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The correspondence began with messages left on his home computer on the kitchen table, and ended with communications scrawled directly onto paper. Alchemical Spray. The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Pleasant Mist. The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn.

When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature. Alpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather. Dazzling Dominance. Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking.

Defensive Frenzy. When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action. When the alpha fish uses its Fin Flare, it looks minute. A creature can repeat the saving throw at the end of each one size category larger than it actually is to any creature that can of its turns, ending the effect on itself on a success.

It automatically fails ability checks and saving throws to detect or see through illusions. The fish can breathe only under water. When a spellcaster uses an alpha fish scale as a spell component while casting an Multiattack. The alpha fish uses its Fin Flare. It then makes two enchantment or illusion spell, the spellcaster can increase the DC of headbutt attacks. The alpha fish flares its fins in an attempt to frighten its otherwise, it remains.

Each creature within 30 feet that can see the fish must. Its tiny black eyes Icy Slime. Its limbs end in large, grasping claws that look In addition, a creature that touches the a-mi-kuk or hits it with a strong enough to crush the life out of a bear. A creature grappled by the a-mi-kuk takes Hidden Terror. The dreaded a-mi-kuk is a terrifying creature this damage at the start of each of its turns. The a-mi-kuk makes two attacks: one with its bite and They also submerge themselves beneath frozen waters, coming one with its grasping claw.

Hit: 12 Fear of Flames. The a-mi-kuk has two grasping claws, and lash out with incredible fury if cornered by someone using each of which can grapple only one target at a time.

The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the Unknown Origins. The cast spells, and begins suffocating. On a success, the target takes monsters are never seen together, and some believe them to be a half the bludgeoning damage and is no longer grappled.

Until this single monster, an evil spirit made flesh that appears whenever strangling grapple ends escape DC 16 , the target takes 13 3d8 a group of humans has angered the gods. A-mi-kuks have no bludgeoning damage at the start of each of its turns. Hold Breath. The a-mi-kuk can hold its breath for 30 minutes. Fear of Fire. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn.

Angels of judgment are cosmic agents of balance. Unlike most angels, they exist to enforce equality between law and chaos. They prefer to solve disputes verbally but use force when prudent. Each angel of judgment bears two aspects: a dispassionate angel and a fiendish judge.

When called to violence by the heavenly host or infernal legions, its dispassionate face changes to that of an avenging angel. Witnesses to History. In times of turmoil and upheaval, angels of judgment watch over events. While observing, the angel is a stoic spectator, intervening only if it sees a threat to universal harmony.

Even then, they prefer to send sammael angels Creature Codex, p. Cosmic Arbiters. Angels of judgment arbitrate claims between the lords of righteousness and the masters of madness. If either party violates the terms, the angel destroys the offender and patiently waits for a new representative to take their place.

Immortal Nature. On a success, the creature is Damage Resistances necrotic, poison, radiant; bludgeoning, restrained. If the creature looks at the angel in the meantime, it must Languages all, telepathy ft. Challenge 18 20, XP Weapons of Balance. When the angel of judgment hits with any weapon, the Change Face. As a bonus action, the angel of judgment can change weapon deals an extra 6d8 force damage included in the attack.

It can have only one face active at a time and Charisma spell save DC The angel can cast the following spells, can end the effect on its turn as a bonus action. The angel of judgment becomes a harbinger of At will: detect evil and good, detect magic, detect thoughts, chaos. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead.

The angel of judgment knows if it hears a lie. The angel of judgment makes two melee attacks. The angel of judgment has advantage on saving Greataxe. Divine Mission. Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial.

Nothing Gets in the Way. Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. The angelic enforcer makes two melee attacks, but can Damage Resistances bludgeoning, piercing, and slashing from use its bite only once.

The curse can be lifted early by a remove Languages all, telepathy ft. Challenge 12 8, XP Greatsword. Blazing Weapons. The angelic enforcer magically polymorphs into a magical. When the enforcer hits with any weapon other than its bite, humanoid or a lion that has a challenge rating no higher than its the weapon deals an extra 4d8 fire damage included in the attack.

It reverts to its true form if it dies. Divine Awareness. The angelic enforcer knows if it hears a lie. Any equipment it is wearing or carrying is absorbed or borne by the Magic Resistance. In a new form, the enforcer retains its own game statistics and Innate Spellcasting.

The enforcer can innately cast the and special senses are replaced by those of the new form, and it following spells, requiring only verbal components: gains any statistics and capabilities except class features, legendary At will: detect evil and good actions, and lair actions that the new form has.

Mead archons are the emissaries of deities who enjoy battle and strong drink. Fight Hard, Party Harder. Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength.

If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory. Divine Trainers. When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses.

Senses darkvision 60 ft. Languages all, telepathy 60 ft. Drunken Touch. The mead archon touches a creature within 5 feet of Challenge 4 1, XP it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way Magic Resistance. The mead archon has advantage on saving takes damage, it can repeat the saving throw, ending the condition throws against spells and other magical effects.

Magic Weapons. The mead archon touches a Innate Spellcasting. The archon can innately cast the healing. If the potion is not consumed within 24 hours, it reverts following spells, requiring only verbal components: back to its original form. The mead archon makes two melee attacks. It can use its Drunken successful one. Touch in place of one melee attack. Hit: 12 the end of its next turn. Its head is that of a majestic hunting hound with the teeth spell save DC The uridimmu can innately cast the following and reddish-gold mane of a lion, and it holds a flaming mace in spells, requiring no material components: its hands.

After their defeat, the uridimmus chose to serve the god Multiattack. The uridimmu makes three attacks: one with its bite and as guardians of the heavenly realm.

The tainted origin of two with its mace. Hit: 19 radiance that clings to the heads of their maces. Tainted Servants of Law. Uridimmus are tireless Mace. Some also serve the deities directly as radiant damage. While Heavenly Roar Recharge 5—6. The uridimmu can unleash a uridimmus are unwavering and steadfast guardians, they are powerful roar imbued with divine power in a foot cone. A also completely merciless in combat and not above making target caught within this cone must make a DC 18 Constitution examples out of trespassers.

This tendency sometimes causes saving throw, taking 45 10d8 thunder damage on a failed save, or half as much damage on a successful one. If the saving throw friction between the urdimmu and other angels, like planetars, fails by 5 or more, the target is also frightened for 1 minute. A who claim that the souls of uridimmus are still tainted with evil. Fiends have disadvantage on this saving throw. Challenge 14 11, XP. Chaos Mace. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage included in the attack.

The uridimmu chooses the type of damage when making the attack. Heroic Aura. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu has advantage on saving throws against spells and other magical effects.

Two every stripe, the animals of the world have much simpler forms additional animal lords are presented here: the Queen of of faith. Among each species there is always one paragon that Scorpions, an exiled animal lord who manipulates the mortal embodies the animal spirit in a humanoid form, the better to world through a complex network of thieves and spies from her speak to others and represent the animals in celestial councils.

Queen of Scorpions The unearthly beauty of this woman is marred by her sinister eyes and the large scorpion tail rising up behind her head. Exiled Lord. Known as Chelamma by the nearby locals, the Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile. This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. Mistress of Poison. The Queen of Scorpions resides in an ancient desert temple carved in the side of a stone cliff.

The temple is a complex network of canyons filled with scorpions, spiders, and shrouded cultists. She operates her shipments of poisons via her shrouded cultists and a network of go-betweens. Only a select few of her customers are aware of the true identity of their supplier. Murderer of Monarchs.

The long exile imposed on the Queen of Scorpions turned her lust for murder into a dangerous addiction. She delights in seducing nobles, kings, and queens with promises of power or magic and slowly poisoning them to watch her prey wither to death.

Her delight often gets the better of her as she lingers over a dying person just a little too long, leaving her dangerously close to being caught. The other animal lords believe it is only a matter of time before her luck runs out. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so. The Queen of Scorpions can communicate passage when within 1 mile of her temple unless she wishes to.

In human form, the Queen of Scorpions makes two scimitar attacks. In her true form, she makes three attacks: one with her sting and two with her scimitar. While in scorpion form, the Damage Resistances bludgeoning, piercing, and slashing from Queen has two claws, each of which can grapple only one target. Arachnid Passivism. No scorpion or spider can willingly attack Acidic Bile Recharge 5—6. The Queen of Scorpions spews acid from the Queen of Scorpions.

They can be forced to do so through her mouth in a foot line that is 5 feet wide. Each creature in magical means. If the Queen of Scorpions fails a creature takes 45 10d8 acid damage and is poisoned for 1 minute. The Queen of Scorpions has advantage on saving A poisoned creature can repeat the saving throw at the end of each throws against spells and other magical effects. The Queen of Scorpions can take 3 legendary actions, choosing from Rejuvenation.

Only one legendary action option can be used at the Astral Plane. The Queen of on the Material Plane, which then becomes the Queen of Scorpions Scorpions regains spent legendary actions at the start of her turn. Only killing every scorpion on the Material Plane will prevent this trait from functioning. The Queen of Scorpions casts one of her at will spells. The Queen of of unearthly beauty, or back into her true Medium, scorpion-tailed Scorpions moves up to her burrowing speed without provoking humanoid form.

Her statistics, other than her size, are the same opportunity attacks. The forms retain her climbing and burrowing speeds. Any equipment Queen of Scorpions makes one scimitar attack. She reverts to her true form if she dies. The Toad King has not quite onyx eyes. His broad smile, accentuated by wrinkles and warts, achieved status equivalent to other animal lords.

However, he complements his regal bearing and attire. All amphibians respect the Toad King, group of heroes to complete a grand adventure on his behalf.

Medium fey shapechanger , neutral Fairy-tale Nobility. He spins a grand tale about witches or fey Speed 30 ft. The Toad King hints at rewards but tries not to promise anything specific. The Toad King can communicate with poisoned, stunned frogs and toads as if they shared a language.

Senses darkvision ft. Challenge 10 5, XP Innate Spellcasting. He can innately cast the following Amphibious. The Toad King can breathe air and water. No frogs or toads can willingly attack the Toad At will: heroism, suggestion King. They can be forced to do so through magical means.

In frog form, the Toad King makes two bite attacks. In Magic Resistance. The Toad King has advantage on saving throws humanoid form, he makes three rapier attacks. In his true form, he against spells and other magical effects. If the target is a Medium or smaller Plane. In 1d6 days, it inhabits the body of another frog or toad on creature, it is grappled escape DC Until this grapple ends, the the Material Plane, which then becomes the Toad King with all of target is restrained, the Toad King can automatically hit the target the hp and abilities thereof.

Material Plane will prevent this trait from functioning. As a bonus action, the Toad King croaks at a frog or grappling moves with him. The Toad King adds 4 to his Medium bipedal toad form. His statistics, other than his size, are the AC against one melee attack that would hit him.

To do so, the Toad same in each form—with the exception that only his true and frog King must see the attacker and be wielding a melee weapon. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies. The Toad King must consume the tear-soaked the hands of evil fey or witches. Here are some example quests for feather before the next crescent moon.

The clam must swamp, then burn it in the remains of a yowler see page The potion must be frozen by an ice bogie on the night of a full moon. The first seed the tree bears will cure the Toad King.

The head snaps its jaws and the whole thing grappled by the bearskin rug. Hit: The creature is grappled escaped DC Inn Protection. Inns and hunting lodges in remote locations Menacing Roar Recharge 6. The bearskin rug lets out a hideous, often hire mages to make animated bearskin rugs. The rugs supernatural howl. Each creature within 20 feet of the rug that can serve as seemingly harmless decorations that can instantly turn hear the roar must succeed on a DC 13 Wisdom saving throw or into guardians to drive away burglars, or into bouncers to break become frightened for 1 minute.

A creature frightened this way up bar fights. For its action, it can use only the Dash action or try to escape Bearserk. There are rare cases of animated bearskin rugs from an effect that prevents it from moving. At the end of each of their masters. It is unknown what triggers such violence in of its turns and when it takes damage, the creature can repeat the the constructs.

Berserk rugs need to be put down swiftly, as they saving throw, ending the effect on itself on a success. Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. Antimagic Susceptibility. The bearskin rug is incapacitated while in the area of an antimagic field. Damage Transfer.

While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. False Appearance. While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug. The animated bearskin rug makes two attacks: one with its bite and one with its claws.

It can use its Envelop in place of its claw attack. Noxious Terrors. The aniwye is a magical monstrosity that resembles a cross between an enormous skunk and a wolverine. They go out of their way to hunt humans and gnomes, particularly those tied to the natural world. Aside from their savage claws and teeth, the aniwye can also spray a deadly musk at opponents, the poison burning the eyes and lungs of those who inhale it. Aniwye also use this musk to mark their territory—a tree trunk or boulder covered in fresh musk is a sure sign an aniwye is not far away.

Unsubtle Shapeshifters. Aniwye can shapeshift into an ogre or giant, but this transformation is unstable and conspicuous. An aniwye in ogre or giant form is most often recognized by its horrible body odor and the white stripe running through its otherwise black hair. Unlike many natural shapeshifters, aniwye Shapechanger. The aniwye can use its action to polymorph into a are unable to use these forms to deceive others for long or to Large ogre or Huge hill giant, or back into its true form, which is ingratiate themselves into the communities of humanoids or a skunk-like monstrosity.

Its statistics, other than its size, are the giants. It reverts to its true form Hunting Comrades. While aniwye do not get along with if it dies. If the aniwye takes 30 or more points of damage on share their passion for human flesh, such as wampus cats Tome a single turn while in ogre or giant form, it can immediately shift to of Beasts, p.

Rarely, a group of aniwye will band together to take over an area, decimating the region of life and covering everything in their ACTIONS fetid stench. In ogre or giant form, the aniwye makes two slam attacks. Speed 40 ft. On a failure, a creature takes 24 7d6 poison damage Challenge 5 1, XP and is stunned until the end of its next turn. A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers. Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains.

Extremely long-lived, they mate for life, producing two or three eggs every decade. Hit: 12 Elemental Birthright. The anzu uses one of the following south wind, lightning, and the driving monsoon. The anzu exhales fire in a foot cone. The anzu exhales a wave of water in a foot Large monstrosity, neutral cone.

A creature within 5 feet of both locations Languages Common, Primordial makes this saving throw only once. Challenge 9 5, XP. Keen Sight. The anzu makes three attacks: one with its bite and two escarpment along the eastern side of the Chelamite Mountains. Others can be found on the Rothenian Plains and in the Bite. Hit: 14 grasslands of the far East. The apaxrusl makes two slam attacks. If both attacks hit Apaxrusl, or sand drudges, are created through dark rituals that the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes.

Hit: 7 Soul Infusion. Sand whips violently around the creators regularly make bargains with demons to acquire this apaxrusl. Each creature within 10 feet of the apaxrusl must make a unique component. Oftentimes, the deal goes poorly for the DC 13 Constitution saving throw, taking 10 3d6 slashing damage creator, leaving the resulting apaxrusl to wander the desert and 10 3d6 fire damage on a failed save, or half as much damage without a master.

Abyssal Intelligence. The apaxrusl can shift the flowing sands of its body making it a valuable asset to its creator. Necromancers often to avoid harm. When the apaxrusl takes damage, roll a d Reduce create apaxrusl to lead small groups of undead on specific tasks, the damage it takes by the number rolled. Earth Glide. The apaxrusl can burrow through nonmagical, unworked earth and stone. Fiendish Construct. While the ash phoenix hovers and remains eyes like glowing coals.

Impossibly, it stops its dive mere feet from motionless, except for drifting on air currents, it is indistinguishable the ground, and its powerful wings whip up ash that carries the from a normal cloud of ash and smoke. The new body which seek the eradication of all life around their birth pyres.

Cremated Birth. For an ash phoenix to be created, a group Shadow Stealth. While in dim light or darkness, the ash phoenix can of humanoids must be burned in a mass pyre in an area tainted take the Hide action as a bonus action.

While in an area of strong wind at least 20 miles an august rooster see page 33 or firebird Tome of Beasts, p. Necromancers ability checks. The ash phoenix makes two ash talon attacks. If both powerful undead. The ash phoenix regains hp Disturbed Souls. The creation of the ash phoenix disrupts equal to half the necrotic damage dealt. The ash phoenix it to seek vengeance against all living creatures. Ash phoenixes furiously beats its wings, throwing clinging never stray more than a few miles from their birthplace and are ash into a foot cone.

Each creature reborn in those same ashes each time they are slain. On a created must be purified and the souls properly put to rest, failure, a creature takes 28 usually through performing burial rites and casting the hallow 8d6 necrotic damage and spell at the site.

On a Undead Nature. Wardens of Wildfire. This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, forest drakes Creature Codex, p. Life from the Ashes. Ashen custodians are born out of the fallen forms of dryads who lost their trees to wildfires.

The custodians emerge from the ashes of their charred mothers with new purpose. Double-Edged Fire. Ashen custodians set fires to cleanse old growth forests and allow new growth, but they do not revel in forest fires. An ashen custodian is just as likely to prevent a forest fire as she is to set one.

When a hostile creature starts its turn within 10 Languages Elvish, Sylvan feet of the ashen custodian, the creature must succeed on a Challenge 6 2, XP DC 15 Constitution saving throw or take 3 1d6 fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp. Fire Controller.

As a bonus action, the ashen custodian can create Innate Spellcasting. The ashen custodian can innately cast her, or she can expand an existing fire within 30 feet of her by 5 the following spells, requiring no material components: feet in one direction. If she creates or expands a fire, the target At will: druidcraft, produce flame location must have suitable fuel for the fire, such as paper or wood.

The ashen custodian makes two cleansing strike attacks. Cleansing Strike. The ashen custodian has advantage on saving target. 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. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes.

When enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting. All for the Whole. The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons.

The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into Magic Resistance. The astral devourer has advantage on saving subgroups of the main collective, feeding the individuals while throws against spells and other magical effects.

Hunger constantly drives astral devourers. Except via Serpent Spray and Recombine, the multiverse, favoring desolate landscapes. The astral devourer makes two melee attacks. Hungering Serpents. Hit: 8 2d8 piercing damage, or 4 1d8 Medium swarm of Tiny aberrations, chaotic evil piercing damage if the swarm has half of its hit points or fewer, plus Armor Class 16 natural armor 14 4d6 poison damage. The astral devourer flings biting astral Speed 30 ft.

The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray. When an astral devourer that is Small or larger takes Damage Immunities poison, psychic bludgeoning, piercing, or slashing damage, it can split into two Condition Immunities grappled, paralyzed, petrified, poisoned, new astral devourers if it has at least 10 hp. Each new devourer has prone, restrained, stunned hp equal to half the original creature, rounded down.

New astral Senses darkvision 60 ft. While within 1 mile Languages Deep Speech, Void Speech of each other, the new astral devourers share one collective mind. Challenge 8 3, XP Recombine. When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer.

The new astral Collective Mind. It can telepathically communicate with it has hp equal to the combined total of the original creatures. Medium astral devourer. A creature that has received assistance, four short legs.



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