, vampiric touchSource: CCodex (3pp)LeoninoTbeastUnaligned1313 (3d4+6)walk 30 ft., fly 40 ft.1016148812Dex +5, Wis +1Perception +1, Persuasion +3, Stealth +511Elvish1/8darkvision 30 ft.FlybyThe leonino doesn't provoke opportunity attacks when it flies out of an enemy's reach.EvasionIf the leonino is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the leonino instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Silent WingsThe flight of a leonine is especially silent and difficult to notice in forests and urban settings. It has advantage on Dexterity (Stealth) checks made while flying in these areas.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. If this is the first time the leonino has hit the target within the past 24 hours, the target must succeed on a DC 10 Wisdom saving throw or be charmed by the leonino for 1 hour.Bite|5|1d4+3Source: CCodex (3pp) p. 250forestHierophant LichMundeadAny Evil Alignment14 (natural armor)91 (14d8+28)walk 30 ft.121315122017Con +6, Int +5, Wis +9Insight +9, Perception +9, Religion +519Common, Abyssal, Infernal9poison; bludgeoning, piercing, slashing from nonmagical weaponscharmed, exhaustion, frightened, paralyzed, poisonedtruesight 60 ft.Legendary Resistance (3/Day)If the lich fails a saving throw, it can choose to succeed instead.LevitateAs a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.RejuvenationIf it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.Turn ResistanceThe hierophant lich has advantage on saving throws against any effect that turns undead.Unholy SmiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d6 + 1) bludgeoning damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.Unholy Smite|5|2d6+1The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.OptionsThe hierophant lich 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 lich regains spent legendary actions at the start of its turn.CantripThe hierophant lich casts a cantrip.Unholy Smite (Costs 2 Actions)The heirophant lich uses its Unholy Smite.Damnation (Costs 2 Actions)The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.SpellcastingThe hierophant lich is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The hierophant lich has the following Cleric spells prepared:Cantrips (at will): guidance, mending, sacred flame, thaumaturgy• 1st level (4 slots): command, detect magic, protection from evil and good, sanctuary• 2nd level (3 slots): blindness/deafness, hold person, silence• 3rd level (3 slots): animate dead, dispel magic, spirit guardians• 4th level (3 slots): banishment, freedom of movement, guardian of faith• 5th level (1 slots): flame strike4, 3, 3, 3, 1guidance, mending, sacred flame, thaumaturgy, command, detect magic, protection from evil and good, sanctuary, blindness/deafness, hold person, silence, animate dead, dispel magic, spirit guardians, banishment, freedom of movement, guardian of faith, flame strikeSource: CCodex (3pp) p. 251Pact LichMundeadAny Evil Alignment17 (natural armor)195 (26d8+78)walk 30 ft.111616161420Dex +8, Int +8Deception +10, Persuasion +1012The languages it knew in life15cold, fire, necroticpoison; bludgeoning, piercing, slashing from nonmagical weaponscharmed, frightened, paralyzed, poisonedtruesight 120 ft.Legendary Resistance (3/Day)If the pact lich fails a saving throw, it can choose to succeed instead.One With ShadowsAs a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction.Patron's BlessingWhen the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp.Pact RejuvenationIf a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron.Conjure Elemental, Dominate Monster, Eyebite, Finger Of Death, Fly, Hellish Rebuke (5D10), Hold Monster, Sloonjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slowMultiattackThe pact lich makes four enhanced eldritch blast attacks.Maddening TouchMelee Spell Attack: +10 to hit, reach 5 ft., one target. 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events.Maddening Touch|10|3d6The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Enhanced Eldritch BlastRanged Spell Attack: +10 to hit, range 300 ft., one target. 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line.Enhanced Eldritch Blast|10|1d10+5Hurl Through Hell (1/Day)The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience.The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.OptionsThe pact lich 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 lich regains spent legendary actions at the start of its turn.At Will SpellThe lich casts a spell it can cast at will.Fiendish ResilienceThe pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.Maddening Touch (Costs 2 Actions)The pact lich uses its Maddening Touch.Eldritch Master (Costs 3 Actions, 1/Day)The lich entreats its patron for aid, regaining all expended spells.Innate SpellcastingThe pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:At will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike1/day each: banishment, bestow curse, compulsion, confusion, chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike, banishment, bestow curse, compulsion, confusion, Source: CCodex (3pp) p. 253Living ShadeMfeyNeutral1218 (4d8)walk 40 ft.6141091012Stealth +610Understands Common but can't speak1/4acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisonradiantexhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.AmorphousThe living shade can move through a space as narrow as 1 inch wide without squeezing.Shadow StealthWhile in dim light or darkness, the living shade can take the Hide action as a bonus action.Sunlight SensitivityWhile in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Shadow TouchMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 2 (1d4) cold damage.Shadow Touch|4|1d4Source: CCodex (3pp) p. 255Living StarHcelestialAny alignment19 (natural armor)207 (18d12+90)walk 0 ft., fly 60 ft.242221211922Dex +12, Con +11, Wis +10Acrobatics +12, Insight +10, Perception +10, Persuasion +1220Common, Celestial19bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poison, radiantcharmed, frightened, poisoned, stunnedtruesight 120 ft.Magic ResistanceThe living star has advantage on saving throws against spells and other magical effects.ResizeAs a bonus action, the living star can change its size. This trait works like the enlarge/reduce spell, except it deals 2d4 extra damage when enlarged and 2d4 less damage when reduced.StarshineA creature that starts its turn within 30 feet of the living star must make a DC 19 Intelligence saving throw. On a failed save, the creature is blinded for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the living star's Starshine for the next 24 hours.SupernovaWhen a living star dies, it erupts, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.MultiattackThe living star makes three starflare attacks. It can use its Silvered Ray in place of one starflare attack.StarflareMelee Weapon Attack: +13 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) radiant damage.Starflare|13|3d8+7Silvered RayRanged Spell Attack: +12 to hit, range 150 ft., one target. 28 (4d10 + 6) radiant damage, and the target must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn.Silvered Ray|12|4d10+6Source: CCodex (3pp) p. 256Lou CarcolhMmonstrosityUnaligned14 (natural armor)78 (12d8+24)walk 30 ft., climb 10 ft., swim 20 ft.15141431010Perception +2, Stealth +6122tremorsense 60 ft.Sticky TonguesGiven half an hour, the lou carcolh can extend its 6 sticky tongues up to 60 feet from itself. A creature who touches one of these tongues must succeed on a DC 13 Dexterity saving throw or be restrained as it adheres to the tongue. The tongues can be attacked (AC 12, 10 hp), and any damage done to a tongue is also done to the lou carcolh. Killing a tongue ends the restrained condition, and the lou carcolh can't use that tongue for for the next 24.Slime Trail (1/Day)For 1 minute, the lou carcolh leaves a slime trail behind it as it moves. The slime creates difficult terrain, and any creature walking through it must succeed on a DC 13 Dexterity (Acrobatics) check or fall prone. The slime remains effective for 1 hour.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage and 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn.Bite|4|2d8+2Spit VenomRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. 16 (3d10) poison damage.Spit Venom|4|3d10Sticky TongueMelee Weapon Attack: +4 to hit, reach 60 ft., one target. The target is restrained and the lou carcolh can't use the same sticky tongue on another target.ReelThe lou carcolh pulls in each creature of Large size or smaller who is restrained by one of its sticky tongues. The creature is knocked prone and dragged up to 30 feet towards the lou carcolh. If a creature is dragged within 5 feet of the lou carcolh, it can make one bite attack against the creature as a bonus action.Source: CCodex (3pp) p. 257swampWerebatMhumanoid (human, shapechanger)Lawful Evil13 (human form, 14 (natural armor in bat form))66 (12d8+12)walk 30 ft., fly 50 ft.12161210129Perception +3, Stealth +513Common3bludgeoning, piercing, slashing from nonmagical weaponsblindsight 60 ft.EcholocationThe werebat can't use its blindsight while deafened.Keen HearingThe werebat has advantage on Wisdom (Perception) checks that rely on hearing.ShapechangerThe werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Sunlight SensitivityWhile in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackIn humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks. one with its bite and one with its claws or mace.Bite (Bat or Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.Bite (Bat or Hybrid Form Only)|4|2d4+2Claws (Hybrid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) slashing damage.Claws (Hybrid Form Only)|4|1d6+2Mace (Humanoid Form Only)Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage.Mace (Humanoid Form Only)|4|1d6+2Source: CCodex (3pp) p. 258WerehyenaMhumanoid (gnoll, shapechanger)Chaotic Evil13 (14 (natural armor in hyena or hybrid form))58 (9d8+18)walk 30 ft.111614101110Perception +2, Stealth +512Gnoll3bludgeoning, piercing, slashing from nonmagical weaponsKeen Hearing And SmellThe werehyena has advantage on Wisdom (Perception) checks that rely on hearing or smell.ShapechangerThe werehyena can use its action to polymorph into a hyena-gnoll hybrid or into a hyena, or back into its true gnoll form. Its statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed.It reverts to its true form if it dies.MultiattackThe werehyena makes two attacks. one with its bite and one with its claws or scimitar.Bite (Hyena or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehyena lycanthropy.Bite (Hyena or Hybrid Form Only)|5|1d8+3Claws (Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.Claws (Hybrid Form Only)|5|2d4+3Scimitar (Gnoll or Hybrid Form Only)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.Scimitar (Gnoll or Hybrid Form Only)|5|1d8+3Source: CCodex (3pp)farmland, grasslandMandrakeTplantUnaligned822 (4d4+12)walk 5 ft.10616191291/2poisonexhaustion, poisonedtremorsense 60 ft.BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) piercing damage.Bite|2|2d4Shriek (Recharge 4-6)All creatures within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 5 (2d4) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.Source: CCodex (3pp)Great MandrakeTplantUnaligned11 (natural armor)44 (8d4+24)walk 10 ft.148164111210Common1poisonexhaustion, poisonedtremorsense 60 ft.MultiattackA great mandrake makes two attacks with its bite.When its shriek is available, it can use the shriek in place of one bite attack.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage.Bite|4|2d4+2Shriek (Recharge 3-6)Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.Source: CCodex (3pp)MandrianoLplantLawful Evil13 (natural armor)60 (8d10+16)walk 40 ft.1561510107Athletics +5, Perception +3, Stealth +113Understands Common, Sylvan but can't speak5poisonfire, necrotic, bludgeoning, piercing, slashingexhaustion, poisoneddarkvision 60 ft.MultiattackThe mandriano makes two swipe attacks.SwipeMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. It can grapple up to three creatures.Swipe|5|2d6+4Consume the SparkThe mandriano drains the essence of one grappled target. The target must make a DC 14 Constitution saving throw, taking 13 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the mandriano regains hp equal to that amount. The reduction lasts until the target finishes a long rest.The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way rises 24 hours later as a zombie or skeleton under the mandriano's control, unless the humanoid is restored to life or its body is destroyed. The mandriano can control up to twelve undead at one time.Source: CCodex (3pp)badlands, forestAncient MandrianoHplantLawful Evil14 (natural armor)102 (12d12+24)walk 40 ft.2181512107Athletics +8, Perception +3, Stealth +2138poisonfire, necrotic, bludgeoning, piercing, slashingexhaustion, poisonedSiege MonsterThe ancient mandriano deals double damage to objects and structures.MultiattackThe ancient mandriano makes two swipe attacks.SwipeMelee Weapon Attack: +8 to hit, reach 15 ft., one target. 15 (3d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. It can grapple up to three creatures.Swipe|8|3d6+5Consume the SparkAs the mandriano, except the target must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a succes.Call the Dead (3/Day)The ancient mandriano animates one humanoid corpse within 60 feet. This works like the animate dead spell, except it only creates zombies and the zombies. The mandriano can control up to twenty zombies at one time.Source: CCodex (3pp)badlandsMantik, Barbed King of the ManticoresHmonstrosityLawful Evil16 (natural armor)168 (16d12+64)walk 40 ft.191418101416Str +8, Con +8Athletics +8, Intimidation +7, Perception +616Common, Dwarvish, Draconic9poisoncharmed, poisoneddarkvision 120 ft.CursedMantik may not fly, levitate, or be polymorphed by any spell or effect.Legendary Resistance (2/Day)If Mantik fails a saving throw, he can choose to succeed instead.Magic WeaponsMantik's weapon attacks are magical.Merciless FerocityMantik has advantage on all opportunity attacks, and a creature reduced to 0 hp by his attacks has disadvantage on its first death saving throw.Penetrating VolleyIf Mantik moves at least 20 feet in a straight line, all tail spike attacks made this round have advantage. A creature struck by these tail spike attacks must succeed on a DC 16 Strength saving throw or be knocked prone.Tail Spike RegrowthMantik has thirty-six tail spikes. Used spikes regrow when he finishes a long rest.MultiattackMantik makes three attacks. two with his claws and one with his bite or three with his tail spikes.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.Bite|8|2d8+4ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claw|8|2d6+4Tail SpikeRanged Weapon Attack: +6 to hit, range 100/200 ft., one target. 11 (2d8 + 2) piercing damage and the creature must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. A creature poisoned by the tail spike has its speed halved and can't take the Dash action.Tail Spike|6|2d8+2Roar of the Barbed King (Recharge 5-6)Mantik unleashes an ground-shaking roar. Each creature within 60 feet who can hear him must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1d4 rounds.Mantik, can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mantik, regains spent legendary actions at the start of its turn.OptionsMantik can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mantik regains spent legendary actions at the start of his turn.MoveMantik moves up to his speed without provoking opportunity attacks.Growl (Costs 2 Actions)Mantik lets loose a throaty growl. Each creature within 60 feet who can hear Mantik must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn.Tail Spike (Costs 2 Actions)Mantik makes a tail spike attack.Source: CCodex (3pp) p. 262badlandsThe BarbedShumanoid (kobold)Lawful Evil1344 (8d8+8)walk 30 ft.14161281011Athletics +4, Stealth +510Common, Draconic1poisonpoisoneddarkvision 60 ft.Pack TacticsThe kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.Sunlight SensitivityWhile in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Barbed SlashMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.Barbed Slash|4|2d4+2JavelinRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.Javelin|4|1d6+2Source: CCodex (3pp) p. 263badlandsMaster Of Demon MountainMhumanoid (tiefling)Lawful Evil14 (17 with mage armor)110 (20d8+20)walk 30 ft.111812231417Dex +10, Con +7, Wis +8, Cha +9Arcana +12, Deception +9, History +12, Intimidation +912Common, Abyssal, Infernal17firedarkvision 60 ft.Legendary Resistance (3/Day)If the Master fails a saving throw, he can choose to succeed instead.Magic ResistanceThe Master has advantage on saving throws against spells and other magical effects.Master Of FiendsFiends summoned by the Master's Summon Fiend share a telepathic link with him, are under his control, and can't summon other demons or devils. A fiend remains until it or the Master dies or until the Master dismisses it as a bonus action. The total CR of the fiends under the Master's control can't exceed 16, otherwise the Master can summon any number or combination of fiends. Any fiends the Master attempts to summon in excess of this limit aren't summoned.Master's KnifeMelee Weapon Attack. +10 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage.Master's Knife|10|2d6+4Summon Fiend (Recharge 6)The Master summons 2d4 wind demons (see page 93), 1d4 wind's harp devils (see page 105), 1d2 vrocks, 1d2 chain devils, or 1 fulad-zereh (see page 85) with no chance of failure. A summoned fiend appears in an unoccupied space within 60 feet of the Master and acts immediately and on the Master's initiative.The humanoid (tiefling) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (tiefling) regains spent legendary actions at the start of its turn.OptionsThe Master of Demon Mountain 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 Master of Demon Mountain regains spent legendary actions at the start of his turn.DetectThe Master makes a Wisdom (Perception) check.Teleport (Costs 2 Actions)The Master magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.Cast a Spell (Costs 3 Actions)The Master casts a spell from his list of prepared spells, using a spell slot as normal.SpellcastingThe master of demon mountain is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The master of demon mountain has the following Wizard spells prepared:Cantrips (at will): fire bolt, light, mage hand, message, poison spray• 1st level (4 slots): fog cloud, grease, mage armor, magic missile, shield• 2nd level (3 slots): acid arrow, mirror image, misty step• 3rd level (3 slots): counterspell, fireball, fly, stinking cloud• 4th level (3 slots): banishment, confusion, fire shield• 5th level (3 slots): contact other plane, dominate person, seeming• 6th level (2 slots): arcane gate, disintegrate• 7th level (2 slots): mirage arcane, plane shift• 8th level (1 slots): antimagic field, dominate monster• 9th level (1 slots): foresight, meteor swarm4, 3, 3, 3, 3, 2, 2, 1, 1fire bolt, light, mage hand, message, poison spray, fog cloud, grease, mage armor, magic missile, shield, acid arrow, mirror image, misty step, counterspell, fireball, fly, stinking cloud, banishment, confusion, fire shield, contact other plane, dominate person, seeming, arcane gate, disintegrate, mirage arcane, plane shift, antimagic field, dominate monster, foresight, meteor swarmSource: CCodex (3pp)mountainMaster Of Demon Mountain (Midgard Version)Mhumanoid (tiefling)Lawful Evil14 (17 with mage armor)110 (20d8+20)walk 30 ft.111812231417Dex +10, Con +7, Wis +8, Cha +9Arcana +12, Deception +9, History +12, Intimidation +912Common, Abyssal, Infernal17firedarkvision 60 ft.Legendary Resistance (3/Day)If the Master fails a saving throw, he can choose to succeed instead.Magic ResistanceThe Master has advantage on saving throws against spells and other magical effects.Master Of FiendsFiends summoned by the Master's Summon Fiend share a telepathic link with him, are under his control, and can't summon other demons or devils. A fiend remains until it or the Master dies or until the Master dismisses it as a bonus action. The total CR of the fiends under the Master's control can't exceed 16, otherwise the Master can summon any number or combination of fiends. Any fiends the Master attempts to summon in excess of this limit aren't summoned.Master's KnifeMelee Weapon Attack. +10 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage.Master's Knife|10|2d6+4Summon Fiend (Recharge 6)The Master summons 2d4 wind demons (see page 93), 1d4 wind's harp devils (see page 105), 1d2 vrocks, 1d2 chain devils, or 1 fulad-zereh (see page 85) with no chance of failure. A summoned fiend appears in an unoccupied space within 60 feet of the Master and acts immediately and on the Master's initiative.The humanoid (tiefling) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (tiefling) regains spent legendary actions at the start of its turn.OptionsThe Master of Demon Mountain 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 Master of Demon Mountain regains spent legendary actions at the start of his turn.DetectThe Master makes a Wisdom (Perception) check.Teleport (Costs 2 Actions)The Master magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.Cast a Spell (Costs 3 Actions)The Master casts a spell from his list of prepared spells, using a spell slot as normal.SpellcastingThe master of demon mountain (midgard version) is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The master of demon mountain (midgard version) has the following Wizard spells prepared:Cantrips (at will): fire bolt, light, mage hand, message, poison spray• 1st level (4 slots): fog cloud, land bond*, mage armor, magic missile, shield• 2nd level (3 slots): acid arrow, ley disruption*, mirror image• 3rd level (3 slots): counterspell, ley energy bolt*, ley sense*, stinking cloud• 4th level (3 slots): banishment, ray of life suppression*• 5th level (3 slots): contact other plane, dominate person, ley leech*, seeming• 6th level (2 slots): arcane gate, ley whip*• 7th level (2 slots): mirage arcane, plane shift• 8th level (1 slots): disruptive aura*, dominate monster• 9th level (1 slots): ley storm*, ley surge*4, 3, 3, 3, 3, 2, 2, 1, 1fire bolt, light, mage hand, message, poison spray, fog cloud, land bond, mage armor, magic missile, shield, acid arrow, ley disruption, mirror image, counterspell, ley energy bolt, ley sense, stinking cloud, banishment, ray of life suppression, contact other plane, dominate person, ley leech, seeming, arcane gate, ley whip, mirage arcane, plane shift, disruptive aura, dominate monster, ley storm, ley surgeSource: CCodex (3pp)MegapedeLmonstrosityUnaligned15 (natural armor)75 (10d10+20)walk 40 ft., climb 40 ft.17141527383acidblindsight 60 ft., darkvision 120 ft.Metal SenseThe megapede can sense any metal within 600 feet of it. It knows the direction to the metal and can identify the specific type of metal within the area.MultiattackThe megapede makes one stinger attack and one bite attack. It can use its Consume Metal in place of its bite attack.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13).Bite|5|2d6+3Until this grapple ends, the megapede has advantage on attacks against the grappled target, and it can't make bite attacks against another target.StingerMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute.Stinger|5|1d10+3Consume MetalThe megapede consumes one unattended Medium or smaller metal object or attempts to consume a metal object worn or held by the creature it is grappling. The grappled creature must succeed on a DC 13 Strength saving throw or the object is consumed. If the object is a magic item, the creature has advantage on the saving throw. Magic items consumed by the megapede stay intact in its stomach for 1d4 hours before they are destroyed.Acid Spray (Recharge 6)The megapede spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 266mountainLabyrinth KeeperLmonstrosityChaotic Evil15 (natural armor)119 (14d10+42)walk 40 ft.181116101216Perception +717Abyssal5darkvision 60 ft.ChargeIf the labyrinth keeper moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.Labyrinthine RecallThe minotaur labyrinth keeper can perfectly recall any path it has traveled.Reckless CasterAt the start of its turn, the minotaur labyrinth keeper can gain advantage on all spell attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.MultiattackThe minotaur labyrinth keeper makes two attacks.one with its gore and one with its shortsword.GoreMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.Gore|6|2d8+4ShortswordMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.Shortsword|7|2d6+4Innate SpellcastingThe labyrinth keeper's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: acid arrow, fire bolt, locate object, misty step2/day each: inflict wounds, stone shapeacid arrow, fire bolt, locate object, misty step, inflict wounds, stone shapeSource: CCodex (3pp)Moon PriestessLmonstrosityChaotic Evil14 (natural armor)153 (18d10+54)walk 40 ft.181116101612Perception +919Abyssal7darkvision 60 ft.ChargeAs the minotaur labyrinth keeper.Labyrinthine RecallAs the minotaur labyrinth keeper.MultiattackThe moon priestess makes two melee attacks.Labrys AxeMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage.Labrys Axe|7|2d12+4GoreMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.Gore|7|2d8+4SpellcastingThe moon priestess is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The moon priestess has the following Cleric spells prepared:Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy• 1st level (4 slots): bane, guiding bolt, shield of faith• 2nd level (3 slots): hold person, locate object, spiritual weapon• 3rd level (3 slots): bestow curse, spirit guardians• 4th level (3 slots): banishment, divination, stone shape• 5th level (2 slots): flame strike, hallow4, 3, 3, 3, 2guidance, light, resistance, sacred flame, thaumaturgy, bane, guiding bolt, shield of faith, hold person, locate object, spiritual weapon, bestow curse, spirit guardians, banishment, divination, stone shape, flame strike, hallowSource: CCodex (3pp)Lost MinotaurLundeadNeutral Evil16 (natural armor)114 (12d10+48)walk 40 ft.2010185128Dex +3, Wis +4Athletics +8, Perception +4, Survival +414Understands the languages it knew in life but can't speak8necroticcold, poisonradiantcharmed, exhaustion, frightened, paralyzed, poisoned, stunneddarkvision 60 ft.ChargeIf the lost minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.Keen SmellThe lost minotaur has advantage on Wisdom (Perception) checks that rely on smell.Magic ResistanceThe lost minotaur has advantage on saving throws against spells and other magical effects.Sense LifeThe lost minotaur can magically sense the presence of living creatures within 1 mile away. It knows each creature's general direction but not exact location.MultiattackThe minotaur makes two twilight greataxe attacks.Twilight GreataxeMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (2d12 + 5) slashing damage and 9 (2d8) necrotic damage.Twilight Greataxe|8|2d12+5GoreMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.Gore|8|2d8+5Source: CCodex (3pp)Moon NymphMaberrationChaotic Neutral13110 (20d8+20)walk 0 ft., fly 40 ft.51712131517Perception +5, Persuasion +6, Stealth +6158necrotic, radiantpsychicdarkvision 60 ft.InvisibilityThe moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light.Magic ResistanceThe moon nymph has advantage on saving throws against spells and other magical effects.MultiattackThe moon nymph makes two beguiling touch attacks or two moonbeam attacks.Beguiling TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.Beguiling Touch|6|4d6+3MoonbeamRanged Weapon Attack: +6 to hit, range 120 ft., one target. 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn.Moonbeam|6|4d8+3Veil of Nightmares (1/Day)The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw.On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn't frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.Source: CCodex (3pp)farmlandMorkoSfeyChaotic Evil1217 (5d6)walk 30 ft.12151112108Perception +2, Stealth +612Elvish, Sylvan1/4fire, poisonMagic ResistanceThe morko has advantage on saving throws against spells and other magical effects.SpearMelee or Ranged Weapon Attack: +3 to hit, reach 5 ft. and range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.Spear|3|1d6+1Disdainful Eye (Recharge 6)The morko fixes its gaze on a creature it can see within 30 feet. The target must make a DC 13 Wisdom saving throw or become cursed with ill manners, taking disadvantage on all ability checks and saving throws based on Charisma. The curse lasts until removed by the remove curse spell or other magic, or until the creature drinks a pitcher of curdled milk.Shrink (Recharges after a Short or Long Rest)For 1 minute, the morko magically decreases in size, along with anything it is wearing or carrying. While shrunken, the morko is Tiny, halves its damage dice on Strength-based weapon attacks, and makes Strength checks and Strength saving throws with disadvantage.If the morko lacks the room to grow back to its regular size, it attains the maximum size possible in the space available.Source: CCodex (3pp)farmlandMytholabeLconstructUnaligned18 (natural armor)152 (16d10+64)walk 0 ft., fly 30 ft.201318616113Understands but can't speak9acid, cold, fire, radiant, thunderpoison, psychic; bludgeoning, piercing, slashingcharmed, exhaustion, frightened, paralyzed, petrified, poisoned, proneImmutable FormThe mytholabe is immune to any spell or effect that would alter its form.Magic ResistanceThe mytholabe has advantage on saving throws against spells and other magical effects.Magic WeaponsThe mytholabe's weapon attacks are magical.Melodious RechargeWhenever the mytholabe is hit by a magical weapon attack, it recharges its Purifying Resonance ability.Spanner In The WorksWhen the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them.Sentient TransformationIf the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon's.Unbearable ScrapingWhen the mytholabe is hit with a nonmagical melee weapon attack, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute.MultiattackThe mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack.Heroic JabMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.Heroic Jab|9|1d8+5Purifying Resonance (Recharge 5-6)The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it's maintaining broken.Innate SpellcastingThe mytholabe's innate spellcasting ability is Wisdom (spell save DC 0). It can innately cast the following spells, requiring no material components:1/day each: plane shift (self only)plane shiftSource: CCodex (3pp)NachzehrerMundeadChaotic Evil15 (natural armor)136 (16d8+64)walk 30 ft., burrow 15 ft.20121810159Stealth +712The languages it knew in life8necrotic, poisoncharmed, exhaustion, frightened, poisoneddarkvision 60 ft.Grave PoxA creature infected with grave pox becomes vulnerable to necrotic damage and gains one level of exhaustion that can't be removed until the disease is cured. Additionally, the creature cannot reduce its exhaustion by finishing a long rest.The infected creature is highly contagious. Each creature that touches it, or that is within 10 feet of it when it finishes a long rest, must succeed on a DC 12 Constitution saving throw or also contract grave pox.When an infected creature finishes a long rest, it must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion. As the disease progresses, the infected creature becomes weaker and develops painful green pustules all over its skin. A creature that succeeds on two saving throws against the disease recovers from it. The cured creature is no longer vulnerable to necrotic damage and can remove exhaustion levels as normal.Weakening ShadowA creature other than a construct or undead has disadvantage on attack rolls, saving throws, and ability checks based on Strength while within 5 feet of the nachzehrer.MultiattackThe nachzehrer makes three attacks. two with its fists and one with its bite.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one creature. 7 (1d4 + 5) piercing damage plus 13 (3d8) necrotic damage.Bite|8|1d4+5The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the nachzehrer regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.The target must succeed on a DC 16 Constitution saving throw or become infected with the grave pox disease (see the Grave Pox trait).FistMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.Fist|8|2d6+5Source: CCodex (3pp)Moonchild NagaLmonstrosityNeutral Evil15 (natural armor)75 (10d10+20)walk 40 ft.171814121618Wis +6, Cha +7Arcana +4, Deception +7, Insight +6, Persuasion +713Common6poisoncharmed, poisoneddarkvision 60 ft.RejuvenationIf it dies, the moonchild naga returns to life in 1d6 days and regains all its hp. Only a wish spell can prevent this trait from functioning.BiteMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) piercing damage plus 18 (4d8) poison damage.Bite|7|2d8+4ConstrictMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target.Constrict|7|2d6+4Starry GazeThe moonchild naga's bottomless gaze inexorably draws the eye of one target within 30 feet. If the target can see the naga, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the naga's next turn. If the target's saving throw is successful, it is immune to the naga's gaze for the next 24 hours.Innate SpellcastingThe moonchild naga's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:At will: charm person, friends, mage hand, message, minor illusion, poison spray, suggestion3/day each: color spray, dispel magic, fear, hold person, 1/day each: dominate beast, hypnotic patterncharm person, friends, mage hand, message, minor illusion, poison spray, suggestion, color spray, dispel magic, fear, hold person, , dominate beast, hypnotic patternSource: CCodex (3pp)Nalusa FalayaMaberrationNeutral Evil13 (natural armor)33 (6d8+6)walk 30 ft.12151311139Stealth +4111/2darkvision 120 ft.Shadow StealthWhile in dim light or darkness, the nalusa falaya can take the Hide action as a bonus action.Shadow StepAs an action, the nalusa falaya can teleport itself to a shadow it can see within 30 feet.Sunlight WeaknessWhile in sunlight, the nalusa falaya has disadvantage on ability checks, attack rolls, and saving throws.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.Bite|4|1d6+2ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage.Claw|4|1d8+2Terrifying GlareThe nalusa falaya targets one creature it can see within 30 feet of it. If the target can see the nalusa falaya, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the nalusa falaya's next turn.Source: CCodex (3pp)farmlandNecrotic TickTbeastUnaligned15 (natural armor)3 (1d4+1)walk 10 ft., climb 10 ft.214121128Con +3111/4darkvision 60 ft.Necrotic RegenerationWhile attached to a living host, a necrotic tick leaks negative energy into the host's bloodstream, quickly closing over the creature's wounds with scabrous, necrotic flesh. If the host doesn't already have regeneration, it regains 2 hp at the start of its turn if it has at least 1 hit point.Track how many "necrotic hp" a host recovers via Necrotic Regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hp from those accumulated.When the necrotic hp equal the host's hit point maximum, the host becomes a zombie.Ride HostWhen a necrotic tick's living host has lost three-quarters of its maximum hp from Blood Drain, the tick's toxins fill the host with an unnatural desire to approach other living beings.When a suitable creature is within 5 feet, the tick incites a sudden rage in the host, riding the current host to a new host. The current host must succeed on a DC 13 Wisdom saving throw or it attempts to grapple a living creature within 5 feet of it as a reaction. The host can re-attempt this saving throw at the end of each turn that it suffers damage from the necrotic tick's Blood Drain.Blood DrainMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the tick attaches to the target. While attached, the necrotic tick doesn't attack. Instead, at the start of each of the tick's turns, the target loses 5 (1d4 + 3) hp due to blood loss. The target must make a DC 13 Wisdom saving throw. If it fails, it is affected by the tick's toxins and doesn't attempt to remove the tick. The host will even replace a dislodged tick unless prevented from doing so for 1 minute, after which the tick's influence fades.The tick can detach itself by spending 5 feet of its movement.It does so when seeking a new host or if the target dies. A creature, including the target, can use its action to detach the tick. When a necrotic tick detaches, voluntarily or otherwise, its host takes 1 necrotic damage.Source: CCodex (3pp)NianLmonstrosityChaotic Neutral13 (natural armor)102 (12d10+36)walk 50 ft., climb 30 ft., swim 30 ft.1811171116913Sylvan, telepathy 60 ft.4poisoncharmed, paralyzed, poisonedtruesight 60 ft.Hold BreathThe nian can hold its breath for 30 minutes.Trampling ChargeIf the nian 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 14 Strength saving throw or be knocked prone. If the target is prone, the nian can make one stomp attack against it as a bonus action.TremulousThe nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can't be frightened by that same source again for 24 hours.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) piercing damage.Bite|6|2d12+4GoreMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.Gore|6|2d8+4StompMelee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. 15 (2d10 + 4) bludgeoning damage.Stomp|6|2d10+4Year's Termination (1/Day)The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can't penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can't cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed.Source: CCodex (3pp)mountainNightgauntLaberrationLawful Evil17 (natural armor)142 (15d10+60)walk 20 ft., fly 60 ft.18171841616Str +8, Con +8, Wis +7, Cha +7Athletics +8, Intimidation +7, Perception +7, Stealth +1117Understands Common, Abyssal but can't speak10necrotic, bludgeoningblinded, frightenedblindsight 120 ft.FlybyThe nightgaunt doesn't provoke an opportunity attack when it flies out of an enemy's reach.Pack TacticsThe nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt's allies is within 5 feet of the creature and the ally isn't incapacitated.Magic ResistanceThe nightgaunt has advantage on saving throws against spells and other magical effects.Utterly SilentThe nightgaunt doesn't make a sound and has advantage on Dexterity (Stealth) checks.MultiattackThe nightgaunt can use its Baneful Presence. It then makes three attacks. two with its clutching claws and one with its barbed tail. If the nightgaunt is grappling a creature, it can use its barbed tail one additional time.Clutching ClawsMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature.Clutching Claws|8|2d8+4Until this grapple ends, the target is restrained. The nightgaunt has two claws, each of which can grapple only one target. While using a claw to grapple, the nightgaunt can't use that claw to attack.Barbed TailMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.Barbed Tail|8|1d8+4Baneful PresenceEach creature of the nightgaunt's choice that is within 30 feet of the nightgaunt and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on all attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nightgaunt's Baneful Presence for the next 24 hours.Source: CCodex (3pp)NingyoSaberrationNeutral Evil1577 (14d6+28)walk 0 ft., fly 60 ft., swim 60 ft.8211514117Str +2, Dex +8, Wis +3Deception +1, Insight +3, Perception +313Common, Deep Speech, Aquan7acid, cold, fire, necrotic, poisondarkvision 120 ft.AquaticThe ningyo can breathe only underwater and can hold its breath for 1 hour.Curse Of Ill FortuneWhen a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll.MultiattackThe ningyo makes four barbed tentacle attacks.Barbed TentacleMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage.Barbed Tentacle|8|1d6+5Share PainWhen the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack.Source: CCodex (3pp)underwaterTusked Crimson OgreLgiantChaotic Evil14 (half plate armor)93 (11d10+33)walk 40 ft.19816577Con +6, Wis +1Athletics +7, Intimidation +48Common, Giant5poisonfrighteneddarkvision 60 ft.Blood FrenzyThe ogre has advantage on melee attack rolls against any creature that doesn't have all its hp.RampageWhen the ogre reduces a creature to 0 hp with a melee attack on its turn, the ogre can take a bonus action to move up to half its speed and make one bite attack.MultiattackThe tusked crimson ogre makes two attacks.one with its morningstar and one with its bite.MorningstarMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.Morningstar|7|2d8+4BiteMelee Weapon Attack:+7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.Bite|7|2d6+4Berserker's Blood (Recharge 5-6)If the tusked crimson ogre doesn't have all of its hp, it flexes and roars, spraying blood from its wounds. Each creature within 15 feet of the ogre must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) acid damage and goes berserk. On a success, a creature takes half the damage and doesn't go berserk. On each of its turns, a berserk creature must attack the nearest creature it can see, eschewing ranged or magical attacks in favor of melee attacks. If no creature is near enough to move to and attack, the berserk creature attacks an object, with preference for an object smaller than itself. Once a creature goes berserk, it continues to do so until it is unconscious, regains all of its hp, or is cured through lesser restoration or similar magic.Source: CCodex (3pp)badlands, grasslandOliphauntGbeastUnaligned14 (natural armor)148 (9d20+54)walk 50 ft.279233116Dex +2108Trampling ChargeIf the oliphaunt 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 16 Strength saving throw or be knocked prone.If the target is prone, the oliphaunt can make one stomp attack against it as a bonus action.Trunk SlamIf the oliphaunt starts its turn with a target grappled, it can slam the target into the ground as a bonus action. The creature must make a DC 17 Constitution saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. This doesn't end the grappled condition on the target.MultiattackThe oliphaunt uses its trunk, then it makes one gore or stomp attack.GoreMelee Weapon Attack: +11 to hit, reach 10 ft., one target. 30 (5d8 + 8) piercing damage.Gore|11|5d8+8StompMelee Weapon Attack: +11 to hit, reach 5 ft., one target. 35 (5d10 + 8) bludgeoning damage.Stomp|11|5d10+8TrunkMelee Weapon Attack: +11 to hit, reach 15 ft., one creature. The target is grappled (escape DC 17) if it is a Large or smaller creature. Until the grapple ends, the target is restrained and the oliphaunt can't use its trunk on another target.Tusk Sweep (Recharge 5-6)The oliphaunt sweeps its tusks in a wide arc. Each creature in a 20-foot cube must make a DC 17 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)arctic, grasslandAlchemical ApprenticeSoozeUnaligned11 (natural armor)63 (14d6+14)walk 10 ft., climb 10 ft.1361316610Arcana +58Understands Common but can't speak, telepathy 10 ft.1acid, cold, fire, poisonblinded, charmed, deafened, frightened, poisoned, proneblindsight 60 ft. (blind beyond this radius)AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Absorb PotionThe ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it.PerishableThese oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its "birth" place, the ooze must succeed on a DC 12 Constitution saving throw or die.Produce Potion (1/Day)The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.PseudopodMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 10 (2d8 + 1) bludgeoning damage.Pseudopod|3|2d8+1Magical BurbleRanged Spell Attack: +5 to hit, range 60 ft., one target. 10 (3d6) acid, cold, fire, or poison damage.Source: CCodex (3pp)Blood OozeLoozeUnaligned876 (8d10+32)walk 20 ft., climb 20 ft.1661818296acid, fire, necrotic, slashingblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Blood DrainA creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can't exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn't function at the start of the ooze's next turn, although it retains any temporary hp it previously gained.Spider ClimbThe ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken.Pseudopod|5|1d6+3OverflowWhen the blood ooze is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken.Source: CCodex (3pp)Foxfire OozeLoozeUnaligned9126 (12d10+60)walk 20 ft., climb 20 ft., swim 20 ft., fly 10 ft.19820261810bludgeoning, piercing, slashing from nonmagical weaponsacid, fire, lightningcoldblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmbusherThe ooze has advantage on attack rolls against any creature it has surprised.AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Lightning StormA creature that touches the ooze while wearing metal or hits it with a melee attack with a metal weapon takes 9 (2d8) lightning damage and triggers a lightning storm. All creatures within 20 feet of the ooze that are holding or wearing metal must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage.Spider ClimbThe ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe foxfire ooze makes three pseudopod attacks.PseudopodMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 20 (3d10 + 4) bludgeoning damage plus 4 (1d8) lightning damage.Pseudopod|8|3d10+4Source: CCodex (3pp)forest, grassland, swampGiant Shark BowlHoozeUnaligned6172 (15d12+75)walk 20 ft., swim 20 ft.233201105108acid, fire, slashinglightningblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmphibiousThe giant shark bowl can breathe air and water.Blood FrenzyThe giant shark bowl has advantage on melee attack rolls against any creature that doesn't have all its hp.Electrical ChargeWhen the giant shark bowl is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, its attacks deal an extra 2 (1d4) lightning damage.Ooze Fish BowlThe shark bowl takes up its entire space. Other creatures can enter the space, but they are subjected to the bowl's Engulf and have disadvantage on the saving throw.Creatures inside the bowl can be seen but have total cover. A creature within 5 feet of the bowl can take an action to pull a creature out. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 22 (3d10 + 6) piercing damage. The bowl can hold one Large creature or up to six Medium or smaller creatures inside it at a time.Symbiotically BoundThe ooze and the giant shark's life forces have been entwined by an arcane force. They share statistics as if they were one monster and can't be separated.MultiattackThe giant shark bowl makes two attacks. one with its bite and one with its pseudopod.BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage.Bite|9|3d10+6PseudopodMelee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d10 + 6) bludgeoning damage.Pseudopod|9|3d10+6EngulfThe giant shark bowl moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the bowl enters a creature's space, the creature must make a DC 16 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the bowl. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.On a failed save, the bowl enters the creature's space, and the creature takes 22 (3d10 + 6) piercing damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (3d10 + 6) piercing damage at the start of each of the bowl's turns.When the bowl moves, the engulfed creature moves with it.An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the bowl.Source: CCodex (3pp)Ink GuardianLoozeUnaligned8102 (12d10+36)walk 20 ft.1671666184fire, thunder, slashingacidblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmorphousThe ink guardian can move through a space as narrow as 1 inch wide without squeezing.Bottled RejuvenationWhen activated, the creature launches from its bottle, landing within 20 feet of the bottle. It starts as Tiny, and at the start of each of its turns, it increases in size by one step to a maximum of Large.o oze, i nk g uardian When the ink guardian is defeated, the bottle becomes inactive for 3d8 hours. After that time, the ink guardian regains all its hp and is active again. The bottle has AC of 20, 10 hp, and is immune to damage that isn't bludgeoning. If the bottle is destroyed, the ink guardian dies and can't rejuvenate.Selectively CausticA creature that touches the ink guardian or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The ink guardian can eat through flesh quickly, but it doesn't harm metal, wood, or paper.VolatileWhen the ink guardian is subjected to thunder damage, it takes no damage and instead splashes onto creatures within 5 feet of it. Each creature in the area takes 4 (1d8) acid damage.When the ink guardian is reduced to 0 hp, it explodes. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.MultiattackAs a Medium or Large creature, the ink guardian makes two pseudopod attacks.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage.Pseudopod|5|1d8+3Source: CCodex (3pp)Ruby OozeMoozeUnaligned993 (11d8+44)walk 20 ft., climb 20 ft.1481826186bludgeoning, piercing, slashing from nonmagical weaponsacid, firelightningblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmbusherThe ooze has advantage on attack rolls against any creature it has surprised.AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Corrosive FormA creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage.Any nonmagical weapon made of metal or wood that hits the ooze is coated in a corrosive red slime. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round.False AppearanceWhile the ooze remains motionless, it is indistinguishable from a pile of rubies.Spider ClimbThe ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe ruby ooze makes two pseudopod attacks.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.Pseudopod|5|2d6+2Acid Spray (Recharge 5-6)The ooze sprays its bright red protoplasm in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, the creature takes 21 (6d6) acid damage and is restrained as its flesh begins to turn into a translucent ruby -like stone. On a success, the creature takes half the damage and isn't restrained. The restrained creature must make a DC 15 Constitution saving throw at the end of its next turn, taking 21 (6d6) acid damage and becoming petrified on a failure or ending the effect on a success.Source: CCodex (3pp)Shadow OozeMoozeUnaligned860 (9d8+36)walk 20 ft., climb 20 ft.16618262Stealth +283acid, necroticblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Aura Of DarknessThe ooze devours all natural and magical light within 30 feet of it. This area is heavily obscured by darkness for all creatures except shadow fey.Spider ClimbThe ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe ooze makes one pseudopod attack and then uses Snuff Out.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage and 3 (1d6) acid damage.Pseudopod|5|2d6+3Snuff OutThe ooze extinguishes one natural or magical light source within 60 feet of it. If the light source is created by a spell, it is dispelled.Source: CCodex (3pp)Suppurating OozeMoozeUnaligned830 (4d8+12)walk 10 ft., climb 10 ft.16616162Con +581cold, necrotic, slashingpoisonblinded, charmed, deafened, exhaustion, frightened, poisoned, proneblindsight 60 ft. (blind beyond this radius)AmorphousThe ooze can move through a space as narrow as 1 inch wide without squeezing.Seeping DeathA living creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 13 Constitution saving throw or contract a disease. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies and its body becomes a suppurating ooze 1d4 hours later. The disease lasts until removed by the lesser restoration spell or other similar magic.Spider ClimbThe ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.PseudopodMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with the seeping death disease (see the Seeping Death trait).Pseudopod|5|1d6+3Source: CCodex (3pp)Black Sun OrcMhumanoid (orc)Chaotic Evil14 (hide armor)65 (10d8+20)walk 30 ft., climb 20 ft.1614149128Perception +3, Stealth +4, Survival +313Common, Orc2darkvision 60 ft.AggressiveAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.Black Sun SightMagical darkness doesn't impede the Black Sun orc's darkvision.Light SensitivityWhile in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Stone CamouflageThe orc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.MultiattackThe orc makes two attacks with its greatclub or with its sling.GreatclubMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage.Greatclub|5|1d8+3SlingRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.Sling|4|1d4+2Source: CCodex (3pp)mountainBlack Sun PriestessMhumanoid (orc)Chaotic Evil13 (hide armor)67 (9d8+27)walk 30 ft.16121691614Insight +6, Intimidation +6, Religion +113Common, Orc3darkvision 60 ft.AggressiveAs a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.Black Sun SightMagical darkness doesn't impede the the Black Sun priestess' darkvision.Light SensitivityWhile in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.GreatclubMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage.Greatclub|5|1d8+3SpellcastingThe black sun priestess is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The black sun priestess has the following Cleric spells prepared:Cantrips (at will): guidance, mending, resistance, sacred flame• 1st level (4 slots): bane, command, cure wounds, detect magic• 2nd level (3 slots): augury, spiritual weapon• 3rd level (3 slots): animate dead, bestow curse, spirit guardians4, 3, 3guidance, mending, resistance, sacred flame, bane, command, cure wounds, detect magic, augury, spiritual weapon, animate dead, bestow curse, spirit guardiansSource: CCodex (3pp)mountainGreen Abyss OrcMhumanoid (orc)Chaotic Evil1315 (2d8+6)walk 30 ft., climb 30 ft.14161691110Acrobatics +5, Athletics +4, Perception +2, Stealth +512Orc1/2poisonpoisoneddarkvision 90 ft.AggressiveAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.Sunlight SensitivityWhile in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Poisoned SpearMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. If the target is a creature, it must succeed on a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.Poisoned Spear|4|1d6+2Source: CCodex (3pp)forestOrthrusMmonstrosityLawful Neutral1360 (8d8+24)walk 40 ft.1516168127Wis +3Perception +5, Survival +315Understands Common but can't speak3darkvision 120 ft.Three-headedThe orthrus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.WakefulWhile the orthrus sleeps, at least one of its heads is awake.MultiattackThe orthrus makes three bite attacks. two with its canine heads and one with its snake head. If the orthrus bites the same creature with both of its canine heads in the same round, that creature must succeed on a DC 12 Strength saving throw or be knocked prone.Bite (Canine Head)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.Bite (Canine Head)|5|1d6+3Bite (Snake Head)Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, it takes 14 (4d6) poison damage and is poisoned for 1 minute.Bite (Snake Head)|5|1d4+3On a success, it takes half the damage and isn't poisoned.Source: CCodex (3pp)OuroborosHdragonNeutral15 (natural armor)94 (9d12+36)walk 40 ft., fly 80 ft.211119151812Dex +3, Con +7, Wis +7, Cha +4Arcana +8, History +8, Perception +717All6blindsight 60 ft., darkvision 120 ft.Energetic RebirthWhen the ouroboros is slain, it is reborn in a burst of energy in a 300-foot radius from its body. Roll any die. On an even result, the energy causes plants to grow, and creatures in the area regain 22 (5d8) hp. On an odd result, creatures in the area must make a DC 15 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.Variegated ScalesAs a bonus action, the ouroboros gains immunity to one type of damage. It can change this immunity from one type to another as a bonus action.MultiattackThe ouroboros can use its Introspective Presence. It then makes two bite attacks.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage.Bite|8|1d10+5Introspective PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or be incapacitated for 1 minute as the creature is overcome by introspective thoughts. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Introspective Presence for the next 24 hours.Kaleidoscopic Breath (Recharge 5-6)The ouroboros exhales energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) damage on a failed save, or half as much damage on a successful one.The damage is either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. The dragon chooses the type of damage before exhaling.Reactive HideWhen the dragon is hit with an attack, it gains resistance to damage of that type until the end of its next turn, including the damage from the attack that triggered this reaction.The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.OptionsThe ouroboros 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 ouroboros regains spent legendary actions at the start of its turn.Bite AttackThe ouroboros makes one bite attack.Blurring Faade (Costs 2 Actions)The ouroboros blurs and shifts light around itself or another creature it can see within 60 feet of it. Attacks against the target have disadvantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.Guiding Beacon (Costs 2 Actions)The ouroboros causes itself or another creature it can see within 60 feet of it to illuminate with white flame. Attacks against the target have advantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.Source: CCodex (3pp)PechSelemental (pech)Good Neutral15 (natural armor)33 (6d6+12)walk 20 ft., climb 10 ft.161114111311Athletics +5, Perception +313Common, Undercommon, Terran2poisonexhaustion, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 120 ft.Light SensitivityWhile in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.One With The Stone (Recharges After A Short Or Long Rest)As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.MultiattackThe pech makes two attacks. one with its pick and one with its hammer. If the pech hits the same target with both attacks, the target must succeed on a DC 11 Constitution saving throw or be incapacitated until the start of its next turn.PickMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.Pick|5|1d8+3HammerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) bludgeoning damage.Hammer|5|1d6+3Source: CCodex (3pp) p. 294mountainPech LithlordSelemental (pech)Good Neutral17 (natural armor)104 (16d6+48)walk 30 ft., climb 30 ft.181116111813Athletics +7, Perception +717Common, Undercommon, Terran7poisonexhaustion, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 120 ft.Light SensitivityWhile in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.One With The Stone (Recharges After A Short Or Long Rest)rAs a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.MultiattackThe pech lithlord makes three attacks. two with its pick and one with its hammer. If the pech lithlord hits the same target with two attacks, the target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.PickMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.Pick|7|1d8+4HammerMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) bludgeoning damage.Hammer|7|1d6+4Innate SpellcastingThe pech lithlord's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:At will: mending, thunderwave (4d8)3/day each: shatter (4d8)1/day each: meld into stone, stone shapemending, thunderwave, shatter, meld into stone, stone shapeSource: CCodex (3pp) p. 295mountainPech StonemasterSelemental (pech)Good Neutral16 (natural armor)65 (10d6+30)walk 20 ft., climb 10 ft.181116111611Athletics +6, Perception +515Common, Undercommon, Terran4poisonexhaustion, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 120 ft.Light SensitivityWhile in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.One With The Stone (Recharges After A Short Or Long Rest)As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.MultiattackThe pech stonemaster makes two attacks. one with its pick and one with its hammer. If the pech stonemaster hits the same target with both attacks, the target must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn.PickMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.Pick|6|1d8+4HammerMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) bludgeoning damage.Hammer|6|1d6+4Innate SpellcastingThe pech stonemaster's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: thunderwave3/day each: shatterthunderwave, shatterSource: CCodex (3pp) p. 295mountainPhantomMundeadAny alignment1122 (5d8)walk 0 ft., fly 40 ft.712106121211The languages it knew in life1acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.Incorporeal MovementThe phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Sunlight WeaknessWhile in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws.Ghostly GraspMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 7 (2d6) necrotic damage.Ghostly Grasp|3|2d6Chilling Moan (Recharge 5-6)The phantom emits an eerie moan. Each creature within 30 feet that isn't an undead or a construct must make a DC 13 Wisdom saving throw. On a failure, the target takes 9 (2d8) cold damage and is frightened until the end of the phantom's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. On a success, the target takes half the damage and isn't frightened.Source: CCodex (3pp)Philosopher's GhostMoozeUnaligned137 (2d4+2)walk 40 ft.917122106104acid, cold; slashing from nonmagical weaponsfire, poisonblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)IlluminationThe philosopher's ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.Persistent Burning FormThe philosopher's ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher's ghost can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.Siege MonsterThe philosopher's ghost deals double damage to objects and structures.Water VulnerabilityIf completely immersed in water, a philosopher's ghost's movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed.MultiattackThe philosopher's ghost makes two burning touch attacks.Burning TouchMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom (Medicine) check. The lesion is also soothed if the target receives magical healing.Burning Touch|5|2d4+3Source: CCodex (3pp) p. 297PiasaLdragonUnaligned15 (natural armor)144 (17d10+51)walk 40 ft., fly 80 ft.1811169127Dex +3, Con +6Athletics +7, Perception +4, Stealth +314Draconic6poisonblindsight 15 ft., darkvision 120 ft.Segmented TailThe piasa's spiked tail is segmented and up to three times the length of its body. When the piasa takes 25 or more damage in a single turn, a segment of its tail is severed.When the first segment is severed, the tail attack's damage type changes from piercing to bludgeoning and deals 1d8 less damage. When the second segment is severed, the tail attack no longer deals damage, but it can still grapple. When the third segment is severed, the piasa can't make tail attacks. The tail re-grows at a rate of one segment per long rest.MultiattackThe piasa can use its Frightful Presence. It then makes three attacks. one with its bite or tail and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage.Bite|7|2d10+4ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claw|7|2d6+4TailMelee Weapon Attack: +7 to hit, reach 15 ft., one target. 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the piasa can't make tail attacks against other targets. When the piasa moves, any Medium or smaller creature it is grappling moves with it.Tail|7|2d8+4Frightful PresenceEach creature of the piasa's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute.A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the piasa's Frightful Presence for the next 24 hours.Sleep Breath (Recharge 5-6)The piasa exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.Source: CCodex (3pp)forestPillar Of The Lost MagocracyHconstructChaotic Neutral14 (natural armor)90 (12d12+12)walk 0 ft.911318813Con +3, Wis +1Arcana +6, History +69Understands Common but can't speak, telepathy 120 ft.4bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 120 ft.Mental AgilityThe pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.Shocking VengeanceA creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.Anger of the Ancient MageThe pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect.1 - Mutant Plants - Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds.2 - Acid Rain - Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.3 - Noxious Cloud - The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds.4 - Shrinking Ray - A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds.Source: CCodex (3pp) p. 299badlandsPixiuLmonstrosityUnaligned15 (natural armor)112 (15d10+30)walk 30 ft., fly 60 ft.18151451210Perception +414Understands but can't speak6necroticdarkvision 60 ft.Consume TreasureThe pixiu has an appetite for gold, silver, and jewels and consumes them whenever possible. If the pixiu attempts to eat a magical coin, gemstone, or piece of jewelry, the object has a 25% chance of breaking, dispelling its magic and rendering it useless. If the object doesn't break, the pixiu gives up trying to eat it.Protector Of QiThe pixiu is immune to disease and to effects that would lower its maximum hp. In addition, each ally within 10 feet of the pixiu has advantage on saving throws against disease and is immune to effects that would lower its maximum hp.Treasure SenseA pixiu can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.MultiattackThe pixiu makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage.Bite|7|3d8+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage.Claws|7|3d6+4Source: CCodex (3pp)mountainAlabaster TreeHcelestialGood Neutral18 (natural armor)105 (10d12+40)walk 10 ft.201018101410Str +8Perception +515All, telepathy 120 ft.7bludgeoning, piercing, slashing from nonmagical weaponsradiantstunnedblindsight 60 ft. (blind beyond this radius)Churning Advance (3/Day)As a bonus action, the alabaster tree moves up to five times its speed, leaving a trail of difficult terrain behind it.Foster The GrassesHallowed reeds within 60 feet of an alabaster tree have advantage on saving throws.Like Calls To LikeThe alabaster tree knows if a creature within 60 feet of it is good-aligned or not.Soul's RespiteA good-aligned creature who takes a short rest within 10 feet of an alabaster tree gains all the benefits of a long rest.MultiattackThe alabaster tree makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (3d4 + 5) bludgeoning damage plus 4 (1d8) radiant damage and the creature is grappled (escape DC 16).Slam|8|3d4+5Serrated Squeeze (Willow Only)The alabaster tree makes one slam attack against a Large or smaller target it is grappling. If the attack hits, the target is engulfed in razor-sharp leaves, and the grapple ends. While engulfed, the target is blinded and restrained, it has total cover against attacks and other effects outside of the leaves, and it takes 13 (3d8) slashing damage at the start of each of the alabaster tree's turns. An alabaster tree can have only one creature engulfed at a time.If the alabaster tree takes 15 damage or more on a single turn from the engulfed creature, the alabaster tree must succeed on a DC 14 Constitution saving throw at the end of that turn or release the creature in a shower of shredded leaves. The released creature falls prone in a space within 10 feet of the alabaster tree. If the alabaster tree dies, an engulfed creature is no longer restrained by it and can escape from the leaves and branches by using an action to untangle itself.Toss (Oak Only)One Large or smaller object held or creature grappled by the alabaster tree is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.Cloud of Needles (Recharge 5-6, Pine Only)The alabaster tree fires a cloud of sharp needles at all creatures within 30 feet of it.Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)Devil BoughHfiendNeutral Evil14 (natural armor)114 (12d12+36)walk 10 ft.18101710108Con +6Perception +313Abyssal, Infernal, telepathy 120 ft.6fire, poisonpoisonedtremorsense 60 ft.Grinding MawThe devil bough has advantage on attack rolls against any creature grappled by its bite attack.Like Calls To LikeThe devil bough knows if a creature within 60 feet of it is evil-aligned or not.MultiattackThe devil bough makes one claw attack and one bite attack.ClawMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 14 (3d6 + 4) slashing damage.Claw|7|3d6+4BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can't make bite attacks against other targets.Bite|7|3d8+4ArcasynthesisWhen a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic.The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast.Source: CCodex (3pp)Ecstatic BloomHcelestialGood Neutral15 (natural armor)171 (18d12+54)walk 10 ft.10916201914Int +9, Wis +9Insight +9, Perception +919All, telepathy 120 ft.11radiantfirecharmed, frightenedtruesight 120 ft.Aura Of LifeWhen an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.Blessed RegrowthAt the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.Foster The TreesAlabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.Like Calls To LikeThe ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.MultiattackThe ecstatic bloom makes three gilded beam attacks.Gilded BeamRanged Spell Attack: +9 to hit, range 150 ft., one target. 27 (6d8) radiant damage.Gilded Beam|9|6d8Castigate (Recharges after a Short or Long Rest)The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.Source: CCodex (3pp) p. 303Execrable ShrubMfiendNeutral Evil14 (natural armor)40 (9d8)walk 10 ft., burrow 10 ft.12141071410Perception +4141/2poison, piercingfirepoisonedtremorsense 60 ft.Healed By BloodWhenever a creature is reduced to 0 hp within 60 feet of the execrable shrub, the shrub regains 5 (1d10) hp.Like Calls To LikeThe execrable shrub knows if a creature within 60 feet of it is evil-aligned or not.Limited TelepathyUsing telepathy, the execrable shrub can magically communicate with any other evil-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words.Burning SlashMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage.Burning Slash|5|1d4+2Smolder (Recharge 5-6)The execrable shrub releases a billowing cloud of smoke in a 10-foot-radius that lasts for 1 minute and moves with the shrub. The area affected by the smoke is heavily obscured.Source: CCodex (3pp) p. 304Hallowed ReedMcelestialGood Neutral13 (natural armor)22 (5d8)walk 10 ft.14101071410Perception +4141/2bludgeoning, piercingradiantblindsight 30 ft. (blind beyond this radius)Like Calls To LikeThe hallowed reed knows if a creature within 30 feet of it is good-aligned or not.Limited TelepathyUsing telepathy, a hallowed reed can magically communicate with any other good-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words.RebirthIf a hallowed reed is slain, a new patch of hallowed reeds will grow in the same spot starting within a week of its death.charring or salting the ground where a hallowed reed was slain prevents this resurgence.Searing GraspMelee Weapon Attack: +4 to hit, reach 15 ft., one creature. 4 (1d4 + 2) radiant damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, it takes 2 (1d4) radiant damage at the start of each of its turns, and the hallowed reed can't grasp another target.Searing Grasp|4|1d4+2Undead and fiends have disadvantage on ability checks made to escape the grapple.Source: CCodex (3pp) p. 304Thorned SulfurlordHfiendChaotic Evil17 (natural armor)171 (18d12+54)walk 20 ft.20141610912Str +9Athletics +9, Perception +717Abyssal, Infernal, telepathy 120 ft.11fire, poisoncoldcharmed, poisonedtruesight 120 ft.Burning TangleThe ground within 10 feet of the thorned sulfurlord is difficult terrain.Hell CoreAt the start of each of the thorned sulfurlord's turns, each creature within 10 feet of the sulfurlord takes 7 (2d6) fire damage. If the thorned sulfurlord takes cold damage, this trait doesn't function at the start of its next turn.Like Calls To LikeThe thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not.Root (3/Day)As a bonus action, the thorned sulfurlord sends its roots deep into the ground. For 1 minute, the sulfurlord's speed is halved, it is immune to effects that would move it, and it can't be knocked prone.MultiattackThe thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks.Sulfur SlamMelee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. The target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.Sulfur Slam|9|2d8+5Fiery SpikeRanged Weapon Attack: +6 to hit, range 60/240 ft., one target. 12 (3d6 + 2) piercing damage plus 9 (2d8) fire damage.Fiery Spike|6|3d6+2The World Shall Know Fire (Recharge 5-6)The thorned sulfurlord targets a creature that has taken fire damage from it within the last minute and causes a burst of fire to expand out from that creature in a 30-foot-radius. Each creature in the area, including the target, must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.Source: CCodex (3pp) p. 306Purple SlimeLoozeUnaligned776 (8d10+32)walk 20 ft., climb 10 ft., swim 30 ft.17818261Stealth +183acid, coldblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmorphousThe purple slime can move through a space as narrow as 1 inch wide without squeezing.AmphibiousThe purple slime can breathe air and water.Underwater CamouflageThe purple slime has advantage on Dexterity (Stealth) checks made while underwater.MultiattackThe purple slime makes two spike attacks.SpikeMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage and 10 (3d6) poison damage.Spike|5|1d8+2In addition, the target must succeed on a DC 14 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.Source: CCodex (3pp) p. 307swampQuickstepSfeyNeutral Evil16 (studded leather armor)49 (9d6+18)walk 50 ft.141915101214Dex +7, Con +5, Wis +4Deception +5, Intimidation +5, Perception +414Common, Elvish5unconsciousdarkvision 60 ft., truesight 60 ft.EvasionIf the quickstep is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the quickstep instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Fey AncestryThe quickstep has advantage on saving throws against being charmed, and magic can't put it to sleep.Startling SpeedThe movements of a quickstep are so swift that it is almost invisible when in motion. If the quickstep moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the quickstep is incapacitated or restrained.MultiattackA quickstep makes two attacks with its moonlight rapier and one with its hidden dagger.Moonlight RapierMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 7 (2d6) cold damage.Moonlight Rapier|7|1d8+4Hidden DaggerMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage plus 3 (1d6) cold damage.Hidden Dagger|7|1d4+4Freezing Steel (Recharge 6)Each creature within 10 feet of the quickstep must make a DC 15 Constitution saving throw as the quickstep whirls in a blur of cold steel. On a failure, a target takes 9 (2d8) piercing damage and 7 (2d6) cold damage and is paralyzed for 1 round. On a success, a target takes half the piercing and cold damage and isn't paralyzed.Quick DodgeWhen a creature the quickstep can see targets it with an attack, the quickstep can move to an unoccupied space within 5 feet of it without provoking opportunity attacks. If this movement would put the quickstep out of reach of the attacker, the attack misses.Source: CCodex (3pp) p. 308forestQuiet SoulMundeadNeutral Evil15 (natural armor)90 (20d8)walk 10 ft.6101081810Con +3, Wis +7, Cha +3Perception +717Understands the languages it knew in life but can't speak6cold, poison, psychicpoisonedblindsight 60 ft. (blind beyond this radius)False AppearanceWhile the quiet soul remains motionless, it is indistinguishable from an ordinary humanoid corpse.Melancholic EmanationThe quiet soul emits a magical aura of lethargy and despondency. Any creature that starts its turn within 30 feet of the quiet soul must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute.The effect ends for a creature if the creature takes damage or another creature uses an action to wake it.Psychic LashRanged Spell Attack: +7 to hit, range 60 ft., one target. 21 (6d6) psychic damage. If an unconscious creature is hit by this attack, that creature must make a DC 15 Wisdom saving throw, remaining unconscious on a failed save, or waking on a successful one.Psychic Lash|7|6d6Source: CCodex (3pp)arcticRageipedeSbeastUnaligned15 (natural armor)55 (10d6+20)walk 30 ft.151415173Stealth +482blindsight 30 ft.Natural CamouflageThe rageipede has advantage on Dexterity (Stealth) checks made while in forests and tall grass.Surprise BiteIf the rageipede surprises a creature and hits it with a bite attack during the first round of combat, the target has disadvantage on its saving throw against the rage caused by the rageipede's bite.MultiattackThe rageipede makes one bite attack and two claw attacks.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage and the target must succeed on a DC 12 Wisdom saving throw or be overcome with a fit of rage for 1 minute. While in a fit of rage, a creature has advantage on melee attack rolls and its melee weapon attacks deal an extra 3 (1d6) damage. The creature is unable to distinguish friend from foe and must attack the nearest creature other than the rageipede. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage.Bite|4|1d6+2The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.Claw|4|1d6+2Source: CCodex (3pp)Greater RakshasaMfiendLawful Evil18 (natural armor)144 (17d8+68)walk 40 ft.141818151620Deception +10, Insight +813Common, Infernal15bludgeoning, piercing, slashing from nonmagical weaponspiercingdarkvision 60 ft.Limited Magic ImmunityThe greater rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be.It has advantage on saving throws against all other spells and magical effects.Puppet MasterWhen the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell's duration is concentration, up to 8 hours.MultiattackThe greater rakshasa makes two claw attacks.ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.Claw|7|2d6+2Harrowing Visions (Recharge 5-6)The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies' worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The fiend can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend regains spent legendary actions at the start of its turn.OptionsThe greater rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The greater rakshasa regains spent legendary actions at the start of its turn.Claw AttackThe greater rakshasa makes one claw attack.Misleading Escape (Costs 2 Actions)The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa's next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then.Cast a Spell (Costs 3 Actions)The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.Innate SpellcastingThe greater rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: detect thoughts, disguise self, mage hand, minor illusion3/day each: charm person, detect magic, invisibility, major image, suggestion1/day each: dominate person, fly, plane shift, true seeingdetect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeingSource: CCodex (3pp) p. 312Ramag Portal MasterMhumanoid (ramag)Neutral12 (15 with mage armor)71 (13d8+13)walk 30 ft.101412181213Arcana +7, History +7, Investigation +711Common, Giant, Abyssal, Celestial, Infernal5Magic ResistanceThe ramag has advantage on saving throws against spells and other magical effects.MultiattackThe ramag portal master makes two lightning stroke attacks.Gate SealMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 14 (4d6) force damage.Gate Seal|5|1d4+2Lightning StrokeRanged Spell Attack: +7 to hit, range 120 ft., one target. 14 (4d6) lightning damage. If the target is a creature, it can't take reactions until the start of the ramag's next turn.Lightning Stroke|7|4d6Dimensional Seal (Recharges after a Short or Long Rest)The ramag magically empowers its gate seal to dampen teleportation, planar gates, and portals within 60 feet of it. A creature that attempts to teleport while within or into the area must succeed on a DC 15 Charisma saving throw or the teleport fails. Spells and abilities that conjure creatures or objects automatically fail, and portals or gates are suppressed while they remain in the area. The seal lasts 1 hour, or until the ramag loses concentration on it as if concentrating on a spell.Weave DimensionsThe ramag creates two magical gateways in unoccupied spaces it can see within 100 feet of it. The gateways appear as shimmering, opaque ovals in the air. A creature that moves into one gateway appears at the other immediately.The gateways last for 1 minute, or until the ramag loses concentration on them as if concentrating on a spell.SpellcastingThe ramag portal master is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ramag portal master has the following Wizard spells prepared:Cantrips (at will): fire bolt, light, prestidigitation, shocking grasp• 1st level (4 slots): burning hands, mage armor, magic missile• 2nd level (3 slots): arcane lock, hold person, levitate, misty step• 3rd level (3 slots): counterspell, dispel magic, fireball• 4th level (1 slots): banishment4, 3, 3, 1fire bolt, light, prestidigitation, shocking grasp, burning hands, mage armor, magic missile, arcane lock, hold person, levitate, misty step, counterspell, dispel magic, fireball, banishmentSource: CCodex (3pp) p. 313Ratatosk WarlordScelestialChaotic Neutral16 (breastplate)77 (14d6+28)walk 25 ft., climb 25 ft.71814121412Dex +7, Wis +5Acrobatics +7, Intimidation +412Common, Celestial, telepathy 100 ft.5bludgeoning, piercing, slashing from nonmagical weaponsdarkvision 60 ft.I'm Bigger That's WhyAs a bonus action, the ratatosk warlord commands one ratatosk within 30 feet of it to make one melee attack as a reaction.Warlord SkitterThe ratatosk warlord can take the Dash or Disengage action as a bonus action on each of its turns.MultiattackThe ratatosk warlord makes two attacks. one with its gore and one with its ratatosk shortspear.Ratatosk ShortspearMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage.Ratatosk Shortspear|7|2d6+4GoreMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage plus 14 (4d6) psychic damage.Gore|7|1d4+4Chatter of War (Recharges 5-6)Each non-ratatosk creature within 30 feet that can hear the warlord must succeed on a DC 15 Charisma saving throw or have disadvantage on all attack rolls until the start of the warlord's next turn.Source: CCodex (3pp) p. 314Ratfolk MercenaryShumanoid (ratfolk)Neutral15 (leather armor)45 (13d6)walk 25 ft., swim 10 ft.71811141010Dex +6, Int +4Acrobatics +8, Deception +2, Intimidation +2, Perception +2, Stealth +812Common2darkvision 60 ft.Chopper SquadThe ratfolk mercenary's melee weapon attacks deal one extra die of damage if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated.NimblenessThe ratfolk mercenary can move through the space of any Medium or larger creature.Pack TacticsThe ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.Packing HeatIf the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage.MultiattackThe ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target.ShortswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.Shortsword|6|1d6+4DartRanged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage.Dart|6|1d4+4Guard the Big CheeseWhen a creature makes an attack against the ratfolk mercenary's current employer, the mercenary grants a +2 bonus to the employer's AC if the mercenary is within 5 feet of the employer.Source: CCodex (3pp) p. 315Ratfolk WarlockShumanoid (ratfolk)Any alignment13 (16 with mage armor)27 (6d6+6)walk 25 ft., swim 10 ft.81612141217Wis +3, Cha +5Arcana +4, Deception +5, Perception +313Common1darkvision 60 ft.NimblenessThe ratfolk warlock can move through the space of any Medium or larger creature.Pack TacticsThe ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.Dagger|5|1d4+3QuarterstaffMelee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.Quarterstaff|1|1d6-1DarkenThe ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock's next turn.Innate SpellcastingThe ratfolk warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals3/day each: command, darkness, hellish rebuke1/day each: blindness/deafness, hold persondancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals, command, darkness, hellish rebuke, blindness/deafness, hold personSource: CCodex (3pp) p. 316RazorleafMplantNeutral Evil14 (natural armor)122 (15d8+45)walk 30 ft.14121671210Perception +4145cold, necroticfireblinded, deafened, exhaustionblindsight 60 ft. (blind beyond this radius)Dark GroundAs an action, the razorleaf can dig its roots into the ground, securing itself in place and causing the area in a 20-foot radius around it to be shrouded in shadow. While rooted in this way, the razorleaf's speed becomes 0, it can't be knocked prone, and its attacks deal an extra 3 (1d6) necrotic damage. This area is difficult terrain and nonmagical sources of light are only half as effective while within it. Small and smaller beasts with Intelligence 3 or lower in the area lose their natural coloration and turn pale grey. These creatures are charmed by the razorleaf while within the area. Plants and trees inside the area turn an ashen color. The razorleaf can recall its roots and end this effect as a bonus action.Do Not TouchA creature that touches the razorleaf or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage.Light SensitivityWhile in bright light, the razorleaf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe razorleaf makes two lacerating leaves attacks.Lacerating LeavesMelee Weapon Attack: +5 to hit, reach 10 ft., one target. 12 (3d6 + 2) slashing damage.Lacerating Leaves|5|3d6+2Shower of Razors (Recharge 5-6)The razorleaf shakes loose a deadly shower of slicing leaves. Each creature within 10 feet of the razorleaf must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 317forestRing ServantLconstructNeutral15 (natural armor)114 (12d10+48)walk 0 ft., fly 60 ft.20101881310Str +8, Wis +4Athletics +8, Perception +414Understands but can't speak8cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunneddarkvision 60 ft.Immutable FormThe ring servant is immune to any spell or effect that would alter its form.Magic WeaponsThe ring servant's slam attacks are magical.MultiattackThe ring servant makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.Slam|8|3d8+5Ring of Destruction (Recharge 5-6)The ring servant discharges a spinning ring of magical energy. Each creature within 20 feet of the servant must make a DC 16 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 318Roachling ScoutShumanoid (roachling)Chaotic Neutral1463 (14d6+14)walk 25 ft., climb 15 ft.10181310148Dex +6, Con +3Acrobatics +6, Perception +6, Stealth +6, Survival +616Common2darkvision 60 ft., tremorsense 10 ft.Keen SmellThe roachling scout has advantage on Wisdom (Perception) checks that rely on smell.ResistantThe roachling scout has advantage on Constitution saving throws.Stealthy TravelerThe roachling scout can move stealthily while traveling at a normal pace.UnlovelyThe roachling scout has disadvantage on Charisma (Performance) and Charisma (Persuasion) checks in interactions with non-roachlings.MultiattackThe roachling scout makes two begrimed shortsword attacks or two begrimed dart attacks.Begrimed ShortswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.Begrimed Shortsword|6|1d6+4Begrimed DartRanged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.Begrimed Dart|6|1d4+4Source: CCodex (3pp) p. 319RoggenwolfMmonstrosityNeutral Evil1360 (11d8+11)walk 40 ft.14161351314Perception +3, Stealth +5132bludgeoning, piercing, slashing from nonmagical weaponsdarkvision 60 ft.Keen Hearing And SmellThe roggenwolf has advantage on Wisdom (Perception) checks that rely on hearing and smell.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) necrotic damage.Bite|5|1d8+3Howl (Recharge 5-6)The roggenwolf lets loose a howl that can only be heard inside the minds of nearby creatures. Each creature within 30 feet of the roggenwolf that isn't an undead or a construct must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success.Source: CCodex (3pp) p. 320farmland, grasslandScitalisLmonstrosityUnaligned13 (natural armor)58 (9d10+9)walk 20 ft., swim 30 ft.1612122183Con +3, Wis +6, Cha +2Perception +6162coldblindsight 10 ft.Magic ResistanceThe scitalis has advantage on saving throws against spells and other magical effects.BiteMelee Weapon Attack: +5 to hit, reach 10 ft., one creature. 6 (1d6 + 3) piercing damage plus 9 (2d8) poison damage.Bite|5|1d6+3Stunning ScalesEach creature of the scitalis' choice that is within 60 feet of the scitalis and can see it must succeed on a DC 14 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the scitalis' Stunning Scales for the next 24 hours.Source: CCodex (3pp) p. 321Lesser ScragMmonstrosityChaotic Evil13 (natural armor)45 (7d8+14)walk 10 ft., swim 40 ft.181015810910Abyssal, Aquan2darkvision 60 ft.AmphibiousThe scrag can breathe air and water Regeneration. The lesser scrag regains 5 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate.MultiattackThe lesser scrag makes two attacks. one with its bite and one with its claws.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4)Source: CCodex (3pp) p. 322swamp, underwaterGreater ScragLmonstrosityChaotic Evil16 (natural armor)127 (15d10+45)walk 30 ft., swim 40 ft.201017101011Str +8, Con +610Giant, Abyssal, Aquan7darkvision 60 ft.AmphibiousThe scrag can breathe air and water.Blood FrenzyThe scrag has advantage on melee attack rolls against any creature that doesn't have all of its hp.RegenerationThe greater scrag regains 10 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate.MultiattackThe greater scrag makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (3d4 + 5)Source: CCodex (3pp) p. 322swamp, underwaterSentinel In DarknessLconstructUnaligned13 (natural armor)127 (15d10+45)walk 30 ft.209166181Perception +717Understands the languages of its creator but can't speak7bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, exhaustion, frightened, paralyzed, petrified, poisonedtruesight 60 ft.Scourge Of The SeekersThe sentinel has advantage on attack rolls against creatures with darkvision, blindsight, or truesight.Vault KeeperSecret doors and illusory walls within 1,500 feet of the sentinel have the DC to detect their presence increased by 5.MultiattackThe sentinel makes two stone fist attacks. If both attacks hit a Large or smaller creature, the target must succeed on a DC 15 Wisdom saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand. The object is teleported to a random unoccupied space within 200 feet of the sentinel. The target feels a mental tug in the general direction of the item until it is recovered.Stone FistMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (2d12 + 5) bludgeoning damage.Stone Fist|8|2d12+5Curse of the Wanderer (Recharge 6)One creature the sentinel can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the Curse of the Wanderer. While cursed, the creature's speed is halved and it can't regain hp.For every 24 hours it goes without discovering or learning new information, it takes 10 (3d6) psychic damage. The curse lasts until it is lifted by a remove curse spell or similar magic.Source: CCodex (3pp) p. 323Serpentfolk Of YigMhumanoidNeutral Evil1240 (9d8)walk 30 ft.111411141114Cha +4Deception +6, Perception +2, Stealth +412Common, Abyssal, Draconic, Infernal1poisonpoisoneddarkvision 60 ft.Magic ResistanceThe serpentfolk has advantage on saving throws against spells and other magical effects.MultiattackThe serpentfolk makes two attacks. one with its bite and one with its scimitar.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.Bite|4|1d4+2ScimitarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.Scimitar|4|1d6+2ShortbowRanged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.Shortbow|4|1d6+2Innate SpellcastingThe serpentfolk of yig's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:3/day each: charm person, disguise selfcharm person, disguise selfSource: CCodex (3pp) p. 324Servant Of YigMaberrationNeutral Evil1290 (12d8+36)walk 30 ft., swim 30 ft.151416141214Dex +4, Con +5, Wis +3, Cha +4Perception +5, Persuasion +4, Stealth +615Common, Abyssal, Draconic, Infernal4poisonpoisonedblindsight 10 ft., darkvision 60 ft.Magic ResistanceThe Servant of Yig has advantage on saving throws against spells and other magical effects.MultiattackThe servant of Yig makes two attacks. one with its bite and one with its glaive.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 10 (3d6) poison damage.Bite|4|1d4+2The target must succeed on a DC 13 Constitution saving throw or become poisoned. While poisoned this way, the target is incapacitated and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.GlaiveMelee Weapon Attack: +4 to hit, reach 10 ft., one creature. 7 (1d10 + 2) slashing damage.Glaive|4|1d10+2ConstrictMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the Servant of Yig can't constrict another target.Constrict|4|1d8+2Innate SpellcastingThe servant of yig's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:3/day each: charm person, fear1/day each: confusion{@spell charm person, {@spell fear, {@spell confusionSource: CCodex (3pp) p. 325Shadow BlightSplantNeutral Evil13 (natural armor)65 (10d6+30)walk 40 ft.1315165163Stealth +4131cold, necroticfireblinded, deafenedblindsight 60 ft. (blind beyond this radius)False AppearanceWhile the shadow blight remains motionless, it is indistinguishable from the stump of a dead tree.Frozen Shadow TendrilMelee Spell Attack: +5 to hit, reach 10 ft., one target. 7 (2d6) cold damage plus 3 (1d6) necrotic damage.Frozen Shadow Tendril|5|2d6Animate Plants (Recharges after a Short or Long Rest)The shadow blight magically animates 1d4 plants within 60 feet of it, turning them into awakened shrubs under its control. These plants' attacks deal an additional 3 (1d6) necrotic damage. If the shrubs are not destroyed before 1 hour passes, they become new shadow blights.Source: CCodex (3pp) p. 326arctic, forestShadow River LordMundeadNeutral Evil16 (natural armor)135 (18d8+54)walk 30 ft., swim 60 ft.14181612161813Common9cold, fire, necrotic; bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.AmorphousThe shadow river lord can move through a space as narrow as one inch wide without squeezing.MultiattackThe shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn.Greenfire StaffMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.Greenfire Staff|8|1d6+4Shadowfrost BoltRanged Spell Attack: +8 to hit, range 150 ft., one target. 9 (2d8) necrotic damage plus 7 (2d6) cold damage.Shadowfrost Bolt|8|2d8Shadow Geyser (Recharge 6)The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 327forest, underwaterShantakLmonstrosityLawful Evil16 (natural armor)123 (13d10+52)walk 10 ft., fly 60 ft.1812186148Con +7, Wis +5Perception +515Understands Common but can't speak5necroticdarkvision 120 ft.Eldritch SightMagical darkness doesn't impede the shantak's darkvision.FlybyThe shantak doesn't provoke an opportunity attack when it flies out of an enemy's reach.Keen Sight And SmellThe shantak has advantage on Wisdom (Perception) checks that rely on sight or smell.Magic ResistanceThe shantak has advantage on saving throws against spells and other magical effects.Pack TacticsThe shantak has advantage on attack rolls against a creature if at least one of the shantak's allies is within 5 feet of the creature and the ally isn't incapacitated.Unctuous HideA shantak's hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action, forcing the rider to make the saving throw to stay mounted.MultiattackThe shantak makes two attacks. one with its bite and one with its talons.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage.Bite|7|2d6+4TalonsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage.Talons|7|2d8+4Insane Tittering (Recharge 4-6)The shantak emits a horrific screech. Each non-shantak creature within 60 feet of it that can hear it must succeed on a DC 15 Constitution saving throw or be frightened until the end of the shantak's next turn. The shantak can choose to include or exclude its rider when using this action.Source: CCodex (3pp) p. 328Shard SwarmMconstructUnaligned13 (natural armor)22 (5d8)walk 0 ft., fly 30 ft.3131115171/2bludgeoning, piercing, slashingpoison, psychicblinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, proneblindsight 60 ft. (blind beyond this radius)Antimagic SusceptibilityThe swarm is incapacitated while in the area of an antimagic field . If targeted by the dispel magic spell, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.Come Together (3/Day)If the shard swarm has at least 1 hit point and all of its pieces are within 30 feet of each other, the pieces can re-form as a bonus action in any space containing at least one of its pieces.False AppearanceWhile the swarm remains motionless and isn't flying, it is indistinguishable from a normal pile of junk.SwarmThe swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a pebble. The swarm can't regain hp or gain temporary hp.ShardsMelee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm's space. 5 (2d4) slashing damage or 2 (1d4) slashing damage if the swarm has half of its hp or less.Shards|3|2d4ShrapnelRanged Weapon Attack: +3 to hit, range 30 ft., one target. 3 (1d6) piercing damage. A piece of the swarm breaks off, falling into the target's space.Shrapnel|3|1d6Contain (Recharge 5-6)The shard swarm envelopes one Medium or smaller creature in its space. The target must succeed on a DC 13 Dexterity saving throw or be restrained inside the swarm for 1 minute. The target has disadvantage on this saving throw if the shard swarm used Come Together to form in the target's space. While restrained, the target doesn't take damage from the swarm's Shards action, but it takes 5 (2d4) slashing damage if it takes an action that requires movement, such as attacking or casting a spell with somatic components.A creature within 5 feet of the swarm can take an action to pull a restrained creature out of the swarm. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 5 (2d4) slashing damage.Variant: RUBBLE SWARMSome constructs are made entirely of stone and leave behind rubble when destroyed. A rubble swarm has the same statistics as a shard swarm, except that it deals bludgeoning damage with its attacks.Source: CCodex (3pp) p. 329Shoreline ScrapperLbeastUnaligned16 (natural armor)93 (11d10+33)walk 30 ft., swim 20 ft.1612163115Con +5Survival +2104darkvision 60 ft.AmphibiousThe shoreline scrapper can breathe air and water.Magnetic ShellAt the start of each of the shoreline scrapper's turns, each creature within 5 feet of the scrapper must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the scrapper's shell. A creature that is made of metal or is wearing metal armor that fails the saving throw is stuck to the shell and restrained. If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is adhered to the shell and is restrained. A stuck item can't be used. A creature can take its action to remove one creature or object from the shoreline scrapper's shell by succeeding on a DC 15 Strength check.Items made of gold and silver are unaffected by the shoreline scrapper's Magnetic Shell. When the shoreline scrapper dies, all metal creatures and objects are released.Metal SenseThe shoreline scrapper can pinpoint, by scent, the location of metals within 60 feet of it.MultiattackThe shoreline scrapper makes two claw attacks.ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (2d10 + 3) slashing damage.Claw|5|2d10+3Magnetic Pulse (Recharge 5-6)The shoreline scrapper causes a surge in the magnetic power of its shell. Each creature within 25 feet of the shoreline scrapper is subjected to its Magnetic Shell.On a failed save, a creature's metal objects or the creature itself, if it is made of metal or wearing metal armor, are pulled up to 25 feet toward the shoreline scrapper and adhere to its shell.Creatures adhered to the shoreline scrapper's shell are restrained.Shell ProtectionThe shoreline scrapper adds 4 to its AC against one melee attack that would hit it as it withdraws into its shell.Until it emerges, it increases its AC by 4, has a speed of 0 ft., and can't use its claws or magnetic pulse. The shoreline scrapper can emerge from its shell as a bonus action.Source: CCodex (3pp) p. 330underwaterAvatar Of ShothGaberration (shoth)Lawful Neutral18 (natural armor)341 (22d20+110)walk 30 ft., climb 30 ft.20920182022Con +12, Wis +12, Cha +13Insight +12, Perception +12, Persuasion +1322All, telepathy 120 ft.21acid, cold, firecharmed, frightened, proneblindsight 60 ft., truesight 60 ft.AbsorbentWhen the avatar damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar's statistics where applicable.AmorphousThe avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.Legendary Resistance (3/Day)If the avatar fails a saving throw, it can choose to succeed instead.Soothing AuraAny creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.MultiattackThe avatar makes three oozing tentacle attacks.Oozing TentacleMelee Weapon Attack: +12 to hit, reach 15 ft., one target. 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage.Oozing Tentacle|12|4d12+5Legendary MergeA shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers.Acid Wave (Recharge 5-6)The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw.On a failure, a creature takes 67 (15d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.Consult the Zom (1/Day)The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson-and-white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar's choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature.The aberration (shoth) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration (shoth) regains spent legendary actions at the start of its turn.OptionsThe avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.At Will SpellThe avatar casts one at will spell.Oozing TentacleThe avatar makes one oozing tentacle attack.Acid Wave (Costs 2 Actions)The avatar uses Acid Wave, if it is available.Innate SpellcastingThe avatar of shoth's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: acid splash (4d6), light, spare the dying, true strike3/day each: bless, blur, command, darkness, enthrall, shield2/day each: counterspell, dispel magic1/day each: black tentacles, confusionacid splash, light, spare the dying, true strike, bless, blur, command, darkness, enthrall, shield, counterspell, dispel magic, black tentacles, confusionSource: CCodex (3pp) p. 332DrothHaberration (shoth)Lawful Neutral16 (natural armor)230 (20d12+100)walk 20 ft., climb 10 ft.18920141620Con +9, Wis +7, Cha +9Perception +717All, telepathy 100 ft.12cold, fireacidblindsight 60 ft.Absorbent (3/Day)When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable.AmorphousThe droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.Soothing AuraAny creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.MultiattackThe droth makes two oozing crush attacks.Oozing CrushMelee Weapon Attack: +8 to hit, reach 15 ft., one target. 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage.Oozing Crush|8|4d12+4MergeA shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.Acid Wave (Recharge 5-6)The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw.On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.Source: CCodex (3pp) p. 333OthLaberration (shoth)Lawful Neutral15 (natural armor)119 (14d10+42)walk 30 ft., climb 10 ft.161016111418Arcana +3, Perception +5, Persuasion +7, Religion +315All, telepathy 100 ft.5acid, cold, fireblindsight 60 ft.AmorphousThe oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.Multiple RolesChoose either the Dripping Arcanist (Innate Spellcasting) or Paladin of Shoth trait.Paladin Of ShothThe oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn.MultiattackThe oth makes two oozing slam attacks or one oozing slam and one greatsword attack.Oozing SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage.Oozing Slam|6|2d10+3Greatsword (Paladin of Shoth Only)Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 17 (4d6 + 3) slashing damage.Greatsword (Paladin of Shoth Only)|6|4d6+3MergeA shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.Spray (Recharge 6)The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.Innate SpellcastingThe oth's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:At will: fire bolt (2d10), light, thaumaturgy3/day each: command, mage armor, magic missile2/day each: augury, detect thoughts1/day each: fireballfire bolt, light, thaumaturgy, command, mage armor, magic missile, augury, detect thoughts, fireballSource: CCodex (3pp) p. 334SoozeMaberration (shoth)Lawful Neutral12 (natural armor)49 (11d8)walk 30 ft., climb 10 ft.141010101416Perception +414All, telepathy 100 ft.1/2acid, cold, fireblindsight 60 ft.AmorphousThe sooze, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.Multiple RolesChoose either the Laborer or Warrior trait.LaborerThe sooze is strong and tireless. It gains immunity to exhaustion and can Dash as a bonus action 3 times each day.WarriorThe sooze is trained and equipped as a warrior. Its Armor Class increases by 2. The sooze has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.Oozing SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage and 2 (1d4) acid damage.Oozing Slam|4|1d4+2Longsword (Warrior Only)Melee Weapon Attack. +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.Longsword (Warrior Only)|4|1d8+2MergeA shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.Source: CCodex (3pp) p. 334SigilianMconstructUnaligned1465 (10d8+20)walk 0 ft., fly 60 ft.6181451020Perception +2, Stealth +612Understands Common but can't speak2bludgeoning, piercing, slashing from nonmagical weaponspoisonpsychicblinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconsciousdarkvision 60 ft.AmorphousThe sigilian can move through a space as narrow as 1 inch wide without squeezing.CognivoreAt the start of each of its turns if the sigilian is inside a book that is not a spellbook, it removes the words from 3 (1d6) pages and regains 7 (2d6) hp.Home Sweet TomeThe sigilian can move half its speed to enter a book. If the book is being worn or carried by a creature, that creature must succeed on a DC 14 Dexterity saving throw or the sigilian enters the book. A creature can take its action to find the sigilian in a book by succeeding on a DC 12 Intelligence (Investigation) check. If successful, a creature can use a bonus action to tear out the pages where the sigilian is hiding, forcing the sigilian out of the book and into an unoccupied space within 5 feet. Alternatively, a creature can destroy the book with a successful melee attack, dealing half of the damage to the sigilian and forcing it out of the book into an unoccupied space within 5 feet.MultiattackThe sigilian makes three attacks. one with its cut and two with its paste.CutRanged Weapon Attack: +6 to hit, range 60 ft., one target. 7 (1d6 + 4) slashing damage and the sigilian copies one of the target's weapon attacks for 1 minute.Cut|6|1d6+4Pastems,rs +7 to hit, reach 5 ft. or range 60 ft., one target. Damage die and type are determined by the copied weapon attack from Cut. Glowing runes in the image of that weapon appear as the sigilian attacks.Devour SpellWhile inside a spellbook, the sigilian eats one spell of the highest level present then exits the spellbook. It chooses to either make its next Paste attack with a number of damage dice equal to the eaten spell's level or regain 3 hp per spell level. The sigilian can only eat one spell at a time and must use the devoured spell's energy before attempting to enter another spellbook. The eaten spell's entry is garbled, but the owner can repair it for half the gold and time usually spent to copy a spell.If the owner has the spell prepared, it can re-record the spell during a long rest for no additional cost.Source: CCodex (3pp) p. 335KapiMhumanoid (simian)Good Chaotic1413 (3d8)walk 30 ft., climb 30 ft.14181011139Acrobatics +6, Sleight of hand +6, Stealth +611Common1/2darkvision 60 ft.Nimble FeetThe kapi can take the Disengage action as a bonus action on each of its turns.Prehensile TailThe kapi can use its tail to pick up or hold a small object that isn't being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can't use its tail to wield a weapon but can use it to trip an opponent (see below).MultiattackThe kapi makes two attacks. one with its quarterstaff and one with its tail trip.QuarterstaffMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.Quarterstaff|4|1d6+2Tail TripMelee Weapon Attack: +6 to hit, reach 5 ft., one target. The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.SlingRanged Weapon Attack: +6 to hit, range 30/120 ft., one target. 6 (1d4 + 4) bludgeoning damage.Sling|6|1d4+4Source: CCodex (3pp) p. 336forestMonkey KingMcelestial (simian)Neutral21 (natural armor)262 (25d8+150)walk 60 ft., fly 60 ft.192422162117Dex +14, Con +13, Wis +12Deception +10, Insight +12, Perception +12, Stealth +1422Common, Celestial21necrotic, poison, radiantcharmed, frightened, poisoned, stunnedtruesight 120 ft.Legendary Resistance (3/Day)If the Monkey King fails a saving throw, he can choose to succeed instead.Magic ResistanceThe Monkey King has advantage on saving throws against spells and other magical effects.Simian AffinityThe Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him.MultiattackThe Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack.Golden StaffMelee Weapon Attack: +14 to hit, reach 10 ft., one target. 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.Golden Staff|14|2d10+7Enlightened RayRanged Spell Attack: +12 to hit, range 100 ft., one target. 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn.Enlightened Ray|12|4d8TailMelee Weapon Attack: +14 to hit, reach 10 ft., one target. 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone.Tail|14|2d8+7Drunken DodgeWhen the Monkey King is hit by a weapon attack, he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn.The celestial (simian) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial (simian) regains spent legendary actions at the start of its turn.OptionsThe Monkey King 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 Monkey King regains spent legendary actions at the start of his turn.Great LeapThe Monkey King moves up to his speed without provoking opportunity attacks.Quick StaffThe Monkey King makes a golden staff attack.Golden Burst (Costs 3 Actions)Each creature of the Monkey King's choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 337farmland, forestVanaraMhumanoid (simian)Good Neutral1355 (10d8+10)walk 30 ft., climb 30 ft.141612111512Acrobatics +5, Perception +4, Stealth +514Common2darkvision 60 ft.DistractAs a bonus action, the vanara can use its tail to distract an opponent within 5 feet of it by pulling on an arm, tossing dirt in the target's face, or some other method of interfering. The target must succeed on a DC 13 Dexterity saving throw or have disadvantage on all attacks against the vanara until the vanara's next turn.Quadrupedal DashAs a bonus action, the vanara can move up to 80 feet without provoking opportunity attacks. It can't use this trait if it is wielding a weapon or holding an object weighing more than 10 lbs.Standing LeapThe vanara's long jump is 30 feet and its high jump is up to 15 feet, with or without a running start.SlamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or drop its weapon in a space within 10 feet of the target.Slam|5|2d8+3SlingRanged Weapon Attack: +5 to hit, range 30/120 ft., one target. 5 (1d4 + 3) bludgeoning damage.Sling|5|1d4+3Howl (Recharge 5-6)The vanara releases a sonorous howl in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn't deafened.Source: CCodex (3pp) p. 338SimurgGcelestialGood Neutral15 (natural armor)108 (8d20+24)walk 20 ft., fly 80 ft.181117141716Dex +3, Con +6, Wis +6, Cha +6Perception +616All, telepathy 120 ft.5darkvision 120 ft.FlybyThe simurg doesn't provoke an opportunity attack when it flies out of an enemy's reach.Keen SightThe simurg has advantage on Perception (Wisdom) checks that rely on sight.MultiattackThe simurg makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.Bite|7|2d8+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claws|7|2d6+4Forceful Gale (Recharge 5-6)The simurg beats its wings, creating wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage, is pushed 10 feet away from the simurg and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.Innate SpellcastingThe simurg's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: detect poison and disease, detect thoughts, spare the dying2/day each: cure wounds, lesser restoration, purify food and drink1/day each: greater restoration, remove cursedetect poison and disease, detect thoughts, spare the dying, cure wounds, lesser restoration, purify food and drink, greater restoration, remove curseSource: CCodex (3pp)Clacking SkeletonMundead (skeleton)Neutral Evil14 (armor scraps)45 (10d8)walk 30 ft.1412116859Understands the languages it knew in life but can't speak2poisonbludgeoningexhaustion, poisoneddarkvision 60 ft.Horrid ClackingIf the clacking skeleton moves at least 10 feet, each beast or humanoid within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.MultiattackThe clacking skeleton makes two attacks. one with its glaive and one with its gore or two with its shortbow.GlaiveMelee Weapon Attack: +4 to hit, reach 10 ft., one target. 7 (1d10 + 2) slashing damage.Glaive|4|1d10+2GoreMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.Gore|4|1d4+2ShortbowRanged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage.Shortbow|3|1d6+1Source: CCodex (3pp) p. 340Monarch SkeletonMundead (skeleton)Neutral Evil15 (chain shirt)142 (15d8+75)walk 30 ft.21142012148Wis +612The languages it knew in life9bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisoncharmed, exhaustion, paralyzed, petrified, poisoneddarkvision 120 ft.Master TacticianThe monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated.Sovereign's CommandAs a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round.Turning DefianceThe monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead.MultiattackThe monarch skeleton makes two dreadblade attacks.DreadbladeMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.Dreadblade|9|2d8+5Grasp of the Grave (Recharge 5-6)Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check.Source: CCodex (3pp) p. 341Shadow SkeletonMundead (skeleton)Neutral Evil1352 (8d8+16)walk 30 ft., swim 40 ft.101615911910Understands the languages it knew in life but can't speak2fire, piercing, slashingpoisonexhaustion, poisoneddarkvision 60 ft.MultiattackThe shadow skeleton makes two scimitar attacks.ScimitarMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) slashing damage.Scimitar|5|1d8+3Finger DartsRanged Weapon Attack: +5 to hit, range 30 ft., one target. 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature other than an undead or a construct, it must make a DC 12 Constitution saving throw. On a failure, the target is surrounded by a shadowy aura for 1 minute.Finger Darts|5|1d4+3While surrounded by the aura, the target takes an extra 7 (2d6) necrotic damage when hit by the scimitar attack of a shadow skeleton. Any creature can take an action to extinguish the shadow with a successful DC 12 Intelligence (Arcana) check. The shadow also extinguishes if the target receives magical healing.Source: CCodex (3pp) p. 342underwaterSkull LanternTundeadUnaligned1314 (4d4+4)walk 0 ft., fly 30 ft.11612365Dex +581/4poisoncharmed, exhaustion, frightened, paralyzed, poisoned, prone, unconsciousFlareWhen immersed in magical darkness, a skull lantern emits a brilliant flash of light powerful enough to dispel magical darkness in a 30-foot-radius sphere centered on itself, illuminating the area with bright light for 1d4 rounds.Afterwards, the light winks out and the skull falls to the ground, inert. In one week, the skull lantern has a 50% chance of becoming active again, though failure to do so means it will never reanimate.IlluminationThe skull lantern sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.Undead FortitudeIf damage reduces the skull to 0 hp, 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 skull drops to 1 hp instead.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.Bite|5|1d4+3Fire Beam (Recharge 6)The skull lantern opens its mouth, releasing a searing beam of light in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 343SleipnirLmonstrosityGood Neutral15 (natural armor)105 (10d10+50)walk 40 ft.201220101510Con +8Athletics +8, Perception +515Primordial5coldexhaustiondarkvision 120 ft.Heroic Leap (1/Day)As a bonus action, the sleipnir can leap into the air, gaining a flying speed of 60 feet for 1 minute.Trampling ChargeIf the sleipnir moves at least 20 feet straight toward a creature and then hits it with a rune hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the sleipnir can make another rune hooves attack against it as a bonus action.MultiattackThe sleipnir makes two rune hooves attacks.Rune HoovesMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage and 3 (1d6) radiant damage. An undead creature who takes damage from this attack must succeed on a DC 16 Charisma saving throw or be restrained by magical runes until the end of its next turn.Rune Hooves|8|2d6+5Gold and Ice (1/Day)The sleipnir summons a gilded avalanche in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 13 (3d8) bludgeoning and 13 (3d8) cold damage, is pushed 15 feet away from the sleipnir, and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.Eight Hooves (3/Day)When a creature moves within 5 feet of the sleipnir, the sleipnir can move up to its speed without provoking opportunity attacks.Source: CCodex (3pp) p. 344arctic, grasslandGiant SlothLbeastUnaligned15 (natural armor)168 (16d10+50)walk 20 ft., climb 20 ft.19101931210Str +7Athletics +7, Perception +4147poisonpoisoneddarkvision 120 ft.Foul OdorAny creature that starts its turn within 15 feet of the giant sloth must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check.Hunter's Dash (1/Day)The giant sloth moves double its normal speed and has advantage on all of its attacks for 1 round.MultiattackThe giant sloth makes two attacks. one with its claw and one with its bite. If the giant sloth is grappling a creature, it can also use its Sloth's Embrace once.ClawMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 14 (3d6 + 4) slashing damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the sloth doesn't have another creature grappled.Claw|7|3d6+4BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage.Bite|7|3d8+4Sloth's EmbraceThe giant sloth crushes a creature it is grappling by pulling the creature against its fetid, furry chest.The target must make a DC 15 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also stunned until the end of its next turn.Source: CCodex (3pp) p. 345grasslandSnow CatMbeastUnaligned1213 (3d8)walk 50 ft., climb 40 ft.1414103147Perception +4, Stealth +6141/4Keen SensesThe snow cat has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.StalkerIf the snow cat surprises a creature and hits it with a bite attack, the target is grappled (escape DC 12) if it is a Medium or smaller creature.Snow CamouflageThe snow cat has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage.Bite|4|1d6+2ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage.Claw|4|1d4+2Source: CCodex (3pp) p. 346arctic, forestSpawn Of ChernobogLfiendChaotic Evil14 (natural armor)95 (10d10+40)walk 40 ft.221218101212Athletics +8, Stealth +311Understands Common, Undercommon but can't speak4necroticradiantcharmed, frighteneddarkvision 60 ft.Night's BloodIf a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn's jaws seeps into the wound and vanishes. After each long rest, the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order.1 - The creature can't speak, and its tongue turns black.2 - The creature's eyes turn a deep red, and it gains darkvision 60 feet and the Sunlight Sensitivity trait.3 - The creature secretes black oil from its skin, and it has advantage on ability checks and saving throws made to escape a grapple.4 - The creature's veins turn black, slowly working their way up through the body from the appendages over 24 hours.5 - When the blackened veins reach its head after the final long rest, the creature experiences excruciating, stabbing pains in its temples. At sunset, the creature dies as the antlers of an elk burst from its head. The oil secreting from the corpse pools and forms a spawn of Chernobog at midnight.Sunlight SensitivityWhile in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe spawn of Chernobog makes two attacks. one with its bite and one with its claws.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night's blood disease (see the Night's Blood trait).Bite|8|1d8+6ClawsMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.Claws|8|2d6+6Source: CCodex (3pp) p. 347arcticCrypt SpiderMbeastLawful Evil15 (natural armor)38 (7d8+7)walk 30 ft., climb 30 ft.14161210118Deception +1, Intimidation +1, Stealth +510Common, Undercommon2poisonpoisonedblindsight 10 ft., darkvision 60 ft.Cocoon PreyAs a bonus action, a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web.Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with that web.Web WalkerThe spider ignores movement restrictions caused by webbing.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the creature to 0 hp, the creature is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.Bite|5|1d8+2Web (Recharge 5-6)Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success.The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.Create ZombieThe crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider's control for 1d4 days. At the end of this duration or when the zombie is destroyed, the corpse bursts open, releasing hundreds of crypt spider young (use swarm of spiders statistics).The crypt spider can have no more than four zombies under its control at one time.Source: CCodex (3pp) p. 348Spirit LampMundeadChaotic Evil17 (natural armor)82 (11d8+33)walk 40 ft.121916131419Dex +7, Con +6Perception +515Common7bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poison, psychiccharmed, frightened, poisoned, unconsciousJumpyThe spirit lamp can't be surprised and can use a bonus action to take the Disengage action.Lantern's LightAs a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.Lantern SpiritsSpirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.Spirit LanternThe spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse.If the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.MultiattackThe spirit lamp makes three attacks.Spirit ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) necrotic damage.Spirit Claw|7|1d6+4Lantern BeamRanged Spell Attack: +7 to hit, range 60 ft., one target. 11 (2d10) fire damage.Lantern Beam|7|2d10Source: CCodex (3pp) p. 349Storm SpiritMelementalNeutral14 (natural armor)22 (5d8)walk 0 ft., fly 40 ft.121411610610Auran1/2lightning, thunderexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.Storm FormThe spirit can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning and 2 (1d4) thunder damage. In addition, the spirit can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 2 (1d4) lightning and 2 (1d4) thunder damage. Any creature which ends its turn in the same space as the spirit takes 2 (1d4) lightning and 2 (1d4) thunder damage at the end of its turn.Thunder SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) thunder damage.Thunder Slam|4|1d6+2Shocking BoltRanged Weapon Attack: +4 to hit, range 60/240 ft., one target. 4 (1d4 + 2) lightning damage.Shocking Bolt|4|1d4+2Tempest (Recharge 6)Each creature within 10 feet of the spirit must succeed on a DC 12 Dexterity saving throw. On a failure, a creature takes 5 (2d4) lightning damage, 5 (2d4) thunder damage, is thrown 10 feet in a random direction, and is knocked prone.Source: CCodex (3pp) p. 350Sunset RaptorMmonstrosityUnaligned13 (natural armor)32 (5d8+10)walk 50 ft.12151441216Perception +3, Stealth +4131Hypnotic PlumageWhen a creature that can see the sunset raptor's tail starts its turn within 100 feet of the raptor, the raptor can force it to make a DC 12 Wisdom saving throw if the raptor isn't incapacitated and can see the creature. On a failure, a creature becomes charmed until the start of its next turn.While charmed, the creature is incapacitated as it suffers from surreal hallucinations and must move up to its speed closer to the raptor that charmed it. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sunset raptor, a target can repeat the saving throw, ending the effect on itself on a success. Other sunset raptors are immune to this effect.Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the sunset raptor until the start of its next turn, when it can avert its eyes again. If the creature looks at the sunset raptor in the meantime, it must immediately make the save.Pack TacticsThe sunset raptor has advantage on attack rolls against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.MultiattackThe sunset raptor makes two attacks. one with its bite and one with its claw.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) piercing damage.Bite|4|2d6+2ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damageClaw|4|1d8+2Source: CCodex (3pp) p. 351forest, grasslandTerror BirdLbeastUnaligned12 (natural armor)65 (10d8+20)walk 50 ft.18121431210Athletics +6, Perception +3132darkvision 60 ft.Pack TacticsThe terror bird has advantage on attack rolls against a creature if at least one of the bird's allies is within 5 feet of the creature and the ally isn't incapacitated.Passing BiteTerror birds who move at least 20 feet straight toward a target have advantage on the next attack roll against that target.Serrated BeakMelee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) slashing damage. The target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) slashing damage at the beginning of its next turn.Serrated Beak|6|3d6+4Variant: Red QueenThe Queen of Birds (see page 30) is guarded by a special variety of terror birds with crimson plumage and a golden-green crest rarely seen elsewhere. These terror birds are called red queens, and they are especially savage. They gain multiattack for two serrated beak attacks, and they gain a limited form of levitation, which allows them to "run uphill" on empty air or to cross chasms. This movement must be completed between two portions of solid ground within two turns (with Dash actions, a red queen bird can move up to 200 feet over empty space). Red queens have a challenge rating of 4 (1,100 XP)Source: CCodex (3pp) p. 352Thread-bound Constrictor SnakeHconstructUnaligned1260 (8d12+8)walk 30 ft.191412110310Understands the languages of its creator but can't speak3bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, exhaustion, frightened, paralyzed, petrified, poisonedblindsight 10 ft., darkvision 60 ft.Antimagic SusceptibilityThe snake is incapacitated while in the area of an antimagic field . If targeted by dispel magic, the snake must succeed on a Constitution saving throw against the caster's spell save DC or return to the textile to which it is bound for 1 minute.Immutable FormThe snake is immune to any spell or effect that would alter its form.Magic WeaponsThe snake's weapon attacks are magical.Shifting FormThe snake can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.ConstrictMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.Constrict|6|2d8+4Source: CCodex (3pp) p. 353Three-headed CobraLmonstrosityUnaligned16 (natural armor)127 (15d10+45)walk 40 ft., swim 30 ft.1418164106Dex +7, Wis +3Perception +3135poisonblindsight 10 ft.Reactive HeadsThe three-headed cobra gets two extra reactions that can be used only for opportunity attacks.Three-headedThe cobra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.WakefulWhile the three-headed cobra sleeps, at least one of its heads is awake.MultiattackThe three-headed cobra makes three bite attacks.BiteMelee Weapon Attack: +7 to hit, reach 15 ft., one target. 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.Bite|7|1d6+4Source: CCodex (3pp) p. 354coastal, grasslandTosculi Jeweled DroneShumanoid (tosculi)Lawful Evil15 (natural armor)90 (12d6+48)walk 30 ft., fly 60 ft.101818141417Deception +5, Insight +4, Persuasion +512Common, Infernal4charmed, frighteneddarkvision 60 ft.PheromonesThe jeweled drone emits a sweet scent that empowers other tosculi within 15 feet of the drone. A tosculi that starts its turn within the area can add a d6 to one attack roll or saving throw it makes before the start of its next turn, provided it can smell the scent. A tosculi can benefit from only one Pheromones die at a time. This effect ends if the jeweled drone dies.Scintillating CarapaceWhile in bright light, the jeweled drone's carapace shines and glitters. When a non-tosculi creature that can see the drone starts its turn within 30 feet of the drone, the drone can force the creature to make a DC 12 Wisdom saving throw if the drone isn't incapacitated. On a failure, the creature is blinded until the start of its next turn.Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drone until the start of its next turn, when it can avert its eyes again. If it looks at the drone in the meantime, it must immediately make the save.MultiattackThe jeweled drone makes three attacks. two with its claws and one with its scimitar.ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.Claws|6|1d6+4ScimitarMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 10 (3d6) poison damage.Scimitar|6|1d6+4If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.Protect the QueenWhen a creature makes an attack against a tosculi hive queen, the jeweled drone grants a +2 bonus to the queen's AC if the drone is within 5 feet of the queen.Source: CCodex (3pp)coastal, forest, grasslandDesert TrollLgiantChaotic Evil15 (natural armor)105 (10d10+50)walk 30 ft., burrow 30 ft.2013209127Perception +4, Stealth +414Common, Giant6firedarkvision 60 ft.Desert CamouflageThe desert troll has advantage on Dexterity (Stealth) checks made to hide in desert terrain.EruptIf the desert troll burrows at least 15 feet straight toward a creature, it can burst out of the ground, harming those above it. Each creature in its space when it erupts must make a DC 16 Strength saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, is pushed out of the troll's space, and is knocked prone. On a success, the creature takes half the damage and is pushed out of the troll's space, but isn't knocked prone.Keen SmellThe desert troll has advantage on Wisdom (Perception) checks that rely on smell.RegenerationThe troll regains 10 hp at the start of its turn. If the troll takes acid damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate.Water SusceptibilityThe desert troll takes 1 acid damage for every 5 feet it moves in water or for every gallon of water splashed on it.MultiattackThe desert troll makes three attacks. one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage.Bite|8|1d6+5ClawsMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.Claws|8|2d6+5Source: CCodex (3pp)coastalTrollkin ShamanMhumanoid (trollkin)Neutral14 (hide armor)78 (12d8+24)walk 30 ft.141314101612Arcana +2, Nature +2, Perception +515Common4darkvision 60 ft.RegenerationThe trollkin shaman regains 5 hp at the start of its turn. If the shaman takes acid or fire damage, this trait doesn't function at the start of the shaman's next turn. The shaman dies only if it starts its turn with 0 hp and doesn't regenerate.Thick HideThe trollkin shaman's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC.MultiattackThe trollkin shaman makes two staff attacks.StaffMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit.5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.Inspire Ferocity (1/Day)The trollkin shaman inspires ferocity in up to three trollkin it can see. Those trollkin have advantage on attack rolls and saving throws until the end of the shaman's next turn and gain 10 temporary hp.SpellcastingThe trollkin shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The trollkin shaman has the following Druid spells prepared:Cantrips (at will): druidcraft, produce flame, shillelagh• 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave• 2nd level (3 slots): flaming sphere, hold person• 3rd level (3 slots): dispel magic, meld into stone, sleet storm• 4th level (2 slots): dominate beast, grasping vine4, 3, 3, 2druidcraft, produce flame, shillelagh, cure wounds, entangle, faerie fire, thunderwave, flaming sphere, hold person, dispel magic, meld into stone, sleet storm, dominate beast, grasping vineSource: CCodex (3pp) p. 357Trollkin GruntMhumanoid (trollkin)Neutral14 (hide armor)45 (6d8+18)walk 30 ft.1813169111010Common2darkvision 60 ft.RegenerationAs the trollkin shaman, but only regains 3 hp.Thick HideAs the trollkin shaman.MultiattackThe trollkin grunt makes two attacks, either with its spear or its longbow.SpearMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.Spear|6|1d6+4LongbowRanged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.Longbow|3|1d8+1Source: CCodex (3pp) p. 357TulpaMundeadNeutral Evil1339 (6d8+12)walk 0 ft., fly 30 ft.14161410149124acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weaponscold, necrotic, poisonradiantcharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.Incorporeal MovementThe tulpa can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Rise AgainWithin a day of being slain, the tulpa reforms within 500 feet of its creator. It doesn't reform if its creator is slain, or if the creator's mental disturbance is healed. The tulpa is immune to all damage dealt to it by its creator.It FollowsThe tulpa always remains within 500 feet if its creator.As long as the tulpa is within 500 feet of its creator, the creator has disadvantage on Wisdom saving throws.MultiattackThe tulpa makes two black claw attacks.Black ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) necrotic damage.Black Claw|5|2d8+3Psychic BlastRanged Spell Attack: +4 to hit, range 120 ft., one target. 22 (4d10) psychic damage.Psychic Blast|4|4d10Imposing Dread (1/Day)The tulpa uses its action to fill a 40-foot radius around itself with dread-inducing psychic energy.Each creature, other than the tulpa's creator, within that area must succeed on a DC 13 Wisdom saving throw or be frightened of the tulpa until the end of its next turn and become cursed. A creature with an Intelligence of 5 or lower can't be cursed. While cursed by the tulpa, that creature's own thoughts turn ever more dark and brooding. Its sense of hope fades, and shadows seem overly large and ominous. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on itself on a success. If not cured within three days, the cursed creature manifests its own tulpa.Source: CCodex (3pp) p. 358TveirherjarMundeadLawful Evil18 (chain shirt, shield)102 (12d8+48)walk 30 ft.191219101414Stealth +412Common, Draconic7poisonpoisonedtruesight 60 ft.Battle FrenzyOnce reduced to 30 hp or less, the tveirherjar makes all attacks with advantage.Curse Of The Tveirherjar (Recharge 6)As a bonus action, the tveirherjar forces a creature it hit with its Niflheim longsword this round to make a DC 15 Constitution saving throw. The creature takes 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If an einherjar is reduced to 0 hp by this effect, it dies, cursed to become a tveirherjar at sundown.Niflheim LongswordThe tveirherjar's longsword absorbs light within 30 feet of it, changing bright light to dim light and dim light to darkness. When the tveirherjar dies, its longsword crumbles away, its magic returning to the creator for the next tveirherjar.Unerring TrackerThe tveirherjar can locate any einherjar within 1,000 feet. This trait works like the locate creature spell, except running water doesn't block it.MultiattackA tveirherjar makes two attacks with its Niflheim longsword.Niflheim LongswordMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 4 (1d8) necrotic damage.Niflheim Longsword|7|2d8+4Spear of the Northern Sky (Recharge 5-6)Ranged Weapon Attack. +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (3d6) radiant damage, and the target is outlined in a shimmering light until the end of the tveirherjar's next turn. This light works like the faerie fire spell, except only the tveirherjar has advantage on attacks against the creature and the light is not absorbed by the tveirherjar's Niflheim longsword.Spear of the Northern Sky (Recharge 5-6)|7|1d6+4Terrifying Glare (Recharge 5-6)The tveirherjar targets one creature it can see within 30 feet of it. If the creature can see the tveirherjar, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Source: CCodex (3pp) p. 359Two-headed EagleHmonstrosityUnaligned15142 (15d12+45)walk 20 ft., fly 100 ft.20211661214Acrobatics +8, Athletics +8, Perception +414Understands Common but can't speak7charmedtruesight 120 ft.FlybyThe two-headed eagle doesn't provoke an opportunity attack when it flies out of an enemy's reach.Two-headedThe eagle has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.WakefulWhile the two-headed eagle sleeps, at least one of its heads is awake.MultiattackThe two-headed eagle makes two bite attacks and one talons attack.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage.Bite|8|2d10+5TalonsMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the two-headed eagle can't use its talons on another target.Talons|8|2d6+5Source: CCodex (3pp) p. 360mountainUndead PhoenixHundeadChaotic Evil17 (natural armor)142 (15d12+45)walk 30 ft., fly 90 ft.2314178179Str +10, Con +7, Wis +7Perception +71712fire, necrotic, poisonpoisoneddarkvision 120 ft.Bilious AuraA living creature that starts its turn within 10 feet of the undead phoenix can't regain hp and has disadvantage on Constitution saving throws until the start of its next turn.Eternal UnlifeIf it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp. Only killing it with radiant damage prevents this trait from functioning.MultiattackThe undead phoenix makes three attacks. two with its claws and one with its decaying bite.ClawsMelee Weapon Attack: +10 to hit, reach 5 ft., one target. 20 (4d6 + 6) slashing damage.Claws|10|4d6+6Decaying BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can't regain hp until the curse is lifted by the remove curse spell or similar magic.Decaying Bite|10|2d8+6Source: CCodex (3pp) p. 361UndineMfey (shapechanger)Chaotic Neutral15 (natural armor)85 (10d8+40)walk 30 ft., swim 40 ft.81518111319Deception +10, Perception +4, Persuasion +1014Common, Sylvan, Aquan5charmeddarkvision 60 ft.AmphibiousThe undine can breathe air and water.Cursed TelepathyThe undine can communicate telepathically with any creature cursed by it with no range restriction. The undine doesn't need to be on the same plane of existence as its cursed target to communicate this way.ShapechangerThe undine can use its action to polymorph into a Small or Medium humanoid with legs or with a mermaid's tail or back into its true watery humanoid form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Undine's CurseA creature cursed by the undine gains the Amphibious trait and a swimming speed of 30 feet. After each long rest, the target must succeed on a DC 15 Constitution saving throw or its Constitution score is reduced by 1d4 as it forgets to breathe regularly while resting. If the target received a Cursed Kiss from the undine within the past 24 hours, it automatically succeeds on its next saving throw. If the target ever lies to or is unfaithful to the undine, it has disadvantage on its next saving throw, and its Constitution is reduced by 2d4 instead of 1d4 on a failure. The curse lasts until the undine takes a bonus action to lift it or until lifted by a remove curse spell or similar magic.MultiattackThe undine uses its Cursed Kiss, if it can. It then makes two water hammer attacks.Water HammerMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed (see the Undine's Curse trait).Water Hammer|5|1d6+2Cursed Kiss (Recharge 5-6)The undine kisses a target within 5 feet of it. The target must make a DC 15 Constitution saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. A willing target takes no damage but is immediately cursed (see the Undine's Curse trait), if it wasn't already.Innate SpellcastingThe undine's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only verbal components:At will: control water, friends, minor illusion3/day each: charm person, silent image1/day each: hypnotic pattern, major imagecontrol water, friends, minor illusion, charm person, silent image, hypnotic pattern, major imageSource: CCodex (3pp) p. 362underwaterUnhatchedSundeadChaotic Evil14 (natural armor)71 (11d6+33)walk 30 ft., fly 40 ft.15141618109Perception +212Common, Draconic4necrotic, piercingpoisonbludgeoningcharmed, exhaustion, frightened, paralyzed, poisoneddarkvision 60 ft.HatredDeprived of parental bonds, the unhatched despise those who nurture and heal others. The unhatched has advantage on attacks against a creature whose most recent action was to heal, restore, strengthen, or otherwise aid another creature.Minor Magic Resistance (3/Day)As a bonus action, the unhatched gives itself advantage on its next saving throw against spells or other magical effects.MultiattackThe unhatched makes one bite attack and one claw attack.ClawMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) slashing damage.Claw|4|3d6+2BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage plus 4 (1d8) necrotic damage.Bite|4|2d8+2Desiccating Breath (Recharge 5-6)The dragon exhales a cloud of choking dust infused with necrotic magic in a 30-foot cone.Each creature in the area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this save can't speak until the end of its next turn as it chokes on the dust.Innate SpellcastingThe unhatched's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:At will: chill touch, minor illusion1/day each: banechill touch, minor illusion, baneSource: CCodex (3pp) p. 363Ursa PolarisLmonstrosityNeutral Evil15 (natural armor)133 (14d10+56)walk 40 ft., swim 30 ft.2012184165Athletics +8, Perception +6167coldfireKeen SmellThe ursa polaris has advantage on Wisdom (Perception) checks that rely on smell.Snow CamouflageThe ursa polaris has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.MultiattackThe ursa polaris makes three attacks.one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage.Bite|8|1d8+5ClawMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.Claw|8|2d6+5Cold Breath (Recharge 5-6)The ursa polaris exhales a blast of freezing wind and shards of ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.Hypnotic Array (Recharge 5-6)The ursa polaris sways its back, causing the ice formations on its shoulders to catch available light. Each creature within 30 feet of the ursa polaris that sees the light pattern must make a DC 15 Wisdom saving throw.On a failure, a creature takes 21 (6d6) radiant damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes any damage or if another creature takes an action to shake it out of its stupor.Source: CCodex (3pp) p. 364arcticVampire PatricianMundeadLawful Evil16 (natural armor)119 (14d8+56)walk 25 ft.151818161320Dex +8, Wis +5, Cha +9Deception +9, Intimidation +9, Perception +5, Persuasion +915The languages it knew in life10necrotic; bludgeoning, piercing, slashing from nonmagical weaponsdarkvision 120 ft.Cruel CombatantA melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).Misty EscapeWhen it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed.While in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.Once in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.Noble Resilience (Recharges After A Long Rest)The vampire patrician can ignore the effects of sunlight for up to 1 minute.RegenerationThe patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.Spider ClimbThe vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Vampire WeaknessesThe vampire patrician has the following flaws.Forbiddance - The patrician can't enter a residence without an invitation from one of the occupants.Harmed by Running Water - The patrician takes 20 acid damage if it ends its turn in running water.Stake to the Heart - If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.Sunlight Hypersensitivity - The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.MultiattackThe vampire patrician can use its Bone-Chilling Gaze.It then makes two attacks, only one of which can be a bite attack.RapierMelee Weapon Attack: +8 to hit, reach 5 ft., one creature. 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.Rapier|8|2d8+4BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.Bite|8|1d6+4Bone-Chilling GazeThe vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn. Release the Hounds! (1/Day). The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.Variant: VARIANT: SHROUD-EATERSSires and SlaveA powerful strain of vampirism, shroud-eaters have a greater degree of free will from their sires, though they are bound by what is called the "Tree of Chains," a pyramid of control with a free-willed vampire at the summit and all those beneath it compelled to obedience. They cannot plot against or defy their sires, but otherwise they can create their own shroud-eaters beholden to them. Wise vampire hunters know to employ the speak with dead spell on a slain shroud-eater to discover its sire, following the Tree of Chains as far as they are able.Misleading LoreShroud-eaters can tolerate quite a bit of sunlight, and, as they grow older, they may withstand it for a longer time, though they still suffer from it and rarely venture out in the day unless forced to do so. Over time, shroud-eaters also learn to alter the memories of the living and to erase traces of their deeds from the minds of witnesses. A subtle shroud-eater may go undetected for ages.Signs of Their PresenceUnlike other vampires, shroud-eaters cannot be destroyed with a simple wooden stake. The stake must use wood of a white oak or white ash tree. Discovery of burnt groves of these trees serves as a sign that a shroud-eater may live in the area.Source: CCodex (3pp) p. 366Vampire PriestessMundeadLawful Evil16 (chain mail)105 (14d8+42)walk 30 ft.161216132015Dex +4, Wis +8, Cha +5Perception +8, Religion +418The languages it knew in life8necrotic; bludgeoning, piercing, slashing from nonmagical weaponscharmeddarkvision 60 ft.Misty EscapeWhen she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn't in running water. If she can't transform, she is destroyed. While she has 0 hp in mist form, she can't revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed.While in mist form she can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.Once in her resting place, she reverts to her priestess form.She is then paralyzed until she regains at least 1 hp. After spending 1 hour in her resting place with 0 hp, she regains 1 hp.RegenerationThe vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn't in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.Vampire WeaknessesThe priestess has the following flaws.Forbiddance - The priestess can't enter a residence without an invitation from one of the occupants.Harmed by Running Water - The priestess takes 20 acid damage if she ends her turn in running water.Stake to the Heart - If a piercing weapon made of wood is driven into the priestess' heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed.Sunlight Hypersensitivity - The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.MultiattackThe vampire priestess can use her Bewitching Gaze.She then makes two attacks, only one of which can be a bite attack.ScourgeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check.Scourge|6|1d8+3The wound also closes if the target receives magical healing.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess' control.Bite|6|1d6+3Bewitching GazeThe vampire priestess targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor.SpellcastingThe vampire priestess is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The vampire priestess has the following Cleric spells prepared:Cantrips (at will): light, guidance, poison spray, thaumaturgy• 1st level (4 slots): bane, command, inflict wounds, ray of sickness• 2nd level (3 slots): blindness/deafness, silence, spiritual weapon• 3rd level (3 slots): bestow curse, dispel magic, spirit guardians• 4th level (3 slots): banishment, freedom of movement• 5th level (1 slots): contagion, flame strike4, 3, 3, 3, 1{@spell light, {@spell guidance, {@spell poison spray, {@spell thaumaturgy, {@spell bane, {@spell command, {@spell inflict wounds, {@spell ray of sickness, {@spell blindness/deafness, {@spell silence, {@spell spiritual weapon, {@spell bestow curse, {@spell dispel magic, {@spell spirit guardians, {@spell banishment, {@spell freedom of movement, {@spell contagion, {@spell flame strikeSource: CCodex (3pp) p. 367Vampire Priestess (Midgard Version)MundeadLawful Evil16 (chain mail)105 (14d8+42)walk 30 ft.161216132015Dex +4, Wis +8, Cha +5Perception +8, Religion +418The languages it knew in life8necrotic; bludgeoning, piercing, slashing from nonmagical weaponscharmeddarkvision 60 ft.Misty EscapeWhen she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn't in running water. If she can't transform, she is destroyed. While she has 0 hp in mist form, she can't revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed.While in mist form she can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.Once in her resting place, she reverts to her priestess form.She is then paralyzed until she regains at least 1 hp. After spending 1 hour in her resting place with 0 hp, she regains 1 hp.RegenerationThe vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn't in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.Vampire WeaknessesThe priestess has the following flaws.Forbiddance - The priestess can't enter a residence without an invitation from one of the occupants.Harmed by Running Water - The priestess takes 20 acid damage if she ends her turn in running water.Stake to the Heart - If a piercing weapon made of wood is driven into the priestess' heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed.Sunlight Hypersensitivity - The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.MultiattackThe vampire priestess (midgard version) can use her Bewitching Gaze.She then makes two attacks, only one of which can be a bite attack.ScourgeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check.Scourge|6|1d8+3The wound also closes if the target receives magical healing.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess' control.Bite|6|1d6+3Bewitching GazeThe vampire priestess (midgard version) targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor.SpellcastingThe vampire priestess (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The vampire priestess (midgard version) has the following Cleric spells prepared:Cantrips (at will): blood tide*, guidance, poison spray, thaumaturgy• 1st level (4 slots): command, find kin*, inflict wounds, ray of sickness• 2nd level (3 slots): animate ghoul*, silence, spiritual weapon• 3rd level (3 slots): bestow curse, dispel magic, spirit guardians• 4th level (3 slots): banishment, freedom of movement• 5th level (1 slots): cruor of visions*, exsanguinate*4, 3, 3, 3, 1blood tide, {@spell guidance, {@spell poison spray, {@spell thaumaturgy, {@spell command, find kin, {@spell inflict wounds, {@spell ray of sickness, animate ghoul, {@spell silence, {@spell spiritual weapon, {@spell bestow curse, {@spell dispel magic, {@spell spirit guardians, {@spell banishment, {@spell freedom of movement, cruor of visions, exsanguinateSource: CCodex (3pp) p. 367Vampire ThrallMhumanoid (any race)Any Non-Good Alignment1252 (8d8+16)walk 30 ft.141414101214Dex +4, Con +411Common2Blood-boundIf the thrall has not consumed 1 ounce of blood from a vampire within the past week, it is poisoned for 1 week and it loses darkvision and its Keen Senses, Limited Regeneration, Spider Climb, and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood.Keen SensesThe thrall has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.Limited RegenerationThe thrall regains 2 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the thrall takes radiant damage, this trait doesn't function at the start of the thrall's next turn.Spider ClimbThe thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight SensitivityWhile in sunlight, the thrall has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.MultiattackThe vampire thrall makes two longsword attacks.LongswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands.Longsword|4|1d8+2Source: CCodex (3pp) p. 368Vampiric KnightMundead (Vampire)Neutral Evil20 (plate armor, shield)127 (15d8+60)walk 30 ft.201418131714Dex +6, Con +8, Wis +7Athletics +9, Perception +717The languages it knew in life11necrotic; bludgeoning, piercing, slashing from nonmagical weaponsdarkvision 60 ft.RegenerationThe vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn.Vampire WeaknessesThe vampiric knight has the following flaws.ForbiddanceThe vampiric knight can't enter a residence without an invitation from one of the occupants.Harmed By Running WaterThe vampiric knight takes 20 acid damage if it ends its turn in running water.Stake To The HeartIf a piercing weapon made of wood is driven into the vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.MultiattackThe vampiric knight makes two impaling longsword attacks.Impaling LongswordMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets.Impaling Longsword|9|1d8+5Channel Corruption (Recharge 5-6)Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.ShieldWhen a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.Source: CCodex (3pp) p. 369Venom Maw HydraHmonstrosityUnaligned15 (natural armor)231 (22d12+88)walk 30 ft., swim 30 ft.1917185107Perception +8, Stealth +71812fireaciddarkvision 60 ft.AmphibiousThe venom maw hydra can breathe air and water.Multiple HeadsThe venom maw hydra has five heads. While it has more than one head, the venom maw hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hp for each head regrown in this way.WakefulWhile the hydra sleeps, at least one of its heads is awake.MultiattackThe venom maw hydra makes as many bite or spit attacks as it has heads.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage and 5 (2d4) acid damage.Bite|8|1d6+4SpitRanged Weapon Attack: +7 to hit, range 20/60 ft., one target. 10 (3d6) acid damage, and the target must succeed on a DC 16 Dexterity saving throw or be poisoned until the end of its next turn.Spit|7|3d6Venom Spray (Recharge 5-6)The hydra sprays caustic liquid in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.Tail LashWhen it is hit by a melee weapon attack within 10 feet of it, the venom maw hydra lashes out with its tail. The attacker must make a DC 16 Strength saving throw. On a failure, it takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, the target takes half the damage and isn't knocked prone.The monstrosity can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.OptionsThe venom maw hydra 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 hydra regains spent legendary actions at the start of its turn.BiteThe venom maw hydra makes one bite attack.Spit (Costs 2 Actions)The venom maw hydra makes one spit attack.Wallowing Rampage (Costs 3 Actions)When the venom maw hydra is in water, it wallows, causing the water to hiss, froth, and splash within 20 feet. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 370swampVines Of NemthyrLplantNeutral Evil15 (natural armor)133 (14d10+56)walk 30 ft., burrow 30 ft.1912195135Str +7, Con +7Perception +4, Survival +4148cold, poisonblinded, deafened, frightened, poisonedblindsight 60 ft.DispersalAs a bonus action, the vines of Nemthyr can separate itself into a group of distinct vines. While separated in this way, the vines can move through spaces as narrow as 3 inches wide. The separated vines can't attack while in this state, but they can reform into the vines of Nemthyr as a bonus action.False AppearanceWhile the vines of Nemthyr remains motionless, it is indistinguishable from a normal plant.Magic ResistanceThe vines of Nemthyr has advantage on saving throws against spells and other magical effects.MultiattackThe vines of Nemthyr makes three attacks. two with its slam and one with its thorny lash.SlamMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.Slam|7|2d6+4Thorny LashMelee Weapon Attack: +7 to hit, reach 15 ft., one target. 15 (2d10 + 4) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The vines of Nemthyr has two thorny lashes, each of which can grapple only one target.Thorny Lash|7|2d10+4Thorn Spray (Recharge 6)The vines of Nemthyr shoots poisonous thorns in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp)forest, grasslandWarlock's TrumpetbloomLplantNeutral Evil15 (natural armor)152 (16d10+64)walk 20 ft.1710186106Str +6, Con +7Perception +3, Stealth +313Understands but can't speak7firepoisonblinded, deafened, exhaustion, poisonedblindsight 60 ft. (blind beyond this radius)Alien MindA creature who attempts to communicate with the trumpetbloom must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Magic ResistanceThe trumpetbloom has advantage on saving throws against spells and other magical effects.MultiattackThe trumpetbloom makes three attacks. one with its stinger and two with its tendrils.StingerMelee Weapon Attack: +6 to hit, reach 10 ft., one target. 16 (2d12 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The target is paralyzed while poisoned in this way. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Stinger|6|2d12+3TendrilMelee Weapon Attack: +6 to hit, reach 15 ft., one target. 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 14) if it is a Medium or smaller creature.Tendril|6|2d6+3The trumpetbloom has two tendrils, each of which can grapple only one target.Source: CCodex (3pp) p. 372forestWater HorseMfey (shapechanger)Neutral Evil12 (natural armor (humanoid form), 14 (natural armor (horse or hybrid form)))77 (14d8+14)walk 30 ft., swim 60 ft.161413101215Deception +4, Persuasion +411Common, Sylvan4darkvision 60 ft.AmphibiousThe water horse can breathe air and water.ShapechangerThe water horse can use its action to polymorph into a Medium humanoid, a horse, or its true horse-humanoid hybrid form. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.MultiattackThe water horse can use its Charming Gaze. In horse form, it then makes two bite attacks. In humanoid form, it then makes two longsword attacks. In hybrid form, it then makes two attacks. one with its bite and one with its longsword.Bite (Hybrid or Horse Form Only)Melee Weapon Attack. +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage.Bite (Hybrid or Horse Form Only)|5|2d6+3Longsword (Humanoid or Hybrid Form Only)Melee Weapon Attack. +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.Longsword (Humanoid or Hybrid Form Only)|5|1d8+3Longbow (Humanoid or Hybrid Form Only)Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.Longbow (Humanoid or Hybrid Form Only)|4|1d8+2Charming GazeThe water horse targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and can only move toward the water horse. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The target has advantage on the saving throw if it has taken damage since the end of its last turn. If the target successfully saves or if the effect ends for it, the target is immune to this water horse's Charming Gaze for the next 24 hours.Source: CCodex (3pp) p. 373underwaterAlbino Death WeaselLbeastUnaligned13 (natural armor)45 (6d10+12)walk 50 ft., burrow 30 ft.1614154155Perception +4, Stealth +4141darkvision 60 ft.Keen Hearing And SmellThe weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.PounceIf the weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weasel can make one bite attack against it as a bonus action.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage.Bite|5|2d4+3ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn't already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can't claw another target.Claw|5|1d4+3Musk Spray (Recharge 5-6)The weasel unleashes a spray of foul musk in a 20-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Source: CCodex (3pp)Wind WeaselMfey (shapechanger)Chaotic Neutral1352 (8d8+16)walk 40 ft.121614101211Dex +5Perception +3, Stealth +513Sylvan2darkvision 60 ft.Air Form (Whirlwind Form Only)The wind weasel can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.Flyby (Whirlwind Form Only)The wind weasel doesn't provoke an opportunity attack when it flies out of an enemy's reach.Hidden In The Wind (Whirlwind Form Only)Until it attacks or uses Whirling Leaves, the wind weasel is indistinguishable from a natural dust devil unless a creature succeeds on a DC 15 Intelligence (Investigation) check.ShapechangerThe wind weasel can use its action to polymorph into a whirlwind. It can revert back to its true form as a bonus action. It statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. While a whirlwind, it has a flying speed of 60 feet, immunity to the grappled, petrified, restrained, and prone conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The wind weasel can't make bite or claw attacks while in whirlwind form.Windy Speed (Whirlwind Form Only)When the wind weasel is subjected to the slow spell, it doesn't suffer the effects of the spell but instead is forced into its true form and incapacitated until the end of its next turn.MultiattackThe wind weasel makes three attacks. one with its bite and two with its scythe claws.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.Bite|5|1d4+3Scythe ClawMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage.Scythe Claw|5|1d10+3Whirling Leaves (Whirlwind Form Only)Each creature in the wind weasel's space must make a DC 13 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 375forestWeirding ScrollTconstructUnaligned1027 (6d4+12)walk 0 ft., fly 10 ft.1101516108Wis +2Deception +510All, telepathy 120 ft.1/2cold; bludgeoning, piercing, slashing from nonmagical weaponspoison, psychicfireblinded, charmed, deafened, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)Antimagic SusceptibilityThe weirding scroll is incapacitated while in the area of an antimagic field . If targeted by dispel magic, the weirding scroll must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.False AppearanceWhile the weirding scroll remains motionless, it is indistinguishable from a normal scroll.DominateA weirding scroll beguiles one humanoid that it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour. The charmed creature obeys the telepathic commands of the weirding scroll to the best of its ability. This action works like the dominate person spell, except the weirding scroll doesn't need to concentrate to maintain the domination, and it can't take total and precise control of the target. The weirding scroll can have only one humanoid under its control at one time. If it dominates another, the effect on the previous target ends.Tendril of LightMelee Spell Attack: +5 to hit, reach 10 ft., one target. 3 (1d6) psychic damage plus 3 (1d6) radiant damage.Tendril of Light|5|1d6Source: CCodex (3pp) p. 376WendigoMmonstrosityChaotic Evil16 (natural armor)150 (20d8+60)walk 40 ft.211816111612Athletics +9, Perception +7, Stealth +8, Survival +717Common11bludgeoning, piercing, slashing from nonmagical weaponscold, fireexhaustion, stunneddarkvision 120 ft.Aura Of StarvationA creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's Aura of Starvation for the next 24 hours.Magic ResistanceThe wendigo has advantage on saving throws against spells and other magical effects.MultiattackThe wendigo makes three attacks. two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice.Icy ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage.Icy Claw|9|2d6+5BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.Bite|9|2d8+5Frozen SpittleRanged Spell Attack: +7 to hit, range 100 ft., one target. 28 (8d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn.Frozen Spittle|7|8d6Source: CCodex (3pp)arctic, farmland, mountainWhisperer In DarknessMaberrationNeutral Evil17 (natural armor)142 (15d8+75)walk 30 ft.151921251816Con +10, Wis +9, Cha +8Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +919All, telepathy 60 ft.15cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weaponspoison, psychiccharmed, frightened, poisonedtruesight 120 ft.Disquieting TechnologyThe whisperer is a highly advanced being that often carries pieces of powerful mi-go technology. Mi-go technology can be represented using the same rules as magic items, but the functions are very difficult to determine. The identify spell can't determine the function of a mi-go item, but an hour of study and a successful DC 19 Intelligence (Arcana) check can reveal its purpose and proper function. Typical items are wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.Magic ResistanceThe whisperer has advantage on saving throws against spells and other magical effects.Mind Blank, Weirind blank, weirdMultiattackThe whisperer in the darkness makes two Grasp of the Void attacks.Grasp of the VoidMelee Spell Attack. +12 to hit, reach 5 ft., one target. 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Grasp of the Void|12|6d6Innate SpellcastingThe whisperer in darkness's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:At will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion3/day each: {@spell confusion, dimension door}, disintegrate, dream, modify memory, plane shift, teleport1/day each: feeblemind, meteor swarm, mind blank, weird{@spell alter self, {@spell detect magic, {@spell detect thoughts, {@spell disguise self, {@spell fear, {@spell identify, {@spell invisibility, misty step, sleep, suggestion, {@spell confusion, dimension door, {@spell disintegrate, {@spell dream, {@spell modify memory, {@spell plane shift, {@spell teleport, {@spell feeblemind, {@spell meteor swarm, {@spell mind blank, {@spell weirdSource: CCodex (3pp) p. 378White StagLcelestialChaotic Good13 (natural armor)45 (7d10+7)walk 60 ft.171513101415Athletics +5, Insight +4, Perception +414Understands Common, Elvish, Celestial, Sylvan but can't speak2darkvision 60 ft.Beloved By The GodsWhen the white stag dies, the deity that created it curses the creature that dealt the killing blow. The cursed creature finds the natural world working against it.roots randomly rise up to trip the creature when it walks past a tree (5% chance per mile traveled in forested terrain), animals are more reluctant to obey (disadvantage on Wisdom (Animal Handling) checks), and the wind seems to always be blowing in the least favorable direction for the creature (scattering papers, sending the creature's scent in the direction of a creature tracking it, etc.). This curse lasts until it is lifted by a remove curse spell or after the cursed creature completes a task of penance for the deity or its temple.Forest RunnerDifficult terrain doesn't slow the white stag's travel while in a forest.Running LeapWith a 10-foot running start, the white stag can long jump up to 25 feet.MultiattackThe white stag makes one gore attack and one hooves attack.GoreMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.Gore|5|1d8+3HoovesMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. 10 (2d6 + 3) bludgeoning damage.Hooves|5|2d6+3Source: CCodex (3pp) p. 379Wind EaterMundeadLawful Evil1465 (10d8+20)walk 30 ft.81814121613Con +4, Wis +5Perception +5, Stealth +615Understands Common but can't speak2acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical weaponspoisoncharmed, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscioustruesight 60 ft.Aura Of SilenceA creature within 120 feet of the wind eater has disadvantage on Wisdom (Perception) checks that rely on hearing. All creatures within 20 feet of the wind eater are immune to thunder damage and are deafened. This trait works like the silence spell, except the effect moves with the wind eater and persists unless it is incapacitated or until it dies.Incorporeal MovementThe wind eater can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Shadow BlendAs a bonus action while in dim light or darkness, the wind eater becomes invisible.The invisibility lasts until the wind eater uses a bonus action to end it or until the wind eater attacks, is in bright light, or is incapacitated. Any equipment the wind eater wears or carries is invisible with it.MultiattackThe wind eater makes two claw attacks.ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.Claw|6|2d6+4Innate SpellcastingThe wind eater's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring only somatic components:At will: silent image3/day each: blur, major image1/day each: mirage arcanasilent image, blur, major image, mirage arcanaSource: CCodex (3pp) p. 381WolpertingerTmonstrosityUnaligned139 (2d4+4)walk 30 ft., burrow 10 ft., fly 30 ft.616145126111/4darkvision 60 ft.ChargeIf the wolpertinger moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2 (1d4) piercing damage.FlybyThe wolpertinger doesn't provoke an opportunity attack when it flies out of an enemy's reach.Standing LeapThe wolpertinger's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.Bite|5|1d4+3GoreMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.Gore|5|1d4+3Keening (Recharge 6)The wolpertinger emits a piercing shriek.Each creature within 30 feet that can hear the wolpertinger must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A beast with an Intelligence of 4 or lower that is in the area must also succeed on a DC 13 Wisdom saving throw or be frightened until the beginning of its next turn.Source: CCodex (3pp) p. 382WoodwoseMhumanoidChaotic Neutral13 (natural armor)27 (6d6)walk 30 ft., climb 20 ft.16121110148Nature +2, Perception +4, Stealth +3, Survival +414Common, Elvish, Sylvan1/2Fey TouchedThe woodwose has advantage on saving throws against being charmed, and magic can't put the woodwose to sleep.Speak With Beasts And PlantsThe woodwose can communicate with beasts and plants as if they shared a language.ClubMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage with shillelagh.Club|5|1d4+3ShortbowRanged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage plus 5 (2d4) poison damage.Shortbow|3|1d6+1Innate SpellcastingThe woodwose's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:At will: shillelagh3/day each: pass without trace1/day each: entangleshillelagh, pass without trace, entangleSource: CCodex (3pp) p. 383forestFang Of The Great WolfLmonstrosity (worg)Neutral Evil14 (natural armor)65 (10d10+10)walk 50 ft.1613139138Insight +3, Perception +5, Religion +115Common, Goblin3colddarkvision 60 ft.Keen Hearing And SmellThe worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target.Bite|5|3d6+3Might of the Great Wolf (Recharges after a Short or Long Rest)The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action.SwallowThe worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns.The worg can have only one creature swallowed at a time.If the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Source: CCodex (3pp) p. 384arctic, forest, grasslandWyvern KnightMhumanoid (any race)Lawful Evil20 (plate armor, shield)102 (12d8+48)walk 30 ft.161018101215Str +6, Con +7Animal handling +4, Perception +414Common, Draconic5poisonpoisonBraveThe wyvern knight has advantage on saving throws against being frightened.Ring Of Feather FallingWhen the wyvern knight falls while wearing this ring, it descends 60 feet per round and takes no damage from falling.MultiattackThe wyvern knight makes two lance attacks. If the wyvern knight is riding a war wyvern, its mount can then make one bite, claw, or stinger attack.LanceMelee Weapon Attack: +6 to hit, reach 10 ft., one target. 9 (1d12 + 3) piercing damage plus 10 (3d6) poison damage.Lance|6|1d12+3The wyvern knight has disadvantage on attacks with this weapon against creatures within 5 feet of it and can wield this weapon in one hand instead of two while mounted.Heavy CrossbowRanged Weapon Attack: +3 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage plus 10 (3d6) poison damage.Heavy Crossbow|3|1d10DaggerMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.Dagger|6|1d4+3ProtectionWhen a creature the wyvern knight can see attacks a target that is within 5 feet of it, including a creature it is riding, the knight can use a reaction to impose disadvantage on the attack roll. The knight must be wielding a shield.Source: CCodex (3pp) p. 385mountainWar WyvernLdragonUnaligned15 (scale mail)119 (14d10+42)walk 20 ft., fly 80 ft.2012166146Wis +5Athletics +8, Perception +515Understands Common, Draconic but can't speak7darkvision 60 ft.Siege MonsterThe wyvern deals double damage to objects and structures.MultiattackThe wyvern makes two attacks. one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one creature. 12 (2d6 + 5) piercing damage plus 10 (3d6) poison damage.Bite|8|2d6+5ClawsMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) slashing damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the wyvern can't use its claw on another target.Claws|8|3d8+5StingerMelee Weapon Attack: +8 to hit, reach 10 ft., one creature. 12 (2d6 + 5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.Stinger|8|2d6+5Spit Venom (Recharge 5-6)The wyvern spits venom at a target within 60 feet. The target must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.Source: CCodex (3pp) p. 386mountainXenabsorberMaberrationChaotic Neutral15 (natural armor)65 (10d8+20)walk 30 ft.171215101315Deception +4, Perception +515Common3darkvision 60 ft.DisguiseThe xenabsorber has advantage on Charisma (Deception) checks to pass itself off as the type of creature it is impersonating as long as it has at least 1 trait from that creature.Trait MimicryAs a bonus action, a xenabsorber can take on 1 nonmagical physical trait, attack, or reaction of a beast or humanoid with a challenge rating equal to or less than its own that it has seen within the last week (see Trait Mimicry sidebar). It can have up to 5 such traits at a time, no more than two of which can be attacks. Each trait lasts until the xenabsorber replaces it with another trait as a bonus action. If the xenabsorber goes a week without exposure to a single beast or humanoid, it loses all of its traits and reverts back to its true, blue crystalline form.MultiattackThe xenabsorber makes two melee attacks.SlamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage.Slam|5|1d10+3Source: CCodex (3pp) p. 387XiphusSfeyChaotic Evil1555 (10d6+20)walk 50 ft.142115101214Dex +8Acrobatics +8, Perception +4, Stealth +814Common, Elvish5lightningdarkvision 60 ft.EvasionIf the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Lightning AbsorptionWhenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.Siphon Time (Recharge 5-6)As a bonus action, a xiphus chooses one creature it can see. The xiphus' clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus' next turn.Startling SpeedThe movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained.MultiattackThe xiphus makes three hidden dagger attacks.Hidden DaggerMelee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage.Hidden Dagger|8|1d4+5Borrowed Time (Recharges after a Short or Long Rest)If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn't die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp, equal to the original amount borrowed.Source: CCodex (3pp) p. 388forestYaga GooSoozeNeutral Evil1485 (10d6+50)walk 20 ft., climb 20 ft.111820141211Wis +4Stealth +1011Understands Common but can't speak5necroticblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)AmorphousThe goo can move through a space as narrow as 1 inch wide without squeezing.Deadly To FeyThe goo has advantage on attack rolls against fey and any creature with the Fey Ancestry trait.Spider ClimbThe goo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe Yaga goo makes two pseudopod attacks. When its Foul Transit is available, it can use Foul Transit in place of one pseudopod attack.PseudopodMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.Pseudopod|7|2d6+4Foul Transit (Recharge 4-6)The goo teleports to an unoccupied space it can see within 50 feet, leaving behind a wretched puddle in the space it previously occupied. A creature within 5 feet of the space the goo left must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. The first time a creature enters the puddle's space or if a creature starts its turn in the puddle's space it takes 10 (3d6) necrotic damage and is poisoned. The puddle lasts for 1 minute or until the goo that created it is killed.Puddle SplashWhen a creature the Yaga goo can see targets it with a melee attack while within 5 feet of the goo, the goo can teleport to a puddle created by its Foul Transit, if that puddle's space is unoccupied, negating the damage from the attack. If it does, the attacker must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn.Source: CCodex (3pp) p. 389YakirianMhumanoid (yakirian)Lawful Neutral13 (chain shirt)67 (9d8+27)walk 40 ft.17111610128Wis +3Arcana +411Common2colddarkvision 60 ft.Resilient SoulThe yakirian has advantage on saving throws against being charmed, frightened, or confused, as well as against any effect that causes corruption or madness.MultiattackThe yakirian makes two attacks. one with its gore and one with its ritual knife.GoreMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.Gore|5|1d8+3Ritual KnifeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.Ritual Knife|5|1d6+3Consume HeartThe yakiran consumes the heart of a dead humanoid or giant within 5 feet. If the creature also less than 1 minute ago, the yakirian gains the following benefits.The yakirian absorbs the dead creature's knowledge and asks two questions. If the dead creature knew the answers in life, the yakirian learns them instantly.The yakirian's maximum and current hp increase by 10 for 1 hour.The yakirian has advantage on Strength-based attack rolls and ability checks, as well as on all saving throws for 1 hour.Variant: SCHISM YAKIRIANYakirian culture is split. One side holds to the oath of enlightenment, while the other encourages devouring the souls of their enemies. This affords the yakirian greater power but destroys the victim's soul in the process. The different yakirian groups still work together other to oppose the remnants of Leng. A yakirian who follows the divergent philosophy gains the following trait.A schism yakirian has a challenge rating of 3 (700 XP).Soul ConsumptionWhen a schism yakirian consumes a creature's heart, it also consumes the soul. The duration of the benefits increases to 8 hours. In addition, the yakirian gains advantage on all attack rolls, ability checks, and saving throws, and all attack rolls made against the yakirian have disadvantage. The soul is trapped within the yakirian for 24 hours, after which it is destroyed. If the yakirian dies before that time, the soul is released. While the soul is trapped, any magic used to revive the dead creature fails unless the caster succeeds on a DC 15 spellcasting ability check. Once the soul is destroyed, only a wish spell can bring it back.Source: CCodex (3pp) p. 390mountainYann-an-oedHaberrationNeutral12 (natural armor)47 (5d12+15)walk 30 ft., swim 40 ft.1511178147Perception +4, Stealth +214Aquan, telepathy 120 ft.2blindsight 60 ft.AmphibiousThe yann-an-oed can breathe air and water.Underwater CamouflageThe yann-an-oed has advantage on Dexterity (Stealth) checks made while underwater.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage.Bite|4|2d8+2TentaclesMelee Weapon Attack: +4 to hit, reach 15 ft., one target. 7 (2d4 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The yann-an-oed can have only two targets grappled at a time.Tentacles|4|2d4+2SwallowThe yann-an-oed makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the yann-an-oed, and it takes 7 (2d6) acid damage at the start of each of the yann-an-oed's turns. A yannan-oed can have only one creature swallowed at a time.If the yann-an-oed takes 10 damage or more on a single turn from the swallowed creature, the yann-an-oed must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the yann-an-oed. If the yann-an-oed dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Hoot (Recharges after a Short or Long Rest)The yann-an-oed emits an owl-like hoot from a blowhole near the top of its head.Each creature within 120 feet that is able to hear the sound must succeed on a DC 12 Wisdom saving throw or return the hooting sound, if it can make noise. The yann-an-oed is able to unerringly track a creature that responds to its call for 1 hour, even if the creature is hidden by magic or on another plane of existence.Source: CCodex (3pp) p. 391underwaterZiphiusGaberrationNeutral16 (natural armor)135 (10d20+30)walk 10 ft., swim 60 ft.1913169134Str +7Perception +414Aquan, telepathy 120 ft.8cold; bludgeoning, piercing, slashing from nonmagical weaponsproneblindsight 120 ft.ChargeIf the ziphius moves at least 20 feet straight toward a target and then hits it with a dorsal fin attack on the same turn, the target takes an extra 27 (5d10) slashing damage.Siege MonsterThe ziphius deals double damage to objects and structures.Telepathic ForesightAs a bonus action at the start of its turn, the ziphius can choose one creature within 120 feet that it can see. The ziphius' eyes glow, and the target must succeed on a DC 15 Wisdom saving throw or the ziphius creates a temporary mental bond with the target until the start of the ziphius' next turn. While bonded, the ziphius reads the creature's surface thoughts, choosing to either gain advantage on attacks against that target or cause the target to have disadvantage on attacks against the ziphius.Water BreathingThe ziphius can breathe only underwater.MultiattackThe ziphius makes one beak attack and one claw attack.ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage.Claw|7|3d6+4BeakMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed by the ziphius. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ziphius, and it takes 14 (4d6) acid damage at the start of each of the ziphius' turns. The ziphius can have only one target swallowed at a time.Beak|7|2d8+4If the ziphius takes 20 damage or more on a single turn from a creature inside it, the ziphius must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the ziphius. If the ziphius dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.Dorsal FinMelee Weapon Attack: +7 to hit, reach 10 ft., one target. 20 (3d10 + 4) slashing damage.Dorsal Fin|7|3d10+4Source: CCodex (3pp) p. 392underwaterBlood ZombieMundead (zombie)Neutral Evil10 (natural armor)51 (6d8+24)walk 20 ft.166183658Understands the languages it knew in life but can't speak2poisonpoisoneddarkvision 60 ft.Blood DrainA creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the zombie's next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can't exceed half its maximum hp.Undead FortitudeIf damage reduces the zombie to 0 hp, 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 zombie drops to 1 hp instead.SlamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken.Slam|5|1d10+2Source: CCodex (3pp) p. 393Lord ZombieMundead (zombie)Neutral Evil15 (natural armor)82 (11d8+33)walk 30 ft.161416101315Con +6, Wis +4Perception +414The languages it knew in life5bludgeoning, piercing, slashing from nonmagical weaponsnecrotic, poisonexhaustion, poisoneddarkvision 60 ft.Legendary Resistance (3/Day)If the lord fails a saving throw, it can choose to succeed instead.StenchAny non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn.On a successful saving throw, the creature is immune to the lord's Stench for 24 hours.Undead FortitudeIf damage reduces the lord to 0 hp, 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 lord drops to 1 hp instead.MultiattackThe lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage.Slam|6|1d8+3Life DrainMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken.Life Drain|6|1d6+3This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.A humanoid slain by this attack rises 24 hours later as a zombie under the lord's control, unless the humanoid is restored to life or its body is destroyed. The lord can have no more than twenty zombies under its control at one time.The undead (zombie) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (zombie) regains spent legendary actions at the start of its turn.OptionsThe zombie lord 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. It regains spent legendary actions at the start of its turn.Shambling HordesThe lord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. A zombie that moves out of an enemy's reach because of this movement doesn't provoke an opportunity attack.Life Drain (Costs 2 Actions)The lord makes a life drain attack.Arise (Costs 3 Actions)The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord's control.Source: CCodex (3pp)Mold ZombieMundead (zombie)Chaotic Evil13 (natural armor)75 (10d8+30)walk 20 ft.17816365Str +583necrotic, poisonexhaustion, poisoneddarkvision 60 ft.Spore DeathWhen the zombie is reduced to 0 hp and doesn't survive with its Undead Fortitude, it explodes in a cloud of spores. Each creature within 5 feet of the zombie must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).Undead FortitudeIf damage reduces the zombie to 0 hp, 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 zombie drops to 1 hp instead.MultiattackThe zombie makes two slam attacks.SlamMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.Slam|5|1d6+3Plague Breath (Recharge 6)The zombie breathes a cloud of spores in 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).Source: CCodex (3pp) p. 395swampZoogTaberrationChaotic Evil133 (1d4+1)walk 30 ft., climb 30 ft.3161211108Perception +2, Stealth +512Deep Speech0darkvision 60 ft.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage.Source: CCodex (3pp) p. 396Battle MageMhumanoid (any race)Any alignment12 (15 with mage armor)66 (12d8+12)walk 30 ft.111412181412Con +3, Int +6Arcana +6, History +612Common4OverchannelAs a bonus action, a battle mage can overchannel its spells until the start of its next turn. A creature has disadvantage on its saving throws against an overchanneled spell. Attack rolls against the battle mage have advantage until the start of its next turn.Tactical CastingWhen a battle mage casts a spell that causes damage or that forces a creature to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to automatically succeed on the required saving throw.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.Shortsword|4|1d6+2Self-Defense CastingWhen the battle mage is hit by a weapon attack, it can cast a cantrip against the attacker.SpellcastingThe battle mage is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The battle mage has the following Wizard spells prepared:Cantrips (at will): fire bolt, mage hand, poison spray, shocking grasp• 1st level (4 slots): burning hands, mage armor, magic missile, thunderwave• 2nd level (3 slots): flaming sphere, misty step, shatter• 3rd level (3 slots): counterspell, fireball, lightning bolt• 4th level (1 slots): ice storm4, 3, 3, 1{@spell fire bolt, {@spell mage hand, {@spell poison spray, {@spell shocking grasp, {@spell burning hands, {@spell mage armor, {@spell magic missile, {@spell thunderwave, {@spell flaming sphere, {@spell misty step, {@spell shatter, {@spell counterspell, {@spell fireball, {@spell lightning bolt, {@spell ice stormSource: CCodex (3pp) p. 397Blood MageMhumanoid (any race)Any Non-Good Alignment13 (16 with mage armor)65 (10d8+20)walk 30 ft.101614181213Int +7, Wis +4Arcana +7, Medicine +411Common7Absorb ImpuritiesThe blood mage can absorb poisons or diseases from another creature, living or dead, and turn it to the mage's use. It can expose a fresh cut to a source of disease or poison and safely absorb the dormant affliction into its blood stream. It can then inflict the disease or poison on another by spitting a stream of blood at the creature. On a successful hit as a ranged spell attack, the target is exposed to the disease or poison and must proceed with whatever saving throws are required.Blood SavantWhen subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, the blood mage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Blood VisionWhen the blood mage ingests the blood of another creature, it is stunned until the start of its next turn. During that time, the blood mage experiences a memory of the creature through its own eyes which may or may not be of the incident which caused the creature to bleed. The older the blood, the foggier and more obscure the memory is likely to be. Once the blood mage has consumed a creature's blood in this way, the same creature's blood will never again produce a memory for that blood mage.RegenerationThe blood mage holds power over the flow of its own blood and the speed at which it heals. The blood mage regains 10 hp at the start of its turn if it has at least 1 hp.DaggerMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.Dagger|6|1d4+3Blood Feast (Recharge 5-6)The blood mage drains life-giving blood from nearby creatures. Each creature within 20 feet of the blood mage must succeed on a DC 15 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The blood mage gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that doesn't have blood is immune to Blood Feast.SpellcastingThe blood mage is a 10th-level spellcaster. Its spellcasting ability is (spell save DC 15, +7 to hit with spell attacks). The blood mage has the following Wizard spells prepared:Cantrips (at will): acid splash, mage hand, mending, poison spray, prestidigitation• 1st level (4 slots): charm person, false life, mage armor, magic missile• 2nd level (3 slots): acid arrow, hold person• 3rd level (3 slots): dispel magic, feign death, fly, vampiric touch• 4th level (3 slots): black tentacles, blight• 5th level (2 slots): conjure elemental (blood or water only), scrying4, 3, 3, 3, 2acid splash, mage hand, mending, poison spray, prestidigitation, charm person, false life, mage armor, magic missile, acid arrow, hold person, dispel magic, feign death, fly, vampiric touch, black tentacles, blight, conjure elemental, scryingSource: CCodex (3pp) p. 397Blood Mage (Midgard Version)Mhumanoid (any race)Any Non-Good Alignment13 (16 with mage armor)65 (10d8+20)walk 30 ft.101614181213Int +7, Wis +4Arcana +7, Medicine +411Common7Absorb ImpuritiesThe blood mage can absorb poisons or diseases from another creature, living or dead, and turn it to the mage's use. It can expose a fresh cut to a source of disease or poison and safely absorb the dormant affliction into its blood stream. It can then inflict the disease or poison on another by spitting a stream of blood at the creature. On a successful hit as a ranged spell attack, the target is exposed to the disease or poison and must proceed with whatever saving throws are required.Blood SavantWhen subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, the blood mage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Blood VisionWhen the blood mage ingests the blood of another creature, it is stunned until the start of its next turn. During that time, the blood mage experiences a memory of the creature through its own eyes which may or may not be of the incident which caused the creature to bleed. The older the blood, the foggier and more obscure the memory is likely to be. Once the blood mage has consumed a creature's blood in this way, the same creature's blood will never again produce a memory for that blood mage.RegenerationThe blood mage holds power over the flow of its own blood and the speed at which it heals. The blood mage regains 10 hp at the start of its turn if it has at least 1 hp.DaggerMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.Dagger|6|1d4+3Blood Feast (Recharge 5-6)The blood mage drains life-giving blood from nearby creatures. Each creature within 20 feet of the blood mage must succeed on a DC 15 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The blood mage gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that doesn't have blood is immune to Blood Feast.SpellcastingThe blood mage (midgard version) is a 10th-level spellcaster. Its spellcasting ability is (spell save DC 15, +7 to hit with spell attacks). The blood mage (midgard version) has the following Wizard spells prepared:Cantrips (at will): acid splash, blood tide*, mage hand, mending, prestidigitation• 1st level (4 slots): charm person, false life, stanch*, weapon of blood*• 2nd level (3 slots): bloodshot*, hold person• 3rd level (3 slots): blood armor*, dispel magic, fly, vampiric touch• 4th level (3 slots): black tentacles, {@spell blight• 5th level (2 slots): sanguine horror*, scrying *4, 3, 3, 3, 2{@spell acid splash, blood tide, {@spell mage hand, {@spell mending, {@spell prestidigitation, {@spell charm person, {@spell false life, stanch, weapon of blood, bloodshot, {@spell hold person, blood armor, {@spell dispel magic, {@spell fly, {@spell vampiric touch, {@spell black tentacles, {@spell blight, sanguine horror, {@spell scryingSource: CCodex (3pp) p. 397DoomspeakerMhumanoid (any race)Chaotic Evil15 (shield)78 (12d8+24)walk 30 ft.121715101218Con +5, Wis +4Religion +6116necroticAura Of The Funeral FeastThe doomspeaker gains 10 (3d6) temporary hp whenever a creature dies within 10 feet of it.Pervasive Unholy SmiteWhenever the doomspeaker deals damage with a melee weapon attack, the target takes an extra 9 (2d8) necrotic damage (included in the attack). This damage increases to 13 (3d8) if the target is a celestial, a good-aligned dragon, or a fey.MultiattackThe doomspeaker makes two shortsword attacks.ShortswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage.Shortsword|6|1d6+3SpellcastingThe doomspeaker is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The doomspeaker has the following Paladin spells prepared:• 1st level (4 slots): command, searing smite, shield of faith• 2nd level (3 slots): branding smite, locate object, magic weapon, protection from poison• 3rd level (3 slots): aura of vitality, blinding smite, dispel magic4, 3, 3command, searing smite, shield of faith, branding smite, locate object, magic weapon, protection from poison, aura of vitality, blinding smite, dispel magicSource: CCodex (3pp) p. 399Doomspeaker (Midgard Version)Mhumanoid (any race)Chaotic Evil15 (shield)78 (12d8+24)walk 30 ft.121715101218Con +5, Wis +4Religion +6116necroticAura Of The Funeral FeastThe doomspeaker gains 10 (3d6) temporary hp whenever a creature dies within 10 feet of it.Pervasive Unholy SmiteWhenever the doomspeaker deals damage with a melee weapon attack, the target takes an extra 9 (2d8) necrotic damage (included in the attack). This damage increases to 13 (3d8) if the target is a celestial, a good-aligned dragon, or a fey.MultiattackThe doomspeaker makes two shortsword attacks.ShortswordMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage.Shortsword|6|1d6+3Variant: Doomspeakers in MidgardIn the Southlands, doomspeakers recruit many of the gnolls of the Sarkland Desert to their cause. The gnolls are drawn by the doomspeakers' strength and the thought of easy conquest. Doomspeakers have a hidden complex in the south that serves as their main base of operations and the resting place of the Book of Nine Dooms, a book containing magic that uses raw, violent emotion as fuel. They also maintain a presence on the Rothenian Plain, both in caves under Demon Mountain by permission of its Master and in the forests north of the plain. When using the Midgard setting, change the doomspeaker's spells to the following (see "Fifth Edition Appendix" in the Midgard Worldbook)1st level (4 slots): bane, bloody smite, doom of the cracked shield, memento mori
2nd level (3 slots): bloodshot, caustic blood, magic weapon
3rd level (3 slots): blood armor, conjure undead, dispel magicSpellcastingThe doomspeaker (midgard version) is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The doomspeaker (midgard version) has the following Paladin spells prepared:• 1st level (4 slots): bane, bloody smite*, doom of the cracked shield*, memento mori*• 2nd level (3 slots): bloodshot*, caustic blood*, magic weapon• 3rd level (0 slots): blood armor*, conjure undead*, dispel magic4, 3, 0bane, bloody smite, doom of the cracked shield, memento mori, bloodshot, caustic blood, magic weapon, blood armor, conjure undead, dispel magicSource: CCodex (3pp) p. 399Cleric Of The BrewMhumanoid (dwarf)Any Good Alignment18 (chain shirt, shield)104 (16d8+32)walk 25 ft.161015111813Con +5, Wis +7Medicine +7, Persuasion +4, Religion +314Common, Dwarvish5poisondarkvision 60 ft.Master BrewerThe cleric has a +6 bonus on ability checks to brew beer, has advantage on saving throws against poison, and can't be intoxicated unless it chooses to be.MultiattackThe cleric can use its Intoxicating Burp. It then makes two divine strike attacks.Divine StrikeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage.Divine Strike|6|1d6+3Divine BrewThe cleric drinks, or administers to an ally, one of the beer goddess' holy ales. For 1 minute, the drinker is immune to being frightened, gains 7 (2d6) temporary hp, and has advantage on ability checks based on Charisma. The creature can't benefit from Blessed Brew again until it finishes a short or long rest.Intoxicating BurpThe cleric of the brew belches revoltingly in the face of a single creature within 5 feet. The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cleric's Intoxicating Burp for the next 24 hours.Boot and Rally (Recharges after a Short or Long Rest)Allies within 30 feet of the cleric who are frightened, paralyzed, poisoned, or stunned by an effect that allows repeated saving throws (such as a dragon's Frightful Presence) have advantage on the next saving throw. A creature that succeeds on the saving throw regains 7 (2d6) hp.SpellcastingThe cleric of the brew is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cleric of the brew has the following Cleric spells prepared:Cantrips (at will): guidance, light, mending, sacred flame• 1st level (4 slots): cure wounds, healing word, heroism, purify food and drink• 2nd level (3 slots): hold person, prayer of healing, spiritual weapon• 3rd level (3 slots): aura of vitality, dispel magic, spirit guardians• 4th level (2 slots): confusion, freedom of movement4, 3, 3, 2guidance, light, mending, sacred flame, cure wounds, healing word, heroism, purify food and drink, hold person, prayer of healing, spiritual weapon, aura of vitality, dispel magic, spirit guardians, confusion, freedom of movementSource: CCodex (3pp)GraveslayerMhumanoid (dwarf)Any Non-Evil Alignment18 (plate armor)112 (15d8+45)walk 25 ft.181017101413Wis +4, Cha +3Intimidation +3, Religion +212Common, Dwarvish4necrotic, poisoncharmed, frighteneddarkvision 60 ft.MultiattackThe graveslayer makes two attacks with its blessed battleaxe.Blessed BattleaxeMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) radiant damage. If the target is undead, it takes an extra 3 (1d6) radiant damage. The blessed battleaxe is silvered, and it is magical while in the graveslayer's hands.Blessed Battleaxe|6|1d8+4HandaxeMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) slashing damage.Handaxe|6|1d6+4Turn Undead (Recharges after a Short or Long Rest)The graveslayer presents its holy symbol and says a prayer. Each undead creature within 30 feet that can see or hear it must succeed on a DC 12 Wisdom saving throw or be turned for 1 minute or until it takes damage. A turned undead must spend its turns trying to move as far away from the graveslayer as it can, and it can't take reactions or willingly move to a space within 30 feet of the graveslayer.Brave SacrificeWhen an ally within 5 feet of the graveslayer is the target of an attack the graveslayer can see, the graveslayer can swap places with the ally, becoming the target instead.Variant: Corrupted GraveslayersThe necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies. When a graveslayer's body is available, they use dark rituals to corrupt its soul, enlisting it to fight against its former comrades. A corrupted graveslayers' type changes from humanoid to undead, and it inflicts extra necrotic (rather than radiant) damage with its battleaxe. It loses the ability to turn undead.Source: CCodex (3pp)Gear MageMhumanoid (any race)Lawful Neutral13 (16 with mage armor)55 (10d8+10)walk 30 ft.121612201312Int +7, Wis +3Arcana +7, Investigation +7114Clockworker's CharmWhenever the gear mage casts a spell that animates, creates, or modifies an object, the spell's duration is increased by 3 minutes, if it has a duration.Metal Shape (1/Day)The gear mage can reshape metal with a touch. When grasping a Small or smaller piece of nonmagical metal, the gear mage can alter the form into any shape that suits its purpose. The item must be in the gear mage's hands and under its control; the mage can't, for example, reshape a piece of armor or a weapon that's being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, the gear mage must be completely familiar with it. Thus, it could replicate a key that it had in its possession for an extended period of time, but it could not create a working key based on seeing the lock alone. Objects the gear mage creates can have up to two hinges and a latch, but finer mechanical detail is not possible.QuarterstaffMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used with two hands.Quarterstaff|3|1d6+1SpellcastingThe gear mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The gear mage has the following Wizard spells prepared:Cantrips (at will): acid splash, blade ward, mending, shocking grasp• 1st level (4 slots): grease, identify, mage armor, shield• 2nd level (3 slots): flaming sphere, levitate, shatter• 3rd level (3 slots): counterspell, dispel magic, slow• 4th level (2 slots): black tentacles, fabricate• 5th level (1 slots): animate objects, cloudkill4, 3, 3, 2, 1acid splash, blade ward, mending, shocking grasp, grease, identify, mage armor, shield, flaming sphere, levitate, shatter, counterspell, dispel magic, slow, black tentacles, fabricate, animate objects, cloudkillSource: CCodex (3pp) p. 401Gear Mage (Midgard Version)Mhumanoid (any race)Lawful Neutral13 (16 with mage armor)55 (10d8+10)walk 30 ft.121612201312Int +7, Wis +3Arcana +7, Investigation +7114Clockworker's CharmWhenever the gear mage casts a spell that animates, creates, or modifies an object, the spell's duration is increased by 3 minutes, if it has a duration.Metal Shape (1/Day)The gear mage can reshape metal with a touch. When grasping a Small or smaller piece of nonmagical metal, the gear mage can alter the form into any shape that suits its purpose. The item must be in the gear mage's hands and under its control; the mage can't, for example, reshape a piece of armor or a weapon that's being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, the gear mage must be completely familiar with it. Thus, it could replicate a key that it had in its possession for an extended period of time, but it could not create a working key based on seeing the lock alone. Objects the gear mage creates can have up to two hinges and a latch, but finer mechanical detail is not possible.QuarterstaffMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used with two hands.Quarterstaff|3|1d6+1SpellcastingThe gear mage (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The gear mage (midgard version) has the following Wizard spells prepared:Cantrips (at will): acid splash, fist of iron*, mage hand, mending• 1st level (4 slots): analyze device*, animate construct*, grease, mage armor• 2nd level (3 slots): armored heart*, levitate, shatter• 3rd level (3 slots): counterspell, dispel magic, overclock*• 4th level (2 slots): fabricate, grinding gears*• 5th level (1 slots): cloudkill, mechanical union*4, 3, 3, 2, 1{@spell acid splash, fist of iron, mage hand, mending, analyze device, animate construct, {@spell grease, {@spell mage armor, armored heart, {@spell levitate, {@spell shatter, {@spell counterspell, {@spell dispel magic, overclock, {@spell fabricate, grinding gears, {@spell cloudkill, mechanical unionSource: CCodex (3pp) p. 402Gnomish Knife CultistShumanoid (gnome)Chaotic Evil16 (breastplate)97 (15d6+45)walk 30 ft.81416111220Con +6, Cha +8Perception +414Common, Gnomish, Abyssal5darkvision 60 ft.Demon WranglerThe knife cultist has an affinity with summoned demons. They obey it without question and are immune to being charmed. In addition, demons summoned by the cultist have advantage on saving throws against spells or effects that would send them to another plane (including their home plane).MultiattackThe gnomish knife cultist makes two attacks with its ritual knife.Ritual KnifeMelee Weapon Attack. +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 7 (2d6) poison damage.Ritual Knife|5|1d4+2Demonic Summonings (1/Day)rThe gnomish knife cultist summons one demon of challenge rating 6 or two demons of challenge rating 4 or less. The summoned demons appear in unoccupied spaces within 50 feet of the cultist, acting immediately after the cultist in the initiative count. The demons are loyal to the cultist and follow its commands. They remain for 1 hour, until the cultist dies, or until the cultist dismisses them as a bonus action.Goad or Soothe (Recharge 5-6)As a bonus action, the gnomish knife cultist can goad or soothe one of its summoned demons within 50 feet. The affected demon has advantage on its next attack (if goaded) or heals 16 (3d10) hp (if soothed).Innate SpellcastingThe gnomish knife cultist's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:At will: enlarge/reduce, spider climb3/day each: bless, magic missile, protection from energy1/day each: haste, lightning boltenlarge/reduce, spider climb, bless, magic missile, protection from energy, haste, lightning boltSource: CCodex (3pp)farmlandElfmarked HumanMhumanoid (half-elf)Any alignment1222 (5d8)walk 30 ft.101411141213Arcana +4, Perception +313Common, Elvish1/2darkvision 60 ft.Fey AncestryThe elfmarked has advantage on saving throws against being charmed, and magic can't put the elfmarked to sleep.Magical Resonance (5/Day)As a bonus action, the elfmarked gains advantage on its next weapon attack. If the attack hits, it deals an extra 4 (1d8) force damage.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.Shortsword|4|1d6+2ShortbowRanged Weapon Attack. +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.Shortbow|4|1d6+2Innate SpellcastingThe elfmarked human's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components:At will: detect magic, mage hand1/day each: magic missiledetect magic, mage hand, magic missileSource: CCodex (3pp)Metee-kolen-olMhumanoid (any race)Chaotic Evil13 (16 with mage armor)32 (5d8+10)walk 30 ft.11161417139Arcana +5, Insight +311Common2coldexhaustionWintry GazeIf a creature starts its turn within 30 feet of the metee-kolen-ol and the two of them can see each other, the metee-kolen-ol can force the creature to make a DC 12 Wisdom saving throw if the metee-kolen-ol isn't incapacitated. On a failed save, the creature has its speed halved, and it takes a -2 penalty to its AC and Dexterity saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the metee-kolen-ol's Wintry Gaze for the next 24 hours.A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the metee-kolen-ol until the start of its next turn, when it can avert its eyes again. If it looks at the metee-kolen-ol in the meantime, it must immediately make the save.DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d4 + 3) piercing damage.Dagger|5|1d4+3SpellcastingThe metee-kolen-ol is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The metee-kolen-ol has the following Wizard spells prepared:Cantrips (at will): blade ward, chill touch, light, ray of frost• 1st level (4 slots): fog cloud, mage armor, ray of sickness• 2nd level (3 slots): acid arrow, alter self, shatter• 3rd level (2 slots): dispel magic, sleet storm4, 3, 2blade ward, chill touch, light, ray of frost, fog cloud, mage armor, ray of sickness, acid arrow, alter self, shatter, dispel magic, sleet stormSource: CCodex (3pp)arcticNecromancerMhumanoid (any race)Any Evil Alignment12 (15 with mage armor)49 (9d8+9)walk 30 ft.101512181513Int +6, Wis +5Arcana +7, History +712Common6frightenedGrim HarvestOnce per turn when a living creature fails a saving throw against or is harmed by one of the necromancer's Necromancy spells of 1st level or higher, the necromancer regains hp equal to three times the spell's level.Undead ThrallsWhen the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 9 hp and a +3 to their weapon damage rolls.QuarterstaffMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with two hands.Quarterstaff|3|1d6SpellcastingThe necromancer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following Wizard spells prepared:Cantrips (at will): chill touch, mage hand, poison spray, ray of frost• 1st level (4 slots): false life, mage armor, ray of sickness*• 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*• 3rd level (3 slots): animate dead, dispel magic, fear, vampiric touch*• 4th level (3 slots): blight*, ice storm, stoneskin• 5th level (2 slots): cloudkill, cone of cold *4, 3, 3, 3, 2chill touch, mage hand, poison spray, ray of frost, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, animate dead, dispel magic, fear, vampiric touch, blight, ice storm, stoneskin, cloudkill, cone of cold Source: CCodex (3pp)Scorpion AssassinMhumanoid (any race)Neutral Evil17 (studded leather armor)105 (14d8+42)walk 30 ft.122016101816Dex +8, Wis +7Deception +6, Perception +7, Stealth +8178cold, necroticpoisonblinded, poisonedblindsight 10 ft.AssassinateDuring its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.EvasionIf the scorpion assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Sneak Attack (1/Turn)Once per turn, the scorpion assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.MultiattackThe scorpion assassin makes two scorpion stiletto attacks.Scorpion StilettoMelee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d4 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.Scorpion Stiletto|8|1d4+5Uncanny DodgeWhen an attacker the scorpion assassin can see hits it with an attack, it can choose to take half the damage instead.SpellcastingThe scorpion assassin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The scorpion assassin has the following spells prepared:Cantrips (at will): guidance, light, mending, thaumaturgy• 1st level (4 slots): bane, command, inflict wounds, shield of faith• 2nd level (3 slots): blindness/deafness, hold person, silence• 3rd level (2 slots): bestow curse, meld into stone4, 3, 2guidance, light, mending, thaumaturgy, bane, command, inflict wounds, shield of faith, blindness/deafness, hold person, silence, bestow curse, meld into stoneSource: CCodex (3pp)badlands, coastalThief LordMhumanoid (any race)Lawful Evil17 (Glamoured studded leather armor)66 (12d8+12)walk 30 ft.101812141416Dex +7, Int +5Acrobatics +7, Deception +9, Investigation +5, Perception +5, Persuasion +6, Stealth +1015Thieves' cant8poisonCunning ActionOn each of its turns, the thief lord can use a bonus action to take the Dash, Disengage, or Hide action.EvasionIf the thief lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Sneak Attack (1/Turn)The thief lord deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief lord that isn't incapacitated and the thief lord doesn't have disadvantage on the attack roll.MultiattackThe thief lord makes two attacks with its rapier.RapierMelee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.Rapier|7|1d8+4Hand CrossbowRanged Weapon Attack: +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.Hand Crossbow|7|1d6+4Protect MeWhen a creature the thief lord can see targets it with an attack, the thief lord can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally.The chosen ally becomes the target of the attack instead.Source: CCodex (3pp)Void CultistMhumanoid (any race)Neutral Evil1233 (6d8+6)walk 30 ft.151412913811Common1/2psychicInsaneThe void cultist has advantage on saving throws against being charmed or frightened.MultiattackThe void cultist makes two attacks. one with its club and one with its Flesh Twist.ClubMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage.Club|4|1d4+2Flesh TwistThe void cultist has one or more of the following attack options.Poisonous SpittleRanged Weapon Attack: +4 to hit, range 20/60 ft., one target. 5 (1d6 + 2) poison damage, and, if the target is a creature, it must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute.Poisonous Spittle|4|1d6+2Tentacle HandMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage, and, if the target is a Medium or smaller creature, it is grappled (escape DC 12).Tentacle Hand|4|1d4+2Until this grapple ends, the target is restrained, and the void cultist can't use its tentacle hand against another target. In addition, the tentacle hand grants the cultist advantage on Strength (Athletics) checks.TusksMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage.Tusks|4|1d8+2Source: CCodex (3pp)Void SpeakerMhumanoid (any race)Neutral Evil12 (15 with mage armor)58 (13d8)walk 30 ft.9141118108Int +7, Wis +3Arcana +7, History +710Common7necrotic, psychic; bludgeoning, piercing, slashing from nonmagical weaponsblindsight 60 ft.InsaneThe void speaker has advantage on saving throws against being charmed or frightened.DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.Dagger|5|1d4+2Word of the Void (Recharge 5-6)The void speaker utters a magical phrase in Void Speech. Each hostile creature within 30 feet of the void speaker who can hear it is affected by one of the following.Decaying WordEach affected creature must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.Repelling WordEach affected creature must make a DC 15 Strength saving throw. On a failure, the creature takes 7 (2d6) thunder damage, is pushed 15 feet directly away from the void speaker and is knocked prone. On a success, the creature takes half damage and isn't knocked prone.Unsettling WordEach affected creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Rebuke From BeyondWhen a creature the void speaker can see within 60 feet hits it with an attack, the attacker takes 7 (2d6) necrotic damage as the void speaker barks a destructive word ofSpellcastingThe void speaker is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The void speaker has the following Wizard spells prepared:Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp• 1st level (4 slots): burning hands, mage armor, magic missile• 2nd level (3 slots): hold person, misty step, suggestion• 3rd level (3 slots): counterspell, dispel magic, fear• 4th level (3 slots): black tentacles, blight, confusion• 5th level (1 slots): cone of cold4, 3, 3, 3, 1{@spell fire bolt, {@spell minor illusion, {@spell prestidigitation, {@spell shocking grasp, {@spell burning hands, {@spell mage armor, {@spell magic missile, {@spell hold person, {@spell misty step, {@spell suggestion, {@spell counterspell, {@spell dispel magic, {@spell fear, {@spell black tentacles, {@spell blight, {@spell confusion, {@spell cone of coldSource: CCodex (3pp)Void Speaker (Midgard Version)Mhumanoid (any race)Neutral Evil12 (15 with mage armor)58 (13d8)walk 30 ft.9141118108Int +7, Wis +3Arcana +7, History +710Common7necrotic, psychic; bludgeoning, piercing, slashing from nonmagical weaponsblindsight 60 ft.InsaneThe void speaker has advantage on saving throws against being charmed or frightened.DaggerMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.Dagger|5|1d4+2Word of the Void (Recharge 5-6)The void speaker utters a magical phrase in Void Speech. Each hostile creature within 30 feet of the void speaker who can hear it is affected by one of the following.Decaying WordEach affected creature must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.Repelling WordEach affected creature must make a DC 15 Strength saving throw. On a failure, the creature takes 7 (2d6) thunder damage, is pushed 15 feet directly away from the void speaker and is knocked prone. On a success, the creature takes half damage and isn't knocked prone.Unsettling WordEach affected creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Rebuke From BeyondWhen a creature the void speaker can see within 60 feet hits it with an attack, the attacker takes 7 (2d6) necrotic damage as the void speaker barks a destructive word ofSpellcastingThe void speaker (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The void speaker (midgard version) has the following Wizard spells prepared:Cantrips (at will): crushing curse*, minor illusion, shocking grasp, word of misfortune*• 1st level (4 slots): burning hands, mage armor, magic missile• 2nd level (3 slots): maddening whispers*, misty step, suggestion• 3rd level (3 slots): counterspell, dispel magic, void strike*• 4th level (3 slots): black tentacles, blight, confusion• 5th level (1 slots): living shadows*4, 3, 3, 3, 1crushing curse, minor illusion, shocking grasp, word of misfortune, burning hands, mage armor, magic missile, maddening whispers, misty step, suggestion, counterspell, dispel magic, void strike, black tentacles, blight, confusion, living shadowsSource: CCodex (3pp)Voidwracked MageMhumanoid (any race)Chaotic Evil15 (natural armor)78 (12d8+24)walk 30 ft.10161420811Int +8, Wis +2Arcana +8, History +898cold, necrotic; bludgeoning, piercing, slashing from nonmagical weaponsEvent HorizonCreatures pulled through the event horizon via the voidwracked mage's Accretion ability or that pass through it willingly become trapped in the void. A trapped creature is unable to breathe and can't cast spells with verbal components. At the end of its turn, the trapped creature takes 14 (4d6) necrotic damage and 9 (2d8) cold damage. A trapped creature that is not incapacitated can escape if a rope or long pole is passed to it from the outside.Either the creature itself or an ally outside of the event horizon must succeed on a DC 15 Strength (Athletics) check to pull the creature out. The voidwracked mage can also release a trapped creature as an action.Horizon CollapseWhen the voidwracked mage is reduced to 0 hp, its event horizon collapses after 1 minute. Creatures trapped in the void when the event horizon collapses are lost and can only be restored by a wish or true resurrection spell.InsaneThe voidwracked mage has advantage on saving throws against being charmed or frightened.Void TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d6) necrotic damage.Void Touch|6|4d6Accretion (Recharge 5-6)The voidwracked mage creates a strong gravitational pull in a 20-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, the creature takes 28 (8d6) force damage and is pulled through the voidwracked mage's event horizon. On a success, the creature takes half the damage and is knocked prone but isn't pulled into the event horizon.SpellcastingThe voidwracked mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The voidwracked mage has the following Wizard spells prepared:Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost• 1st level (4 slots): cause fear, magic missile, ray of sickness, shield• 2nd level (3 slots): darkness, misty step, scorching ray• 3rd level (3 slots): counterspell, dispel magic, fireball• 4th level (3 slots): black tentacles, blight• 5th level (1 slots): cone of cold4, 3, 3, 3, 1chill touch, mage hand, prestidigitation, ray of frost, cause fear, magic missile, ray of sickness, shield, darkness, misty step, scorching ray, counterspell, dispel magic, fireball, black tentacles, blight, cone of coldSource: CCodex (3pp)Voidwracked Mage (Midgard Version)Mhumanoid (any race)Chaotic Evil15 (natural armor)78 (12d8+24)walk 30 ft.10161420811Int +8, Wis +2Arcana +8, History +898cold, necrotic; bludgeoning, piercing, slashing from nonmagical weaponsEvent HorizonCreatures pulled through the event horizon via the voidwracked mage's Accretion ability or that pass through it willingly become trapped in the void. A trapped creature is unable to breathe and can't cast spells with verbal components. At the end of its turn, the trapped creature takes 14 (4d6) necrotic damage and 9 (2d8) cold damage. A trapped creature that is not incapacitated can escape if a rope or long pole is passed to it from the outside.Either the creature itself or an ally outside of the event horizon must succeed on a DC 15 Strength (Athletics) check to pull the creature out. The voidwracked mage can also release a trapped creature as an action.Horizon CollapseWhen the voidwracked mage is reduced to 0 hp, its event horizon collapses after 1 minute. Creatures trapped in the void when the event horizon collapses are lost and can only be restored by a wish or true resurrection spell.InsaneThe voidwracked mage has advantage on saving throws against being charmed or frightened.Void TouchMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d6) necrotic damage.Void Touch|6|4d6Accretion (Recharge 5-6)The voidwracked mage creates a strong gravitational pull in a 20-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, the creature takes 28 (8d6) force damage and is pulled through the voidwracked mage's event horizon. On a success, the creature takes half the damage and is knocked prone but isn't pulled into the event horizon.Spellcastingvoidwracked is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). voidwracked has the following Wizard spells prepared:Cantrips (at will): crushing curse*, mage hand, ray of frost, word of misfortune*• 1st level (4 slots): cause fear, ray of sickness, screaming ray*, shield• 2nd level (3 slots): destructive resonance*, maddening whispers*, misty step• 3rd level (3 slots): counterspell, dispel magic, void strike*• 4th level (3 slots): black tentacles, blight• 5th level (1 slots): essence of instability*4, 3, 3, 3, 1crushing curse, mage hand, ray of frost, word of misfortune, cause fear, ray of sickness, screaming ray, shield, destructive resonance, maddening whispers, misty step, counterspell, dispel magic, void strike, black tentacles, blight, essence of instabilitySource: CCodex (3pp)War ChaplainMhumanoid (any race)Any Lawful Alignment16 (ring mail, shield)58 (9d8+18)walk 30 ft.141014111411Wis +4, Cha +2Medicine +4, Religion +2123Divine OrdersAs a bonus action, the war chaplain commands an ally within 30 feet of it to make one attack against a creature the chaplain attacked this round.MultiattackThe war chaplain makes two melee attacks.LongswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands.Longsword|4|1d8+2War God's Healing (Recharge 5-6)The war chaplain targets one ally within 30 feet engaged in melee combat. The target regains 10 (3d6) hit points.SpellcastingThe war chaplain is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The war chaplain has the following Cleric spells prepared:Cantrips (at will): light, resistance, sacred flame, spare the dying• 1st level (4 slots): bless, cure wounds, healing word, protection from evil and good• 2nd level (3 slots): lesser restoration, spiritual weapon• 3rd level (2 slots): beacon of hope4, 3, 2light, resistance, sacred flame, spare the dying, bless, cure wounds, healing word, protection from evil and good, lesser restoration, spiritual weapon, beacon of hopeSource: CCodex (3pp)War PriestMhumanoid (any race)Any alignment16 (chain mail)91 (14d8+28)walk 25 ft.161014111612Con +5, Wis +6Medicine +6, Religion +3138MultiattackThe war priest makes three attacks with its imbued warhammer.Imbued WarhammerMelee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands, plus 13 (3d8) radiant (good or neutral priests) or necrotic (evil priests) damage.Imbued Warhammer|6|1d8+3Blessing of WarWhen an ally the war priest can see within 30 feet hits with a melee weapon attack, the war priest can make the weapon deal an extra 9 (2d8) radiant (good or neutral priests) or necrotic (evil priests) damage.SpellcastingThe war priest is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The war priest has the following Cleric spells prepared:Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy• 1st level (4 slots): bless, command, cure wounds, shield of faith• 2nd level (3 slots): aid, hold person, spiritual weapon• 3rd level (3 slots): beacon of hope, mass healing word• 4th level (1 slots): death ward4, 3, 3, 1light, sacred flame, spare the dying, thaumaturgy, bless, command, cure wounds, shield of faith, aid, hold person, spiritual weapon, beacon of hope, mass healing word, death wardSource: CCodex (3pp)Call a Roggenwolf2DYES5 milesV, S, M1 hourRanger, Druid, Cleric (Nature)You call a roggenwolf within range to your side (though it may take some time to get to you) and can verbally communicate with it for the duration. If you make an offering of meat and a successful DC 13 Charisma ability check, the roggenwolf will give you information about nearby locations and prey, including whatever it has seen within the past day. You might be able to persuade a roggenwolf to attack a particular creature or howl at a particular location, at the GM's discretion.
Source: CCodex (3pp) p. 320Robe of IridescenceGThis shimmering cloak is made from the scales of a scitalis. While in an area of bright or dim light, you can pull the cloak's hood over your head to cause the scales to glimmer and shine. Each creature within 10 feet of you must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. Once this property has been used twice, it can't be used again until the next dawn. Pulling the hood up or down requires an action.
Source: CCodex (3pp)