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  Alister Konzegel's Field Guide Vol. I
  Monstrous Arthropods
   
  Crack open this field guide to find ten terrifying creatures inspired by the unusual capabilities of animals from our own plane...
  Survive an ambush by a pair of orchid striker mantids; see the corpses of your friends animate under the fungal spores of the
  deathshaker; feel your flesh burn before the titanic blister colossus; and much more!  
   
  10 New Monsters for Dungeons & Dragons 5th Edition.  
   
  by Zeke Gonzalez  
  cover art DMsGuild Creator Resources  
   
    
   
  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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  Contents
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  Introduction .......................................................................
  What is an "arthropod?" ..................................................................
  Citations .............................................................................................
  Monstrous Arthropods ...............................................
  Blister Colossus ................................................................................
  Blister Colossus Acid ......................................................................
  Deathshaker ......................................................................................
  Giant Aphid ........................................................................................
  Lou Carcohl .......................................................................................
  Nightshiver .........................................................................................
  Orchid Striker Mantis .....................................................................
  Palpartidon ......................................................................................
  Scuttling Spy ..................................................................................
  Thri-Keen ...............................................................................
  Thri-Keen Hunter ...........................................................................
  Thri-Keen Shepard ........................................................................
  Acknowledgements .......................................................
  Works Cited ..........................................................................
  Looking For Liches? ....................................................
  Monsters by CR .................................................................
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  Introduction
  G
  ood evening, friend! I am so glad to find you
  thumbing through my field guide. My name is
  Alister Konzegel and I consider myself the
  foremost expert on the unusual creatures of
  the abovewater world. I spent a great deal of
  my early academic career discovering ancient
  scientific texts detailing the exotic and
  unbelievable qualities of strange, air-breathing creatures in a
  land above the waves. Of course, a reasonable person can
  only read so many fairy tales about these so-called "dry land"
  creatures before he has to set out and seek evidence of these
  monsters for himself! Within these pages, you will find
  information on ten of the most terrifying arthropods I've
  come across in my travels throughout the land above the
  waves which the landstriders call the "Sword Coast." Oh- but
  I get ahead of myself!
  What is an "arthropod?"
  As a trained scientist, I must take this opportunity to briefly
  explain exactly what I mean by "arthropod." An arthropod is a
  group of animals that are defined by the possession of three
  traits: a hard exoskeleton, jointed appendages, and a
  segmented body. One must look no further than the giant,
  barnacle-encrusted crabs that meander through our city
  streets to see an arthropod. Other creatures that fall within
  this category are the red and yellow-striped crayfish that
  young triton hunt for among the coral, or the gentle, slow-
  moving trilobites that pull our carts. If this volume ever floats
  its way to the surface, landstriders would be familiar with
  arthropods such as spiders, scorpions, and insects.
  Citations
  As with any scientific work, this volume of my field guild
  includes numerical references to the work of those who
  inspired me to seek out and describe these creatures. These
  references will look like this: (#). The number inside the
  parenthesis refers to a specific title from the works cited,
  which I provide at the conlusion of this volume. For those of
  you who find your interest peaked by these monsters, I
  recommend the entries in this works cited section as further
  reading on the science of arthropods. I hope you find these
  readings as fascinating as I do!
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  Monstrous Arthropods
  Blister Colossus
  The blister colossus is a enormous beetle that stands more
  than 20 feet tall and 30 feet long. I estimate the beetle to
  weigh in at more than 10 tons!
  Among landstriders the blister colosses is infamous for the
  milky substance it secretes from its carapace and the joints of
  its legs. This substance is one of the most caustic liquids
  found in the natural world! But woe to those who attempt to
  find and slay a specimen to harvest the acid...
  I can share from experience that the mere presence of a
  blister colossus is enough to peel the skin from your flesh and
  corrode the very weapons and armor with which you attempt
  to strike it! In the archives of the Glassbright University, I
  found descriptions of a similar creature that I suspect to be a
  smaller relative of the colossus. Due to hypotheses I have
  formed since, I suspect that the acid spit of the blister
  colossus is likely an aggressive use of the acidic gift that the
  males give to the females in order to court them (2). However,
  nobody knows who or what is responsible for the creation of
  these terrible creatures, though there are whispers of a
  medusa lich that wanders the Verdant Phrontistery...
  Blister Colossus Acid
  Wondrous item, very rare
  This acid can only be held by a magical container
  immune to the caustic nature of the acid. As an
  action, you can throw a closed container of this
  acid up to 20 feet, shattering it on impact. Make a
  ranged attack against a creature or object, treating
  the blister colossus acid as an improvised weapon.
  On a hit, the target takes 6d6 acid damage at the
  start of its next turn.
  4
  Blister Colossus
  Huge monstrosity, unaligned
  Armor Class 20 (natural armor)
  Hit Points 198 (12d12 + 120)
  Speed 20 ft., climb 20 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 30 (+10) 3 (-4) 10 (+0) 7 (-2)
  Saving Throws Str +11, Con +16
  Damage Immunities acid
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Condition Immunities frightened, paralyzed
  Senses tremorsense 120 ft., passive perception 10
  Languages --
  Challenge 19 (22,000 XP)
  Blistering Aura. At the start of each of the blister
  colossus's turns, each creature within 5 feet of it
  takes 21 (6d6) acid damage, and nonmagical armor
  and weapons in the aura are partially dissolved,
  taking a permanent and cumulative -1 penalty to
  the AC they provide or to their damage rolls,
  respectively. Nonmagical armor is destroyed if the
  penalty reduces its AC to 10. Nonmagical weapons
  are destroyed if its penalty drops to -5. A creature
  that touches the blister colossus or hits it with a
  melee attack while within 5 feet of it takes 10
  (3d6) acid damage.
  Actions
  Multiattack. The blister colossus can make three
  ranged or four melee attacks, but can use its bite
  only once.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
  one target. Hit: 24 (3d12 + 5) piercing damage
  plus 28 (8d6) acid damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 10
  ft., one target. Hit: 19 (3d10 + 5) slashing damage.
  Acid Spit. Ranged Weapon Attack: +8 to hit, range
  80 ft./120 ft, one target. Hit: 28 (8d6) acid
  damage. In addition, nonmagical armor worn by the
  target is partly dissolved and takes a permanent and
  cumulative -1 penalty to the AC it offers. The armor
  is destroyed if the penalty reduces its AC to 10.
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  Deathshaker
  The deathshaker is a unique example of symbiosis between
  an animal and a fungus: an enormous cicada completely
  wreathed in beautiful fungi. The cicada itself towers over the
  average landstrider at approximately 8 feet tall and 16 feet
  long, with grand transparent wings that trail mushroom
  spores wherever the creature flies.
  The fungus ranges in color from reds and yellows to cool
  greens and blues, but the effect is always the same: these
  fungi and their spores seem to have the ability to animate
  those who fall in combat with the deathshaker as well as
  being able to enchant the living to draw closer to the beast.
  In my research, I have uncovered evidence that indicates
  this mutually beneficial relationship may once have been a
  parasitic one. In my reading, it seems that the fungus would
  manipulate the behavior of the host cicada in order to spread
  its spores (3). However, the deathshaker seems quite content
  to benefit from their fungal passengers!
  My first encounter with a deathshaker was when I
  stumbled upon cultists of Zuggtmoy attempting to breed
  them as mounts for their nefarious plots. However, I also
  have heard rumours that a colony of myconids (mushroom
  people, but that's a story for another volume) breed them to
  fly through underground caverns in search of bioluminescent
  fungi. Now that's something I'd like to see!
  5
  Deathshaker
  Large monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
  Skills Perception +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages ---
  Challenge 6 (2,300 XP)
  Wing Flick. As a bonus action, the deathshaker
  cicada flicks its wings together, creating an alluring
  noise. All creatures the deathshaker cicada chooses
  within 60 feet must make a DC 15 Wisdom saving
  throw against this magic, using their reaction to
  move 15 feet closer to the deathshaker cicada on a
  failed save.
  Actions
  Multiattack. The deathshaker cicada makes two
  attacks: one with its bite and one with its wing
  attack. While flying, it can use its tarsal claws in
  place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 11 (2d6 + 4) piercing damage plus
  3 (1d6) poison damage.
  Tarsal Claws. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  Wing Attack. Melee Weapon Attack: +7 to hit, reach
  10 ft., one target. Hit: 11 (2d6 + 4) piercing
  damage. If the target is a creature, it must make a
  DC 15 Constitution saving throw, taking 24 (7d6)
  poison damage on a failed save, or half as much
  damage on a successful one. If damage from this
  reduces a creature to 0 hit points, the corpse rises
  as a spore servant (see Monster Manual p. 230) 1d6
  hours later.
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  Giant Aphid
  Farmers from the abovewater world curse the name of many
  pests, but none are as strange as the giant aphid. The typical,
  average-sized aphid is the size of a grain of sand and uses its
  piercing and sucking mouthparts (called stylets by the
  landstrider scientists who study them) in order to suck sap
  from plants. However, it is clear that some mad druid (or
  perhaps wayward evolution) led to the creation of the giant
  aphid: a tremendous, manatee-sized aphid that can wander
  into an farmer's field and destroy it in less than a day. And
  should the farmer attempt to disturb the giant aphid, they are
  liable to get a faceful of burning acid to show for it!
  While these giant aphids are far more aggressive than their
  minute counterparts, some landstriders have been able to
  tame these enormous insects and milk them for the sticky,
  sweet, and very nutricious honeydew that specimens of both
  sizes produce under nurturing conditions (9). But be careful:
  if a giant aphid feels threatened, it can propel even the
  delicious honeydew with enough force to cause significant
  harm!
  Ride 'Em Cowboy!
  Some particularly brave farmers take part in
  contests at local fairs where folks are challenged to
  see how long they can ride a feral giant aphid. One
  certainly wouldn't catch me participating in such a
  dangerous game!
  6
  Giant Aphid
  Medium beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 46 (8d8 + 10)
  Speed 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0)
  Saving Throws Con +4
  Skills Athletics +4, Stealth +2, Perception +2
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  Challenge 2 (450 XP)
  Standing Leap. The giant aphid's long jump is up to
  30 feet and its high jump is up to 15 feet, with or
  without a running start.
  Pounce. If the giant aphid moves or jumps at least
  30 feet straight toward a creature and then hits it
  with a tarsal claw attack on the same turn, that
  target must succeed on a DC 13 Strength saving
  throw or be knocked prone. If the target is prone,
  the giant aphid can make one bite attack against it
  as a bonus action.
  Actions
  Piercing Stylet. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit 13 (2d10 + 2) piercing
  damage.
  Tarsal Claw. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit 11 (2d8 + 2) slashing damage.
  Honeydew Spray (Recharge 5-6). The giant aphid
  sprays honeydew in a 15-foot cone from its
  abdomen. The giant aphid chooses whether the
  honeydew is caustic or sticky.
  Caustic Honeydew. Each creature in that area must
  make a DC 12 Constitution saving throw, taking 22
  (5d8) acid damage on a failed save, or half as much
  damage on a successful one.
  Sticky Honeydew. Each creature in that area must
  make a DC 12 Strength saving throw, taking 9
  (2d8) bludgeoning damage and becoming
  restrained on a failed save, or half as much damage
  on a successful one.
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  Lou Carcohl
  Lou carcohl are vast, snail-like monsters: the specimen I
  encountered was more than 20 feet long from end to end, and
  its shell reached the ceiling of a 30 foot tall cave. Snails are
  not arthropods, but I didn't come across enough monstrous
  molluscs to justify a separate field guide devoted to them!
  Lou carcohl carve out labyrinths of underground caverns
  beneath rocky tidal zones over the course of their 200-year
  lifespan. Their gaping mouths are surrounded by several
  long, slime-coated tentacles which they use to capture any
  prey which falls into their lair, pulling their hapless victims
  into their gaping maw of vicious, slime-coated teeth.
  In addition, the lou carcohl possesses a unique adaptation
  that it shares with some of its snail brethren: the love dart (6).
  This love dart is a calcified projectile that the lou carcohl can
  launch at a friend or foe in order to distract (or seduce) them
  in combat with romantic urges!
  7
  Lou Carcohl
  Huge monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 247 (17d12 + 136)
  Speed 20 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (+0)
  26 (+8)
  3 (-4)
  11 (+0)
  9 (-1)
  Saving Throws Con +12, Wis +4
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., tremorsense
  60 ft.
  Languages ---
  Challenge 11 (7,200 XP)
  Antimagic Shell. The lou carcohl has advantage on
  saving throws against spells, and any creature making a
  spell attack against the lou carcohl has disadvantage on
  the attack roll. If the snail succeeds on its 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 the lou
  carcohl, it has no effect on the lou carcohl 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. The lou carcohl's shell converts some of the
  spell's energy into a burst of destructive force. Each
  creature within 30 feet of the lou carcohl must make a
  DC 15 Constitution saving throw, taking ld6 force
  damage per level of the spell on a failed save, or half as
  much damage on a successful one.
  Actions
  Multiattack. The lou carcohl makes three tentacle
  attacks, each of which it can replace with one use of
  Fling.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 18 (2d12 + 6) piercing damage plus 3
  (1d6) acid damage. If the target is a Large or smaller
  creature grappled by the lou carcohl, that creature is
  swallowed, and the grapple ends. While swallowed, the
  creature is blinded and restrained, it has total cover
  against attacks and other effects outside the lou
  carcohl, and it takes 24 (6d6) acid damage at the start
  of each of the lou carcohl's turns. If the lou carcohl
  takes 50 damage or more on a single turn from a
  creature inside it, the lou carcohl 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 the lou carcohl. If
  the lou carcohl dies, a swallowed creature is no longer
  restrained by it and can escape from the corpse using
  15 feet of movement, exiting prone.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 10
  ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage,
  and the target is grappled (escape DC 17). Until this
  grapple ends, the target is restrained. The lou carcohl
  has ten tentacles, each of which can grapple one target.
  Fling. One Large or smaller object held or creature
  grappled by the lou carcohl is thrown up to 30 feet in a
  random direction and knocked prone. If a thrown target
  strikes a solid surface, the target takes 3 (1d6)
  bludgeoning damage for every 10 feet it was thrown. If
  the target is thrown at another creature, that creature
  must succeed on a DC 17 Dexterity saving throw or
  take the same damage and be knocked prone.
  Reactions
  Love Dart. When a creature leaves the lou carcohl's
  reach, the lou carcohl fires a seminal dart at that
  creature. The target must succeed on a DC 11
  Charisma saving throw or become charmed by the lou
  carcohl as if they drank a philter of love for 1 hour. At
  the end of each of its turns, and each time it takes
  damage, the target can make another Charisma saving
  throw. The target has advantage on the saving throw if
  it’s triggered by damage. On a success, the effect ends.
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  Nightshiver
  One of the most terrifying nights of my life was the night I
  encountered my first nightshiver. I wandered from the
  campfire of my companions while we traveled through
  Memorial Mire. Foolishly, I strayed too far and was sketching
  a night-blooming orchid in my journal when I heard a faint
  skittering noise. But when I looked up, all my eye caught was
  a red flash disappearing into the canopy. The creature stalked
  me as I ran terrified back to camp, surrounding by the sounds
  of rustling leaves and those horrible legs. Just when I thought
  I had escaped, a humanoid visage dropped out the trees
  ahead of me. Attached to the head was the body of a vast,
  midnight-blue centipede with bright red legs. Emerging from
  the face of this terrifying creature was a pair of deadly
  forcipules dripping with poison. After narrowly surviving this
  encounter with my wit, guile, and the assistance of the party
  ranger who was (thankfully) keeping an eye on me from the
  distance, I resolved to learn as much about these terrifying
  creatures as I could.
  I discovered two intruiging facts upon my research: firstly,
  that the nightshiver is believed to be an arcane experiment
  derived by the injection of tarrasque blood into a small
  poisonous centipede. This origin myth clarified why my body
  rapidly swelled under the effects of the nightshiver's poison,
  as the venom of many centipedes can cause a variety of
  symptoms that range from inflammation & ongoing pain to
  necrosis (1). Secondly, I learned that I was in fact lucky in my
  close call: the nightshiver usually hunts in pairs with its mate.
  Needless to say, I implemented the buddy system in my
  traveling group after this particular encounter!
  8
  Nightshiver
  Huge monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 13 (+1) 21 (+5) 5 (-3) 11 (+0) 4 (-3)
  Skills Stealth +5
  Damage Immunities poison, necrotic
  Condition Immunities poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages ---
  Challenge 11 (7,200 XP)
  Poisonous Blood. A creature that touches the
  nightshiver or hits it with a melee attack while
  within 5 feet of it must succeed on a DC 17
  Constitution saving throw or become poisoned for
  1 minute. While poisoned this way, a creature has
  disadvantage on Dexterity checks and saving
  throws and takes 10 (3d6) necrotic damage at the
  start of their turn. The target can repeat the saving
  throw at the end of each of its turns, ending the
  effect on itself on a success.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target. Hit: 11 (6d10 + 7) piercing damage
  plus 10 (3d6) poison damage. If the target is a
  creature, it is grappled (escape DC 17). Until this
  grapple ends, the target is restrained, and the
  nightshiver can't bite another target.
  Swallow. The nightshiver makes one bite attack
  against a medium or smaller creature it is grappling.
  If the attack hits, that creature takes the bite's
  damage and is swallowed, and the grapple ends.
  While swallowed, the creature is blinded and
  restrained, it has total cover against attacks and
  other effects outside the nightshiver, and it takes
  21 (6d6) acid damage at the start of each of the
  nightshiver's turns. If the nightshiver takes 30
  damage or more on a single turn from a creature
  inside it, the nightshiver must succeed on a DC 15
  Constitution saving throw at the end of that turn or
  regurgitate all swallowed creatures, which fall prone
  in a space within 10 feet of the nightshiver. If the
  nightshiver dies, a swallowed creature is no longer
  restrained by it and can escape from the corpse
  using 15 feet of Movement, exiting prone.
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  Orchid Striker Mantis
  This specimen is one of the most dangerous creatures within
  these pages. Although it isn't as hardy as some of the other
  creatures detailed in this field guide, the orchid striker
  mantis wields razor-sharp claws and a vicious set of
  mandibles capable of tearing a person limb from limb. If an
  orchid striker mantis successfully makes its ambush, it can
  quickly devastate any but the most hearty adventuring party
  with an arabesque and terrifying flurry of blows so graceful
  as to resemble a dance of carnage.
  These creatures dwell in jungles and swamps amidst
  beautiful flora . The mantis blends into the flowers in order to
  snatch up any creature foolish enough to approach the
  gorgeous blooms (7). Each specimen is suited to the color
  palette of the flowers within which it resides and it seems
  capable of changing colors as it changes locales. As such, the
  color palette of the orchid striker mantis ranges from
  exquisite reds to deep greens to breathtaking lavenders. The
  specimens I encountered in my travels were approximately 5
  feet tall and incredibly fleet-footed, making it difficult to land
  a significant blow.
  While these creatures can be found anywhere there are
  flora large enough to house them (and subsequently
  pollinators large enough to make a meal for them). Their
  origin is shrouded in mysery, especially due to the fact that
  they possess a suite of anti-magic defenses as well as magical
  offensive abilities. I hypothesize that they were original bred
  and created by a powerful arcanist as hidden guardians-a role
  to which their patience as predators makes them perfectly
  suited. I certainly would not want to encounter more than one
  of these creatures at once: such an ambush would be utterly
  devastating.
  9
  Orchid Striker Mantis
  Medium monstrosity, unaligned
  Armor Class 16
  Hit Points 130 (20d8 + 34)
  Speed 30 ft., climb 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 26 (+8) 14 (+2) 4 (-3) 11 (+0) 9 (-1)
  Saving Throws Str +10, Dex +13
  Damage Immunities fire, poison; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Condition Immunities charmed, frightened,
  paralyzed, poisoned
  Senses blindsight 120 ft., passive perception 10
  Languages --
  Challenge 12 (8,400 XP)
  Assassinate. During its first turn, the orchid striker
  mantis has advantage on attack rolls against any
  creature that hasn't taken a turn. Any hit the orchid
  striker mantis scores against a surprised creature is
  a critical hit.
  Magic Resistance. The orchid striker mantis has
  advantage on saving throws against spells and other
  magical effects.
  Magic Weapons. The orchid striker mantis's weapon
  attacks are magical.
  Floral Camouflage. The orchid striker mantus has
  advantage on Dexterity (Stealth) checks made to
  hide amongst colorful flowers.
  Sneak Attack (1/Turn). The orchid striker mantis
  deals an extra 13 (4d6) damage when it hits a
  target with a weapon attack and has advantage on
  the attack roll, or when the target is within 5 ft. of
  an ally of the tarrasque-blood mantis that isn't
  incapacitated and the tarrasque-blood mantis
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The orchid striker mantis makes three
  attacks: one with its bite and two with its claw.
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft.,
  one target. Hit: 19 (2d10 + 8) piercing damage.
  When the orchid striker mantis roll a 20 on this
  attack roll, the target takes an extra 22 (4d10)
  piercing damage. Then roll another d20. If the
  orchid striker mantis rolls another 20, it bites off
  one of the target’s limbs, with the effect of such
  loss determined by the GM. If the creature has no
  limb to sever, the orchid striker mantis lops off a
  portion of its body instead.
  Claw. Melee Weapon Attack: +13 to hit, reach 10
  ft., one target. Hit: 17 (2d8 + 8) slashing damage.
  Mantis Dance (Recharge 5-6). The orchid striker
  mantis makes a claw attack against up to 6
  creatures of its choice within its reach.
  Alister Konezegel's Field Guide Vol. I
  
  6/4/2019
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  10/14
  Palpartidon
  Imagine this scene: walking along your favorite trail, enjoying
  the scenery, taking in the sights and smells... When suddenly
  the ground gives way from underneath you and you fall into a
  hidden pit. You fall, perhaps noticing a glint of something
  moving in the darkness, and collide with the ground below.
  You get up, dust yourself off, and look for a way to escape. You
  begin to climb out of the pit when suddenly an enormous
  creature bursts of out the soil below you and grabs your leg in
  its vicious pincers! As it pulls you back down, you feel a pulse
  as the creature's mandibles inject you with some terrible
  fluid. Your body locks up and you cannot move. You begin to
  feel weaker and weaker and are dragged downwards into the
  dark hole...
  That is exactly what many people experience when they
  encounter a palpartidon in the wild. Palpartidon are an
  enormous subspecies of antlion, made famous by their habit
  of digging through the earth and up to (but not breaking) the
  surface above in order to create a clever pitfall trap to catch
  their prey. Recent studies by Lauren Guilette, an
  entomologist at Blackstaff Tower, and her colleagues have
  even discovered that these creatures are capable of learning
  from their successes in order to become more adept at
  picking up on the vibrational cues of potential prey (5).
  In my scientific opinion, what makes the palpartidon
  particularly deadly is its ability to inject its prey with digestive
  enzymes: a protein compound that breaks down the internal
  organs and musculature of their prey and weakens them for a
  short period of time. By weakening their prey, palpartidons
  can pull their prey into the earth below and make an easy
  meal of them.
  10
  Palpartidon
  Large monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 94 (9d10 + 45)
  Speed 20 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 11 (+0) 21 (+5) 3 (-4) 12 (+1) 4 (-3)
  Skills Perception +4, Stealth +3
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 14
  Languages ---
  Challenge 7 (2,900 XP)
  Chameleon Carapace. The palpartidon can change
  the color of its carapace to match the color and
  texture of its surroundings. As a result, it has
  advantage on Dexterity (Stealth) checks made to
  hide.
  Sit-and-Wait Predator. During a short rest, the
  palpartidon can dig a 10 by 10 ft. pitfall trap and
  hide beneath it. The trap is disguised as disturbed
  earth. A creature must succeed on a DC 14
  Wisdom (Perception) check to spot the trap. Any
  creature that steps onto the trap's surface falls
  down 20 feet, taking 7 (d26) bludgeoning damage
  and landing prone. A falling creature must succeed
  on a DC 13 Wisdom (Perception) check to spot the
  hidden palpartidon or they are surprised when the
  palpartidon attacks.
  Digestive Enzyme Injection (1/turn). When the
  palpartidon hits a creature with its mandible attack,
  the target must succeed on a DC 10 Constitution
  saving throw or the target's Strength score is
  reduced by 1d4 + 1. The target dies if this reduces
  its Strength to 0. Otherwise, the reduction lasts
  until the target finishes a short or long rest.
  Actions
  Multiattack. The palpartidon makes two mandible
  attacks.
  Mandible. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 30 (4d12 + 4) piercing damage.
  If the target is a creature other than an elf or
  undead, it must succeed on a DC 10 Constitution
  saving throw or be paralyzed for 1 minute. The
  target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a
  success.
  Alister Konezegel's Field Guide Vol. I
  
  6/4/2019
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  https://homebrewery.naturalcrit.com/print/SJ74R5LyCN?dialog=true
  11/14
  Scuttling Spy
  I know not why anybody other than the deranged would want
  this particularly disturbing-looking creature as a familiar, but
  it was as a familiar that I first encountered one of these
  monstrosities. Scuttling spies can apparently be created
  through arcane means by including the eyeball of a still-living
  humanoid creature as a component while casting the find
  familiar spell as a ritual (I have not tested this assertion, and
  do not plan to). Unfortunately (or perhaps fortunately,
  depending on your perspective) the eyeball is not consumed
  by this spellcasting, so as long as one doesn't lose track of the
  eyeball, they are always able to shape their familiar into this
  particularly gruesome form.
  I learned of this horrible permutation of the spell when I
  encountered Relonor Tanor'Thal, a displaced drow mage who
  was banished from the Underdark. They had constructed a
  small hut in the Memorial Mire and used their scuttling spy
  to do just that: investigate travelers who ventured too close to
  their home. Its ability to make itself invisible; levitate itself for
  short distances; and create aural distractions with its illusory
  capabilities (not to mention all those legs) makes its naming
  convention quite clear.
  After deciding that I was a harmless old triton, Relonor
  approached me and offered me food & shelter from a coming
  storm. They were a considerably kind & gracious host,
  despite their unsettling choice of familiar, and shared a great
  deal of wisdom about the unusual and dangerous inhabitants
  of the swamp and the ruins within. In return for the food,
  shelter, and tall tales I opted not to ask where Relonor got the
  eyeball required to create their scuttling spy, which they
  named "Chamomile," after the creature's favorite home-
  brewed tea.
  Since then, I have encountered more of these strange
  beings during one of my forays into the Underdark, where my
  party stumbled upon a spiderweb-wreathed cavern filled with
  the creatures. We attempted to slash and burn our way
  through the webs and were shocked when the creatures
  telepathically asked us to leave their homes alone and find a
  new path to our destination. Shocked into silence, we did as
  they asked. While I have a greater appreciation for them in
  retrospect, they still give me the heebie-jeebies!
  11
  Scuttling Spy
  Tiny monstrosity, neutral good
  Armor Class 12
  Hit Points 7 (3d4)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 14 (+2) 10 (+0) 7 (-2) 10 (+0) 11 (+0)
  Skills Perception +2, Stealth +4
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 14
  Languages telepathy 60 ft.
  Challenge 0 (10 XP)
  Innate Spellcasting. The skittering spy's innate
  spellcasting ability is Charisma (spell save DC 10).
  It can innately cast the following spells, requiring
  no material components:
  1/day each: invisibility (self only), levitate (self
  only), minor illusion
  Spider Climb. The scuttling spy can climb difficult
  surfaces, including upside down on ceilings,
  without needing to make an ability check.
  Variant: Familiar. The scuttling spy can serve another
  creature as a familiar, forming a telepathic bond
  with its willing master. While the two are bonded,
  the master can sense what the scuttling spy senses
  as long as they are within 1 mile of each other.
  While the scuttling spy is within 10 feet of its
  master, the master shares the scuttling spy's Spider
  Climb trait. At any time and for any reason, the
  scuttling spy can end its service as a familiar,
  ending the telepathic bond.
  Web Sense. While in contact with a web, the spider
  knows the exact location of any other creature in
  contact with the same web.
  Web Walker. The spider ignores movement
  restrictions caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage and the target
  must succeed on a DC 9 Constitution saving throw
  or take 2 (1d4) poison damage.
  Alister Konezegel's Field Guide Vol. I
  
  6/4/2019
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  https://homebrewery.naturalcrit.com/print/SJ74R5LyCN?dialog=true
  12/14
  Thri-Keen
  D
  uring my only foray into Eastern Shaar, I
  happened across a clutch of the nomadic thri-
  keen: arthropod humanoid creatures with
  culture and sentience that I admittedly do not
  fully understand. The group I encountered, the
  Ptekwe tribe, were extremely efficient and well-
  disciplined hunters. I could not understand their
  language, which was a series of clicking sounds made with
  their mouthparts and particular bending of the antennae.
  However, some of the individuals proved to be psionicists
  capable of telepathic communication; the leader of the tribe,
  referred to as the shepard, could speak Common quite well.
  I spent some time with the Ptekwe tribe and found them to
  be a tightly knit group deeply devoted to one another. They
  were incredibly self-sufficient and needed very limited
  contact with other societies or cultures. They had no religion
  that I could discern, but seemed to greatly value pragmatism
  over a need for the material or the spiritual.
  Thri-Keen Hunter
  A small handful of individuals in the tribe were the most
  experienced at capturing quarry and bringing food back to
  the group: the hunters. These hunters were extremely well-
  trained in their close combat weapons (the gythka) as well as
  the ranged weapons (chakcha) that they create from the
  metal they forage from the land. They're powerful warriors
  with some small psionic ability as well as a great deal of cool
  consideration and strategy in combat.
  Additionally, these hunters take their devotion to their
  clutch-mates quite seriously. If the clutch is at serious risk
  and the situation is dire, these hunters are capable of
  triggering a chemical reaction in their body that causes them
  to erupt into an acidic explosion. This last resort grants the
  rest of the clutch an opportunity to escape from the threat.
  This example of autothysis is demonstrative of their
  commitment to group survival. In fact, similar hive-defense
  mechanisms are known to exist in less sentient creatures
  such as ants (8), though I must admit that seeing this occur in
  front of me was deeply moving sacrifice.
  12
  Thri-Keen Hunter
  Medium humanoid (thri-keen), chaotic neutral
  Armor Class 18 (plate)
  Hit Points 143 (22d8 + 44)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
  Saving Throws Str +9, Con +6, Wis +8
  Skills Athletics +9, Intimidation +5, Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Thri-keen, telepathy 60 ft.
  Challenge 9 (5,000 XP)
  Chameleon Carapace. The thri-keen hunter can change
  the color of its carapace to match the color and texture
  of its surroundings. As a result, it has advantage on
  Dexterity (Stealth) checks made to hide.
  Extended Reach. The thri-keen hunter's reach with its
  gythka is 10 feet.
  Indomitable. The thri-keen hunter rerolls a failed saving
  throw.
  Innate Spellcasting (Psionics). The thri-keen hunter's
  innate spellcasting ability is Wisdom. The thri-keen
  hunter can innately cast the following spells, requiring
  no components:
  At will: mage hand (the hand is invisible)
  3/day: misty step, nondetection
  2/day: blur, magic weapon
  1/day: invisibility (self only), telekinesis
  Second Wind (Recharges after a Short or Long Rest). As a
  bonus action, the thri-keen hunter can regain 20 hit
  points.
  Standing Leap. The thri-keen hunter's long jump is up to
  30 feet and its high jump is up to 15 feet, with or
  without a running start.
  Terrible Blows. When the thri-keen hunter hits a target
  with a weapon attack, it deals an extra 14 (4d6)
  damage of that weapon's type (inlcuded in the attack).
  Actions
  Multiattack. The thri-keen hunter makes three attacks
  with its gythka or its chatkcha.
  Gythka. Melee Attack: +9 to hit, reach 10 ft., one target.
  Hit 8 (1d8 + 4) plus 14 (4d6) slashing damage.
  Chatkcha. Ranged Weapon Attack: +7 to hit, range
  30/120 ft., one target. Hit 6 (1d6 + 3) plus 14 (4d6)
  slashing damage.
  Autothysis (1/day). The thri-keen hunter triggers an
  explosive chemical reaction in its body to defend the
  rest of its hive. The thri-keen hunter is reduced to 0 hit
  points and every creature within 30 foot of it must
  make a DC 15 Constitution saving throw, taking 36
  (8d8) acid damage on a failed save, or half as much
  damage on a successful one.
  Gythka Storm (Recharge 5-6). The thri-keen hunter
  makes a gythka attack against up to 6 creatures of its
  choice within its reach.
  Alister Konezegel's Field Guide Vol. I
  
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  13/14
  Thri-Keen Shepard
  The Thri-Keen Shepard of the Ptekwe tribe was named
  Chit'al and she was responsible for a great deal within the
  clutch. Chit'al assisted the other females in finding
  appropriate places to lay their eggs; she led communication
  efforts with any outsiders; she milked, fed, and maintained the
  flock of tame giant aphids that the tribe kept as a source of
  honeydew; she was the greatest healer; knew the medicinal
  properties of the local flora & fauna; and she was the most
  formidable tracker.
  Chit'al also possessed the most pronounced psionic
  powers of the Ptekwe tribe, capable of stunning creatures or
  bending adversaries to her will. It was unclear to me whether
  the title of shepard was one that was bestowed upon her due
  to her innate psionic abilities, or if her title within the group
  allowed her to draw on and channel the psychic energy of her
  clutch-mates. Regardless, I am grateful for Chit'al's wisdom
  and traveling with the Ptekwe tribe was one of the most eye-
  opening experiences of my abovewater adventures.
  13
  Thri-Keen Shepard
  Medium humanoid (thri-keen), chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 88 (16d8 + 13)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 13 (+1) 19 (+4) 18 (+4) 11 (+0)
  Saving Throws Dex +7, Int +8, Wis +8
  Skills Athletics +5, Stealth +7, Survival +8, Nature +8,
  Medicine +8
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Thri-keen, telepathy 60 ft.
  Challenge 6 (2,300 XP)
  Aphid Shepard. The thri-keen shepard is highly familiar
  with giant aphids. When it uses conjure animals to
  summon giant aphids, it may summon 2 instead of 1.
  Chameleon Carapace. The thri-keen shepard can change
  the color of its carapace to match the color and texture
  of its surroundings. As a result, it has advantage on
  Dexterity (Stealth) checks made to hide.
  Innate Spellcasting (Psionics). The thri-keen shepard's
  innate spellcasting ability is Wisdom (spell save DC
  16). The thri-keen shepard can innately cast the
  following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  2/day: blur, detect thoughts, magic weapon
  1/day: dominate monster, invisibility (self only), mirror
  image, telekinesis
  Standing Leap. The thri-keen shepard's long jump is up
  to 30 feet and its high jump is up to 15 feet, with or
  without a running start.
  Spellcasting. The thri-keen shepard is a 10th-level
  spellcaster. Its spellcasting ability is Wisdom (spell save
  DC 16, +8 to hit with spell attacks). The thri-keen
  shepard has the following ranger spells prepared:
  1st level (4 slots): ensnaring strike, cure wounds, hail
  of thorns, zephyr strike
  2nd level (3 slots): cordon of arrows, spike growth,
  pass without trace, silence
  3rd level (2 slots): conjure animals, lightning arrow
  True Aim. When the thri-keen shepard hits a target with
  a weapon attack, it deals an extra 7 (2d6) damage of
  that weapon's type (inlcuded in the attack).
  Actions
  Multiattack. The thri-keen shepard makes two gythka
  attacks or two ranged attacks.
  Gythka. Melee Attack: +8 to hit, reach 5 ft., one target.
  Hit 8 (1d8 + 4) plus 7 (2d6) slashing damage.
  Chatkcha. Ranged Weapon Attack: +7 to hit, range
  30/120 ft., one target. Hit 13 (3d6 + 3) slashing
  damage.
  Mind Burst. Ranged Spell Attack: +8 to hit, range
  30/120 ft., one target. Hit 10 (3d6) psychic damage. If
  the target is a creature other than a thri-keen, it must
  succeed on a DC 15 Intelligence saving throw or be
  paralyzed for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Psionic Blast (Recharge 5-6). The thri-keen shepard
  magically emits psychic energy in a 60-foot cone. Each
  creature in that area must succeed on a DC 15
  Intelligence saving throw or take 22 (4d8 + 4) 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.
  Alister Konezegel's Field Guide Vol. I
  
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  14/14
  Acknowledgements
  A huge thanks to those artists whose work has been used in
  this bestiary!  
  Cover Art, Page 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13 - DMsGuild
  Creator Resources
  Works Cited
  Bush, S. P., King, B. O., Norris, R. L., & Stockwell, S. A.
  (2001). Centipede envenomation. Wilderness &
  Environmental Medicine, 12(2), 93–99.
  https://doi.org/10.1580/1080-
  6032(2001)012[0093:CE]2.0.CO;2
  Carrel, J. E., McCairel, M. H., Slagle, A. J., Doom, J. P., Brill,
  J., & McCormick, J. P. (1993). Cantharidin production in a
  blister beetle. Experientia, 49(2), 171–174.
  https://doi.org/10.1007/BF01989424
  Cooley, J. R., Marshall, D. C., & Hill, K. B. R. (2018). A
  specialized fungal parasite ( Massospora cicadina )
  hijacks the sexual signals of periodical cicadas
  (Hemiptera: Cicadidae: Magicicada ). Scientific Reports,
  8(1), 1432. https://doi.org/10.1038/s41598-018-19813-0
  Eisner, T., & Meinwald, J. (1966). Defensive Secretions of
  Arthropods. Science, 153(3742), 1341–1350. Retrieved
  from JSTOR.
  Guillette, L. M., Hollis, K. L., & Markarian, A. (2009).
  Learning in a sedentary insect predator: Antlions
  (Neuroptera: Myrmeleontidae) anticipate a long wait.
  Behavioural Processes, 80(3), 224–232.
  https://doi.org/10.1016/j.beproc.2008.12.015
  Koene, J. M., & Chase, R. (1998). Changes in the
  reproductive system of the snail Helix aspersa caused by
  mucus from the love dart. Journal of Experimental
  Biology, 201(15), 2313–2319.
  O’Hanlon, J. C., Holwell, G. I., & Herberstein, M. E. (2014).
  Pollinator Deception in the Orchid Mantis. The American
  Naturalist, 183(1), 126–132.
  https://doi.org/10.1086/673858
  Shorter, J. R., & Rueppell, O. (2012). A review on self-
  destructive defense behaviors in social insects. Insectes
  Sociaux, 59(1), 1–10. https://doi.org/10.1007/s00040-011-
  0210-x
  Völkl, W., Woodring, J., Fischer, M., Lorenz, M. W., &
  Hoffmann, K. H. (1999). Ant-aphid mutualisms: the impact
  of honeydew production and honeydew sugar composition
  on ant preferences. Oecologia, 118(4), 483–491.
  https://doi.org/10.1007/s004420050751
  Looking for Liches?
  Are you curious about the Green Hand, the mysterious trio of
  liches responsible for creating several of these monstrous
  arthropods? Do you wish to explore the Memorial Mire and
  the ruins of the Verdant Phrontistery within? If you seek this
  information or more, keep an eye out for Pretty Little Liches,
  coming out on the DMs Guild in Fall 2019.
  Pretty Little Liches contains the background information
  and stat blocks for three unique liches as well as maps of
  their respective lairs. Each lair will include traps, puzzles,
  monsters, treasure, and NPCs appropriate for Tier 3 & 4
  characters in 5th Edition Dungeons & Dragons!
  Monsters by CR
  CR 0
  Scuttling Spy  
  CR 2
  Giant Aphid  
  CR 6
  Deathshaker  
  Thri-keen Shepard
  CR 7
  Palpartidon  
  CR 9
  Thri-keen Hunter
  CR 11
  Lou Carcohl  
  Nightshiver  
  CR 12
  Orchid Striker Mantis  
  CR 19
  Blister Colossus  
  14
  Alister Konezegel's Field Guide Vol. I
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alister Konezegel's Field Guide Vol. I - Monstrous Arthropods.pdf