TEXT: EGENDARY & MYTHIC MONSTER
  ALISTER KONEZEGEL’S LOST NOTES
  10 New Boss MoNsters froM Zeke GoNZaleZ
  
  ALISTER KONEZEGEL’S LOST NOTES
  Credits
  Writer & Producer: Zeke Gonzalez
  Layout: Anja Svare
  Art: DMs Guild Creator Resources
  taBle of CoNteNts
  Introduction 
  2
   Tips for the DM 
  3
  Legendary & Mythic Monsters 
  4
   Atrixedes the Soul-Flayer 
  4
   Cachi-trok the Ceaseless Hunger 
  8
   Entirineth the Chasmwalker 
  11
   Hastur, the King in Yellow 
  14
   Hellraiser 
  18
   Kynos the Dreamreaver 
  21
   Phantom of Truth 
  24
   Traug’zerath the Venom Mind 
  27
   Twinwyrm 
  30
    A Twinwyrm By Any Other Color sidebar 
  30
   Vampire Beastlord 
  33
  Appendix A: Monsters by CR 
  36
  Cover
  iNtroduCtioN
  When I say the word “monster” most of you imagine 
  the savage villains that plague our towns: manticores, 
  dragons, even the elusive mindflayer. And these 
  monsters affect us on a personal scale: they eat our 
  sheep, demand our coin, and kill our friends and 
  neighbors. However, there are monsters that work at 
  a greater scale. Unthinkable creatures which plot to 
  bring ruin to entire kingdoms, continents, and worlds. 
  I have collected the scattered stories of these grand 
  foes, which you will find on the pages within. I pray 
  to Rune that a band of brave heroes can stand up to 
  these legendary monsters for the good of the entire 
  realm.
  -Alister Konezegel, 
  The Traveler’s Updated Guide to Meikelium
  Alister Konezegel’s Lost Notes: Legendary & Mythic 
  Monsters is a supplement containing 10 monsters 
  designed for D&D 5th Edition. These monsters use 
  rules, spells, and concepts from Wizards of the Coast’s 
  D&D 5th Edition and are intended to supplement your 
  campaigns.
  This bestiary is a collection of legendary and mythic 
  monsters of CR 15 or higher with new traits and 
  abilities inspired by JRPGs, common mythological 
  themes, survival horror video games, and scientific 
  literature. If you want more new monsters, investigate 
  the other volumes of Alister’s Field Guide. And 
  remember, if you seek the truly terrifying, you need 
  look no further than the strange monsters with which 
  we share our world...
  orCus fiGhts a party of ill-prepared adveNturers 
  oN thaNatos, the 113th layer of the aByss.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. 
  Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. 
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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  LEGENDARY & MYTHIC MONSTERS
  tips for the dM
  As with any supplement, Legendary & Mythic 
  Monsters should be adapted to work for your group. 
  If you don’t like the way a monster works, please 
  feel free to change it. Adjust the hit points, damage, 
  abilities, spells, and lore of these creatures to suit 
  your games and your players. For example, if you want 
  to use a monster, but think that its ability to impose 
  certain conditions on the characters won’t be fun for 
  your group, instead have it deal extra damage or give 
  it a new trait!
  To deliver an optimum experience for your players, 
  it is best to read the stat blocks of the monsters you 
  intend to use in full before attempting to run them. 
  There are spells, attacks, and abilities that you need 
  to understand in advance to run a fun and effective 
  encounter. Additionally, many of these boss monsters 
  have secret weaknesses, extraordinary abilities, and 
  powerful defenses. If you intend for characters to be 
  able to destroy these monsters, they should discover 
  important information about them through quests, 
  NPCs, and perhaps even in-combat narration. 
  High-CR monsters such as these are intended to 
  provide a difficult challenge to players of level 11 
  and higher (tiers 3 and 4). At these levels, Dungeon 
  Masters often feel that it is difficult to present a 
  challenge to their players. This bestiary provides 
  monsters with a wide variety of difficulty levels for 
  such characters, but also remember that you control 
  the difficulty of encounters with these creatures. 
  Keep in mind that although they are meant to be 
  challenging monsters, combat with them should not 
  be a drag. Do not be afraid to adjust things on the fly 
  to keep combat fresh, cinematic, and exciting.
  I find that much of keeping combat interesting is 
  using terrain elements (such as streams of lava, 
  moving platforms, or changing weather) and a wealth 
  of options for monsters. As such, several of these 
  legendary and mythic monsters have a wealth of 
  options available to them in combat. If having too 
  many options will be paralyzing to DMs, I recommend 
  picking a smaller subset of abilities from which you 
  can run these encounters. 
  Have fun using these monsters! It was highly 
  enjoyable to create these creatures and set them loose 
  on my own players, and I hope that you can share in 
  that experience!
  3
  prepare to read further at 
  your owN risk
  the darkNess of NiGhtMares 
  is offered hereiN
  
  ATRIXEDES THE SOUL-FLAYER
  A four-legged lower body bears a powerful humanoid 
  torso. That muscular chest possesses two long, clawed 
  limbs. Atop these monstrous shoulders is a grotesque 
  head with two mouths and a scattering of sightless 
  eyes. The entire creature is covered in a midnight blue 
  skin as unyielding as a diamond. When she leaps into 
  battle, spectral horns of blazing silver arise all across 
  her body with which she spears her adversaries. This 
  terrifying creature is Atrixedes the Soul-Flayer.
  Mysterious oriGiN
  Nobody quite knows where Atrixedes came from or 
  what she is. Some say that she is the combination of 
  a necromancer and her familiar who returned from 
  the Negative Energy Plane. Others believe she is the 
  offspring of a giant queen and a demon lord, given 
  power over lost souls. There are even rumors that 
  she is a walking avatar of a death god or born from 
  the severed finger of a goddess. Regardless of her 
  origin, one thing is certain: Atrixedes has tremendous 
  power over the transition between life and death. She 
  consumes the souls of those who die near her and 
  soulless creatures that die too close to her rise again 
  as the feral dead.
  sCheMiNG for souls
  Atrixedes survives on the souls of those who die 
  near her. Rather than travelling to their intended 
  destination in the Outer Planes, these souls are pulled 
  into Atrixedes’s terrible gravity and are devoured. 
  Atrixedes spends decades patiently orchestrating 
  events in order to glut herself on a feast of pained 
  souls. In doing so, she establishes an underground lair 
  along a strong ley line that is near an arcane college or 
  wizard’s tower. She walks into the dreams of nearby 
  mages and encourages them to form guilds or factions 
  while slowly driving her wards to greater and greater 
  acts of violence. Every so often, a war or calamity can 
  be traced back to Atrixedes behind the scenes and 
  pulling the strings. What she does with the resulting 
  banquet of souls is unknown. Perhaps she is building 
  her power to strike back at a deity which abandoned 
  or disrespected her. Maybe she plans to destroy the 
  veil separating the Ethereal Plane from the Material 
  Plane. She may even be planning to create a new dark 
  god of her own: an apocalyptic force of destruction.
  reGioNal effeCts
  A region containing Atrixedes’s lair is warped by the 
  creature’s overwhelming presence, which creates the 
  following effect:
   •  Creatures with an Intelligence score of 5 or less 
  that die within 6 miles of the lair rise again as 
  hostile zombies or specters.
   •  Within 1 mile of Atrixedes’s lair, portals to the 
  Ethereal Plane form. This allows ghosts, spectral 
  travelers, and other residents of the Ethereal Plane 
  to escape and dwell in the area.
  If Atrixedes dies, these effects fade over the course of 
  2d10 days.
  lair aCtioNs
  When fighting inside her lair, Atrixedes can invoke the 
  ambient magic to take lair actions. On initiative count 
  20 (losing initiative ties), Atrixedes can take one lair 
  action to cause one of the following effects, but cannot 
  take the same lair action in two consecutive rounds.
   •  The grasping hands of disembodied spirits erupt in 
  a 10-foot square on the ground within the lair. That 
  area becomes difficult terrain and each creature 
  in that area when it appears must succeed on a 
  DC 21 Wisdom saving throw or the target’s lowest 
  available spell slot is consumed as if they cast a 
  spell of that level. The grasping hands fade away 
  when Atrixedes uses this lair action again or when 
  Atrixedes dies.
   •  The disembodied head of a giant appears at a 
  point that Atrixedes can see within 120 feet of her. 
  The head begins uttering judgements of nearby 
  souls. All creatures within a 20 foot-radius sphere 
  of the head when it appears must make a DC 21 
  Charisma saving throw, taking 10 (3d6) psychic 
  damage on a failed save or half as much damage 
  on a successful one. A creature that ends its turn 
  in the sphere takes 10 (3d6) psychic damage. This 
  effect lasts until initiative count 20 on the next 
  round.
   •  Corpses erupt from the ground in a 20-foot radius 
  centered on a point that Atrixedes can see within 
  120 feet of her. That area becomes difficult terrain, 
  and each creature there must succeed on a DC 21 
  Strength saving throw or be grappled (escape DC 
  15) by the animated dead. A creature grappled this 
  way is restrained and gains one level of exhaustion 
  at the end of each of their turns. The corpses slide 
  beneath the earth again when Atrixedes uses this 
  lair action again or when Atrixedes dies.
   •  Atrixedes’s rage and violence call forth 1d4 + 1 
  wraiths from the Ethereal Plane, which appear 
  within the lair. These wraiths obey Atrixede’s 
  telepathic commands.
  Atrixedes has a challenge rating of 28 (120,000 XP) 
  when encountered within her lair.
  4
  
  ATRIXEDES THE SOUL-FLAYER
  5
  
  ATRIXEDES THE SOUL-FLAYER
  ATRIXEDES THE SOUL-FLAYER
  Gargantuan monstrosity, lawful evil
  Armor Class 22 (natural armor)
  Hit Points 546 (28d20 + 252)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  10 (+0)
  29 (+9)
  18 (+4)
  15 (+2)
  23 (+6)
  Saving Throws Con +16, Wis +9, Cha +13
  Skills Perception +16, Religion +11, Stealth +7
  Damage Resistances cold, poison
  Damage Immunities necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Condition Immunities charmed, exhausted, frightened, 
  poisoned
  Senses blindsight 120 ft., passive Perception 26
  Languages Common, Celestial, Dwarvish, Primordial
  Challenge 27 (105,000 XP)
  Amphibious. Atrixedes can breathe air and water.
  Dream Walker. Whenever Atrixedes takes a long 
  rest, she may infiltrate the sleeping mind of another 
  creature as if by the dream spell (spell save DC 21).
  Keen Senses. Atrixedes has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Legendary Resistance (3/Day). If Atrixedes fails a 
  saving throw, she can choose to succeed instead.
  Innate Spellcasting. Atrixedes’s innate spellcasting 
  ability is Charisma (spell attack bonus +13, spell save 
  DC 21). She can innately cast the following spells, 
  requiring no material components:
  At will: misty step, sleep (10d8), 
               toll the dead (4d8 or 4d12)
  3/day each: hold person (4th level), enervation
  1/day each: modify memory, synaptic static
  Antimagic Hide. Atrixedes has advantage on saving 
  throws against spells, and any creature making a spell 
  attack against Atrixedes has disadvantage on the 
  attack roll. If Atrixedes succeeds on her saving throw 
  against a spell or a spell attack misses it, an additional 
  effect might occur, as determined by rolling a d6:
  1-2:  If the spell affects an area or has multiple targets, 
  it fails and has no effect. If the spell targets 
  only Atrixedes, it has no effect on Atrixedes 
  and is reflected back at the caster, using the 
  spell slot level, spell save DC, attack bonus, and 
  spellcasting ability of the caster.
  3-4: No additional effect.
  5-6:  Atrixedes’s hide converts some of the spell’s 
  energy into a burst of destructive force. Each 
  creature within 30 feet of Atrixedes must make 
  a DC 21 Constitution saving throw, taking 1d6 
  force damage per level of the spell on a failed 
  save, or half as much damage on a successful 
  one.
  Actions
  Multiattack. Atrixedes can use her Judgemental 
  Presence. She then makes three attacks: one with her 
  bite and two with her claws.
  Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., 
  one target. Hit: 21 (2d10 + 10) piercing damage plus 
  21 (6d6) necrotic damage. If the target is a creature, 
  it is grappled (escape DC 25). Until this grapple 
  ends, the target is restrained, and Atrixedes can’t bite 
  another target.
  Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., 
  one target. Hit: 17 (2d6 + 10) slashing damage.
  Gore. Melee Weapon Attack: +18 to hit, reach 15 ft., 
  one target. Hit: 19 (2d8 + 10) piercing damage and 
  the target is grappled (escape DC 25). Any creature 
  grappled this way by Atrixedes takes 18 (4d8) 
  piercing damage at the start of its turn.
  Judgemental Presence. Each creature of Atrixedes’s 
  choice that is within 60 feet of Atrixedes and aware of 
  her must succeed on a DC 21 Wisdom saving throw 
  or become frightened for 1 minute. While frightened 
  in this way, a creature takes 7 (2d6) psychic damage 
  at the start of each of its turns. 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 Atrixedes’s Judgemental 
  Presence for the next 24 hours.
  Swallow. Atrixedes makes one bite attack against a 
  Large or smaller creature she is grappling. If the attack 
  hits, the target takes the bite’s damage, the target is 
  swallowed, and the grapple ends. While swallowed, 
  the creature is blinded and restrained, it has total 
  cover against attacks and other effects outside 
  Atrixedes, and it takes 21 (6d6) necrotic damage 
  at the start of each of Atrixedes’s turns. If Atrixedes 
  takes 40 damage or more on a single turn from a 
  creature inside it, Atrixedes must succeed on a DC 25 
  Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall prone 
  in a space within 10 feet of Atrixedes. If Atrixedes 
  dies, a swallowed creature is no longer restrained by 
  it and can escape from the corpse by using 10 feet of 
  movement, exiting prone.
  Soul Breath (Recharge 5-6). Atrixedes exhales tortured 
  souls of the dead in a 90 foot cone. Each creature in 
  that area must make a DC 25 Dexterity saving throw, 
  taking 91 (26d6) necrotic damage on a failed save, or 
  half as much damage on a successful one. A humanoid 
  reduced to 0 hit points by this damage dies, and a 
  wraith rises from its corpse and acts immediately 
  after Atrixedes in the initiative count. The wraith is 
  under Atrixedes’s control and follows her telepathic 
  commands.
  ReActions
  Soul Devour. When a non-undead creature within 60 
  feet of Atrixedes is reduced to 0 hit points, Atrixedes 
  gains 13 (2d12) temporary hit points. The creature 
  must succeed on a DC 18 Constitution saving throw 
  or fail two death saving throws.
  6
  
  ATRIXEDES THE SOUL-FLAYER
  LegendARy Actions
  Atrixedes 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. Atrixedes regains spent legendary 
  actions at the start of her turn.
  Move. Atrixedes moves up to her speed.
  Attack. Atrixedes makes one claw attack or gore 
  attack.
  Chomp (Costs 2 Actions). Atrixedes makes one bite 
  attack or uses her Swallow.
  Quaking Stomp (Costs 2 Actions). Atrixedes slams 
  her legs into the ground with tremendous force. Each 
  creature within 15 ft. of Atrixedes must succeed on a 
  DC 25 Dexterity saving throw or take 17 (2d6 + 10) 
  bludgeoning damage and be knocked prone. Creatures 
  grappled by Atrixedes have disadvantage on this 
  saving throw. Atrixedes can then move up to half her 
  speed.
  Quick Casting (Costs 2 Actions). Atrixedes casts a 
  spell using her Innate Spellcasting.
  Nightmare Sight (Costs 3 Actions). Baleful eyes 
  open in the fabric of reality around Atrixedes. Each 
  non-undead creature within 30 feet of Atrixedes 
  must make a DC 21 Charisma saving throw against 
  this magic, taking 35 (10d6) psychic damage and 
  becoming paralyzed until the end of their next turn 
  on a failed save, or taking half as much damage on a 
  successful one.
  the horriBle CoNsequeNCes of 
  atrixedes’ soul Breath power
  7
  
  CACHI-TROK THE CEASELESS HUNGER
  A chorus of screams echoes across a blasted 
  landscape dotted with ruined furniture, sinking into 
  dark and murky waters. As the moans and cries 
  become louder, a stout and sinewy creature crawls 
  over a nearby rise. Its pallid grey skin is pockmarked 
  with the writhing faces of the collection that mark this 
  fiend as the demon lord Cachi-Trok. Its most terrifying 
  feature is the twisting, sucking hole that it bears atop 
  its shoulders instead of a head. As this fearful chorus 
  rises to a crescendo, the very landscape around the 
  demon lord begins to squirm and crawl.
  huMBle BeGiNNiNGs
  The mortal life of the soul which evolved into the 
  Demon Lord Cachi-Trok is long lost to time. However, 
  demonologists speculate that in its mortal life, 
  Cachi-Trok was a powerful warlock who was granted 
  power over the raw arcana of chaos. Following its 
  death, its soul was sent to the 17th layer of the Abyss: 
  Death’s Reward. In order to prevent other fiends 
  from discovering its true name, Cachi-Trok hid it in 
  Diovengia, the Library of Snakes, and took on its 
  current moniker as the Ceaseless Hunger, Collector of 
  Voices, and the Lord of Broken Song. With its power 
  over chaos, it bent the chaotic nature of demons to its 
  will and quickly ascended to become the Demon Lord 
  of Death’s Reward. Despite the constant turmoil of 
  Death’s Reward & the ongoing Blood War, Cachi-Trok 
  has grown bored with its position and has taken to 
  wandering the stacks of Diovengia seeking forbidden 
  knowledge. It eagerly forges pacts with mortals for 
  entertainment and always aims to add their voices to 
  its collection.
  lauGhter aNd soNG
  Following its rebirth as a demon, Cachi-Trok no longer 
  had its own voice with which to speak, instead bearing 
  its emblematic black hole instead of a traditional 
  head. In time, Cachi-Trok developed a taste for 
  collecting unique voices from the mortal creatures. 
  When Cachi-Trok hears a voice it likes, it will draw 
  that person to Death’s Reward with promises of power, 
  knowledge, or untold delights. Cachi-Trok then sews 
  that individual into its skin, where they eventually fuse 
  to its body and become part of its terrible chorus. The 
  Demon Lord of Lost Tongues can speak and use any 
  of the voices which have become part of its body and it 
  entertains itself by finding new and unique voices and 
  songs to add to its collection.
  reGioNal effeCts
  A region containing Cachi-Trok’s lair is warped by the 
  creature’s overwhelming presence, which creates the 
  following effect:
   •  Creatures capable of speech within 6 miles of 
  Cachi-Trok’s lair find themselves singing out their 
  greatest fears, most deeply held secrets, and 
  hidden desires.
   •  Water within 1 mile of Cachi-Trok’s lair turns to 
  boiling acid. Creatures which touch or drink this 
  acid take 9 (2d8) acid damage.
  If Cachi-Trok dies, these effects fade over the course of 
  2d10 days.
  lair aCtioNs
  When fighting inside its lair, Cachi-Trok can invoke the 
  ambient magic to take lair actions. On initiative count 
  20 (losing initiative ties), Cachi-Trok can take one lair 
  action to cause one of the following effects, but cannot 
  take the same lair action in two consecutive rounds.
   •  The ground in a 20 foot square that Cachi-Trok can 
  see within 60 feet of it melts into a pool of acidic 
  tendrils. The area becomes difficult terrain and 
  creatures in that area must succeed on a DC 19 
  Strength saving throw or become grappled (escape 
  DC 19) and take 18 (4d8) acid damage. While 
  grappled this way, a creature takes 9 (2d8) acid 
  damage at the end of their turn. This effect lasts 
  until initiative count 20 on the next round.
   •  Disembodied voices begin to sing within the lair. 
  This song causes one creature of Cachi-Trok’s 
  choice to be subjected to dominate monster (save 
  DC 19). Cachi-Trok needn’t see the creature, but it 
  must be aware that the individual is in the lair.
   •  One creature within the lair that Cachi-Trok can 
  see must succeed on a DC 19 Charisma saving 
  throw or be magically teleported to an unoccupied 
  space on the floor of Cachi-Trok’s Demiplanar 
  Donjon. At the end of the target’s next turn, the 
  target reappears in the space it left or in the 
  nearest unoccupied space if that space is occupied.
   •  Caci-Trok absorbs one of the voices it has 
  collected, gaining 50 temporary hit points. It can 
  use their lair action two times per long rest.
  Cachi-Trok has a challenge rating of 23 (50,000 XP) 
  when encountered within its lair.
  8
  
  CACHI-TROK THE CEASELESS HUNGER
  9
  
  CACHI-TROK THE CEASELESS HUNGER
  CACHI-TROK 
  THE CEASELESS HUNGER
  Gargantuan fiend (demon), chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 347 (21d20 + 147)
  Speed 40 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  14 (+2)
  25 (+7)
  16 (+3)
  15 (+2)
  19 (+4)
  Saving Throws Dex +9, Con +14, Wis +9, Cha +11
  Skills Perception +16, Stealth +9
  Damage Resistances cold, fire, lightning, psychic
  Damage Immunities acid, poison; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Condition Immunities charmed, exhausted, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 26
  Languages all, telepathy 120 ft.
  Challenge 22 (41,000 XP)
  Acidic Blood. A creature that touches Cachi-Trok or 
  hits it with a melee attack while within 5 feet of it 
  takes 16 (3d10) acid damage.
  Aura of Despair. Cachi-Trok attracts or repels creatures 
  of its choice. When a creature comes within 60 feet 
  of it, they must succeed on a DC 19 Wisdom saving 
  throw or be affected as if by the antipathy/sympathy 
  spell, with the aura’s effect chosen by Cachi-Trok. If 
  a creature’s saving throw is successful or the effect 
  ends for it, the creature is immune to Cachi-Trok’s 
  Aura of Despair for the next 24 hours.
  Demiplanar Donjon. Any creature or object that 
  Cachi-Trok swallows is transported to a demiplane 
  that can be entered by no other means except a wish 
  spell or this creature’s Donjon Visit ability. A creature 
  can leave the demiplane only by using magic that 
  enables planar travel, such as the plane shift spell. The 
  demiplane resembles an abandoned library filled with 
  broken furniture roughly 1,000 feet in diameter with 
  a ceiling 100 feet high. Like a stomach, it contains 
  the remains of Chachi-Trok’s past meals. Cachi-Trok 
  can’t be harmed from within the demiplane. If Cachi-
  Trok dies, the demiplane disappears, and everything 
  inside it appears around the corpse. The demiplane is 
  otherwise indestructible.
  Innate Spellcasting. Cachi-trok’s innate spellcasting 
  ability is Charisma (spell attack bonus +11, spell 
  save DC 19). It can innately cast the following spells, 
  requiring no material components:
  At will: dissonant whispers, tasha’s hideous laughter
  3/day each: Otto’s irresistible dance, synaptic static
  1/day each: psychic scream
  Legendary Resistance (3/Day). If Cachi-Trok fails a 
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. Cachi-Trok makes three attacks with its 
  claws or its acid spit. If two or more attacks hit a 
  Huge or smaller target, the target is grappled (escape 
  DC 23).
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., 
  one target. Hit: 21 (2d10 + 10) slashing damage plus 
  10 (3d6) psychic damage.
  Acid Spit. Ranged Weapon Attack: +15 to hit, range 
  30/90 ft., one target. Hit: 29 (6d8 + 2) acid damage.
  Black Hole. Melee Weapon Attack: +15 to hit, reach 
  5 ft., up to two grappled targets. Hit: 66 (12d10) 
  force damage and Cachi-Trok swallows the target. 
  The swallowed target, along with everything it is 
  wearing and carrying, appears in an unoccupied space 
  on the floor of Cachi-Trok’s Demiplanar Donjon. If 
  this damage reduces the target to 0 hit points, the 
  target dies and their body is completely obliterated, 
  but magic items on their person fall into Cachi-Trok’s 
  Demiplanar Donjon.
  Acid Eruption (Recharge 5-6). Cachi-Trok sprays acid 
  from his mouths in a 30-foot radius. Each creature 
  in that area must make a DC 23 Constitution saving 
  throw, taking 67 (15d8) acid damage on a failed 
  save, or half as much damage on a successful one. If 
  a creature fails this saving throw, the acid continues 
  to eat away at them for 1 minute. Unless the creature 
  takes an action to carefully wipe away the acid, the 
  creature takes 9 (2d8) acid damage at the start of 
  each of its turns.
  LegendARy Actions
  Cachi-trok 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. Cachi-Trok regains spent 
  legendary actions at the start of its turn.
  Move. Cachi-Trok moves up to its speed without 
  provoking opportunity attacks.
  Attack. Cachi-Trok makes a claw or acid spit attack.
  Acid Jet (Costs 2 Actions). One of Cachi-Trok’s 
  mouths breathes acid in a 15-foot line that is 5 feet 
  wide. Each creature in that area must succeed on a 
  DC 23 Dexterity saving throw or take 18 (4d8) acid 
  damage.
  Black Hole (Costs 2 Actions). Cachi-Trok makes a 
  black hole attack.
  Dance, Puppet! (Costs 2 Actions). Cachi-Trok casts 
  Otto’s irresistible dance using its Innate Spellcasting.
  Fearful Chorus (Costs 3 Actions). Cachi-Trok targets 
  up to three creatures that it can see within 60 
  feet of it. Each target must make a DC 19 Wisdom 
  saving throw, taking 45 (8d10) psychic damage and 
  becoming frightened of Cachi-Trok for 1 minute on 
  a failed save or half as much damage on a successful 
  one. A creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success.
  10
  
  ENTIRINETH THE CHASMWALKER
  An invisible abomination crawls out of the smoking 
  crater left by a meteor. Its single baleful eye, hanging 
  beneath a clustering of spindly, bristling legs, gazes 
  out across its new surroundings. With smooth, 
  effortless strides it explores its craggy home, ready to 
  reveal its hidden mouths to fresh prey.
  alieN predator
  Entirineth may be an alien with two minds, but both 
  of those minds are focused on one thing: the taste of 
  raw meat. It is a roaming apex predator from the Far 
  Realms which utilizes its near-constant invisibility 
  to its advantage while hunting and tracking new 
  and unfamiliar prey across the Material Plane. 
  Entirineth revels in creeping up on the unwary and 
  lashing out with its hidden mouths, one which yawns 
  wide on each side of its bulbous, rubbery body. As 
  it digests its prey, it rests and waits for another 
  interesting prey item to cross its path. Its propensity 
  for hunting in the ruby caverns and red clay canyons 
  of Sryvendyre,earned it the nickname Chasmwalker 
  (though it is equally well-suited to clambering between 
  the buildings of a crowded city). Few know its true 
  nature and many think it is an untrue myth conjured 
  up to scare children, but those who have encountered 
  it and survived its horrible gaze know better.
  herald of hedoNisM
  In truth, Entirineth is much more than a hunter 
  from beyond the stars. It is also the second herald 
  of the Elder Evil known as Hastur. When Hastur 
  sets its sights on a world, Entirineth falls to those 
  lands alongside the other heralds to incite fear and 
  terror in the populace. Within Entirineth’s body is 
  the knowledge of Hastur’s singular weakness: the 
  snakeskin-wrapped manuscript for a play called The 
  King in Yellow. If epic heroes find themselves up 
  against the servants of Hastur, fighting back against 
  the waves of depravity and hedonistic decadence, 
  then finding this manuscript and learning Hastur’s 
  weakness is their only chance of destroying the Elder 
  Evil before it consumes the spark of their world.
  fairy tales
  Wherever Entirineth begins to crawl and hunt, strange 
  stories begin to bubble up in the minds of those 
  nearby. The story is never quite the same, but has 
  many similar beats. Nobody who finds themself with 
  the knowledge of it can recall ever hearing it before, 
  but it tells the tale of an invisible monster which 
  begins to terrorize a small hamlet. No matter who 
  the town sends after the monster, its impenetrable 
  skin and invisible body make it impossible to harm. 
  However, a hunter hears these tales and comes to 
  town. The hunter finds the monster and taunts it, 
  waiting carefully and biding her time. When she hears 
  the monster lunge for her with its open maw, she 
  fires her arrow directly into its open mouth, striking 
  it down dead. This story is the seed from which 
  knowledge of how to harm Entirineth can be drawn: 
  for its slick and rubbery alien hide protects it from all 
  but the most lucky of attacks. However, its open mouth 
  and lidless eye are its vulnerable points and the only 
  way a savvy hero can reliably kill the creature.
  11
  
  ENTIRINETH THE CHASMWALKER
  12
  
  ENTIRINETH THE CHASMWALKER
  ENTIRINETH THE 
  CHASMWALKER
  Gargantuan aberration, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 333 (18d20 + 144)
  Speed 40 ft., burrow 40 ft., climb 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  26 (+8)
  10 (+0)
  13 (+1)
  14 (+2)
  Saving Throws Dex +7, Con +15, Wis +8, Cha +9
  Skills Acrobatics +8, Athletics +15, Perception +15, 
  Stealth +14, Survival +8
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities charmed, exhausted, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 23
  Languages Deep Speech
  Challenge 23 (50,000 XP)
  Impenetrable Hide. When Entirineth takes damage 
  from any source other than a critical hit, the amount 
  of damage it takes is reduced to 1. Attackers who can 
  see Entirineth may target its eye by taking a -5 penalty 
  to their attack roll. If its eye is hit, the damage it takes 
  bypasses this trait. Creatures who can see Entirineth 
  and hold their attack for when Entirineth opens one of 
  its mouths (such as while it uses its Foul Breath or a 
  Bite attack) deal damage that bypasses this trait.
  Legendary Resistance (3/Day). If Entirineth fails a 
  saving throw, it can choose to succeed instead.
  Multiple Brains. Entirineth has two brains. While it 
  has more than one brain, Entirineth has advantage 
  on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked 
  unconscious.
  Reactive Mouths. Entirineth gets an extra reaction that 
  can be used only for opportunity attacks.
  Spider Climb. Entirineth can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Superior Invisibility. Entirineth is invisible. When 
  Entirineth takes damage, it must succeed on 
  a concentration check in order to maintain its 
  invisibility. If its concentration is broken, it becomes 
  visible until the end of its next turn.
  Actions
  Multiattack. Entinireth makes three attacks, but cannot 
  make more than two attacks with its bite and must 
  use each bite on a different target. If it is visible, it 
  may also use its Warping Gaze.
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage plus 
  11 (2d10) poison damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., 
  one target. Hit: 15 (2d6 + 8) piercing damage plus 5 
  (1d10) poison damage.
  Foul Breath (Recharge 4-6). Entirineth exhales vile 
  gas in a 90-foot cone. Each creature in that area must 
  make a DC 23 Constitution saving throw, taking 72 
  (16d8) poison damage on a failed save, or half as 
  much damage on a successful one.
  Warping Gaze. When it is visible, Entirineth turns 
  its magical gaze toward one creature that it can see 
  within 120 feet of it. That target must make a DC 
  23 Wisdom saving throw. If the target fails the save, 
  the target suffers one of the following effects of 
  Entinireth’s choice or at random: 
  1.  Beguiling Gaze. The target is stunned until the start 
  of Entirineth’s next turn or until Entinireth is more 
  than 120 feet away. 
  2.  Sickening Gaze. The target cannot regain hit points 
  until the start of Entirineth’s next turn or until 
  Entirineth is more than 120 feet away.
  3.  Disorienting Gaze. The target suffers the effect of 
  the confusion spell without making a saving throw. 
  The effect lasts until the start of Entirineth’s next 
  turn. Entirineth doesn’t need to concentrate on the 
  spell. 
  4.  Graviturgic Gaze. The target’s experience of gravity 
  is changed for 1 minute. They hurtle towards 
  their new center of gravity (any surface or object 
  Entinireth can see within 120 feet of it), taking 
  1d10 bludgeoning damage for each 5 feet they 
  move and fall prone.
  LegendARy Actions
  Entirineth 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. Enitirineth regains spent legendary 
  actions at the start of its turn.
  Detect. Entirineth makes a Wisdom (Perception) 
  check.
  Attack. Entirineth makes a claw attack.
  Bite (Costs 2 Actions). Entirineth makes a bite attack.
  Warping Gaze (Costs 2 Actions). If visible, Entirineth 
  uses its Warping Gaze.
  Rapid Scramble (Costs 3 Actions). Entirineth moves 
  up to its speed. It may make a claw attack against 
  each creature it passes within 10 feet of during this 
  movement.
  13
  
  HASTUR-THE KING IN YELLOW
  Hastur is an Elder Evil which comes forth from the 
  Far Realms to descend upon worlds and suffocate 
  them with the fervor of creativity and the death of 
  empathy. When it finally arrives, it comes in the shape 
  of its herald: Cassilda, a porcelain-pale, eerily-thin 
  woman with claw-like hands and golden hair that 
  whips about her face. Her eyes are unnatural pools of 
  rich gold. When Hastur removes its humanoid mask, 
  the very sight of its thrashing body and quavering light 
  distorts the world around it and is unbearable for 
  mortal eyes to look upon.
  the fiNal Muse
  Hastur’s arrival to a world is heralded by a frenzied 
  increase in the nobility’s desire for sick decadence, a 
  surge in violent enactments of strange and unnatural 
  theatrical performances, and the end of compassion 
  between friends and neighbors. Hastur is a brilliant 
  muse which eclipses all else and drives weak minds 
  to greater and greater acts of violence and hedonism. 
  As civilization begins to collapse under the weight of 
  its heavy and burgeoning desires, the stars themselves 
  begin to wink out as terrible aberrations from beyond 
  the stars descend and wreak havoc. Finally, the King 
  in Yellow arrives and warps the very fabric of the 
  world around it into the image of its lair in the Far 
  Realms: Carcosa.
  the City oN lake hali
  As the world warps in Hastur’s wake and its heralds 
  leave destruction in their wake, all sentient creatures 
  begin to believe they have a deep and meaningful 
  bond with Cassilda, the prophet of the King. At Her 
  touch, buildings twist into painful shapes and streets 
  pave themselves with gold. Water floods to the surface 
  and forms a seemingly placid lake which is an orgy 
  of violence beneath its surface. People who devote 
  themselves to Cassilda or Hastur find their bodies 
  changed to match their unmoored minds and lurk 
  in the changing city. Given time, the very sun itself is 
  eclipsed by Hastur’s presence and its stain will spread 
  across the world it visits until Carcosa is all that 
  remains.
  reGioNal effeCts
  A region containing Hastur’s lair is warped by the 
  creature’s overwhelming presence, which creates the 
  following effect:
   •  Portals to the Far Realms open and close within 6 
  miles of Hastur’s lair, causing aberrations loyal to 
  Hastur to escape and dwell in the area.
   •  The night sky viewed from within 6 miles of 
  Hastur’s lair appears to be starless.
   •  The sun’s light is extinguished within 1 mile 
  of Hastur’s lair, leaving the area in permanent 
  darkness.
   •  Humanoid creatures who complete a long rest 
  within 1 mile of Hastur’s lair must succeed on a 
  DC 15 Wisdom saving throw or gain a random 
  flaw from the table at right.
  D100
  Flaw
  01-20 
  "I do everythIng I can to encourage others to greater and greater 
  acts of hedonIsm."
  21 - 40
  "the only path to enlIghtenment Is by decadence & overIndulgence."
  41- 60
  "In order to gaIn the recognItIon of the KIng In yellow, I must 
  create self-destructIve and devIant art."
  61-80
  "If I can reach carcosa, I wIll fInd the greatest pleasure I have 
  ever Known."
  81-90
  "to properly honor the KIng In yellow, I must prepare IntrIcate, 
  debauched rItuals."
  91 - 00
  "tearIng asIde the masK of the flesh Is the only way to wItness the 
  yellow sIgn."
  If Hastur dies, these effects fade over the course of 
  3d10 days.
  lair aCtioNs
  When fighting inside its lair, Hastur can invoke the 
  ambient magic to take lair actions. On initiative count 
  20 (losing initiative ties), Hastur can take one lair 
  action to cause one of the following effects.
   •  Hastur suspends gravity within its lair. Creatures 
  drift 10 feet off of the ground and are restrained. 
  Flying creatures can move at half speed, unless 
  they have a fly (hover) speed, in which case they 
  move normally. This effect persists until initiative 
  count 20 on the following round.
   •  Hastur sighs and its exhalations take on a 
  twisting, winged form. This summons a byakhee 
  which rolls its own initiative and follows 
  Hastur’s telepathic commands. The byakhee 
  uses the statistics of a star spawn hulk (see 
  Mordenkeinen’s Tome of Foes) with a fly speed of 
  30 feet.
   •  Hastur brings the Far Realms into phase with its 
  lair in two 20-foot-radius spheres of blackness 
  punctuated by baleful stars. The spheres are each 
  centered on a point Hastur can see within 120 feet 
  of it. The area spreads around corners, is heavily 
  obscured, and contains no air. Each creature in 
  the sphere when it appears must make a DC 22 
  Constitution saving throw, taking 10 (3d6) cold 
  damage and unable to catch their breath on a 
  failed save or half as much on a successful one. 
  A creature which cannot catch their breath starts 
  suffocating at the start of their turn and cannot 
  cast a spell with a verbal component during that 
  turn. Any creature other than Hastur that ends its 
  turn in the sphere takes 10 (3d6) cold damage. 
  The sphere lasts until Hastur uses this lair action 
  again or until Hastur dies.
   •  Hastur rips the fabric of space, forcing two 
  creatures it can see within 30 feet of it to gaze into 
  the Far Realms. Those creatures must succeed on 
  a DC 22 Intelligence saving throw, taking 28 (8d6) 
  psychic damage on a failed save or half as much 
  damage on a successful save. The creatures then 
  magically teleport to a space Hastur can see within 
  its lair as the fabric of reality snaps shut again, 
  distorting physical space.
  14
  
  HASTUR-THE KING IN YELLOW
  15
  
  HASTUR, 
  THE KING IN YELLOW
  Medium or Gargantuan aberration (see Pallid Mask), 
  chaotic evil
  Armor Class 22 (natural armor), 26 (see Pallid Mask)
  Hit Points 481 (26d20 + 208)
  Speed 40 ft., fly 80 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  21 (+5)
  26 (+8)
  29 (+9)
  27 (+8)
  29 (+9)
  Saving Throws Con +17, Int +18, Wis +17, Cha +18
  Skills Deception +18, Insight +17, Perception +17, 
  Performance +17, Sleight of Hand +14
  Damage Resistances cold, poison, radiant
  Damage Immunities necrotic, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Condition Immunities blinded, charmed, exhausted, 
  frightened, paralyzed, petrified, poisoned, prone, 
  restrained
  Senses truesight 120 ft., passive Perception 28
  Languages all, telepathy 120 ft.
  Challenge 30 (155,000 XP)
  Aura of Madness. Creatures within 30 feet of Hastur 
  that aren’t aberrations have disadvantage on saving 
  throws, as well as on attack rolls against creatures 
  other than Hastur.
  Innate Spellcasting. Hastur’s spellcasting ability is 
  Charisma (spell attack bonus +18, spell save DC 26). 
  It can innately cast the following spells, requiring no 
  components:
  At will: bane, dissonant whispers (2nd level), enemies
  abound, hunger of hadar, mind spike (3rd level), 
  vicious mockery (4d4), word of radiance (4d6)
  3/day each: banishment, crown of madness,
  dispel magic, sickening radiance, synaptic static, 
  vitriolic sphere
  1/day each: circle of death, destructive wave,
  divine word, far step, maddening darkness, 
  psychic scream
  Legendary Resistance (4/Day). If Hastur fails a saving 
  throw, it can choose to succeed instead.
  Pallid Mask (Mythic Trait; Recharges on a Short or 
  Long Rest). When Hastur is reduced to 0 hit points, it 
  doesn’t die or fall unconscious. Instead, the damage 
  shatters the humanoid mask Hastur wears, revealing 
  its true otherworldly form. Hastur regains 300 hit 
  points and each creature within 120 feet of Hastur 
  who can see it must succeed on a DC 26 Wisdom 
  saving throw or be paralyzed for 1 minute. An affected 
  creature can repeat the saving throw at the end of its 
  turn.
  Hastur’s true form is Gargantuan and incorporates 
  what should be impossible geometrics. This warping 
  of planar realities around Hastur grants it a +4 bonus 
  to its Armor Class for 1 hour after using Pallid Mask.
  Supernova. When Hastur is reduced to 0 hit points 
  while its mythic trait is active, it explodes with the 
  force of a dying star. Each creature with 120 feet 
  Hastur must make a DC 25 Constitution saving throw, 
  taking 110 (20d10) radiant damage on a failed save, 
  or half as much damage on a successful one.
  When this occurs, Hastur leaves behind its essence in 
  a cloud of stardust. Hastur reforms from the cloud of 
  stardust in 24 hours and regains all its hit points and 
  legendary resistances. This trait can only be prevented 
  from functioning if Hastur is addressed by name in 
  this form, which destroys Hastur permanently.
  Unthinkable Anatomy. Hastur can move across and 
  climb any surface without making ability checks and 
  difficult terrain does not cost it any movement. Spells 
  and other magical effects cannot reduce Hastur’s 
  speed. Hastur can spend 5 feet of movement to 
  automatically escape from magical or nonmagical 
  restraints, such as a magic item, manacles, or a 
  creature that has it grappled.
  Actions
  Multiattack. Hastur can use its Presence of Awe. 
  It then makes one unspeakable gaze attack, one 
  corrupting touch attack, and casts a spell using its 
  Innate Spellcasting or uses its Poison Mind.
  Corrupting Touch. Melee Spell Attack: +17 to hit, 
  reach 15 ft., one target. Hit: 31 (4d10 + 9) psychic 
  damage and the target must succeed on a DC 25 
  Wisdom saving throw or become confused. A 
  confused creature can’t take reactions and rolls a d8 
  at the start of each of its turns. On a roll of 1 or 2, the 
  creature does nothing. On a roll of 3 or 4, it makes 
  a melee attack against a random creature other than 
  Hastur or one of its allies. If no creature is nearby, it 
  does nothing. On a roll of 5 or 6, the creature uses all 
  its movement to move in a random direction. On a roll 
  of 7 or 8, the creature makes a melee attack against 
  itself. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success.
  Unspeakable Gaze. Ranged Spell Attack: +17 to hit, 
  range 120 ft., one target. Hit: 13 (2d12) psychic 
  damage and the target’s Wisdom score is reduced by 
  1d4. The target dies if this reduces its Wisdom to 0. 
  Otherwise, the reduction lasts until the target finishes 
  a short or long rest.
  Poison Mind. Hastur targets one or two creatures 
  that it can see within 60 feet of it. Each target must 
  succeed on a DC 26 Wisdom saving throw or take 52 
  (8d12) necrotic damage and is blinded until the start 
  of Hastur’s next turn.
  Presence of Awe. Each creature of Hastur’s choice 
  that is within 120 feet of Hastur and aware of it 
  must succeed on a DC 26 Wisdom saving throw or 
  become charmed for 1 minute. While charmed in 
  this way, a creature must spend its full movement 
  going prone and its action prostrating itself before 
  Hastur. A creature can repeat the saving throw at the 
  end of each of its turns and when it takes damage, 
  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 Hastur’s Presence of Awe for 
  the next 24 hours.
  HASTUR-THE KING IN YELLOW
  16
  
  Eclipse Aurora (Recharge 5-6). Hastur emits a dancing 
  aurora of pallid light in a 90 foot cone. Each creature 
  of Hastur’s choice in that area must make a DC 25 
  Dexterity saving throw, taking 105 (30d6) radiant 
  damage on a failed save or half as much damage on a 
  successful one.
  ReActions
  Instinctive Charm. When a creature within 120 feet 
  of Hastur makes an attack roll against it, and another 
  creature is within the attack’s range, the attacker must 
  make a DC 26 Wisdom saving throw. On a failed save, 
  the attacker must target the creature that is closest to 
  it, not including Hastur or itself. If multiple creatures 
  are closest, the attacker chooses which one to target. 
  If the saving throw is successful, the attacker is 
  immune to Hastur’s Instinctive Charm for 24 hours.
  LegendARy Actions
  Hastur 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. Hastur regains spent legendary actions 
  at the start of its turn.
  Move. Hastur moves up to its speed without incurring 
  attacks of opportunity.
  Depraved Utterance. Hastur casts an at will spell from 
  its Innate Spellcasting.
  Inhale Stars (Costs 2 Actions). Hastur recharges its 
  Eclipse Aurora.
  Writhing Halo (Costs 2 Actions). Hastur fixes its gaze 
  on one creature within 60 feet of it. A halo of dripping 
  tentacles encircle the target’s head and the target 
  becomes vulnerable to damage dealt by Hastur until 
  the end of Hastur’s next turn.
  Quick Casting (Costs 3 Actions). Hastur casts a spell 
  using its Innate Spellcasting.
  Mythic Actions
  If Hastur’s mythic trait is active, it can use the options 
  below as legendary actions for 1 hour after using 
  Pallid Mask
  Regal Stride. Hastur moves up to its speed and makes 
  a corrupting touch attack.
  Royal Decree (Costs 2 Actions). Hastur gives a 
  telepathic command to a confused creature, which 
  uses its reaction to move up to its speed and make a 
  weapon attack against a target of Hastur’s choice.
  The Yellow Sign (Costs 3 Actions). The Yellow Sign 
  appears behind Hastur as it speaks poetic prophecy. 
  Each creature of Hastur’s choice within 60 feet of it 
  and aware of it must make a DC 26 Intelligence saving 
  throw against this magic, taking 28 (8d6) psychic 
  damage and using its action on its next turn to vomit 
  foamy, brackish water on a failed save, or half as much 
  damage on a successful one.
  HASTUR-THE KING IN YELLOW
  Byakhee 
  17
  hastur as a MythiC eNCouNter
  Fighting Hastur as a mythic encounter is equivalent to 
  taking on two CR 30 creatures in one encounter. Award 
  a party 465,000 XP for defeating Hastur after it uses 
  Pallid Mask.
  
  HELLRAISER
  Borne from the ire or wrath of an Archduke of the 
  Nine Hells, an imposing figure strides through the 
  wastes of the Lower Planes, setting everything and 
  everyone in its path ablaze. That is the purpose of a 
  Hellraiser. Wherever it goes, the sick and screaming 
  fire of the Nine Hells flickers from their footsteps 
  and smolders in their imposing form. To look into the 
  blazing hate of a Hellraiser’s eyes is to stare at your 
  own smoldering corpse.
  iNferNal leGioNNaire
  Hellraisers are not devils like their all-powerful 
  masters. Rather, they are embodiments of the Nine 
  Hells themselves, its hateful presence given physical 
  form to carry out the will of those who rule it. The 
  conditions to conjure a hellraiser are a closely kept 
  secret among those lucky superior devils with enough 
  power and influence to have leveraged the ritual from 
  the eternal night hag Gryllis Bloodsuckle. A devil 
  can conjure a hellraiser only once, so it is a powerful 
  weapon held for an opportune time. When summoned, 
  they are given a singular directive which they follow 
  above all else. They are often mistaken for the leaders 
  of vast infernal legions, when the truth is simply that 
  the army is following the Hellraiser to their objective, 
  for a Hellraiser makes little distinction between friend 
  or foe, only those that assist it in its objective and 
  those who stand in its way.
  forBiddeN weapoNs
  There are rumors that Asmodeus has issued a firm 
  decree that no Hellraisers are to be used in the course 
  of the Blood War or sent against the Demon Lords 
  of the Abyss. Whether true or not, what is known is 
  that Hellraiser have only appeared in internal power 
  struggles within the infernal hierarchy or on the 
  Material Plane to destroy champions of good. 
  heart of the forGe
  History tells of Numisi Swornblade, a dwarf mage 
  specialized in the binding of fiends, who captured a 
  Hellraiser in a series of powerful arcane wards within 
  a small island blanketed in heather. The Swornblade 
  clan spent years building and testing around the 
  Hellraiser until they crafted an artifact of tremendous 
  power: the Spellforge. This magical forge, powered by 
  the hellfire of the great fiend, allowed the Swornblade 
  clan to smelt multiple minor magic items together 
  into new, more powerful items. Eventually, the 
  Swornblades succumbed to infighting and greed, but 
  legend tells that the Hellraiser is still trapped below 
  the isle of heather, waiting for an entrepreneurial hero 
  to reignite the Spellforge.
  reGioNal effeCts
  A region containing a Hellraiser’s lair is warped by the 
  creature’s overwhelming presence, which creates the 
  following effects:
   •  The air within 1 mile of the lair is thick with 
  sulfurous smog, lightly obscuring the area.
   •  Flames within 1 mile of the Hellraiser’s lair are 
  more difficult to put out and spark and jump of 
  their own accord.
   •  Those who complete a long rest within 1 mile of 
  the Hellraiser’s lair find their dreams push them 
  towards dark deeds. 
  If the Hellraiser dies, these effects fade over the 
  course of 1d10 days.
  lair aCtioNs
  When fighting inside its lair, the Hellraiser can invoke 
  the ambient magic to take lair actions. On initiative 
  count 20 (losing initiative ties), the Hellraiser can take 
  one lair action to cause one of the following effects.
   •  Black flame ignites on up to three targets the 
  Hellraiser can see within 30 feet of it. The targets 
  cannot regain hit points until initiative count 20 of 
  the next round.
   •  One creature within the lair hears the whispers 
  of the devil who created the Hellraiser, who casts 
  control person (spell save DC 20) on them using 
  the Hellraiser as an arcane focus. The spell ends 
  on initiative count 20 of the next round.
   •  The Hellraiser casts wall of fire anywhere within 
  its lair. The Hellraiser concentrates on this spell 
  as normal and the wall remains for the duration of 
  the spell or until this lair action is used again.
   •  If it has used its Raise Hellfire, the Hellraiser 
  expands the radius of the hellfire sphere by 10 
  feet. The fire spreads around corners and ignites 
  flammable objects in the sphere that aren’t being 
  worn or carried.
  The hellraiser has a challenge rating of 19 
  (22,000 XP) when encountered within its lair.
  18
  
  HELLRAISER
  19
  
  HELLRAISER
  Huge fiend, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 256 (19d12 + 133)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  13 (+1)
  25 (+7)
  16 (+3)
  13 (+1)
  21 (+5)
  Saving Throws Dex +8, Con +13, Wis +7
  Skills Perception +7
  Damage Resistances lightning, radiant; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities cold, fire
  Condition Immunities charmed, exhausted, frightened, 
  poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 18 (20,000 XP)
  Fire Aura. At the start of each of the Hellraiser’s turns, 
  each creature within 5 feet of it takes 10 (3d6) fire 
  damage, and flammable objects in the aura that aren’t 
  being worn or carried ignite. A creature that touches 
  the Hellraiser or hits it with a melee attack while 
  within 5 feet of him takes 10 (3d6) fire damage.
  Fire Incarnate. All fire damage dealt by the Hellraiser 
  ignores fire resistance but not fire immunity.
  Innate Spellcasting. The Hellraiser’s spellcasting ability 
  is Charisma (spell attack bonus +11, spell save DC 
  19). It can innately cast the following spells, requiring 
  no material components:
  3/day each: absorb elements (4th level), fireball,
  heat metal, wall of fire
  1/day each: conjure minor elementals (4 magma
  mephits only), flame strike, incendiary cloud
  Legendary Resistance (3/Day). If the Hellraiser fails a 
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The Hellraiser can use its Frightful 
  Presence. It then makes two ranged or three melee 
  attacks, but can use its Slam only once.
  Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage plus 7 
  (2d6) fire damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage.
  Third Eye. Ranged Spell Attack: +11 to hit, range 80 
  ft./300 ft., one target. Hit: 20 (2d8 + 11) fire damage.
  Frightful Presence. Each creature of the Hellraiser’s 
  choice that is within 60 feet of the Hellraiser 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 Hellraiser’s 
  Frightful Presence for the next 24 hours.
  Raise Hellfyre (Recharges on a Short or a Long Rest). 
  The Hellraiser raises hellfire in a 30-foot-radius sphere 
  centered on a point the Hellraiser chooses within 
  30 feet. Each creature in the sphere must make a 
  DC 21 Constitution saving throw, taking 45 (10d8) 
  fire damage on a failed save or half as much damage 
  on a successful one. The sphere lasts for 1 minute and 
  its area is difficult terrain. At the end of the Hellraiser’s 
  turn, the radius of the sphere increases by 10 feet. 
  The fire spreads around corners and ignites flammable 
  objects in the sphere that aren’t being worn or carried. 
  Hellfire is not extinguished by nonmagical water. If 
  submerged in magical water, hellfire persists for 1d4 
  rounds.
  The Hellraiser can use a bonus action to cause a 
  monstrosity of hellfire to leap from the center of the 
  sphere toward one creature of its choice within 30 
  feet of the sphere. That creature must make a DC 21 
  Dexterity saving throw, taking 27 (6d8) fire damage 
  and igniting on a failed save, or half as much damage 
  on a successful save. While ignited, the target takes 
  27 (6d8) fire damage at the start of each of its turns 
  until it takes an action to douse the flames.
  LegendARy Actions
  The Hellraiser 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 Hellraiser regains spent 
  legendary actions at the start of its turn.
  Attack. The Hellraiser makes one claw attack.
  Heat Metal. The Hellraiser casts heat metal using its 
  Innate Spellcasting.
  Inhale Flames. The Hellraiser snuffs out a 5 foot 
  square of hellfire, magical flame, or nonmagical flame. 
  It regains 10 hit points and makes its next attack roll 
  with advantage.
  Legion of Flame. The Hellraiser shouts a command 
  and one magma mephit uses its reaction to move up 
  to its speed without incurring attacks of opportunity 
  and make one attack with its claws.
  Combustible (Costs 2 Actions). The Hellraiser 
  suddenly ignites its body. Each creature within 15 feet 
  of the Hellraiser must succeed on a DC 21 Dexterity 
  saving throw or take 15 (2d6 + 8) fire damage and be 
  knocked prone.
  Hellfyre Beast (Costs 2 Actions). If the Hellraiser has 
  used its Raise Hellfyre, it causes a monstrosity of 
  hellfire to leap from the center of the sphere toward 
  one creature of its choice within 30 feet of the 
  sphere. That creature must make a DC 21 Dexterity 
  saving throw, taking 27 (6d8) fire damage on a failed 
  save, or half as much damage on a successful save.
  Infernal Roar (Costs 2 Actions). The Hellraiser lets 
  out an awful roar. All creatures within 15 feet of the 
  Hellraiser must succeed on a DC 19 Wisdom saving 
  throw or be paralyzed until the end of their next turn.
  HELLRAISER
  20
  
  KYNOS THE DREAMREAVER
  “Oh, little morsel, you do not yet know the role you 
  play on this world. You think you march home to 
  challenge me and reclaim your mother’s realm. So 
  ready to reclaim your family’s glory that you never 
  wonder if your family was truly so virtuous in the first 
  place. But nevertheless... I eagerly await you in what 
  remains of your family home. I have feasted on the 
  misery of your people and you, little morsel, will make 
  for an excellent dessert.”
  CaNNiBal draGoN
  The monster who now styles himself as Kynos the 
  Dreamreaver began life as the youngest of a tight-knit 
  brood of bronze dragons. His mother was known to 
  be the guardian of her realm and protector of the 
  local people. However, a knight from a strange land 
  arrived one day bearing a gold banner embroidered 
  with a pair of silver wings each bearing a brilliant 
  eye. This mysterious knight struck down the young 
  bronze dragon’s mother and siblings in an epic battle 
  that destroyed their home. Trapped within the ruins 
  of his old nest, the young bronze dragon had to eat 
  the flesh of his family in order to survive. Not long 
  after, a handsome stranger calling himself Asmodeus 
  arrived and offered the traumatized dragon a deal: one 
  hundred years of servitude in the Nine Hells in return 
  for the magic and power to seek vengeance for his 
  family. The young bronze dragon accepted this deal, 
  and Kynos was born.
  dark dealiNGs
  Over the course of Kynos’s one hundred years of 
  service to Asmodeus, Kynos rose to prominence in 
  his own right and even claimed his own small infernal 
  domain as the Duke of the Burning Glass Desert. 
  Kynos grew in power and influence, but with this 
  power came an increase in paranoia and hate. He 
  watched as the knight built a new royal family and 
  grew equally in power from across the Planes. As 
  his hate boiled and grew, he mastered a technique to 
  find and bind celestial beings to his will, biding his 
  time to strike. And on midnight of the one hundredth 
  year, Kynos descended upon the knight’s descendents 
  and cursed their lands, manipulating and shaping its 
  people into making him their ruler, and fueling his 
  visions of conquest and greatness. 
  leGaCy of terror
  Kynos ruled from the dark shadows of the kingdom 
  and used the descendents of the knight as his puppets 
  and his ensnared angels as figureheads. Ever fearing 
  the influence of those gods of light which allowed the 
  knight to kill his family, Kynos introduced a a system 
  to identify aasimar of other god-touched who could 
  grow to be his end. During this ceremony of sight, 
  children are made to swallow a nugget of infernal 
  metal from the Burning Glass Desert of the Nine 
  Hells, which reacts to celestial blood and causes their 
  eyes to glow with golden light. Those children whose 
  eyes glow are given to Kynos, who consumes the 
  infants while their parents watch. It is in this grip of 
  fear that Kynos rules this darkened corner of the land.
  reGioNal effeCts
  A region containing Kynos’s lair is warped by the 
  creature’s overwhelming presence, which creates the 
  following effects:
   •  Living creatures which die within 6 miles of the 
  lair rise again as mindless zombies and skeletons. 
   •  Sentient creatures who sleep within 1 mile of 
  Kynos’s lair suffer from nightmares wherein they 
  witness glimpses of Kynos’s past atrocities.
   •  Within 1 mile of the lair, creatures which are 
  created or summoned as a result of conjuration 
  magic, such as by the find familiar spell, summon 
  celestial spell, or similar magic, must succeed on a 
  DC 23 Charisma saving throw or become charmed 
  by Kynos and consider him their master to defend 
  and protect at any cost.
  If Kynos dies, these effects fade over the course of 
  2d10 days.
  lair aCtioNs
  When fighting inside his lair, Kynos can invoke the 
  ambient magic to take lair actions. On initiative count 
  20 (losing initiative ties), Kynos can take one lair 
  action to cause one of the following effects, but cannot 
  take the same lair action in two consecutive rounds.
   •  Thick bronze chains erupt from the ground and 
  target up to four creatures within the lair. The 
  targets must succeed on a DC 23 Strength saving 
  throw or be grappled (escape DC 23). While 
  grappled this way, the target is restrained. These 
  chains evaporate on initiative count 20 of the next 
  round.
   •  Kynos creates a roiling cloud of sulfur as though 
  he cast the fog cloud spell. Any creature which 
  starts its turn in the cloud must succeed on a DC 
  23 Constitution saving throw or cough and choke 
  during their turn, making them unable to cast 
  spells with verbal components during their turn. 
  This cloud lasts for 1 minute or until Kynos uses 
  this lair action again.
   •  A thunderclap originates at a point Kynos can see 
  within 120 feet of it. Each creature within a 30-foot 
  radius centered on that point must make a DC 
  23 Constitution saving throw, taking 22 (4d10) 
  thunder damage and be deafened on a failed save 
  or half as much damage on a successful one.
   •  A beam of burning light descends from the ceiling 
  in a cylinder that is 120 feet tall and has a radius 
  of 10 feet. Creatures within the area must succeed 
  on a DC 23 Dexterity saving throw, taking 18 (4d8) 
  radiant damage and be blinded on a failed save or 
  half as much damage on a successful one.
   •  Kynos conjures forth a deva he captured from the 
  Nine Hells. They roll their own initiative and follow 
  Kynos’s telepathic commands.
  Kynos has a challenge rating of 30 (155,000 XP) when 
  encountered within his lair.
  21
  
  KYNOS THE DREAMREAVER
  22
  
  KYNOS THE DREAMREAVER
  KYNOS THE DREAMWEAVER
  Gargantuan dragon, lawful evil
  Armor Class 23 (natural armor)
  Hit Points 615 (30d20 + 300)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  15 (+3)
  30 (+10)
  21 (+5)
  19 (+4)
  26 (+7)
  Saving Throws Con +18, Wis +12, Cha +15
  Skills Athletics +18, Deception +15, Intimidation +15, 
  Insight +12, Perception +12, Persuasion +15
  Damage Resistances acid, cold, lighting; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities fire
  Condition Immunities charmed, exhausted, frightened
  Senses darkvision 120 ft., passive Perception 22
  Languages Abyssal, Celestial, Common, Draconic, 
  Infernal
  Challenge 29 (135,000 XP)
  Ignite. When a creature takes fire damage from Kynos, 
  it ignites. An ignited target takes 14 (4d6) fire damage 
  at the start of its turn and cannot take reactions. 
  Ignited creatures and areas remain ignited until the 
  end of their next turn.
  Innate Spellcasting. Kynos’s spellcasting ability is 
  Charisma (spell attack bonus +16, spell save DC 23). 
  He can innately cast the following spells, requiring no 
  material components:
  At will: detect magic, firebolt (4d10), light,
  magic missile (6d4+ 6), detect thoughts
  3/day each: banishment, counterspell, fireball,
  lightning bolt, mirror image, wall of fire
  1/day each: control weather, scrying, time stop
  Legendary Resistance (4/Day). If Kynos fails a saving 
  throw, he can choose to succeed instead.
  Limited Magic Immunity. Kynos can’t be affected 
  or detected by spells of 4th level or lower unless he 
  wishes to be. He has advantage on saving throws 
  against all other spells and magical effects.
  Magic Weapons. Kynos’s weapon attacks are magical.
  Regeneration. Kynos regains 20 hit points at the start 
  of its turn. If Kynos takes radiant damage, this trait 
  doesn’t function at the start of the Kynos’s next turn. 
  Kynos dies only if it starts its turn with 0 hit points 
  and doesn’t regenerate.
  Actions
  Multiattack. Kynos can use his Frightful Presence. He 
  then makes three attacks: two with his claws and one 
  with his bite.
  Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., 
  one target. Hit: 45 (6d10 + 12) piercing damage plus 
  10 (3d6) fire damage.
  Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., 
  one target. Hit: 33 (6d6 + 12) slashing damage.
  Tail. Melee Weapon Attack: +18 to hit, reach 35 ft., 
  one target. Hit: 39 (6d8 + 12) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 26 
  Strength saving throw or be either knocked prone or 
  pushed 20 feet, Kynos’s choice.
  Immolate Foe. Ranged Spell Attack: +16 to hit, range 
  120 ft., one target. Hit: 28 (8d6) fire damage and the 
  target loses resistance to fire damage for 1 minute.
  Frightful Presence. Each creature of Kynos’s choice 
  that is within 120 feet of Kynos and aware of him 
  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 Kynos’s Frightful Presence for 
  the next 24 hours.
  Fire Breath (Recharge 5-6). Kynos exhales fire in a 
  90-foot cone. Each creature in that area must make a 
  DC 26 Dexterity saving throw, taking 91 (26d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Summon Corrupted Angels (1/Day). Kynos uses his 
  action to conjure forth 2 of his deva from the Nine 
  Hells. They roll their own initiative and follow Kynos’s 
  telepathic commands.
  LegendARy Actions
  Kynos 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. Kynos regains spent legendary actions 
  at the start of his turn.
  Expert Mage. Kynos casts an at will spell from his 
  Innate Spellcasting.
  Telepathic Coordination. Kynos’s devas use their 
  reaction to move up to their speed without provoking 
  attacks of opportunity.
  Bite (Costs 2 Actions). Kynos makes a bite attack.
  Immolate (Costs 2 Actions). Kynos makes an 
  Immolate Foe attack.
  Sheer Terror (Costs 2 Actions). Kynos bares his 
  fangs and lets out a terrible roar. Creatures who are 
  frightened of him must succeed on a DC 18 Wisdom 
  saving throw or be reduced to half of their current hit 
  points.
  Quick Casting (Costs 3 Actions). Kynos casts a spell 
  from his Innate Spellcasting.
  Wing Attack (Costs 3 Actions). Kynos beats his wings. 
  Each creature within 15 ft. of Kynos must succeed on 
  a DC 26 Dexterity saving throw or take 31 (6d6 + 10) 
  bludgeoning damage and be knocked prone. Kynos 
  can then move up to half his flying speed.
  23
  
  PHANTOM OF TRUTH
  An ominous hunched figure with a smooth, blank 
  face except for a small, circular mouth. Green tendrils 
  emerge from the base of the skull like hair and long 
  arms trail with small, ever-moving fingers. Curiosity 
  and contemplation radiates from her as she sits in 
  cubes of her own construction in the deepest, warmest 
  place of the world, crafting art and reinforcing the 
  stone walls of her home.
  aNCieNt God
  Phantom of Truth is a long-forgotten deity of a culture 
  long gone from the world. Her people, the sarrukh, 
  were the origin of several groups of people including 
  the yuan-ti and the lizardfolk. However, the city and 
  culture that worshipped her lived in a valley that 
  was devastated by a tectonic calamity. While all her 
  people sank into the earth and were entombed, their 
  city ruined and buried, Phantom steadfastly carved 
  out a new space for herself. And it is there within the 
  catacombs of art and architecture she has surrounded 
  herself with, that Phantom collects truths and 
  philosophies from the new civilizations that have risen 
  above. Although she is gone, enough faint traces and 
  echoes of her remain in the world above that she has 
  not yet gone to the Astral Sea.
  philosopher queeN
  Every so often, a miner or archeologist stumbles 
  across a perfectly cube-shaped room, carved with 
  exquisite art into the sheer stone. Upon entry into 
  these strange rooms, the visitor finds the cube 
  contains entrances to more cube-shaped rooms, each 
  carved with scenes of forgotten history and ancient 
  lore. Deep within this maze of rooms is Phantom of 
  Truth, who quickly clambers through her lair to find 
  visitors, which she has an uncanny sense for. As her 
  contact with people has diminished, so too has her 
  understanding of them. When she finds visitors to 
  her lair, she asks questions about their life and their 
  purpose until she is satisfied. When a particularly 
  interesting visitor slips into her domain, she will ask 
  them to play her game of truths and lies.
  the ideNtity GaMe
  Phantom’s voice echoes throughout her realm and 
  before approaching visitors, she will occasionally ask 
  them to play her game.
  “I would like to play a game of truth and lies. We 
  can question one another-I am curious about your 
  emotions. You may speak truths or lies. When you 
  speak the truth, we become closer. When you lie, you 
  spurn your true feelings and punish yourself. What say 
  you, visitors?”
  If they accept, she enters and seals the cube they are 
  in. If they refuse, she will stalk the intruders and try to 
  learn as much as she can about them from a distance, 
  growing more wistful all the while. 
  The Phantom’s game requires each contestant to ask 
  another contestant a question in two rounds. When a 
  contestant tells the truth, they create an increasingly 
  powerful bond between Phantom of Truth & the 
  contestant which makes her harder to resist. When 
  a contestant lies too near Phantom of Truth, their 
  will and mind are wounded by the deception. Asking 
  Phantom of Truth questions is an opportunity to learn 
  much about ancient lore and lost magic, though the 
  threat is quite great: if Phantom comes to view you as 
  a close friend, she may not let you go without a fight or 
  a promise to return. Phantom of Truth prefers to ask 
  her visitors intimate questions such as...
  What is a painful truth that could hurt somebody you love?
  What is your greatest regret?
  When & why have you last felt loved?
  What made you feel the angriest you’ve ever been?
  How does failure make you feel?
  What makes you feel peace?
  What is your greatest fault?
  What is your purpose?
  What do you lack that you seek above all else?
  iMMortal Nature
  Phantom of Truth does not require food, drink, or 
  sleep.
  reGioNal effeCts
  A region containing Phantom of Truth’s lair is warped 
  by the creature’s overwhelming presence, which 
  creates the following effects:
   •  Within 1 mile of her lair, rubies bloom into 
  existence beneath the surface of the earth.
   •  Those who fall asleep within 1 miles of Phantom 
  of Truth’s lair have normal dreams in which 
  intricate art appears on surfaces and shapes 
  change into geometric patterns.
   •  Within 6 miles of her lair, creatures with an 
  Intelligence of 5 such as lizards, moles, and bats or 
  lower are overcome with insatiable curiosity that 
  drives them to learn and speak simply in Common.
   •  Within 6 miles of her lair, rock formations take on 
  unnatural geometric shapes.
  If Phantom of Truth dies, these effects fade over the 
  course of 3d10 days.
  24
  
  PHANTOM OF TRUTH
  lair aCtioNs
  When fighting inside her lair, Phantom of Truth can 
  invoke the ambient magic to take lair actions. On 
  initiative count 20 (losing initiative ties), Phantom 
  can take one lair action to cause one of the following 
  effects, but cannot take the same lair action in two 
  consecutive rounds.
   •  All of the doors into one cube-shaped room seal 
  shut with decorative stone slabs. These slabs 
  each have an AC of 20, 40 hit points, and 
  immunity to poison and psychic damage.
   •  Phantom of Truth creates an illusory 
  duplicate of herself or a creature who 
  told her at least one truth during her 
  game as if by the simulacrum spell. 
  This duplicate acts after Phantom 
  in the initiative order and follows 
  her telepathic commands. The 
  duplicate is destroyed on initiative 
  count 20 of the next round.
   •  The art on the walls shimmers 
  and projects itself into the room, 
  magically transforming one cube 
  into a scene of pastoral beauty. 
  Each creature within the room 
  must succeed on a DC 24 
  Intelligence saving throw or 
  be stunned until the end of 
  their next turn.
   •  Phantom of Truth targets up 
  to three creatures within her 
  lair. Each of these creatures 
  must succeed on a DC 24 
  Strength saving throw or 
  their experience of gravity 
  in the lair is warped. When 
  this occurs, a creature 
  falls up to 60 feet into an 
  adjacent cube, taking 1d6 
  bludgeoning damage per 
  5 feet moved and falling 
  prone.
  Phantom of Truth has a challenge 
  rating of 25 (75,000 XP) when encountered 
  within her lair.
  25
  
  PHANTOM OF TRUTH
  Large celestial, lawful neutral
  Armor Class 20 (natural armor)
  Hit Points 315 (30d8 + 180)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  15 (+3)
  22 (+6)
  29 (+9)
  14 (+2)
  18 (+4)
  Saving Throws Con +13, Int +16, Wis +9, Cha +11
  Skills Arcana +16, History +16, Insight +9, 
  Perception +9, Persuasion +11
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities force, psychic
  Condition Immunities charmed, exhausted, frightened
  Senses truesight 120 ft., passive Perception 19
  Languages all, telepathy 60 ft.
  Challenge 24 (62,000 XP)
  Aura of Truth. A creature that willingly lies (not 
  including a liar’s paradox) within 30 feet of Phantom 
  of Truth takes 26 (4d12) psychic damage.
  Detect Life. Phantom of Truth can magically sense the 
  presence of creatures up to 5 miles away that aren’t 
  undead or constructs. She knows the general direction 
  they’re in but not their exact locations.
  Friendship. The better Phantom of Truth knows a 
  creature, the less she truly wishes to harm them. 
  If a creature participates in her game, the DC for 
  Phantom of Truth’s spells and abilities is reduced by 
  the number of truths they share with her during her 
  game of truths and lies. For example, a creature which 
  responds truthfully to three questions has a DC of 21 
  when targeted by one of Phantom of Truth’s spells or 
  abilities.
  Innate Spellcasting. Phantom of Truth’s innate 
  spellcasting ability is Intelligence (spell save DC 24). 
  Phantom of Truth can innately cast the following 
  spells, requiring no material or verbal components:
  At will: calm emotions, charm person,
  detect thoughts, hold person, legend lore
  3/day each: blur, confusion, mirror image,
  dominate monster
  1/day each: power word pain, power word kill,
  psychic scream, synaptic static
  Legendary Resistance (3/Day). If Phantom of Truth 
  fails a saving throw, she can choose to succeed 
  instead.
  Magic Resistance. Phantom of Truth has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. Phantom of Truth’s weapon attacks 
  are magical.
  Rejuvenation. If she dies, Phantom of Truth returns to 
  life in 1d6 days and regains all her hit points. Only a 
  wish spell can prevent this trait from functioning. If a 
  liar’s paradox is spoken in the moment of her death, 
  this trait does not function and Phantom of Truth is 
  destroyed.
  Sense Magic. Phantom of Truth senses magic within 
  120 feet of her at will. This trait otherwise works like 
  the detect magic spell but isn’t itself magical.
  Actions
  Multiattack. Phantom of Truth makes three attacks: 
  one with her bite, one with her erupting touch, and 
  one with her claw. Phantom of Truth can cast a spell 
  with a casting time of 1 action in place of her erupting 
  touch.
  Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one 
  target. Hit: 33 (6d10 + 8) piercing damage and the 
  target must succeed on a DC 24 Intelligence saving 
  throw or be censured. While censured, Phantom of 
  Truth chooses an action for that target: Attack, Cast 
  a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, 
  Search, or Use an Object/Magic Item. The affected 
  target can’t take that action for 1 minute. At the end 
  of each of the target’s turns, it can repeat the saving 
  throw. A target that succeeds on the saving throw 
  becomes immune to being censured for 24 hours.
  Erupting Touch. Melee Weapon Attack: +15 to hit, 
  reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning 
  damage plus 14 (4d6) force damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., 
  one target. Hit: 24 (3d10 + 8) slashing damage. If 
  the target is a creature, it must succeed on a DC 24 
  Wisdom saving throw or be agonized until the start 
  of Phantom of Truth’s next turn. While agonized, a 
  creature takes 14 (4d6) psychic damage each time 
  Phantom of Truth takes damage. At the end of the 
  target’s turn, it can repeat the saving throw.
  Sigh (1/Day). Phantom of Truth exhales a sigh of 
  disappointment. All creatures within 30 feet of her 
  that can hear her must make a DC 24 Constitution 
  saving throw. On a failure, a creature drops to 0 hit 
  points. On a success, a creature takes 42 (12d6) 
  psychic damage.
  LegendARy Actions
  Phantom of Truth 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. Phantom of Truth 
  regains spent legendary actions at the start of her turn.
  Bond of Friendship. Phantom of Truth targets one 
  creature who told her at least one truth during her 
  game. That creature loses 4 (1d8) hit points and 
  Phantom of Truth regains hit points equal to twice the 
  damage taken.
  Move. Phantom of Truth moves her speed without 
  provoking opportunity attacks.
  Attack (Costs 2 Actions). Phantom of Truth makes an 
  attack with her bite or her claw.
  Cast a Spell (Costs 2 Actions). Phantom of Truth casts 
  a spell using her Innate Spellcasting.
  Bonds of Truth (Costs 3 Actions). Phantom of Truth 
  exerts her formidable will. All creatures within 30 feet 
  of her who told her at least one truth during her game 
  must succeed on a DC 24 Wisdom saving throw or 
  become charmed by her. While charmed this way, 
  a creature views Phantom of Truth as their closest 
  friend and ally who must be protected and defended 
  at all costs. Whenever the charmed creature takes 
  damage, it may repeat the saving throw, 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 Phantom of Truth’s Bonds of 
  Truth for the next 24 hours.
  PHANTOM OF TRUTH
  26
  
  TRAUG’ZERATH THE VENOMOUS MIND
  A tremendous, spherical body is suspended in the air, 
  bearing several eyestalks with pale eyes and three 
  other long tendrils bearing ferocious toothed maws. 
  Traug’zerath is a beholder unlike any other, born from 
  the dreams of an Elder Evil and fueled by venomous 
  blood that shapes its hateful and violent demeanor. 
  plaGueBriNGer
  Traug’zerath combines all of the worst xenophobic 
  and paranoid tendencies of a beholder with the 
  alien intellect and unparalleled appetite for death 
  of the Elder Evil which dreamt it. Within its hidden 
  lair, Traug’zerath performs experiments with its 
  own blood, creating diabolical poisons and deadly 
  diseases to unleash on those humanoid cities (or the 
  lair of fellow beholders) which capture its ire. When 
  Traug’zerath sends its minions out into the world, 
  they bear its sigil: three eyes situated within a green 
  flame. This symbol represents the burning agony that 
  Traug’zerath’s poison brings to its adversaries.
  alCheMist’s dreaMs
  It is believed in alchemist’s circles that Traug’zerath 
  has unlocked the magnum opus of the craft: the 
  elixir of life. It is believed that a single sip of this 
  elixir can cure any ailment, stop the aging process 
  for several years, and even restore life to the dead. 
  Many an alchemist would pay an extraordinary fee for 
  Traug’zerath’s alchemical journals or samples of its 
  poisonous blood.
  reGioNal effeCts
  A region containing Traug’zerath’s lair is warped by 
  the creature’s overwhelming presence, which creates 
  the following effects:
   •  Creatures within 6 miles of Traug’zerath’s lair 
  sometimes feel itching sensations across their 
  body when nothing is there.
   •  Creatures within 1 mile of Traug’zerath’s lair 
  sometimes feel as though they are being watched 
  when they aren’t.
   •  While Traug’zerath sleeps, minor warps in reality 
  occur within 1 mile of its lair and then vanish 24 
  hours later. Marks on cave walls might change 
  subtly, an eerie trinket may appear where none 
  existed before, harmless slime might coat a statue, 
  and so on. Thee effects occur only to natural 
  surfaces and to nanmaigal objects that aren’t on 
  anyone’s person.
   •  Water sources within 1 mile of the lair are 
  poisoned. Enemies of Traug’zerath that touch or 
  drink such water must succeed on a DC 21 saving 
  throw or be poisoned for 1 hour.
  If Traug’zerath dies, these effects fade over the course 
  of 1d10 days.
  lair aCtioNs
  When fighting inside its lair, Traug’zerath can invoke 
  the ambient magic to take lair actions. On initiative 
  count 20 (losing initiative ties), Traug’zerath can 
  take one lair action to cause one of the following 
  effects, but cannot take the same lair action in two 
  consecutive rounds.
   •  One of Traug’zerath’s alchemical solutions drip 
  from the ceiling. All creatures within Traug’zerath’s 
  lair gain vulnerability to poison damage.
   •  An area that is a 50-foot cube within 120 feet 
  of Traug’zerath is filled with spectral eyes and 
  tentacles. To creatures other than Traug’zerath, 
  that area is lightly obscured and difficult terrain 
  until initiative count 20 on the next round.
   •  A spectral eye appears in the air at a point within 
  50 feet of Traug’zerath. One random eye ray 
  of Traug’zerath shoots from that eye, which is 
  considered to be an ethereal source, at a target 
  of Traug’zerath’s choice. The eye then closes and 
  disappears.
   •  A geyser of poisonous gas billows from a point 
  within 60 feet of Traug’zerath into a sphere with 
  a radius of 20 feet. Creatures within that sphere 
  must make a DC 21 Constitution saving throw, 
  taking 21 (6d6) poison damage on a failed save, or 
  half as much damage on a successful one.
  Traug’zerath has a challenge rating of 26 (90,000 XP) 
  when encountered within its lair.
  27
  
  TRAUG’ZERATH THE VENOMOUS MIND
  TRAUG’ZERATH 
  THE VENOMOUS MIND
  Gargantuan aberration, chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 350 (20d20 + 140)
  Speed 40 ft., fly 30 ft. (hover), swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  30 (+10)
  25 (+7)
  18 (+4)
  17 (+3)
  19 (+4)
  Saving Throws Dex +18, Con +15, Wis +11, Cha +12
  Skills Acrobatics +18, Perception +11, 
  Sleight of Hand +18, Stealth +18
  Damage Resistances cold
  Damage Immunities poison; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Condition Immunities exhausted, frightened, 
  paralyzed, petrified, poisoned, prone
  Senses blindsight 120 ft., passive Perception 21
  Languages Deep Speech, Undercommon
  Challenge 25 (75,000 XP)
  Amphibious. Traug’zerath can breathe air and water.
  Legendary Resistance (3/Day). If Traug’zerath fails a 
  saving throw, it can choose to succeed instead.
  Poison Incarnate. All poison damage dealt by the 
  Traug’zerath ignores poison resistance and deals half 
  damage to creatures with immunity to poison damage.
  Poisonous Blood. A creature that touches Traug’zerath 
  or hits it with a melee attack while within 5 feet of it 
  must make a DC 23 Constitution saving throw, taking 
  21 (6d6) poison damage on a failed save or half as 
  much damage on a successful one.
  Venomous Being. When a creature takes poison 
  damage from Traug’zerath for the first time, it 
  becomes poisoned. While poisoned this way, a 
  creature has disadvantage on saving throws and takes 
  an additional 7 (2d6) poison damage at the start of 
  each of its turns. A creature poisoned this way can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a success. If 
  a creature’s saving throw is successful or the effect 
  ends for it, the creature is immune to this trait for the 
  next 24 hours.
  28
  
  TRAUG’ZERATH THE VENOMOUS MIND
  Actions
  Multiattack. Traug’zerath makes four attacks: three 
  with its bite and one with its constrict. It can replace 
  any of these attacks with an eye ray.
  Bite. Melee Weapon Attack: +18 to hit, reach 30 ft., 
  one target. Hit: 21 (2d10 + 10) piercing damage plus 
  10 (3d6) poison damage.
  Gore. Melee Weapon Attack: +18 to hit, reach 30 ft., 
  one target. Hit: 19 (2d8 + 10) piercing damage.
  Constrict. Melee Weapon Attack: +17 to hit, reach 
  20 ft., one target. Hit: 20 (3d6 + 20) bludgeoning 
  damage. The target is grappled (escape DC 23) if 
  Traug’zerath isn’t already constricting a creature, and 
  the target is restrained until the grapple ends. While 
  grappling the target, Traug’zerath has advantage on 
  attack rolls against it and can’t use this attack against 
  other targets. When Traug’zerath moves, any target 
  they are grappling moves with it.
  Eye Rays. Traug’zerath shoots one of the following 
  magical eye rays at random (reroll duplicates), 
  choosing one target it can see within 120 feet of it:
   1.  Paralyzing Ray. The targeted creature must succeed on 
  a DC 20 Constitution saving throw or be paralyzed for 1 
  minute. The target repeats the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
   2.  Fear Ray. The targeted creature must succeed on a DC 20 
  Wisdom saving throw or be 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.
   3.  Slowing Ray. The targeted creature must succeed on a DC 
  20 Dexterity saving throw. On a failed save, the target’s 
  speed is halved for 1 minute. In addition, the creature 
  can’t take reactions, and it can take either an action or a 
  bonus action on its turn, not both. The target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
   4.  Enervation Ray. The targeted creature must make a DC 
  20 Constitution saving throw, taking 36 (8d8) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
   5.  Telekinetic Ray. If the target is a creature, it must succeed 
  on a DC 20 Strength saving throw or Traug’zerath moves 
  it up to 30 feet in any direction. It is restrained by the 
  ray’s telekinetic gri until the start of Traug’zerath’s next 
  turn or until Traug’zerath is incapacitated. If the target is 
  an object weighing 300 pounds or less that isn’t being 
  worn or carried, it is moved up to 30 feet in any direction. 
  Traug’zerath can also exert fine control on objects within 
  this ray, such as manipulating a simple tool or opening a 
  door or a container.
   6.  Sleep Ray. The targeted creature must succeed on a 
  DC 20 Wisdom saving throw or fall asleep and remain 
  unconscious for 1 minute. The target awakens if it takes 
  damage or another creature takes an action to wake it. 
  This ray has no effect on constructs and undead.
   7.  Petrification Ray. The targeted creature must make a DC 
  20 Dexterity saving throw. On a failed save, the creature 
  begins to turn to stone and is restrained. It must repeat 
  the saving throw at the end of its next turn. On a success, 
  the effect ends. On a failure, the creature is petrified until 
  freed by the greater restoration spell or other magic.
   8.  Disintegration Ray. If the target is a creature, it must 
  succeed on a DC 20 Dexterity saving throw or take 45 
  (10d8) force damage. If this damage reduces the creature 
  to 0 hit points, its body becomes a pile of fine gray dust. 
  If the target is a Large or smaller nonmagical object or 
  creation of magical force, it is disintegrated without a 
  saving throw. If the target is a Huge or larger object or 
  creation of magical force, this ray disintegrates a 10-foot 
  cube of it.
  Poison Breath (Recharge 5-6). Traug’zerath’s three 
  mouths each exhale poisonous gas in a 30-foot cone. 
  Each creature in one of those areas must make a 
  DC 23 Constitution saving throw, taking 77 (22d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one.
  LegendARy Actions
  Traug’zerath 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. Traug’zerath regains spent 
  legendary actions at the start of their turn.
  Eye Ray. Traug’zerath uses one random eye ray.
  Gore. Traug’zerath makes a gore attack.
  Bite (Costs 2 Actions). Traug’zerath makes a bite 
  attack.
  Slither (Costs 2 Actions). Traug’zerth makes a 
  constrict attack. Traug’zerath can then move up to 
  half its speed.
  Poison Breath (Costs 3 Actions). One of 
  Traug’zerath’s mouths exhale poisonous gas in a 
  30-foot cone. Each creature in the area must make a 
  DC 23 Constitution saving throw, taking 77 (22d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one.
  who kNows what other MoNstrosities 
  lie BeyoNd our realM?
  29
  
  TWINWYRM
  The unthinkable result of great magic or terrible 
  science, a twinwyrm is a catch-all phrase for the 
  class of creature which arises from the physical 
  combination of a dragon with a purple worm. The 
  process burns away all sapience the dragon may 
  have once possessed, leaving behind a hunting and 
  killing machine which is as ruthless and deadly as it is 
  obedient to its master and creator.
  MoNstrous CreatioN
  Twinwyrms are a victim of the very process which 
  creates them and leave them a violent shell of their 
  previous life. The process was famously enacted on 
  Terriloth the Great, the gold dragon guardian of the 
  city-state of Jessix. After its transformation at the 
  hands of the secretive leader of the Jade Mask gang, 
  it destroyed much of the city it once protected until 
  it was finally killed by its previous companion and 
  rider, Imperator Nallan Templar. After this tragic 
  battle, Nallan forged a pact among the city-states of 
  Sryvendyre that the creation of a twinwyrm, whether 
  from a good or evil dragon, was punishable by 
  death. This pact spread throughout the lands and is 
  upheld by wizard colleges and arcane circles around 
  the world. However, whispered rumors hint that 
  the creation of that first twinwyrm was simply the 
  prototype of the Jade Masks’ plan to lay waste to the 
  city-states.
  two heads, oNe Body
  Although twinwyrms lose the dragon’s ability to 
  fly, they are not to be trifled with. With both the 
  breath weapon of the dragon used to create them 
  and the worm’s head gaining the ability to spew its 
  characteristic poison, the twinwyrm has a formidable 
  pair of deadly attacks. On top of that, the damage that 
  can be caused by the purple worm’s newly modified 
  and glistening mandibles can deal devastating blows 
  when the two heads make a series of coordinated 
  strikes. A morally ambiguous alchemist would likely 
  view a twinwyrm as a one-stop shop and would pay 
  a great deal to get their hands on the breath weapon 
  glands of a dragon and a vial of purple worm poison 
  from the same twinwyrm.
  reGioNal effeCts
  A region containing a legendary twinwyrm’s lair is 
  warped by the creature’s magic, which creates one or 
  more of the same effects as that of a legendary red 
  dragon:
   •  Small earthquakes are common within 6 miles of 
  the twinwyrm’s lair.
   •  Water sources within 1 mile of the lair are 
  supernaturally warm and tainted by sulfur.
   •  Rocky fissures within 1 mile of the twinwyrm’s 
  lair form portals to the Elemental Plane of Fire, 
  allowing creatures of elemental fire into the world 
  to dwell nearby.
  If the twinwyrm  dies, these effects fade over the 
  course of 1d10 days.
  lair aCtioNs
  When fighting inside its lair, the twinwyrm can invoke 
  the ambient magic to take the same lair actions as a 
  legendary red dragon. On initiative count 20 (losing 
  initiative ties), the twinwyrm can take one lair action 
  to cause one of the following effects, but cannot take 
  the same lair action in two consecutive rounds.
   •  Magma erupts from a point on the ground the 
  twinwyrm can see within 120 feet of it, creating a 
  20-foot-high, 5-foot-radius geyser. Each creature 
  in the geyser’s area must make a DC 15 Dexterity 
  saving throw, taking 21 (6d6) fire damage on 
  a failed save, or half as much damage on a 
  successful one.
   •  A tremor shakes the lair in a 60-foot radius around 
  the twinwyrm. Each creature other than the 
  twinwyrm on the ground in that area must succeed 
  on a DC 15 Dexterity saving throw or be knocked 
  prone.
   •  Volcanic gases form a cloud in a 20-foot-radius 
  sphere centered on a point the twinwyrm can see 
  within 120 feet of it. The sphere spreads around 
  corners, and its area is lightly obscured. It lasts 
  until initiative count 20 on the next round. Each 
  creature that starts its turn in the cloud must 
  succeed on a DC 13 Constitution saving throw 
  or be poisoned until the end of its turn. While 
  poisoned in this way, a creature is incapacitated.
  The twinwyrm has a challenge rating of 19 (22,000 
  XP) when encountered within its lair.
  a twiNwyrM By aNy other Color
  These statistics represent a twinwyrm created by the fusion of a red dragon and a purple worm. If a different kind of 
  twinwyrm would fit into your campaign better, it is easy to change the draconic origin of a twinwyrm. Simply make the 
  following changes:
  Damage Immunities. Replace the immunity to fire with the damage type of your dragon’s breath weapon.
  Breath Weapon. Replace the Fire Breath action and legendary action with the breath weapon of your dragon.
  30
  
  TWINWYRM
  31
  
  TWINWYRM
  TWINWYRM
  Huge dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 330 (36d12 + 96)
  Speed 40 ft., burrow 40 ft., swim 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  22 (+6)
  14 (+2)
  12 (+1)
  12 (+1)
  Saving Throws Str +12, Con +12, Wis +7
  Skills Perception +8, Stealth +6
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities frightened, poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Common, Draconic
  Challenge 18 (20,000 XP)
  Amphibious. The twinwyrm can breathe air and water.
  Legendary Resistance (3/Day). If the twinwyrm fails a 
  saving throw, it can choose to succeed instead.
  Magic Resistance. The twinwyrm has advantage on 
  saving throws against spells and other magical effects.
  Multiple Heads. The twinwyrm has two heads. 
  While it has more than one head, the twinwyrm has 
  advantage on saving throws against being blinded, 
  charmed, deafened, frightened, stunned, and knocked 
  unconscious.
  Reactive Heads. The twinwyrm gets an extra reaction 
  that can be used only for opportunity attacks.
  Tunneler. The twinwyrm can burrow through solid 
  rock at half its burrow speed and leaves a 10-foot-
  diameter tunnel in its wake.
  Actions
  Multiattack. The twinwyrm can use its Frightening 
  Presence. It then makes three attacks: one with its 
  dragon bite, one with its mandibles, and one constrict.
  Constrict. Melee Weapon Attack: +12 to hit, reach 
  15 ft., one Large or smaller creature. Hit: 13 (2d6 + 
  6) bludgeoning damage, and the target is grappled 
  (escape DC 20) Until this grapple ends, the target is 
  restrained, and the twinwyrm can’t constrict another 
  target.
  Dragon Bite. Melee Weapon Attack: +12 to hit, reach 
  10 ft., one target. Hit: 20 (3d8 + 6) piercing damage.
  Mandible. Melee Weapon Attack: +12 to hit, reach 10 
  ft., one target. Hit: 15 (3d6 + 6) piercing damage and 
  the target must make a DC 18 Constitution saving 
  throw, taking 22 (4d10) poison damage on a failed 
  save, or half as much on a successful one.
  Frightening Presence. Each creature of the twinwyrm’s 
  choice that is within 60 feet of the twinwyrm 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 twinwyrm’s 
  Frightening Presence for the next 24 hours.
  Poison Breath (Recharge 5-6). The twinwyrm exhales 
  a cloud of poison gas in a 60-foot cone. Each creature 
  in that area must make a DC 18 Constitution saving 
  throw, taking 54 (12d8) poison damage on a failed 
  save, or half as much damage on a successful one.
  Fire Breath (Recharge 5-6). The twinwyrm exhales 
  flames in a 60-foot cone. Each creature in that area 
  must make a DC 18 Dexterity saving throw, taking 56 
  (16d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  LegendARy Actions
  The twinwyrm 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 twinwyrm regains spent 
  legendary actions at the start of its turn.
  Detect. The twinwyrm makes a Wisdom (Perception) 
  check.
  Attack. The twinwyrm makes a dragon bite or constrict 
  attack.
  Pincer Strike (Costs 2 Actions). The twinwyrm makes 
  a coordinated assault on one creature using both 
  heads. It makes a mandible attack with advantage. If 
  the attack hits, the target takes the mandible’s damage 
  and is wounded for 24 hours. While wounded, the 
  creature moves at half its speed (rounded down to the 
  nearest 5 ft.) and cannot take reactions. This condition 
  ends early if the target is treated with a successful DC 
  18 Wisdom (Medicine) check, lesser restoration, or 
  similar magic.
  Poison Breath (Costs 3 Actions). If the twinwyrm has 
  successfully recharged its Poison Breath on its turn 
  and did not use it, it uses its Poison Breath.
  Fire Breath (Costs 3 Actions). If the twinwyrm has 
  successfully recharged its Fire Breath on its turn and 
  did not use it, it uses its Fire Breath.
  32
  
  VAMPIRE BEASTLORD
  When a vampire beastlord is significantly wounded, 
  it takes on a new form: the vampire’s body twists 
  and bulges as it tears out of its finery, growing into 
  a massive, muscular torso supported by two canine 
  legs. The vampire’s fingers melt together into obsidian 
  claws. Thick, dark fur grows all across its body and a 
  pair of leathery wings burst from its back. And as its 
  transformation into its bestial form completes, you 
  see that its eyes contain the same glint of malevolent 
  intelligence
  aNCieNt MoNsters
  Vampires represent the darkness in the heart of all 
  mankind. The profound selfishness and cruelty that 
  vampires embody bring misery to all of those trapped 
  within their realms. What many do not know is that 
  the older a vampire grows, the more powerful they 
  become. And the most ancient vampires possess 
  the ability to transform into a bestial monster that 
  represents their rage and evil. 
  reGioNal effeCts
  A region containing a vampire beastlord’s lair is 
  warped by the creature’s overwhelming presence, 
  which creates the following effects:
   •  There’s a noticeable increase in the populations of 
  bats, rats, and wolves in the region.
   •  Plants within 500 feet of the lair wither, and their 
  stems and branches become twisted and thorny.
   •  Shadows cast within 500 feet of the lair seem 
  abnormally gaunt and sometimes move as though 
  alive.
   •  A creeping fog clings to the ground within 500 feet 
  of the vampire’s lair. The fog occasionally takes 
  eerie forms, such as grasping claws and writhing 
  serpents.
  If the vampire is destroyed, these effects end after 2d6 
  days.
  33
  
  VAMPIRE BEASTLORD
  VAMPIRE BEASTLORD
  Medium or Large undead 
  (see Monstrous Transformation), lawful evil
  Armor Class 16 (natural armor) or 22 (see Monstrous 
  Transformation)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  18 (+4)
  17 (+3)
  15 (+1)
  18 (+4)
  Saving Throws Dex +9, Wis +7, Cha +9
  Skills Perception +7, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 17
  Languages The Languages It Knew In Life
  Challenge 13 (10,000 XP) and 15 (13,000 XP)
  Shapechanger. If the vampire isn’t in sunlight or 
  running water, it can use its action to polymorph into 
  a Tiny bat or a Medium cloud of mist, or back into its 
  true form. While in bat form, the vampire can’t speak, 
  its walking speed is 5 feet, and it has a flying speed 
  of 30 feet. Its statistics, other than its size and speed, 
  are unchanged. Anything it is wearing transforms with 
  it, but nothing it is carrying does. It reverts to its true 
  form if it dies. While in mist form, the vampire 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.
  Legendary Resistance (3/Day). If the vampire fails a 
  saving throw, it can choose to succeed instead.
  Misty Escape. When the vampire drops to 0 hit 
  points while its mythic trait is active and outside its 
  resting place, the vampire transforms into a cloud of 
  mist (as in the Shapechanger trait) 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 hit points in mist form, it can’t revert 
  to its vampire form, and it must reach its resting 
  place within 2 hours or be destroyed. Once in its 
  resting place, it reverts to its vampire form. It is then 
  paralyzed until it regains at least 1 hit point. After 
  spending 1 hour in its resting place with 0 hit points, 
  it regains 1 hit point.
  Monstrous Transformation (Mythic Trait; Recharges 
  on a Short or Long Rest). When the vampire 
  is reduced to 0 hit points, it doesn’t die or fall 
  unconscious. Instead, the vampire’s wounded pride 
  unleashes its bestial form. The vampire regains 100 
  hit points and freezing winds swirl within 30 feet 
  of the vampire, extinguishing candles, torches, and 
  similar unprotected flames. Large or smaller creatures 
  in this area must make a DC 17 Constitution saving 
  throw, taking 14 (4d6) cold damage on a failed save, 
  or half as much damage on a successful one.
  The vampire’s bestial form is Large, has a fly speed of 
  60 feet, and deals two additional damage dice with its 
  weapon attacks (included in the attack). In addition, 
  its thick hide and muscular body grants it a +6 bonus 
  to its Armor Class for 1 hour after using Monstrous 
  Transformation.
  Regeneration. The vampire regains 20 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn.
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Vampire Weaknesses. The vampire has the following 
  flaws: 
     Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
     Harmed by Running Water. The vampire 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 vampire’s heart while the 
  vampire is incapacitated in its resting place, the 
  vampire is paralyzed until the stake is removed. 
     Sunlight Hypersensitivity. The vampire takes 20 
  radiant damage when it starts its turn in sunlight. 
  While in sunlight, it has disadvantage on attack rolls 
  and ability checks.
  the NiGhtMares of BeiNGs 
  BeyoNd our reCkoNiNG
  34
  
  Actions
  Multiattack (Vampire Form Only). The vampire makes 
  two attacks, only one of which can be a bite attack.
  Unarmed Strike (Vampire Form Only). Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 
  (1d8 + 4) bludgeoning damage or 17 (3d8 + 4) 
  bludgeoning damage in its bestial form. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 18).
  Bite (Bat or Vampire Form Only). Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one willing creature, 
  or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing 
  damage plus 10 (3d6) necrotic damage or 14 (3d6 
  + 4) piercing damage plus 17 (5d6) necrotic damage 
  in its bestial form. The target’s hit point maximum is 
  reduced by an amount equal to the necrotic damage 
  taken, and the vampire regains hit points equal to that 
  amount. The reduction lasts until the target finishes a 
  long rest. The target dies if this effect reduces its hit 
  point 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’s control.
  Charm. The vampire targets one humanoid it can see 
  within 30 ft. of it. If the target can see the vampire, 
  the target must succeed on a DC 17 Wisdom saving 
  throw against this magic or be charmed by the 
  vampire. The charmed target regards the vampire 
  as a trusted friend to be heeded and protected. 
  Although the target isn’t under the vampire’s control, 
  it takes the vampire’s requests or actions in the most 
  favorable way it can, and it is a willing target for the 
  vampire’s bite attack. Each time the vampire or the 
  vampire’s companions do anything harmful to the 
  target, it can repeat the saving throw, ending the 
  effect on itself on a success. Otherwise, the effect 
  lasts 24 hours or until the vampire is destroyed, is on 
  a different plane of existence than the target, or takes 
  a bonus action to end the effect.
  Children of the Night (1/Day). The vampire magically 
  calls 2d4 swarms of bats or rats, provided that the 
  sun isn’t up. While outdoors, the vampire can call 
  3d6 wolves instead. The called creatures arrive in 1d4 
  rounds, acting as allies of the vampire and obeying its 
  spoken commands. The beasts remain for 1 hour, until 
  the vampire dies, or until the vampire dismisses them 
  as a bonus action.
  LegendARy Actions
  The vampire 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 vampire regains spent 
  legendary actions at the start of its turn.
  Move. The vampire moves up to its speed without 
  provoking opportunity attacks.
  Unarmed Strike. The vampire makes one unarmed 
  strike.
  Bite (Costs 2 Actions). The vampire makes one bite 
  attack.
  Mythic Actions
  If the vampire’s mythic trait is active, it can use the 
  options below as legendary actions for 1 hour after 
  using Monstrous Transformation.
  Flyby. The vampire moves up to its speed without 
  provoking opportunity attacks. It may make one 
  unarmed strike at any point during this movement.
  Savage Bite. The vampire makes a bite attack with 
  advantage.
  Bestial Protection. The vampire flaps its wings and 
  creates a sphere of chilling wind around itself. Until it 
  moves or until the start of its next turn, the vampire 
  has a +5 bonus to AC.
  Wing Attack (Costs 2 Actions). The vampire beats its 
  wings. Each creature within 15 ft. of it must succeed 
  on a DC 17 Dexterity saving throw or take 16 (2d6 + 
  9) bludgeoning damage and be knocked prone. The 
  vampire can then move up to half its fly speed.
  Aural Ruin (Costs 3 Actions). The vampire emits a 
  deafening scream with destructive power in a 30-foot 
  cone. Each creature in that area must make a DC 17 
  Constitution saving throw, taking 55 (10d10) thunder 
  damage on a failed save and are deafened for 1 
  minute, or half as much damage on a successful one.
  VAMPIRE BEASTLORD
  35
  vaMpire Beastlord as a MythiC eNCouNter
  Fighting the Vampire Beastlord as a mythic encounter is equivalent to taking on a CR 13 and CR 15 creature in one 
  encounter. Award a party 34,500 XP for defeating the vampire beastlord after it uses Monstrous Transformation.
  
  APPENDIX A: MONSTERS BY CR
  ChalleNGe ratiNG 15
  Vampire Beastlord
  ChalleNGe ratiNG 18
  Hellraiser
  Twinwyrm
  ChalleNGe ratiNG 19
  Hellraiser (in lair)
  Twinwyrm (in lair)
  ChalleNGe ratiNG 22
  Cachi-Trok the Ceaseless Hunger
  ChalleNGe ratiNG 23
  Cachi-Trok the Ceaseless Hunger (in lair)
  Entirineth the Chasmwalker
  ChalleNGe ratiNG 24
  Phantom of Truth
  ChalleNGe ratiNG 25
  Phantom of Truth (in lair)
  Traug’zerath the Venomous Mind
  ChalleNGe ratiNG 26
  Traug’zerath the Venomous Mind (in lair)
  ChalleNGe ratiNG 27
  Atrixedes the Soul-Flayer
  ChalleNGe ratiNG 28
  Atrixedes the Soul-Flayer (in lair)
  ChalleNGe ratiNG 29
  Kynos the Dreamreaver
  ChalleNGe ratiNG 30
  Hastur
  Hastur (in lair)
  Kynos the Dreamreaver (in lair)
  uNspeakaBle horrors to ChalleNGe 
  eveN the hardiest of adveNturers 
  36
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Alister Konezegel/Alister Konezegel's Lost Notes - Legendary and Mythic Monsters.pdf