TEXT: Bestiary
  
  2
  Design: Jeff Lee with Chris Harris, James Introcaso, and Wolfgang Baur
  Editing: Meagan Maricle
  Art Director: Marc Radle
  Layout: Richard Kunz
  Cover Art: Russ Nicholson
  Interior Art: Russ Nicholson
  Kobold Press, Midgard, Open Design, Warlock, and their associated logos are trademarks 
  of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in 
  the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, 
  plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that 
  have previously been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the monster statistics and 
  abilities. No other portion of this work may be reproduced in any form without permission.
  © 2018 Open Design LLC
  www.koboldpress.com
  Table of Contents
  Boomer .............................................................................................................................. 3
  Corpse Worm ................................................................................................................... 5
  Crimson Shambler ........................................................................................................... 7
  Crystalline Monolith ........................................................................................................ 9
  Deathweaver....................................................................................................................12
  Demon Lord, Hriggala, the Jaws of Vardesain...........................................................15
  Dinosaur, Compsognathus ...........................................................................................18
  Drake, Cave .....................................................................................................................21
  Fey Revenant ...................................................................................................................23
  Initiate of the Elder Elementals ....................................................................................26
  Lambent Witchfyre ........................................................................................................28
  Overshadow ....................................................................................................................30
  Servant of the Unsated God ..........................................................................................32
  Swordbreaker Skeletons ................................................................................................34
  Warlock Bestiary
  
  3
  An ear-piercing shriek echoes in the cavern. The sound comes from a human-sized 
  mushroom whose stalk steadily swells with air as it shrieks.
  Thunderous Shriek. Boomers are a subspecies of shrieker, nearly 
  indistinguishable from their more innocuous cousins. When shrieking, however, 
  the stalk of the boomer noticeably expands, swelling with air until it releases 
  the air in a thunderous burst of noise. Like its more common relative, it is often 
  deliberately cultivated by intelligent subterranean races as a defensive measure 
  against intruders.
  BOOMER
  Medium plant, unaligned
  Armor Class 7 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 0 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  1 (-5) 
  1 (-5) 
  12 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5)
  Damage Immunities thunder 
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  Languages —
  Challenge 1/2 (100 XP)
  Deafening Boom. When a creature hits the boomer with an attack, the boomer 
  releases a loud blast of sound. Each creature within 15 feet of the boomer 
  that can hear it must make a DC 12 Constitution saving throw. On a failure, a 
  creature takes 5 (2d4) thunder damage and is incapacitated for 1 round. On a 
  success, a creature takes half the damage and isn’t incapacitated.
  Death Burst. When it dies, the boomer explodes in a cacophonous burst. 
  Each creature within 30 feet of the boomer that can hear it must make a DC 
  12 Constitution saving throw. On a failure, a creature takes 7 (2d6) thunder 
  damage and is deafened for 1 minute. On a success, a creature takes half the 
  damage and isn’t deafened.
  Boomer
  
  4
  False Appearance. While the boomer remains motionless, it is indistinguishable 
  from an ordinary fungus.
  REACTIONS
  Shriek. If bright light or a creature is within 30 feet of the boomer, it emits a 
  shriek audible within 300 feet of it. The boomer continues to shriek until the 
  disturbance moves out of range and for 1d4 of the boomer’s turns afterward.
  
  5
  A large, bloated worm, its body the gray-white pallor of the dead and slicked with 
  a sheen of yellow mucus, crawls across a pile of corpses. As its dozens of legs propel 
  it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly 
  bursts outward, slurping up chunks of flesh with each strike.
  These disgusting creatures prowl deep caverns, seeking flesh both living and dead 
  to devour. 
  Eaters of the Dead. The corpse worm feeds primarily on death and decay, though 
  it will hunt and kill living prey it encounters if hungry, especially if the prey is 
  already wounded. Corpse worms have a keen sense of smell that they can use to 
  locate wounded prey or sources of carrion on which to feed.
  Ignore the Unliving. While both the living and the dead are food for the corpse 
  worm, it will not feed upon the undead. Unless attacked, the corpse worm will 
  ignore undead near it. Some intelligent undead will tame and train corpse worms, 
  using them as pets, guardians, or shock troops. Worshippers of Vardesain value 
  the corpse worm as a living representation of their deity, and the god’s undead 
  followers are the most frequent tamers and trainers of the worms.
  Slimy Eggs. A female corpse worm lays up to two dozen eggs in crevasses, cul-
  de-sacs, or other remote areas. Corpse worm eggs are about the size of a human 
  head and are sheathed in a rubbery, translucent gray membrane. The eggs are 
  deposited with a sticky, mustard-colored excretion, allowing them to be placed 
  on walls or even ceilings. This excretion exudes a powerful smell that many 
  subterranean predators find unpleasant, and it allows the mother to relocate the 
  eggs as she watches over them until they hatch.
  CORPSE WORM
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 76 (8d10 + 32)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  12 (+1) 
  19 (+4) 
  1 (-5) 
  12 (+1) 
  5 (-3)
  Skills Perception +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Corpse Worm
  
  6
  Challenge 3 (700 XP)
  Keen Smell. The corpse worm has advantage on Wisdom (Perception) checks 
  that rely on smell.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) 
  piercing damage and the target is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained, and the corpse worm can’t bite another target or 
  use its regurgitate reaction. The target must succeed on a DC 12 Constitution 
  saving against disease or become poisoned until the disease is cured. Every 
  24 hours that elapse, the creature must repeat the saving throw, reducing its 
  hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is 
  cured. The creature dies if the disease reduces its hp maximum to 0.
  Swallow. The corpse worm makes a bite attack against a Medium or smaller 
  target it is grappling. If the attack hits, the target is swallowed, and the grapple 
  ends. While swallowed, the target is blinded and restrained, it has total cover 
  against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid 
  damage at the start of each of the corpse worm’s turns. The corpse worm can 
  have only one creature swallowed at a time. If the corpse worm dies, the target 
  is no longer restrained by it and can escape from the corpse using 10 feet of 
  movement, exiting prone.
  REACTIONS
  Regurgitate (Recharge 5-6). When a creature 
  the corpse worm can see hits it with an 
  attack while within 10 feet of it, the 
  corpse worm regurgitates a portion of 
  its stomach contents on the attacker. 
  The target must succeed on a DC 
  14 Constitution saving throw or be 
  poisoned for 1 minute. 
  
  7
  The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it 
  splatters into little red spores.
  The crimson shambler is an intermediary form of a hazardous slime mold found 
  in deep caverns . It wanders the dark passageways, attacking any creatures it 
  encounters to infect them with its spores.
  Gruesome Appearance. The crimson shambler is a mobile plant, feeding off 
  the remains of an infected creature. The overlay of red slime atop an ambulatory 
  decomposing corpse is often mistaken as some type of undead creature. In 
  actuality, the remains are animated by a slime mold, allowing it to hunt and infect 
  other creatures until it finds a suitable place to spawn. Then it falls and becomes a 
  new colony of crimson slime.
  CRIMSON SHAMBLER
  Medium plant, unaligned
  Armor Class 12 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  10 (+0) 
  14 (+2) 
  1 (-5) 
  11 (+0) 
  5 (-3)
  Damage Immunities acid, poison
  Condition Immunities blinded, deafened, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  Crimson Shambler
  Environmental Hazard: Crimson Slime
  This slime mold is bright red with darker blotches scattered over its surface. 
  Crimson slime is usually encountered in warm, heavily forested areas or 
  deep underground in areas full of living creatures for its spores. Crimson 
  slime typically covers a 5-foot square. When a living creature moves within 
  10 feet of a crimson slime, the dark splotches on its surface burst and 
  release spores in a 10-foot-radius around itself (see the crimson shambler’s 
  Spores trait for the effects of the spores). Ingestion of or physical contact 
  with the crimson slime will also cause exposure to the spores. Crimson 
  slime is immune to acid. Any effect that cures disease, and any effect that 
  deals cold or fire damage destroys a patch of crimson slime.
  
  8
  Languages —
  Challenge 1/2 (100 XP)
  Eerie Resemblance. The crimson shambler resembles a bloody zombie. A 
  creature that can see a crimson shambler must succeed on a DC 14 Intelligence 
  (Nature or Religion) check to discern its true nature.
  Spores. A creature that touches the shambler or hits it with an attack causes spores 
  to spew out of the shambler in a 10-foot-radius. Each creature in that area must 
  succeed on a DC 12 Constitution saving throw or become diseased. Creatures 
  immune to the poisoned condition are immune to this disease. The diseased 
  creature’s lungs fill with the 
  spores, which kill the 
  creature in a 
  number of days 
  equal to 1d10 
  + the creature’s 
  Constitution score, 
  unless the disease is 
  removed. One hour after 
  infection, the creature 
  becomes poisoned for the 
  rest of the duration. After 
  the creature dies, it rises as 
  a crimson shambler, roaming 
  for 1 week and attempting 
  to infect any other creatures it 
  encounters. At the end of the week, it 
  collapses, its body fertilizing a new patch 
  of crimson slime. A creature that succeeds on 
  the saving throw is immune to the spores of 
  all crimson shamblers and crimson slime for 
  the next 24 hours.
  ACTIONS
  Slam. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  bludgeoning damage plus 3 (1d6) acid 
  damage.
  Slime Glob. Ranged Weapon Attack: 
  +2 to hit, range 30 ft., one target. Hit: 
  3 (1d6) acid damage and the target 
  must succeed on a DC 12 Constitution 
  saving throw or become infected 
  with the shambler’s spores 
  (see the Spores trait).
  
  9
  The cavern glitters with refracted light bouncing off thousands of crystals. A 
  towering menhir of shimmering crystal dominates the center of the crystals. 
  Whether a rare evolution of silicate life or a wandering nomadic race from some 
  alternate reality, the crystalline monolith is an enigmatic being only found deep 
  underground in caverns where giant crystals flourish and grow.
  Crystal Gardens. Crystalline monoliths reside in areas of living crystal, these 
  formations often growing to gigantic proportions, resembling the monolith 
  itself. Some sages speculate that crystalline monoliths grow crystals to certain 
  specifications, then use their magic to instill sentience in the crystals as a 
  means of reproducing. Whether for reproduction or some other mysterious 
  purpose, the crystalline monoliths are very protective of their crystal gardens. 
  The environment of these gardens is often not comfortable for most humanoid 
  life; the temperature may be extremely hot or cold, or the cavern may contain 
  poisonous gasses or even be partially-submerged in water.
  Magical Philosophers. Crystalline monoliths prefer to spend their days in quiet 
  contemplation. They tend their crystal gardens and meditate. If encountered by 
  other intelligent creatures, they are generally open to exchanges of information 
  and intellectual discussion. They prefer to communicate telepathically but can 
  create sounds through vibrations that mimic speech. Aggressive intruders are 
  dealt with according to the level of threat they exhibit. If the crystalline monolith 
  considers the intruders unlikely to cause it harm, it will often use its magic to 
  misdirect opponents or lure them away from the garden. Should the intruders 
  persist or show themselves to be dangerous, a crystalline monolith is not above 
  using its magic to crush and destroy them. It is especially unforgiving to those 
  that try to steal or damage crystals in its lair.
  Crystalline Nature. A crystalline monolith doesn’t require air, food, drink, or sleep.
  A Crystalline Monolith’s Lair
  Crystalline monoliths lair in vast gardens of crystal in mountains or deep 
  underground often near areas of extreme temperature or geothermal activity. 
  They harness the ambient magical energy in the crystals to defend themselves and 
  repel intruders.
  Lair Actions
  On initiative count 20 (losing initiative ties), the crystalline monolith takes a lair 
  action to cause one of the following magical effects; the crystalline monolith can’t 
  use the same effect two rounds in a row:
  Crystalline Monolith
  
  10
  • The crystalline monolith creates an illusory duplicate of itself in its space. The double 
  moves or speaks according to the monolith’s mental direction. Each time a creature 
  targets the monolith with an attack, roll a d20 to determine whether the attack instead 
  targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A 
  creature can use its action to make a DC 15 Intelligence (Investigation) check to determine 
  which monolith is real. On a success, the creature identifies the illusion. The duplicate 
  is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The 
  duplicate lasts for 1 minute or until the monolith uses this lair action again.
  • The crystalline monolith vibrates at a frequency that reverberates through the lair, causing 
  the ground to tremble. Each creature on the ground, other than the monolith, within 60 feet 
  of it must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Magically charged shards of crystal fire from the crystals in the lair, striking up to two 
  targets within 60 feet of the crystalline monolith. The crystalline monolith makes one 
  ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing 
  damage and 2 (1d4) psychic damage. 
  CRYSTALLINE MONOLITH
  Huge aberration, lawful neutral
  Armor Class 15 (natural armor)
  Hit Points 123 (13d12 + 39)
  Speed 0 ft., fly 30 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 
  10 (+0) 
  16 (+3) 
  19 (+4) 
  17 (+3) 
  17 (+3)
  Skills Arcana +7, History +7, Insight +6, Nature +7, Perception +6
  Damage Resistances cold, fire
  Damage Immunities poison
  Condition Immunities blinded, paralyzed, petrified, poisoned
  Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
  Languages Deep Speech, Undercommon, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  False Appearance. While the crystalline monolith remains motionless, it is 
  indistinguishable from a giant crystal.
  Magic Resistance. The crystalline monolith has advantage on saving throws 
  against spells and other magical effects.
  Powerful Mind. The crystalline monolith has advantage on Intelligence saving 
  throws and ability checks. 
  Innate Spellcasting (Psionics). The crystalline monolith’s innate spellcasting 
  ability is Intelligence (spell save DC 15). It can innately cast the following spells, 
  requiring no components:
  At will: detect magic, detect thoughts, mage hand, silent image
  3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis
  1/day each: confusion, dominate person, suggestion
  
  11
  ACTIONS
  Multiattack. The crystalline monolith makes two mind spear attacks. If both 
  attacks hit a Large or smaller target, the target must succeed on a DC 14 
  Constitution saving throw or be restrained. The restrained creature must repeat 
  the saving throw at the end of its next turn, becoming petrified on a failure or 
  ending the effect on a success.
  Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) 
  bludgeoning damage.
  Mind Spear. Ranged Spell Attack: +7 to hit, ranged 30 ft., one target. Hit: 14 
  (4d6) psychic damage.
  Psychic Burst (Recharge 5-6). The crystalline monolith emits a burst of 
  psychic energy in a 30-foot cone. Each creature in that area must succeed on 
  a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be 
  stunned for 1 minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  LEGENDARY ACTIONS
  The crystalline monolith can take 3 legendary actions, choosing from one of 
  the options below. Only one legendary action can be used at a time and only 
  at the end of another creature’s turn. The crystalline monolith regains spent 
  legendary actions at the start of its turn.
  Detect. The crystalline monolith makes a Wisdom (Perception) check.
  Teleport (Costs 2 Actions). The crystalline monolith magically teleports up to 
  120 feet to an unoccupied space it can see.
  Cast a Spell (Costs 3 Actions). The crystalline monolith casts a spell from its 
  list of innate spells, using a daily use as normal.
  
  12
  The giant black and ivory spider, its fangs dripping a dark poison, uses the two 
  spindly arms beside its fangs to pull a corpse from its tainted web. The shriveled 
  corpse opens its rotten eyes and leaps up at the spider’s command.
  These grotesque creatures were once spiders of immense size. Subjected to dark 
  rituals by insidious death cults, they have become twisted beings gifted with a dim 
  intelligence, augmented by a cruel cunning, and infused with necrotic energies. 
  Their many eyes shine violet, and their carapaces are mottled patterns of black, 
  crimson, and ivory. A pair of thin, spindly arms flank the deathweaver’s fangs
  Allied Evil. The deathweaver is often found in league with other intelligent, evil 
  creatures. A settlement of evil humanoids may negotiate a truce with a deathweaver 
  that lairs near their territory, sparing the lives of its people in exchange for 
  offering enemy captives, slaves, or others as food for the deathweaver. A powerful 
  necromancer or an evil cult might ally with a deathweaver, using the undead it 
  spawns to bolster their strength in exchange for treasure or favors. 
  Web Spawn. The webs of the deathweaver are infused with necrotic energy that 
  infuses corpses left in them. A humanoid corpse cocooned in the deathweaver’s 
  webbing for 24 hours has a 50% chance of rising as a web zombie under its 
  control. These zombies differ slightly in appearance from normal zombies: their 
  bodies are shriveled and covered in tattered remains of webbing.
  DEATHWEAVER
  Huge monstrosity, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 95 (10d12 + 30)
  Speed 40 ft., climb 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  14 (+2) 
  17 (+3) 
  7 (-2) 
  12 (+1) 
  15 (+2)
  Skills Perception +4, Stealth +5
  Damage Resistances necrotic
  Senses blindsight 20 ft., darkvision 60 ft., passive Perception 14
  Languages Deep Speech
  Challenge 5 (1,800 XP)
  Spider Climb. The deathweaver can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check.
  Deathweaver
  
  13
  Web Sense. While in contact with a web, the deathweaver knows the exact 
  location of any other creature in contact with the same web.
  Web Walker. The deathweaver ignores movement restrictions caused by 
  webbing. 
  Innate Spellcasting. The deathweaver’s innate spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following 
  spells, requiring no material components:
  At will: chill touch
  3/day each: darkness, ray of enfeeblement
  1/day: vampiric touch
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) 
  piercing damage, and the target must make a DC 14 Constitution saving throw, 
  taking 11 (2d10) necrotic damage on a failed save, or half as much damage on 
  a successful one. If the necrotic damage reduces the target to 0 hp, the target 
  is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed 
  while poisoned this way.
  Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 40/80 ft., one 
  creature. Hit: The target is restrained by webbing and takes 3 (1d6) necrotic 
  damage each round. As an action, the restrained target can make a DC 14 
  Strength check, bursting the webbing on a success. The webbing can also be 
  attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to 
  bludgeoning, necrotic, poison, and psychic damage). A humanoid slain by this 
  attack rises 24 hours later as a web zombie under the deathweaver’s control, 
  unless the humanoid is restored to life or its body is destroyed. The deathweaver 
  can have no more than twenty web zombies under its control at one time.
  
  14
  Variant: Web Zombie 
  A withered corpse draped in the deathweaver’s sticky webs, a web zombie 
  has a challenge rating of 1 (200 XP) and retains the statistics of a normal 
  zombie except as described below.
  Speed. The web zombie has a climbing speed of 30 feet.
  Necrotic Weapons. When the web zombie hits a creature with a melee 
  attack, the attack deals an extra 1d6 necrotic damage (included in the 
  below attack).
  Spider Climb. The web zombie can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check. 
  Web Walker. The web zombie ignores movement restrictions caused by 
  webbing. 
  Multiattack. The web zombie makes two slam attacks. If both slam 
  attacks hit a Medium or smaller target, the target is restrained by webbing. 
  As an action, the restrained target can make a DC 11 Strength check, 
  bursting the webbing on a success. The webbing can also be attacked 
  and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to 
  bludgeoning, necrotic, poison, and psychic damage).
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 
  + 1) bludgeoning damage plus 3 (1d6) necrotic damage.
  
  15
  Some demons plot, destroy, and smash their way to power. Hriggala is a simpler 
  demon lord, devouring and destroying all who oppose it. A hundred thousand souls 
  have been extinguished in its jaws.
  Hriggala is the great crawling wyrm who serves the Unsated God Vardesain in 
  malign and destructive forms. Those devotees who claim to have seen the herald 
  of the Ghoul-God in visions tell of an enormous shadow which moves like a 
  wave in the sea with an ill-defined outline, sprouting tendrils which twist and 
  probe like whirlwinds. A low, rhythmic, roaring buzz, as though a droning hive 
  has replaced a beating heart, announces its coming. Hriggala utterly devours any 
  living thing it touches.
  Growing Void. Hriggala embodies all-consuming, maddening, bottomless 
  hunger. Some of those who worship the Hunger God have found transcendence 
  within its depths; others merely madness and endless gluttony. Ghouls and 
  ghasts, cannibals and madmen, and those who would harness the power in 
  deprivation and gluttony pay homage to Hriggala as the prophet and factotum of 
  the Hunger God—or as a power in its own right. 
  Invitation to the Feast. The demon lord itself urges its followers on with 
  apocalyptic visions experienced at the bitter end of starvation or in acts of 
  unrivaled gluttony, revealing the primacy of those who feast over those who serve 
  and those who are feasted upon.
  HRIGGALA, JAWS OF VARDESAIN
  Huge fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 350 (28d12 + 168)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  24 (+7) 
  19 (+4) 
  23 (+6) 
  14 (+2) 
  20 (+5) 
  22 (+6)
  Saving Throws Dex +11, Con +13, Wis +12, Cha +13
  Skills  Athletics +14, Insight +12, Intimidation +13, Perception +12, Stealth +11
  Damage Resistances cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  Demon Lord, Hriggala, the 
  Jaws of Vardesain
  
  16
  Senses truesight 120 ft., passive Perception 22
  Languages all, telepathy 120 ft.
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If Hriggala fails a saving throw, it can choose 
  to succeed instead.
  Magic Resistance. Hriggala has advantage on saving throws against spells and 
  other magical effects.
  Magic Weapons. Hriggala’s weapon attacks are magical.
  
  17
   Innate Spellcasting. Hriggala’s spellcasting ability is Charisma (spell save 
  DC 21, +13 to hit with spell attacks). It can innately cast the following spells, 
  requiring no material components:
  At will: detect magic, dispel magic, dissonant whispers
  3/day each: black tentacles, blight, contagion, create undead, telekinesis, 
  teleport
  1/day: greater invisibility
  Actions
  Multiattack. Hriggala makes two tendril attacks.
  Tendril. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 31 
  (7d6 + 7) bludgeoning damage and the creature must succeed on a DC 18 
  Constitution saving throw or its hp maximum is reduced by an amount equal 
  to the damage taken. This reduction lasts until the creature finishes a long rest. 
  The creature dies if this effect reduces its hp maximum to 0. No physical trace 
  of the creature remains when killed in this way.
  Legendary Actions
  Hriggala 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. Hriggala regains spent legendary actions at the start of 
  its turn.
  Tendril. Hriggala makes one tendril attack.
  Move. Hriggala moves up to its speed without provoking opportunity attacks.
  Insatiable Hunger (Costs 2 Actions). Hriggala targets a creature it can see 
  within 120 feet of it that isn’t a construct. The creature must succeed on a DC 
  20 Wisdom saving throw or be compelled to forego all other actions in favor of 
  attempting to eat the creature nearest to it when the effect occurs. A creature 
  affected by Insatiable Hunger gains a bite attack that deals 2d6 + its Strength 
  modifier piercing damage and an extra 1d6 necrotic damage to creatures who 
  fail on a DC 14 Constitution saving throw. The affected target is proficient with 
  the bite attack. 
  If no creature is near enough for the target to move to and attack, the affected 
  target must move as close as it can to the nearest creature. This is a charm 
  effect and lasts until Hriggala uses this action again or dies. The creature can 
  repeat the saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  
  18
  The green-feathered hide of this tiny, bipedal dinosaur blends into the grass around 
  it. The curious lizard lets out a musical chirp, revealing a mouth of razor-sharp teeth. 
  More chirps respond from unseen places all around, becoming a sinister chorus.
  Compsognathus is one of the smallest carnivorous dinosaurs. Its stature leads 
  many to underestimate the deadly nature of a pack of these beasts.
  Kobold Pets. Compsognathus are often kept by kobolds as pets. Kobolds are 
  particularly fond of building traps that feed swarms of the dinosaurs by placing 
  them at the bottom of a hidden pit or rigging a cage full of the creatures to drop 
  on the heads of unsuspecting adventurers.
  Little Dinosaurs, Big Appetites. Though compsognathus are small, they live 
  in large packs. A group of the dinosaurs can devour an adult human in minutes. 
  Compsognathus are not afraid of larger prey when they hunt together as a swarm 
  and will seek out a meal worthy of the pack.
  Silent Surrounders. Compsognathus are naturally stealthy thanks to their size 
  and ability to blend in with natural terrain. They hunt in tall grass or areas of 
  dense foliage, spreading out to surround their prey before attacking. Caravans 
  traveling the jungle should travel close together, as entire compsognathus swarms 
  will encircle a single wagon or traveler to cut it off from the rest.
  COMPSOGNATHUS
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 7 (2d4 + 2) 
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (–2) 
  14 (+2) 
  12 (+1) 
  4 (–3) 
  10 (+0) 
  5 (–3)
  Skills Perception +2, Stealth +6
  Senses passive Perception 12
  Languages —
  Challenge 1/8 (25 XP)
  Grasslands Camouflage. The compsognathus has advantage on Dexterity 
  (Stealth) checks made to hide in tall grass
  Pack Tactics. The compsognathus has advantage on attack rolls against a 
  creature if at least one of the compsognathus’ allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Dinosaur, Compsognathus
  
  19
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  SWARM OF COMPSOGNATHUS
  Medium swarm of tiny beasts, unaligned
  Armor Class 12
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (-2) 
  14 (+2) 
  12 (+1) 
  4 (–3) 
  10 (+0) 
  5 (–3)
  Skills Perception +2, Stealth +6
  Senses passive Perception 12
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, prone, restrained, 
  stunned
  Languages —
  Challenge 1 
  (200 XP)
  
  20
  Grasslands Camouflage. The compsognathus has advantage on Dexterity 
  (Stealth) checks made to hide in tall grass.
  Swarm. The swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough for a Tiny 
  compsognathus. The swarm can’t regain hp or gain temporary hp.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s 
  space. Hit: 14 (4d6) piercing damage or 7 (2d6) piercing damage if the swarm 
  has half of its hp or fewer.
  Compsognathus Familiars
  Compsognathus readily bond with their pack mates, and a young 
  compsognathus without a pack is often willing to serve a spellcaster as a 
  familiar. Such compsognathus have the following trait.
  Familiar. The compsognathus can serve another creature as a familiar, 
  forming a magic, telepathic bond with that willing companion. While 
  the two are bonded, the companion can sense what the compsognathus 
  senses as long as they are within 1 mile of each other. While the 
  compsognathus is within 10 feet of its companion, the companion shares 
  the compsognathus’ Grassland Camouflage trait. At any time and for any 
  reason, the compsognathus can end its service as a familiar, ending the 
  telepathic bond. 
  
  21
  Widely-spaced, large eyes sit on either side of the dragon’s broad, flat head, and 
  sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting 
  for prey to appear below.
  Highly adapted to hunting underground, this lesser cousin of true dragons stalks 
  cavern passages for prey.
  Patient Predator. An adult cave drake is between ten and fifteen feet long, with 
  a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and 
  colored to match the surrounding stone. A cave drake hunts by lying in wait 
  for prey to pass, often hanging from a wall or ceiling, before ambushing with its 
  blinding venom. The drake then tracks the blinded creature as it flees, using a 
  keen sense of smell and the creature’s disorientation to follow it. A cave drake 
  will follow prey patiently for miles, unless its quarry wanders into the territory of 
  another cave drake.
  Solitary Hunter. The cave drake is a lone predator. It typically lairs in high-
  roofed caverns, atop sheer ledges, or other areas where it can take advantage of its 
  superior climbing ability. Each cave drake claims a wide expanse of tunnels and 
  caverns as its territory. A cave drake will fight to defend its territory from all other 
  creatures, including other cave drakes, with the exception of mating season when 
  Drake, Cave
  
  22
  territories fluctuate as female drakes search for mates. A female cave drake will lay 
  two to five eggs, raising the young until they are able to hunt on their own, then 
  driving them out. 
  Hoards. Like their true dragon kin, cave drakes collect treasure, favoring shiny 
  metals and sparkling gemstones. They will often arrange such treasures near 
  phosphorescent fungi, glowing crystals, or other sources of light. Unlike true 
  dragons, cave drakes are not overly protective or jealous of their hoards. The 
  more cunning of their kind often use such objects as bait to draw out greedy prey 
  while they wait in ambush.
  CAVE DRAKE
  Large dragon, neutral
  Armor Class 13 (natural armor)
  Hit Points 76 (8d10 + 32)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  14 (+2) 
  18 (+4) 
  6 (-3) 
  13 (+1) 
  11 (+0)
  Skills Perception +3, Stealth +4, Survival +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 90 ft., passive Perception 13
  Languages Draconic
  Challenge 3 (700 XP)
  Keen Smell. The cave drake has advantage on Wisdom (Perception) checks that 
  rely on smell.
  Spider Climb. The cave drake can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check.
  Stone Camouflage. The cave drake has advantage on Dexterity (Stealth) checks 
  made to hide in rocky terrain.
  ACTIONS
  Multiattack. The cave drake makes three attacks: one with its bite and two with 
  its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 
  piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  slashing damage.
  Blinding Spit (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30 ft., 
  one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 
  13 Constitution saving throw or be blinded while poisoned in this way.
  
  23
  An amalgam of shadow fey and spider, the thorn-covered fey appears out of the 
  shadows, releases a volley of poisoned arrows, then envelops its hopeless victim in 
  icy tendrils of darkness. 
  Will of the Fey Queen. Shadow fey who have proven themselves most loyal 
  to the commands and desires of the Summer Palace catch the eye of the Queen 
  of Night and Magic (Tome of Beasts, p. 192). She calls such shadow fey to her 
  court and blesses them with a measure of her power. If the individual survives 
  a rigorous and painful assault of shadows and starlight, it transforms into a fey 
  revenant. 
  Fey Transformation. Each fey revenant is unique, taking on a form that blends 
  its former personality with its new purpose for the Queen. Though fey revenants 
  come in a variety of forms, a few things remain common among all of them: 
  a fey revenant retains the upper torso of its shadow fey body, its skin becomes 
  thorny and bark-like, and its lower body changes into that of an insect. Spiders, 
  scorpions, and beetles are the most common, but many fey revenants also have 
  lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect 
  bodies that can fly gain a flying speed of 30 feet and the ability to hover, but they 
  lose their climbing speed and the Spider Climb trait. 
  Long Live the Queen. The magic that transforms a shadow fey into a fey 
  revenant also reaches into its mind and soul, tying it forever to the Queen of 
  Night and Magic. Fey revenants are unshakably loyal to the Queen and cannot be 
  swayed against her. Though they are free thinkers, fey revenants always heed the 
  call of their queen and carry out her desires with zealous devotion.
  Fey Revenant
  Variant: Fey Revenants of the Moonlit King
  To better combat the machinations of his wife, the Moonlit King 
  often creates his own fey revenants from loyal fey or shadow fey 
  within his court. A fey revenant created by the Moonlit King has 
  the following action option in place of the Queen’s Grasp action: 
  King’s Fear. One creature of the fey revenant’s choice within 60 feet of it 
  must succeed on a DC 13 Wisdom saving throw or be frightened for 1 
  minute. While frightened, the creature takes 7 (2d6) radiant damage at 
  the start of each of its turns. The creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success.
  
  24
  FEY REVENANT
  Large fey, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 
  18 (+4) 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  14 (+2)
  Saving Throws Dex +7
  Skills Perception +5, Stealth +7
  Damage Resistances bludgeoning, piercing
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 15
  Languages Common, Elvish, Umbral
  Challenge 8 (3,900 XP)
  Magic Resistance. The fey revenant has advantage on saving throws against 
  spells and other magical effects.
  Shadow Sight. Magical darkness doesn’t impede the fey revenant’s darkvision.
  Shadow Traveler (4/Day). As a bonus action while in shadows, dim light, or 
  darkness, the fey revenant disappears into the darkness and reappears in an 
  unoccupied space it can see within 30 feet. A tendril of inky smoke appears at 
  the origin and destination when it uses this trait.
  Spider Climb. The fey revenant can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check.
  Sunlight Sensitivity. While in sunlight, the fey revenant has disadvantage on 
  attack rolls, as well as Wisdom (Perception) checks that rely on sight.
  Thorn Body. A creature that touches the fey revenant or hits it with a melee 
  attack while within 5 feet of it takes 4 (1d8) piercing damage. 
  Traveler in Darkness. The fey revenant has advantage on Intelligence (Arcana) 
  checks made to know about shadow roads and shadow magic spells or items.
  ACTIONS
  Multiattack. The fey revenant makes three attacks, either with its shortsword 
  or longbow. It can use its Queen’s Grasp in place of one shortsword or 
  longbow attack.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 
  (1d6 + 4) piercing damage plus 3 (1d6) poison damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 120/600 ft.,  one target. Hit: 
  8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.
  
  25
  Queen’s Grasp. Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one 
  target. Hit: The target is restrained by icy wisps of shadow. While restrained, 
  the creature takes 7 (2d6) cold damage at the start of each of its turns. As an 
  action, the restrained creature can make a DC 15 Strength check, bursting 
  through the icy shadow on a success. The icy shadow can also be attacked 
  and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing 
  damage; immunity to cold, necrotic, poison, and psychic damage).
  Poison Jet (Recharge 5-6). The fey revenant sprays poison in a 60-foot line that 
  is 5 feet wide from a stinger on its insect body. Each creature in that line must 
  make a DC 15 Dexterity saving throw. On a failure, a creature takes 28 (8d6) 
  poison damage and is poisoned for 1 minute. On a success, a creature takes 
  half the damage and isn’t poisoned. A poisoned creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on a success.
  
  26
  The kobold stands at the stone altar, chanting words of elemental power. Winds 
  swirl around it, the stone beneath its feet rumbles, and fire ignites in one hand 
  while frost rimes the other.
  Elemental Servant. Serving as part of a secret cabal, the initiate taps into the 
  elemental magic that taints it to serve the four great elemental lords of evil. It 
  often worships in secret underground sites devoted to its dark gods. Service 
  means access to power, and an initiate hopes to use that power to rise in station.
  INITIATE OF THE ELDER ELEMENTALS
  Small humanoid (kobold), any evil alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1) 
  14 (+2) 
  15 (+2) 
  16 (+3) 
  11 (+0) 
  12 (+1)
  Saving Throws Con +4, Int +5
  Skills Intimidation +3, Religion +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Draconic, Primordial
  Challenge 2 (450 XP)
  Blessing of the Elder Elementals. The initiate has advantage on saving throws 
  against spells and abilities that deal acid, cold, fire, or lightning damage.
  Pack Tactics. The initiate has advantage on attack rolls against a creature if at 
  least one of the initiate’s allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the initiate has disadvantage on attack 
  rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Versatility of the Elder Elementals. As a bonus action, the initiate can change 
  the damage of a spell it casts from acid, cold, fire, or lightning to another one 
  of those elements. 
  Spellcasting. The initiate of the elder elementals is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). 
  The initiate has the following wizard spells prepared:
  Cantrips (at will): acid splash*, light, mage hand, ray of frost
  1st level (4 slots): burning hands, mage armor, shield*
  2nd level (3 slots): gust of wind, misty step, scorching ray
  Initiate of the Elder Elementals
  
  27
  3rd level (2 slots): lightning bolt, protection from energy*
  *If using the Midgard Heroes Handbook, replace these spells with 
  pummelstone, tidal barrier, and frozen razors, respectively.
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 
  ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Gift of the Elder Elementals. Ranged Spell Attack: +5 to hit, range 60 ft., one 
  target. Hit: 7 (2d6) acid, cold, fire, or lightning damage, and the target has 
  disadvantage on its next saving throw against 
  any of the initiate’s spells that deal the 
  chosen type of damage.
  
  28
  A creature of pure, blue fire trickles across the cavern floor, burning and devouring 
  all except the stone. 
  Though its behavior is similar to oozes that infest subterranean areas, the lambent 
  witchfyre is composed of living blue flame, not protoplasm. Like liquid fire, it 
  flows along the ground, searching for food, which, in the case of the lambent 
  witchfyre, is any organic matter that can burn.
  Arcane or Alien Origins. The lambent witchfyre’s exact origins are unknown. 
  Some sages speculate that it was an early attempt by a wizard to infuse life on 
  the Material Plane with elemental essence. Others theorize it is the disastrous 
  byproduct of spell experimentation on an extra planar creature. Whatever the 
  truth, these strange beings have multiplied and spread, posing a deadly hazard to 
  those who explore the deep caves of the world.
  Reproduction. When a lambent witchfyre has consumed enough organic 
  material, it will seek an isolated place in which to reproduce. It then divides itself 
  into two new lambent witchfyres, each starting with half the parent’s hit points. 
  The offspring then go their separate ways, seeking more life to devour.
  LAMBENT WITCHFYRE
  Large aberration, unaligned
  Armor Class 13
  Hit Points 110 (13d10 + 39)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  16 (+3) 
  17 (+3) 
  2 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities fire, poison
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened, 
  poisoned, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  Languages —
  Challenge 7 (2,900 XP)
  Fire Absorption. Whenever the lambent witchfyre is subjected to fire damage, 
  it takes no damage and instead regains a number of hp equal to the fire 
  damage dealt.
  Fire Form. The lambent witchfyre can move through a space as narrow as 1 
  inch wide without squeezing. A creature that touches the lambent witchfyre or 
  Lambent Witchfyre
  
  29
  hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. 
  In addition, the lambent witchfyre can enter a hostile creature’s space and stop 
  there. The first time it enters a creature’s space on a turn, that creature takes 
  5 (1d10) fire damage and catches fire; until someone takes an action to douse 
  the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
  Illumination. The lambent witchfyre sheds bright light in a 30-foot radius and 
  dim light for an additional 30 feet.
  ACTIONS
  Multiattack. The lambent witchfyre makes three blazing touch attacks.
  Blazing Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  13 (3d6 + 3) fire damage. If the target is a creature or a flammable object, it 
  ignites. Until a creature takes an action to douse the fire, the target takes 5 
  (1d10) fire damage at the start of each of its turns. If a creature is slain by this 
  attack, the lambent witchfyre regains hp equal to the damage dealt. The body 
  of a creature slain by this attack turns to ash along with any nonmagical items 
  it was wearing or carrying. The creature can be restored to life only by means 
  of a resurrection or a wish spell.
  
  30
  Several humanoid silhouettes reach out with dark claws. The light shifts, revealing 
  they are connected to each other by a great mass of flowing darkness.
  While common shadows are fearsome undead in their own right, the overshadow 
  is a terrible darkness that threatens all life it encounters, especially life that clings 
  to light in the deep, dark places of the world.
  Spawned by Tragedy. A creation of great misery and of hope dying in the dark, 
  an overshadow forms when travelers become lost underground. As their supplies 
  dwindle and their lives slowly extinguish in the cold bowels of the earth, an 
  overshadow rises from the bodies. The collective psychic trauma of mass deaths in 
  the dark draws energy from each casualty, seeding a portion of the darkness with 
  undead energies, a collective intelligence, and a sinister intent. 
  Fueled by Fear. While the desire to consume life force is just as strong in the 
  overshadow as its weaker brethren, its greater intellect also gives greater depth to 
  its evil. It enjoys playing with its prey, scaring potential victims with displays of 
  its power, with whispered threats from the darkness, and with other psychological 
  tactics. It prefers to drive its victims into a state of panic before finally devouring 
  their essences.
  Doom of the Shadowless. The shadows of those killed by the overshadow 
  fuse with it instead of becoming separate shadows. If a creature killed by an 
  overshadow is brought back to life by any means other than the resurrection 
  spell or similar magic, it does not cast a shadow until the overshadow that slew 
  it is destroyed. When such a creature is returned to life, the overshadow is aware 
  of the creature’s return. In addition, undead shadows are drawn to attack the 
  shadowless creature. 
  Undead Nature. An overshadow doesn’t require air, food, drink, or sleep.
  OVERSHADOW
  Large undead, chaotic evil
  Armor Class 14
  Hit Points 90 (12d10 + 24)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (-2) 
  18 (+4) 
  15 (+2) 
  13 (+1) 
  13 (+1) 
  12 (+1)
  Skills Stealth +6 (+8 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing 
  Overshadow
  
  31
  and slashing from nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, 
  poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 11
  Languages the languages it knew in life
  Challenge 4 (1,100 XP)
  Amorphous. The overshadow can move through a space as narrow as 1 inch 
  wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the overshadow can take the 
  Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the overshadow has disadvantage on 
  attack rolls, ability checks, and saving throws.
  ACTIONS
  Multiattack. The overshadow makes two strength drain attacks.
  Strength Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 
  13 (2d8 + 4) necrotic damage, and the target’s Strength score is reduced by 
  1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction 
  lasts until the target finishes a short or long rest.
   Bringer of Darkness. The overshadow dims any light sources within 60 feet 
  of it, halving the radius of bright and dim light shed by one source of light. The 
  overshadow can’t use this action while in sunlight.
  
  32
  The grinning ghoul’s mace drips with shadow as it chants prayers to its dark god. 
  Suddenly, another, shadowy grin appears on top of the ghoul’s and extends out, 
  consuming all it touches.
  Worshipper of Hunger. Vardesain, known as the Unsated God, is a god of 
  death, hunger, and the undead. The bulk of his followers, especially in the deep 
  caverns of the world, are undead. The most common of these followers are 
  darakhul—intelligent and civilized ghouls—who share their lord’s unholy hunger. 
  The servants of the Unsated God act as civil officials, support the imperial army, 
  and spread the faith (often by slaying intruding surface dwellers then recruiting 
  them as newly risen undead). 
  Hungry Dead Nature. The darakhul doesn’t require air or sleep.
  SERVANT OF THE UNSATED GOD
  Medium undead, neutral evil
  Armor Class 15 (breastplate; 17 with shield)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  12 (+1) 
  16 (+3) 
  11 (+0) 
  16 (+3) 
  12 (+1)
  Skills Deception +3, History +2, Religion +2, Stealth +3
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Darakhul
  Challenge 4 (1,100 XP)
  Inescapable Hunger. Necrotic damage dealt by the servant of the Unsated 
  God ignores resistance to necrotic damage.
  Master of Disguise. A darakhul in a prepared disguise has advantage on 
  Charisma (Deception) checks made to pass as a living creature. While using 
  this ability, the darakhul loses its stench.
  Stench. Any creature that starts its turn within 5 feet of the darakhul must 
  succeed on a DC 13 Constitution saving throw or be poisoned until the start 
  of its next turn. If a creature’s saving throw is successful or the effect ends for 
  it, the creature is immune to the darakhul’s Stench for the next 24 hours. A 
  darakhul using this ability can’t also benefit from Master of Disguise.
  Servant of the Unsated God
  
  33
  Sunlight Sensitivity. While in sunlight, the darakhul has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Turning Defiance. The darakhul and any ghouls within 30 feet of it have 
  advantage on saving throws against effects that turn undead.
  Spellcasting. The servant of the Unsated God is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, resistance, thaumaturgy
  1st level (4 slots): bane, command, inflict wounds, protection from evil and good
  2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
  ACTIONS
  Multiattack. The servant of the Unsated God 
  makes two attacks: one with its bite and 
  one with its mace of the devourer.
  Bite. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage, 
  and, if the target is a humanoid, 
  it must succeed on a DC 13 
  Constitution saving throw or 
  contract darakhul fever (Tome of 
  Beasts, p. 215).
  Mace of the Devourer. Melee 
  Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 
  3) bludgeoning damage plus 9 
  (2d8) necrotic damage. The mace 
  is magical and infused with the 
  Unsated God’s power while in the 
  servant’s hands.
  Light Crossbow. Melee Weapon 
  Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Hungering Strike (Recharge 5-6). A 
  shadowy jaw superimposes over the 
  servant of the Unsated God’s mouth 
  and reaches out to a creature within 30 
  feet of it. The target must make a DC 
  13 Constitution saving throw, taking 
  21 (6d6) necrotic damage on a failed 
  save, or half as much damage on a 
  successful one.
  
  34
  “Our last soldier swung his sword again at the skeleton, shattering the weapon 
  against the creature’s stone-like bones. We had no choice but to retreat.”
   
  —Journal entry of Sergeant Dalton from the battle on Necromancer’s Hill
  Tougher than a typical animated skeleton, these undead are raised from skeletal 
  remains that have fossilized. Some are long dead beasts of a forgotten age, dug 
  from the stone which encases them and reanimated. Others are more recent, 
  raised from remains that were buried in areas where fossilization commonly 
  occurs, such as near areas of mineral-rich water. 
  Bones of Stone. The swordbreaker skeleton’s bones have fossilized and become 
  stony. Most weapons shatter against these bones, but the fossilization makes the 
  skeletons more susceptible to magic that harms stone or that causes concussive 
  bursts of sound. 
  Undead Nature. A swordbreaker skeleton doesn’t require air, food, drink, or sleep.
  Swordbreaker Skeleton Template
  Any creature that has been dead for more than 100 years and that has a 
  skeletal structure can be animated as a swordbreaker skeleton. When a 
  creature is animated as a swordbreaker skeleton, it retains its statistics except 
  as described below. 
  Type. The skeleton’s type changes to undead, and it no longer requires air, food, 
  drink, or sleep.
  Alignment. The skeleton’s alignment changes to lawful evil.
  Armor Class. The creature has a natural armor class of 13 + its Dexterity 
  modifier.
  Ability Scores. The skeleton’s Intelligence score is reduced to 6 (-2), if it was 
  higher, otherwise it retains its Intelligence score. Its Wisdom score changes to 8 
  (-1), and its Charisma score changes to 5 (-3). 
  Damage Vulnerabilities. The skeleton is vulnerable to thunder damage.
  Damage Resistances. The skeleton has resistance to piercing and slashing 
  damage.
  Damage Immunities. The skeleton is immune to poison damage.
  Condition Immunities. The skeleton is immune to exhaustion and the poisoned 
  and petrified conditions.
  Senses. The skeleton gains darkvision with a radius of 60 feet.
  Languages. The skeleton understands all languages it knew in life but it can’t 
  speak.
  Swordbreaker Skeletons
  
  35
  New Trait: Fossilized Bones. Any nonmagical slashing or piercing weapon 
  made of metal or wood that hits the swordbreaker skeleton cracks. After 
  dealing damage, the weapon takes a permanent and cumulative -1 penalty to 
  damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the swordbreaker skeleton is 
  destroyed after dealing damage.
  ETTIN SWORDBREAKER SKELETON
  Large undead, lawful evil
  Armor Class 12 (natural armor)
  Hit Points 85 (10d10 + 30)
  
  36
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  21 (+5) 
  8 (-1) 
  17 (+3) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Vulnerabilities thunder
  Damage Resistances piercing, slashing
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Giant and Orc but can’t speak
  Challenge 4 (1,100 XP)
  Fossilized Bones. Any nonmagical slashing or piercing weapon made of metal 
  or wood that hits the swordbreaker skeleton cracks. After dealing damage, 
  the weapon takes a permanent and cumulative -1 penalty to damage rolls. 
  If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition 
  made of metal or wood that hits the swordbreaker skeleton is destroyed after 
  dealing damage.
  Two Heads. The ettin swordbreaker skeleton has advantage on Wisdom 
  (Perception) checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  ACTIONS
  Multiattack. The ettin swordbreaker skeleton makes two attacks: one with its 
  battleaxe and one with its morningstar.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 
  + 5) slashing damage.
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 5) piercing damage.
  
  37
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property 
  of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” 
  means the copyright and/or trademark 
  owners who have contributed Open 
  Game Content; (b)”Derivative Material” 
  means copyrighted material including 
  derivative works and translations 
  (including into other computer 
  languages), potation, modification, 
  correction, addition, extension, 
  upgrade, improvement, compilation, 
  abridgment or other form in which 
  an existing work may be recast, 
  transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic 
  and includes the methods, procedures, 
  processes and routines to the extent 
  such content does not embody the 
  Product Identity and is an enhancement 
  over the prior art and any additional 
  content clearly identified as Open 
  Game Content by the Contributor, 
  and means any work covered by this 
  License, including translations and 
  derivative works under copyright 
  law, but specifically excludes Product 
  Identity. (e) “Product Identity” means 
  product and product line names, logos 
  and identifying marks including trade 
  dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, 
  themes and graphic, photographic and 
  other visual or audio representations; 
  names and descriptions of characters, 
  spells, enchantments, personalities, 
  teams, personas, likenesses and 
  special abilities; places, locations, 
  environments, creatures, equipment, 
  magical or supernatural abilities or 
  effects, logos, symbols, or graphic 
  designs; and any other trademark or 
  registered trademark clearly identified 
  as Product identity by the owner of the 
  Product Identity, and which specifically 
  excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, 
  mark, sign, motto, designs that are 
  used by a Contributor to identify 
  itself or its products or the associated 
  products contributed to the Open 
  Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, 
  modify, translate and otherwise create 
  Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies 
  to any Open Game Content that 
  contains a notice indicating that the 
  Open Game Content may only be Used 
  under and in terms of this License. You 
  must affix such a notice to any Open 
  Game Content that you Use. No terms 
  may be added to or subtracted from 
  this License except as described by 
  the License itself. No other terms or 
  conditions may be applied to any Open 
  Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using 
  the Open Game Content You indicate 
  Your acceptance of the terms of  
  this License. 
  4. Grant and Consideration: In 
  consideration for agreeing to use this 
  License, the Contributors grant You 
  a perpetual, worldwide, royalty-free, 
  nonexclusive license with the exact 
  terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to 
  Contribute: If You are contributing 
  original material as Open Game 
  Content, You represent that Your 
  Contributions are Your original creation 
  and/or You have sufficient rights to 
  grant the rights conveyed by this 
  
  38
  License. 
  6. Notice of License Copyright: You 
  must update the COPYRIGHT NOTICE 
  portion of this License to include the 
  exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are 
  copying, modifying or distributing, and 
  You must add the title, the copyright 
  date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of 
  any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You 
  agree not to Use any Product Identity, 
  including as an indication as to 
  compatibility, except as expressly 
  licensed in another, independent 
  Agreement with the owner of each 
  element of that Product Identity. You 
  agree not to indicate compatibility or 
  co-adaptability with any Trademark or 
  Registered Trademark in conjunction 
  with a work containing Open Game 
  Content except as expressly licensed 
  in another, independent Agreement 
  with the owner of such Trademark or 
  Registered Trademark. The use of any 
  Product Identity in Open Game Content 
  does not constitute a challenge to the 
  ownership of that Product Identity. The 
  owner of any Product Identity used 
  in Open Game Content shall retain all 
  rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute 
  Open Game Content You must clearly 
  indicate which portions of the work that 
  you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards 
  or its designated Agents may publish 
  updated versions of this License. You 
  may use any authorized version of this 
  License to copy, modify and distribute 
  any Open Game Content originally 
  distributed under any version of this 
  License. 
  10. Copy of this License: You MUST 
  include a copy of this License with 
  every copy of the Open Game Content 
  You Distribute. 
  11. Use of Contributor Credits: You 
  may not market or advertise the Open 
  Game Content using the name of any 
  Contributor unless You have written 
  permission from the Contributor to do 
  so. 
  12. Inability to Comply: If it is 
  impossible for You to comply with any 
  of the terms of this License with respect 
  to some or all of the Open Game 
  Content due to statute, judicial order, 
  or governmental regulation then You 
  may not Use any Open Game Material 
  so affected. 
  13. Termination: This License will 
  terminate automatically if You fail to 
  comply with all terms herein and fail 
  to cure such breach within 30 days 
  of becoming aware of the breach. 
  All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of 
  this License is held to be unenforceable, 
  such provision shall be reformed only 
  to the extent necessary to make it 
  enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 
  Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, 
  based on original material by E. Gary 
  Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, 
  Open Design, LLC.; Authors Chris Harris, 
  Dan Dillon, Rodrigo Garcia Carmona, 
  and Wolfgang Baur.
  Warlock Bestiary Authors: Jeff Lee 
  with Chris Harris, James Introcaso, and 
  Wolfgang Baur. © 2018 Open Design LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Bestiary.pdf