TEXT: /
  
  /
  Credits
  Monsters were developed using CritterDB. This document was rendered using The Homebrewery. All monsters included are meant to
  depict (and generally share a name with) intellectual property of Wizards of the Coast, with which this document has no affiliation.
  Wizards of the Coast, Magic: The Gathering, Theros, Ravnica, Elemental Evil Player's Companion, Guildmaster's Guide to Ravnica,
  Mythic Odysseys of Theros, the dragon ampersand, and 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.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under
  the Community Content Agreement for Dungeon Masters Guild.
  Cover art: Copyright MMXX by StickyHunter.
  All other original material in this work is copyright MMXX by Rob Schnautz and published under the Community Content Agreement
  for Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this complete document for personal use only.
  Introduction
  I
  have walked many planes, and lately I have spent a
  great deal of my time on Theros, cataloguing its
  assorted denizens. In this volume, I aim to enlighten
  you with the many wonders of Theros.
  Monsters of Myth
  The monsters of Theros are, simply put, mythic. Never have I
  encountered such titanic lifeforms in such abundance and
  diversity on any other plane. The sheer danger of
  encountering even one of the monsters of Theros gives the
  planar residents plenty reason to stay within the limits of
  their polis.
  Scope
  This document is intended to supplement (and in many
  cases, replace) the stat blocks provided by Mythic Odysseys
  of Theros. Replacements have been offered only when the
  MOoT version clashed with the style found throughout this
  work.
  This started out as a collection of chimeras on CritterDB. It
  has been expanded to include every nonlegendary Theros
  creature shown on a card from the beginning of Magic up
  through Commander 2015.
  Legendary creatures are planned in the future, but they
  aren't included here.
  How This Book is Organized
  The longer I worked on this book, the more I realized I
  needed separate sections for mortals, immortals, and the
  dead. Due to the volume of this work and certain technical
  limitations, the table of contents and index have been
  omitted. I recommend using your PDF reader's search
  functionality to locate what you're looking for.
  No Pictures?!?
  That's right. Due to the sheer volume of this work, no time
  was devoted to securing illustrations. If you are curious what
  a creature looks like, I recommend locating it in "Appendix E:
  Cardnames" and then looking up that card in any Magic: The
  Gathering card database.
  Abbreviations Used in This
  Document
  Occasionally, a spell from another source is referenced. Refer
  to the table below to determine what source the spell is from:
  EEPC Elemental Evil Player's Companion
  GGtR Guildmaster's Guide to Ravnica
  Your Support Counts!
  I received no financial compensation writing this sourcebook.
  I spent nearly every waking hour of my summer vacation
  from teaching putting this together (and barely finished it in
  time for the next school year to begin). Your support of my
  work on this product is greatly appreciated.
  Two ways you can support my work:
  I really appreciate feedback! I look forward to revising this
  document once people tell me what works and what
  doesn't!
  Financial contributions are appreciated, of course. The
  product is free and will remain free.
  2
  A THEROS BESTIARY | INTRODUCTION
  
  /
  New Mechanics
  T
  heros is full of exciting new ways for
  characters to interact with the world around
  themselves. Here are some new mechanics
  introduced in this document.
  Mortals
  Due to many of Theros's mortal races being non-humanoid
  (for example, the centaurs, satyrs, and giants), the word
  mortal is used to indicate any creature that, in its natural
  state, generally exhibits all of the following traits:
  Its body is capable of dying (not dead or immortal)
  Sentient (able to think)
  Sapient (able to rationalize)
  For races that aren't native to Theros, e.g. vedalken,
  Ravnican gorgons, etc., refer to other literature to assess
  whether they meet the criteria listed above.
  Mortals in a Theros setting include the following:
  Dragons
  Fey races: Centaurs, hags, satyrs
  Giants (except titans)
  Humanoids
  Monstrosity races: Demoloks, harpies, medusas, sirens,
  sphinxes
  Any of the above that has been polymorphed into a
  different creature and retains the traits mentioned above
  Many immortal and dead creatures have these types, but
  are not considered mortals. The following types of creatures
  frequently are members of the aforementioned races, but are
  never considered mortals:
  Nyxborn
  Titans
  Undead
  Losing Mortality
  There are two ways for a mortal to lose mortality:
  Mortification (the soul is separated from the body)
  Immortalization (the body housing the soul is turned
  immortal, or the soul is transferred to an immortal body)
  Death
  When an NPC dies, it invariably loses its mortality. In most
  cases, mortification occurs. But in rare cases, a soul is
  welcomed into Elysia, whereby it is given an immortal body.
  Blessing of Immortality
  In rarer cases, an NPC might be immortalized via divine or
  arcane magic.
  Natural Immortality
  On Theros, the soul is immortal. It exists until it is forgotten
  by remembered and recorded history. However, a bodiless
  soul, generally speaking, isn't capable of much.
  Size
  Long ago, sizes "colossal" and larger were done away with.
  However, Theros has tons of titanic creatures that are
  unrivaled in size by the creatures of other planes.
  Rolling Dice for Titans
  Such titanic creatures are given a massive amount of hit points
  and deal massive amounts of damage. The utilization of online
  dice-rolling tools is highly advisable.
  Monsters of Myth
  When planning an adventure, the DM should keep in mind the
  sheer power of the gargantuan monsters, most of which could
  (if the DM isn't careful) end up killing an entire party. If the
  adventure is a one-shot with throwaway characters, however,
  the DM might opt to use one for precisely that reason in order
  to get them into the Underworld.
  Traits
  Heroic
  Theros is full of heroes. The glorious virtues of a hero are
  manifested when the hero becomes targeted by a spell. The
  catch? The spell's caster has to want the hero to reap the
  benefits, and in most cases, the benefits last only until the
  end of combat.
  Inspired
  The gods reward those who honor them. A creature that is
  inspired to venerate its god or perform some other action on
  its turn is rewarded on its following turn.
  Mythic Traits
  This exciting new feature was introduced in Mythic Odysseys
  of Theros, so it's not exactly new. Creatures that have a
  mythic trait can only use it once, but it's a powerful trait that
  can regenerate the creature and often cause other mythical
  things to occur at the same time. These creatures are the
  true monsters of Theros.
  Spell Nature
  Many of Theros's monsters are magical in nature, meaning
  that they can be destroyed by unraveling the magic threads
  that give them life. Most of these are nyxborn creatures,
  woven from the fabric of the night sky. They are creatures in
  every sense of the word, but they also count as spells. For
  example, a nyxborn creature could be destroyed using dispel
  magic.
  A creature with a spell nature is either divine or arcane,
  and it has a school type, usually transmutation. Its school
  type and level are included in the creature type line of its stat
  block for quick reference.
  3
  A THEROS BESTIARY | NEW MECHANICS
  
  /
  Tribute
  Lords of Theros demand fealty, sometimes for good, but often
  as a show of power. If the lord doesn't get what he wants,
  prepare for his wrath.
  Not all of the lords of Theros know how to speak. These
  lords are typically the subject of a cult, and that lord has
  come to expect tribute from mortals. Its cultists typically
  know how to respond in its presence, but others may simply
  write it off as a monster with a mean streak.
  Unrenowned
  Unrenowned creatures are those with potential waiting to be
  unlocked. When an unrenowned creature deals damage to a
  player character for the first time, that creature becomes
  stronger and loses its unrenowned trait.
  4
  A THEROS BESTIARY | NEW MECHANICS
  
  /
  Beasts
  Akroan Mastiff
  Protectors of Akros. The mastiffs make such good
  watchdogs that Akros can send all its men away to war
  without fearing the safety of the polis.
  Badger
  Ferocious. The badger is more ferocious than any other
  beast.
  5
  Akroan Mastiff
  Medium beast (dog), any alignment
  Armor Class 12
  Hit Points 6 (1d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2) 3 (–4) 12 (+1) 7 (–2)
  Skills Perception +4
  Senses passive Perception 14
  Languages Understands basic commands in Akroan
  Common but can't speak
  Challenge 0 (25 XP)
  Keen Hearing and Smell. The mastiff has advantage
  on Wisdom (Perception) checks that rely on
  hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage. If the
  target is a creature, it must succeed on a DC 12
  Strength saving throw or be knocked prone.
  Badger
  Tiny beast, unaligned
  Armor Class 10
  Hit Points 3 (1d4 + 1)
  Speed 20 ft., swim 15 ft., burrow 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3) 12 (+1) 12 (+1) 2 (–4) 12 (+1) 5 (–3)
  Senses darkvision 30 ft., passive Perception 11
  Languages —
  Challenge 0 (0 XP)
  Charge. If the badger moves at least 10 feet straight
  toward a creature and then hits it with a claw attack
  on the same turn, that target must succeed on a DC
  7 Strength saving throw or be knocked prone. If the
  target is prone, the badger can make one claw
  attack against it as a bonus action.
  Keen Smell. The badger has advantage on Wisdom
  (Perception) checks that rely on smell.
  Trample. The badger can move in and out of a
  Medium or smaller creature's space. If it would, it
  uses a bonus action to attack that creature with its
  claw. That creature must succeed on a DC 11
  Strength saving throw or be knocked prone. If the
  creature succeeds, the badger can't enter that
  space and must end its turn immediately. If the
  badger stops on top of that creature, that creature
  becomes restrained until the badger moves off it
  (escape DC 7).
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 13 (4d4 + 3) slashing damage.
  A THEROS BESTIARY | BEASTS
  
  /
  Bladetusk Boar
  Carnivorous. Bladetusk boars live in the Deathbellow
  Canyon, where they feast on the flesh of any humans that the
  minotaurs or other bloodthirsty creatures don't get to first.
  Dove
  6
  Bladetusk Boar
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 15 (2d10 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 15 (+2) 2 (–4) 7 (–2) 5 (–3)
  Senses passive Perception 8
  Languages —
  Challenge 2 (450 XP)
  Charge. If the boar moves at least 20 ft. straight
  toward a target and then hits it with a tusk attack
  on the same turn, the target takes an extra 7 (2d6)
  slashing damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Intimidating Presence. The boar can use its action to
  frighten someone with its menacing presence.
  When it does so, it chooses one creature that it can
  see within 30 feet of itself. If the target can see or
  hear the boar, the target must succeed on a DC 14
  Wisdom saving throw or be frightened of the boar
  until the end of the boar's next turn. On
  subsequent turns, the boar can use its action to
  extend the duration of this effect on the frightened
  target until the end of the boar's next turn. This
  effect ends if the target ends its turn out of line of
  sight or more than 60 feet away from the boar. 
  If the target succeeds on its saving throw, the boar
  can't use this feature on that target again for 24
  hours.
  Relentless (Recharges after a Short or Long Rest). If
  the boar takes 10 damage or less that would reduce
  it to 0 hit points, it drops to 1 hit point instead.
  Actions
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Dove
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 1 (1d4 – 1)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4) 15 (+2) 8 (–1) 2 (–4) 12 (+1)
  4 (–3)
  Skills Perception +3
  Senses blindsight 60 ft., passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Innate Sense of Direction. The dove can innately find
  its way to a specific fixed location that it is familiar
  with on the same plane of existence. As long as the
  dove is on the same plane of existence as the
  destination, it knows how far the destination is and
  in what direction it lies. It cannot innately navigate
  obstacles, however, such as a maze.
  Actions
  Beak. Melee Weapon Attack: +0 to hit, reach 5 ft.,
  one creature. Hit: 1 piercing damage.
  A THEROS BESTIARY | BEASTS
  
  /
  Hart
  A hart is a male elk.
  Divine Influence. Heliod occasionally seeks to manipulate
  the world through the hart with direct possession of the hart.
  Heliod often finds dramatic ways to make his thoughts
  known.
  The great hart stood like a statue, its hide painted
  gold by the dawn. The Champion laid down her
  weapons and stepped forward within an arm’s
  length of the beast. The hart, sacred to Heliod and
  bathed in the god’s own light, bowed to the
  Champion, marking her as the Chosen of the Sun
  God.
  —The Theriad
  Hind
  A hind is a female deer.
  "It is not yours to hunt, mortal. Be content with its
  beauty alone."
  —Nylea, god of the hunt
  7
  Hart
  Huge beast, any alignment
  Armor Class 17 (blessings of the gods)
  Hit Points 42 (5d12 + 10)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 14 (+2) 7 (–2) 14 (+2) 10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 3 (700 XP)
  Blessings of the Gods. While the hart is wearing no
  armor and wielding no shield, its AC includes its
  Wisdom modifier. In addition, a creature that hits
  the hart with a melee attack while within 5 feet of it
  takes 9 (2d8) force damage.
  Charge. If the elk moves at least 20 ft. straight
  toward a target and then hits it with a ram attack on
  the same turn, the target takes an extra 7 (2d6)
  damage. If the target is a creature, it must succeed
  on a DC 14 Strength saving throw or be knocked
  prone.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5
  ft., one prone creature. Hit: 22 (4d8 + 4)
  bludgeoning damage.
  Ram. Melee Weapon Attack: +6 to hit, reach 10 ft.,
  one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Hind
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 12 (+1) 2 (–4) 14 (+2) 5 (–3)
  Senses passive Perception 12
  Languages —
  Challenge 1/4 (50 XP)
  Soothing Beauty. A character that finishes a short
  rest watching the hind for any number of minutes
  (up to 7) is considered to have finished a short rest
  for that many hours.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Gore. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  A THEROS BESTIARY | BEASTS
  
  /
  Nessian Wolf
  Ox
  The yoked ox has been broken to where it will generally not
  harm another creature unless provoked.
  It was in fields of grain, not fields of battle, that the
  Champion learned to bear the yoke of duty to the
  gods. She worked the land long before she was
  called on to defend it.
  —The Theriad
  8
  Nessian Wolf
  Medium beast, unaligned
  Armor Class 13
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 15 (+2) 14 (+2) 3 (–4) 12 (+1) 6 (–2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on an attack
  roll against a creature if at least one of the wolf's
  allies is within 5 ft. of the creature and the ally isn't
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) piercing damage. If the
  target is a creature, it must succeed on a DC 12
  Strength saving throw or be knocked prone.
  Ox
  Large beast, unaligned
  Armor Class 10
  Hit Points 38 (4d10 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 18 (+4) 2 (–4) 10 (+0) 4 (–3)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Beast of Burden. The ox is considered to be a Huge
  animal for the purpose of determining its carrying
  capacity.
  Charge. If the ox moves at least 20 feet straight
  toward a target and then hits it with its gore attack
  on the same turn, the target takes an extra 7 (2d6)
  piercing damage.
  Actions
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) piercing damage.
  A THEROS BESTIARY | BEASTS
  
  /
  Prickleboar
  Prickleboars have the tusks of mammoths and an array of
  spikes atop their backs.
  "Canyons in the Phoberos badlands are essentially
  gates to the Underworld."
  —Mirinthes, Akroan captain
  Sedge Scorpion
  "Thakolides the Mighty 
  Slayer of minotaurs 
  Vanquisher of giants 
  Killed by a scorpion"
  —Inscription on an Akroan grave
  9
  Prickleboar
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 16 (+3) 2 (–4) 7 (–2) 5 (–3)
  Senses passive Perception 8
  Languages —
  Challenge 3 (700 XP)
  Charge. If the boar moves at least 20 ft. straight
  toward a target and then hits it with a spiky slam or
  ram attack on the same turn, the target takes an
  extra 7 (2d6) bludgeoning damage and an extra 8
  (2d4 + 3) piercing damage. If the target is a
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If
  the boar takes 10 damage or less that would reduce
  it to 0 hit points, it is reduced to 1 hit point
  instead.
  Actions
  Multiattack. The boar makes two attacks: a ram
  attack and a spiky slam attack. It makes these
  attacks with advantage, and it gets a +1 bonus to
  damage rolls for both attacks.
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Spiky Slam. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
  Sedge Scorpion
  Tiny beast, unaligned
  Armor Class 11
  Hit Points 1 (1d4 – 1)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  11 (+0)
  8 (–1)
  1 (–5)
  8 (–1)
  2 (–4)
  Senses blindsight 10 ft., passive Perception 9
  Languages —
  Challenge 0 (10 XP)
  Dangerous to the Weak. If a creature below its race's
  maturity age or having a Constitution modifier of
  +1 or less becomes poisoned by the scorpion, roll a
  d10. On a 9 or less, the creature becomes diseased
  with acute pancreatitis (see "Appendix A:
  Diseases").
  Scorpion Venom. A creature poisoned by the
  scorpion takes 2 (1d4) poison damage each hour
  until cured of poison.
  Actions
  Sting. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one creature. Hit: 1 piercing damage, and the target
  must succeed on a DC 20 Constitution saving
  throw or take 4 (1d8) poison damage and becomes
  poisoned. If a target poisoned this way is not
  diseased, that target remains poisoned for no more
  than 8 hours; otherwise it remains poisoned until
  cured of poison.
  A THEROS BESTIARY | BEASTS
  
  /
  Sigiled Skink
  The runes seem to come alive as it moves, rippling
  like slow flames across its scales.
  Sigiled Starfish
  Kruphix hid the most dire prophecies about
  humankind where humans would never find them
  and tritons wouldn’t care to read them.
  10
  Sigiled Skink
  Tiny beast, unaligned
  Armor Class 10
  Hit Points 3 (1d4 + 1)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4) 15 (+2)
  12 (+1) 1 (–5) 8 (–1) 3 (–4)
  Skills Acrobatics +4, Athletics +2, Sleight of Hand
  +4, Stealth +4, Survival +2
  Senses darkvision 30 ft., passive Perception 9
  Languages —
  Challenge 0 (0 XP)
  Evasion. If the skink is subjected to an effect that
  allows it to make a Dexterity saving throw to take
  only half damage, the skink instead takes no
  damage if it succeeds on the saving throw, and only
  half damage if it fails.
  Nimble Escape. The skink can take the Disengage or
  Hide action as a bonus action on each of its turns.
  Sigils. An oracle of Purphoros has advantage on rolls
  made to interpret the skink's sigils. If the skink dies,
  the sigils disappear.
  Slippery. The skink has advantage on ability checks
  and saving throws made to escape a grapple.
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
  one target smaller than its head. Hit: 1 piercing
  damage.
  Reactions
  Drop Tail. If the skink takes damage greater than 1
  that would not kill it, it drops its tail and takes only
  1 damage instead.
  Sigiled Starfish
  Tiny beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 7 (3d4 + 0)
  Speed 0 ft., swim 0.5 in.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 1 (–5) 11 (+0) 1 (–5) 10 (+0) 3 (–4)
  Saving Throws Con +2
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, slashing,
  cold
  Condition Immunities exhaustion, prone, charmed,
  deafened, incapacitated, unconscious, blinded
  Senses blindsight 0 ft. (can't see beyond this
  radius), passive Perception 10
  Languages —
  Challenge 0 (0 XP)
  Bioluminescence. In darkness, the starfish sheds
  dim light in a 1-foot radius.
  Keen Smell. The starfish has advantage on Wisdom
  (perception) checks that rely on smell.
  Relentless. If the starfish takes 10 damage or less
  that would reduce it to 0 hit points, it drops to 1
  hit point instead.
  Sigils. An oracle of Kruphix has advantage on rolls
  made to interpret the starfish's sigils. If the starfish
  dies, the sigils cease to glow and cannot be seen.
  Water Breathing. The starfish can breathe only
  underwater.
  Reactions
  Drop Arm. If the starfish becomes trapped under a
  heavy object, or if a predator sinks its teeth into the
  starfish, the starfish drops any arms necessary to
  facilitate escape instead of taking damage.
  A THEROS BESTIARY | BEASTS
  
  /
  Song Swan
  A song swan is a spell turned into a bird.
  "The most enlightened mages create beauty from
  violence."
  —Medomai the Ageless
  Squelching Leeches
  Leeches are sacred to followers of Pharika for
  drawing poison from a wound, but feared by
  everyone else for drawing blood from the flesh.
  11
  Song Swan
  Medium beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 20 ft., swim 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 14 (+2) 2 (–4) 10 (+0) 14 (+2)
  Skills Intimidation +4, Performance +4
  Senses passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Bioluminescent Markings. The swan has glowing
  patterns on its skin that take the shape of defensive
  runes, granting it advantage on saving throws
  against spells and other magical effects.
  Keen Hearing. The swan has advantage on Wisdom
  (Perception) checks that rely on hearing.
  Actions
  Multiattack. The swan makes two attacks: one with
  its bite and one with its wings.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Wings. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Squelching Leeches
  Medium swarm of tiny beasts, unaligned
  Armor Class 10
  Hit Points 17 (5d8 – 5)
  Speed 5 ft., climb 5 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0) 8 (–1) 1 (–5) 9 (–1) 3 (–4)
  Skills Stealth +2
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities blinded, charmed, frightened,
  grappled, paralyzed, petrified, prone, restrained,
  stunned
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 9
  Languages —
  Challenge 0 (100 XP)
  Amphibious. The leeches can breathe air and water.
  Salt Susceptibility. For every handful of salt thrown
  on the swarm, it takes 3 (1d6) acid damage.
  Swamp Camouflage. The swarm has advantage on
  Dexterity (Stealth) checks made to hide in swampy
  terrain.
  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 leech.
  The swarm can't regain hit points or gain temporary
  hit points.
  Actions
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft.,
  one creature in the swarm's space. Hit: 10 (4d4)
  piercing damage, or 5 (2d4) piercing damage if the
  swarm has half of its hit points or fewer, and the
  swarm attaches to the target. While attached, the
  swarm doesn't attack. Instead, at the start of each
  of the swarm's turns, the target loses 10 (4d4) hit
  points due to blood loss, or 5 (2d4) if the swarm
  has half its hit points or fewer. The swarm can
  detach itself by spending 5 feet of its movement. It
  does so after it drains 20 hit points of blood from
  the target or the target dies.
  A THEROS BESTIARY | BEASTS
  
  /
  Viper
  The serpents’ dens built into statues of Pharika
  serve not only to consecrate her temples, but as a
  hidden line of defense.
  Watch Eagle
  "Even from miles away, I could see our eagles
  circling. That’s when I gave the command to pick
  up the pace. I knew we were needed at home."
  —Kanlos, Akroan captain
  12
  Viper
  Tiny beast (snake), unaligned
  Armor Class 13
  Hit Points 2 (1d4 + 0)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4) 16 (+3) 11 (+0) 1 (–5) 10 (+0) 3 (–4)
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage, and the target
  must make a DC 10 Constitution saving throw,
  taking 5 (2d4) poison damage on a failed save, or
  half as much damage on a successful one.
  The target becomes poisoned. A creature poisoned
  by the snake takes 1 poison damage every minute
  until cured of poison.
  Watch Eagle
  Small beast, chaotic good
  Armor Class 12
  Hit Points 3 (1d6 + 0)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 15 (+2) 10 (+0) 2 (–4) 14 (+2) 7 (–2)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Keen Sight. The eagle has advantage on Wisdom
  (Perception) checks that rely on sight.
  Vigilant. The eagle can't be surprised.
  Actions
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  A THEROS BESTIARY | BEASTS
  
  /
  Monsters
  Basilisk
  The basilisk is the most venomous creature known to
  Theros. Its touch is venomous, its breath is venomous, even
  eye contact with it is venomous. Thankfully, its eye venom
  can be avoided by using a blindfold, though that doesn't
  exactly help avoid its touch or breath.
  Lair. The lair of a basilisk is easily identifiable by dead
  vegetation. The basilisk's skin produces enough venom that
  plants in the area don't stand a ghost of a chance.
  Mirrors. Obviously, a mirror is useless against a foe such
  as this, contrary to popular legends. In fact, the basilisk is
  immune to every poison.
  Hunting for Profit. Any part of a basilisk might be
  profitable to sell. Basilisk blood is a pricey commodity due to
  the obvious challenges in obtaining it. Pharika claims that it
  can be used to make antidotes, but few have even been able
  to obtain it to experiment with.
  "Anyone who sees the eyes of a basilisk serpent
  (Basilisci serpentis) dies immediately... Its touch
  and even its breath scorch grass, kill bushes and
  burst rocks. Its poison is so deadly that once when
  a man on a horse speared a basilisk, the venom
  travelled up the spear and killed not only the man,
  but also the horse. A weasel can kill a basilisk; the
  serpent is thrown into a hole where a weasel lives,
  and the stench of the weasel kills the basilisk at the
  same time as the basilisk kills the weasel."
  —Pliny the Elder
  13
  Basilisk
  Medium monstrosity, unaligned
  Armor Class 12
  Hit Points 52 (8d8 + 16)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (–1) 15 (+2) 2 (–4) 8 (–1) 7 (–2)
  Damage Immunities poison, acid
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 3 (700 XP)
  Stench. Any creature that starts its turn within 10
  feet of the basilisk must succeed on a DC 14
  Constitution saving throw or be poisoned until the
  start of its next turn.
  Venomous Gaze. If a non-basilisk creature starts its
  turn within 30 ft. of the basilisk and the two of
  them can see each other, the basilisk can force the
  creature to make a DC 12 Constitution saving
  throw if the basilisk isn't incapacitated. On a failed
  save, the creature becomes infected with the
  basilisk's venom. Until cured, the venom deals 36
  (8d8) poison damage to the creature at the end of
  its turn.
  A creature that isn't surprised can avert its eyes to
  avoid the saving throw at the start of its turn. If it
  does so, it can't see the basilisk until the start of its
  next turn, when it can avert its eyes again. If it looks
  at the basilisk in the meantime, it must immediately
  make the save.
  Weakness to Weasels. The odor of a living or dead
  weasel is toxic to the basilisk.
  Actions
  Acidic Touch. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 10 (2d6 + 3) poison
  damage plus 7 (2d6) acid damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) piercing damage plus
  7 (2d6) poison damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Cerberus
  The cerberus has an arson worse than its bite. If threatened,
  it lights the land around it aflame.
   
   
   
  14
  Cerberus
  Small monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 19 (3d6 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3) 3 (–4) 13 (+1)
  6 (–2)
  Skills Perception +5, Stealth +4
  Damage Immunities fire
  Senses passive Perception 15
  Languages —
  Challenge 4 (1100 XP)
  Aggressive. As a bonus action, the cerberus can move
  up to its speed toward a hostile creature that it can see.
  Multiheaded. The cerberus can’t be surprised, and it has
  advantage on saving throws against being knocked
  unconscious.
  Pack Tactics. The cerberus has advantage on an attack
  roll against a creature if at least one of the cerberus’s
  allies is within 5 feet of the creature and the ally isn’t
  incapacitated.
  Wildfire (Mythic Trait; Recharges after a Short or Long
  Rest). When the cerberus would be reduced to 12 or
  fewer hit points, it first gains 6 temporary hit points. If
  it survives, each of its three heads exhales fire in a 15-
  foot cone. Each creature in those areas must make a
  DC 13 Dexterity saving throw, taking 24 (7d6) fire
  damage on a failed save, or half as much damage on a
  successful one. Any flammable objects in the areas
  ignite.
  Actions
  Multiattack. The cerberus makes three bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) piercing damage plus 2 (1d4)
  fire damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Chimeras
  What would you get if you crossed a lion, a goat, and a
  dragon? A chimera. The chimeras of Theros don't have much
  in common with one another aside from sporting unusual
  combinations of various animal parts. Some have multiple
  heads, and some fly. Thankfully, most chimeras are not
  terribly large and are much simpler to dispatch than most of
  the terrible monsters of Theros. 
   
  Coastline Chimera
  The coastline chimera has the body and head of a lion, the
  wings of an eagle, a second ram head, and a serpent for its
  tail.
  Seeing a chimera overhead foretells good fortune,
  but only because seeing one any closer foretells
  dismemberment.
  15
  Coastline Chimera
  Large monstrosity, unaligned
  Armor Class 12 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 60 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  13 (+1) 6 (–2) 14 (+2)
  6 (–2)
  Skills Perception +4, Stealth +4
  Senses passive Perception 14
  Languages —
  Challenge 2 (450 XP)
  Charge. If the chimera moves at least 20 feet straight
  toward a target and then hits it with a ram attack on the
  same turn, the target takes an extra 5 (2d4)
  bludgeoning damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Multiheaded. The chimera can’t be surprised, and it has
  advantage on saving throws against being knocked
  unconscious.
  Pounce. If the chimera moves at least 20 feet straight
  toward a creature and then hits it with a claw attack on
  the same turn, that target must succeed on a DC 13
  Strength saving throw or be knocked prone. If the
  target is prone, the chimera can make one bite attack
  against it as a bonus action.
  Actions
  Multiattack. The chimera makes three attacks: one with
  its lion bite, one with its ram attack, and one with its
  snake bite.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) slashing damage.
  Lion Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 8 (2d4 + 3) bludgeoning damage.
  Snake Bite. Melee Weapon Attack: +6 to hit, reach 10
  ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
  the target must make a DC 11 Constitution saving
  throw, taking 10 (3d6) poison damage on a failed save,
  or half as much damage on a successful one.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Daybreak Chimera
  The daybreak chimera has the body and tail of a dragon, the
  heads of a ram-horned lion, a unicorn, and an eagle, and an
  eagle's wings. It favors the just.
  Is Something Missing?
  The myriarch is unique in its nature. At first glance,
  it appears to be an incomplete stat block. It doesn't
  even have ability scores! But check out its lone
  trait, and you'll see it's so much more than what it
  appears.
  Magnificent Chimera
  The magnificent chimera resembles a lion with a dragon's
  tail and the upper skull and rack of an elk.
  Myriarch
  The myriarch is a sort of chimeric avatar of nearby monsters.
  Its very existence depends on its proximity to other creatures,
  but it inherits all the best of their traits.
  16
  Daybreak Chimera
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 21 (+5) 11 (+0) 17 (+3) 16 (+3)
  Saving Throws Dex +2, Con +7
  Skills Stealth +2, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Understands Celestial but can't speak
  Challenge 9 (5000 XP)
  Keen Sight. The chimera has advantage on Wisdom
  (perception) checks that rely on sight.
  Multiheaded. The chimera can’t be surprised, and it
  has advantage on saving throws against being
  knocked unconscious.
  Actions
  Multiattack. The chimera makes five attacks: two
  with its claw, one with its eagle bite, one with its
  lion bite, and one with its horn.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 13 (2d6 + 6) slashing damage.
  Eagle Bite. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 9 (1d6 + 6) piercing damage.
  Lion Bite. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 10 (1d8 + 6) piercing damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 10 (1d8 + 6) piercing damage.
  Magnificent Chimera
  Large monstrosity, unaligned
  Armor Class 19 (natural armor)
  Hit Points 34 (4d10 + 12)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 15 (+2) 17 (+3) 2 (–4) 10 (+0) 8 (–1)
  Senses passive Perception 10
  Languages —
  Challenge 3 (700 XP)
  Charge. If the chimera moves at least 20 feet
  straight toward a target and then hits it with a ram
  attack on the same turn, the target takes an extra 7
  (2d6) damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Actions
  Multiattack. The chimera makes two attacks: one
  with its bite and one with its claw.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) slashing damage.
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  Myriarch
  Monstrosity (chimera), unaligned
  Myriarch's Majesty. As long as any monster is within
  30 ft. of the chimera, it has all statistics of those
  monsters. For numeric statistics, use the highest
  among these monsters. If there are no monsters
  within 30 ft., the chimera disappears.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Nessian Game Warden
  The Nessian game warden is more of an animal elemental
  than an actual beast. It serves as a warning to those who hunt
  in Nylea's forest.
  Prescient Chimera
  The prescient chimera has the head and wings of an owl, the
  body of a lion, and the tail of a dragon.
  17
  Nessian Game Warden
  Huge monstrosity (chimera), lawful good
  Armor Class 12 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 20 (+5) 7 (–2) 12 (+1) 7 (–2)
  Skills Athletics +9, Perception +4, Animal Handling
  +3, Nature +0, Acrobatics +4
  Senses passive Perception 14
  Languages —
  Challenge 6 (2300 XP)
  Multiheaded. The warden can’t be surprised, and it
  has advantage on saving throws against being
  knocked unconscious.
  Actions
  Multiattack. The warden makes two fist attacks.
  Call of the Wild (Recharge 5—6). The warden
  summons a random type of beast represented by
  one of its heads within 250 feet of itself in a clear
  space.
  Fist. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 20 (3d10 + 4) bludgeoning
  damage.
  Rock. Ranged Weapon Attack: +5 to hit, range
  50/100 ft., one target. Hit: 26 (7d6 + 2)
  bludgeoning damage.
  Prescient Chimera
  Large monstrosity, unaligned
  Armor Class 12 (natural armor)
  Hit Points 78 (12d10 + 12)
  Speed 50 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 13 (+1) 2 (–4) 12 (+1) 7 (–2)
  Skills Perception +3, Stealth +4
  Senses darkvision 120 ft., passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Flyby. The chimera doesn't provoke opportunity
  attacks when it flies out of an enemy's reach.
  Keen Hearing and Sight. The chimera has advantage
  on Wisdom (Perception) checks that rely on
  hearing or sight.
  Pounce. If the lion moves at least 20 feet straight
  toward a creature and then hits it with a claw attack
  on the same turn, that target must succeed on a DC
  13 Strength saving throw or be knocked prone. If
  the target is prone, the lion can make one bite
  attack against it as a bonus action.
  Actions
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) slashing damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Stormchaser Chimera
  The stormchaser chimera has the body of a hound, the
  heads of a bull and an eagle, the wings of an eagle, and the
  hindquarters of a bull. Its bullhorns channel a powerful
  electric current.
  Treeshaker Chimera
  The treeshaker chimera is a massive five-legged beast with
  three heads. Its left side is a wolf, its right side is a kudu, and
  its middle is a lion. In the front, it has one paw, one claw, and
  one hoof. It is a trophy animal among hunters.
  The wisdom of the past is written on the bones of
  ancients.
  18
  Stormchaser Chimera
  Medium monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 14 (+2) 2 (–4) 14 (+2) 7 (–2)
  Skills Perception +4
  Damage Immunities lightning
  Senses passive Perception 14
  Languages —
  Challenge 3 (700 XP)
  Charge. If the chimera moves at least 20 feet
  straight toward a target and then hits it with a gore
  attack on the same turn, the target takes an extra 7
  (2d6) piercing damage.
  Keen Sight. The chimera has advantage on Wisdom
  (perception) checks that rely on sight.
  Multiheaded. The chimera can’t be surprised, and it
  has advantage on saving throws against being
  knocked unconscious.
  Actions
  Multiattack. The chimera makes two attacks: one
  with its gore attack and one with its beak.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6+3) piercing damage plus 5
  (1d10) lightning damage.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Treeshaker Chimera
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 85 (10d12 + 20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 14 (+2) 7 (–2) 14 (+2) 10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 7 (2900 XP)
  Multiheaded. The chimera can’t be surprised, and it
  has advantage on saving throws against being
  knocked unconscious.
  Keen Hearing and Smell. The chimera has advantage
  on Wisdom (Perception) checks that rely on
  hearing or smell.
  Actions
  Multiattack. The chimera makes three attacks: its
  lion head uses its bite, its wolf head uses its bite,
  and its antelope head uses its gore attack.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 30 (4d12 + 4) piercing damage. If
  the target is a Medium or smaller creature, it is
  grappled (escape DC 17). Until this grapple ends,
  the target is restrained, and the head grappling the
  target can't bite another target.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) slashing damage.
  Gore. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 21 (4d8 + 4) piercing damage.
  Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one prone creature. Hit: 20 (3d10 + 4)
  bludgeoning damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Cockatrice
  A titanic wyvern-peacock with a deadly gaze. It needs merely
  to fix its eyes on a target to petrify it. The fleetfeather
  cockatrice is so named for its fleeting speed in flight.
  Myths and Superstitions
  Synonymy with Basilisk. Many unfamiliar with the
  cockatrice quickly write it off as another word for basilisk.
  This leads to false notions that a) the cockatrice's touch,
  breath, glare, etc. are poisonous, and that b) the cockatrice is
  vulnerable to the smell of a weasel. Neither of these are the
  case.
  Similarity to Gorgons. Because the cockatrice has a very
  similar power to that of the gorgon, other assumptions are
  made and perpetuated: a) that a victim must make eye
  contact with the cockatrice for its gaze to petrify, and b) that
  the cockatrice can be killed via reflection in a mirror. Again,
  neither of these is true. In fact, the second is a terrible
  misconception of the gorgon as well!
  Superstitions. Some strange tales have also arisen in the
  writing of stories for children; among these are that a) if a
  man sees the cockatrice before the cockatrice sees the man,
  the cockatrice will instantly die; b) hearing a crowing rooster
  will cause the cockatrice to instantly die. Do not be fooled by
  these foolish notions as so many men have!
  Edibility. I warn the reader against being fooled about the
  novelty cokentrice recipes. This is a fancy word for "cock-pig",
  an overpriced dish many pay extra for thinking it is
  cockatrice. As for the edibility of the cockatrice, I do not know
  whether the petrifying pheromones would be broken down in
  death or cooking.
  19
  Cockatrice
  Gargantuan monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 405 (30d20 + 90)
  Speed 50 ft., fly 300 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 17 (+3) 16 (+3) 2 (–4) 13 (+1) 5 (–3)
  Skills Perception +3, Acrobatics +5, Stealth +5
  Senses passive Perception 13
  Languages —
  Challenge 17 (18000 XP)
  Ambusher. The cockatrice has advantage on attack
  rolls against any creature it has surprised.
  Flyby. The cockatrice doesn't provoke opportunity
  attacks when it flies out of an enemy's reach.
  Limited Petrification Immunity. The cockatrice can't
  be petrified by a member of its own species.
  Molt (Mythic Trait; Recharges After a Short or Long
  Rest). If the cockatrice drops to 0 hit points, it
  doesn’t die or fall unconscious. Instead, it sheds its
  skin, regains 405 (30d20+90) hit points, and
  moves up to its speed without provoking
  opportunity attacks.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one creature. Hit: 30 (6d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 30 (6d8 + 3) slashing damage.
  Death-Darting Eyes. The cockatrice fixes its gaze on
  one creature within 30 feet of it that the cockatrice
  can see with both eyes and forces the target to
  make a DC 13 saving throw. A creature that isn't
  surprised can use a reaction to Hide and avoid the
  saving throw. On a failed save, the creature is
  instantly petrified. A creature that succeeds on the
  saving throw begins to turn to stone and is
  restrained. The restrained creature must repeat the
  saving throw at the end of its next turn, becoming
  petrified on a failure or ending the effect on a
  success. The petrification can only be cured by a
  god.
  Tail. Melee Weapon Attack: +5 to hit, reach 60 ft.,
  one target. Hit: 18 (6d4 + 3) bludgeoning damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Dracones
  A dracon is a giant viper.
  Grove Dracon
  A grove dracon is the guardian of a golden apple grove. Due
  to the dracon's ferocity and size, a cult has formed around
  this dracon. The dracon has grown accustomed to this sort of
  worship, though non-cultists might not be aware of the local
  customs.
  Some fruits are best left ungathered.
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more dracon cultists might be nearby who will pay
  tribute.
  A friend or foe might be dangerously close to the dracon.
  A quest goal might involve securing one or more golden
  apples or a molted skin of the dracon.
  A quest goal might involve vanquishing or protecting the
  dracon.
  Nemesis Dracon
  The nemesis dracon is a 6-eyed dracon with a mouth
  overloaded with fangs.
  20
  Nemesis Dracon
  Huge dragon (serpent), unaligned
  Armor Class 12
  Hit Points 77 (5d20 + 25)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 20 (+5) 1 (–5) 10 (+0) 3 (–4)
  Skills Perception +2
  Senses blindsight 10 ft., passive Perception 12
  Languages —
  Challenge 4 (1100 XP)
  Shed Skin (Mythic Trait; Recharges after a Short or
  Long Rest). If the dracon drops to 0 hit points, it
  doesn’t die or fall unconscious. Instead, it sheds its
  skin, regains 57 (5d20+5) hit points, and moves up
  to its speed without provoking opportunity attacks.
  Actions
  Bite. Weapon Attack: +7 to hit, reach 10 ft., one
  target. Hit: 32 (5d10 + 5) piercing damage.
  Grove Dracon
  Gargantuan dragon (serpent), unaligned
  Armor Class 16
  Hit Points 580 (40d20 + 160)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 18 (+4) 18 (+4) 2 (–4) 10 (+0) 3 (–4)
  Skills Perception +6
  Senses blindsight 10 ft., passive Perception 16
  Languages —
  Challenge 18 (20000 XP)
  Regeneration. The snake eats four golden apples
  from the grove and it regains 42 (4d20) hit points
  at the start of its next turn. It can't use this trait if it
  can't reach any apples.
  Expect Tribute. Immediately after initiative rolls in
  which the snake participates, it expects tribute
  from a creature within 60 feet that it can see, but
  does not reveal which one or indicate it expects the
  tribute. Tribute may be paid by bowing,
  genuflecting, saluting, or a similar gesture.
  If by the beginning of the snake's first turn in
  combat the creature it selected has paid it tribute,
  the snake sheds its skin, and emerges larger and
  more powerful. Until the end of combat, the snake
  gains a +3 bonus to damage rolls and Strength and
  Dexterity checks, gains 315 (30d20) temporary hit
  points, and loses its Regeneration trait.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 18 (6d4 + 3) piercing damage, and
  the target must make a DC 16 Constitution saving
  throw, taking 20 (6d6) poison damage on a failed
  save, or half as much damage on a successful one.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Elementals
  Theros has several types of elementals.
  Ember Swallower
  The ember swallower is a molten rock elemental in the
  shape of a manticore.
  21
  Ember Swallower
  Large elemental, lawful evil
  Armor Class 14
  Hit Points 68 (8d10 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 16 (+3) 17 (+3) 7 (–2) 12 (+1) 10 (+0)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 6 (4600 XP)
  Fire Aura. At the start of each of the ember swallower's
  turns, each creature within 5 feet of it takes 10 (3d6)
  fire damage, and flammable objects in the aura that
  aren't being worn or carried ignite. A creature that
  touches the ember swallower or hits it with a melee
  attack while within 5 feet of it takes 10 (3d6) fire
  damage.
  Water Susceptibility. For every 5 feet the ember
  swallower moves in water, or for every gallon of water
  splashed on it, it takes 1 cold damage.
  Hearts of the Beast (Mythic Trait; Recharges after a Short
  or Long Rest). When the ember swallower drops to 0
  hit points, it doesn’t die or fall unconscious. Instead,
  the damage creates cracks in its carapace, revealing its
  hearts. The ember swallower has three hearts in its
  chest. A heart has an AC of 14 and 20 hit points. It is
  immune to bludgeoning, piercing, and slashing damage
  from nonmagical attacks and to fire, and it is immune
  to all conditions. If it is forced to make a saving throw,
  treat its ability scores as 10 (+0). If it finishes a short or
  long rest, the carapace heals, any destroyed hearts
  regenerate, and the hearts are covered again. The
  ember swallower dies when all the hearts are
  destroyed.
  Actions
  Multiattack. The ember swallower makes four attacks:
  one with its bite, one with its sting, and two with its
  claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage and 10 (2d6
  +3) fire damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) slashing damage and 10 (2d6
  +3) fire damage.
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  creature. Hit: 8 (1d10 + 3) piercing damage, and the
  target must make a DC 12 Constitution saving throw,
  taking 22 (4d10) fire damage on a failed save, or half
  as much damage on a successful one.
  Legendary Actions
  The ember swallower can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The ember swallower
  regains spent legendary actions at the start of its turn.
  Mythic Actions
  If ember swallower's mythic trait is active, it can use
  the options below as legendary actions for 1 hour after
  using Hearts of the Beast.
  Erupt. The ember swallower dies erupts fire and
  magma. Each creature within 10 feet of it must make a
  DC 11 Dexterity saving throw, taking 7 (2d6) fire
  damage on a failed save, or half as much damage on a
  successful one. Flammable objects that aren't being
  worn or carried in that area are ignited.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Humbler of Mortals
  The humbler of mortals is a terrain elemental formed from
  awakened land.
  The anger of the gods multiplied in Nyx, and the
  land awoke in dark echoes of their rage.
  22
  Humbler of Mortals
  Gargantuan 6th-level transmutation elemental,
  unaligned
  Armor Class 16 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0)
  Skills Performance +8, Intimidation +8
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks, thunder
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed,
  poisoned, petrified
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 11
  Languages Primordial
  Challenge 27 (105000 XP)
  False Appearance. While the elemental remains
  motionless, it is indistinguishable from normal
  terrain.
  Magic Weapons. The elemental's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  elemental is a 6th-level divine transmutation spell
  with no target.
  Starlight Form. The elemental glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Humbler. As long as there is at least one other
  elemental within 100 feet of the elemental, this
  elemental and all elementals in that range gain the
  following ability:
  Trample. The elemental can move in and out of a
  Huge or smaller creature's space. If it would, it
  uses a bonus action to attack that creature with a
  melee attack. That creature must succeed on a
  DC 15 Strength saving throw or be knocked
  prone. If the creature succeeds, the elemental
  can't enter that space and must end its turn
  immediately. If the elemental stops on top of
  that creature, that creature becomes restrained
  until the elemental moves off it (escape DC 15).
  Actions
  Bite. Melee or Ranged Weapon Attack: +13 to hit,
  reach 10 ft., one target. Hit: 30 (10d4 + 5) slashing
  damage.
  Sting. Melee Weapon Attack: +13 to hit, reach 5 ft.,
  one creature. Hit: 40 (10d6 + 5) piercing damage.
  Wing. Melee Weapon Attack: +13 to hit, reach 10
  ft., one creature. Hit: 40 (10d6 + 5) bludgeoning
  damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Vortex Elemental
  Feared by maritime navigators, the vortex elemental is a
  whirlpool-generating terrain elemental that swallows and
  regurgitates the sea three times a day.
  The sea is always hungry.
  23
  Vortex Elemental
  Gargantuan elemental, lawful evil
  Armor Class 17
  Hit Points 465 (30d20 + 150)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (–1)
  20 (+5)
  1 (–5)
  1 (–5)
  8 (–1)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks, cold
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed,
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 5
  Languages —
  Challenge 14 (11500 XP)
  False Appearance. As long as the elemental doesn't have
  a whirlpool, it is indistinguishable from normal
  submarine rocks.
  Glowing Eyes and Mouth. The elemental's eyes and
  mouth remain closed and undetectable except when it
  is awake. An orange glow penetrates the water where
  its eyes and mouth are when they are opened.
  Mouth. The mouth of the elemental is solid rock, 20
  feet thick. It opens only during a Whirlpool or a
  Regurgitate action, then closes promptly when that
  event is complete.
  Stomach. The stomach of the elemental is an undersea
  cavern that glows bright orange at the bottom. During
  a Regurgitate, the floor of the cavern rises to meet the
  elemental's mouth, causing everything inside it to be
  expelled. Conversely, the cavern's floor sinks 100 feet
  from the mouth during a Whirlpool. At all times, the
  stomach is completely filled with water, regardless of
  its size.  
   
  Actions
  Whirlpool (3/day; Recharges after a Regurgitate). The
  elemental opens its mouth, creating a vortex that is 50
  feet wide at the base, up to 500 feet wide at the top,
  and 250 feet tall. Any creature or object in the water
  and within 250 feet of the vortex is pulled 50 (1d4 *
  25) feet toward the center. A creature can swim away
  from the vortex by making a DC 9 Strength (Athletics)
  check.
  When a creature enters the vortex for the first time on
  a turn or starts its turn there, it must make a Strength
  saving throw. On a failed save, the creature takes 2d8
  bludgeoning damage and is caught in the vortex until
  the spell ends. On a successful save, the creature takes
  half damage, and isn't caught in the vortex. A creature
  caught in the vortex can use its action to try to swim
  away from the vortex as described above, but has
  disadvantage on the Strength (Athletics) check to do
  so.
  The first time each turn that an object enters the
  vortex, the object takes 2d8 bludgeoning damage; this
  damage occurs each round it remains in the vortex.
  An object or creature that is 50 feet or less from the
  mouth of the elemental becomes swallowed.
  The whirlpool lasts 10 rounds, and the elemental may
  not take a Regurgitate action until after the whirlpool is
  complete.
  Smash. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target that is in the elemental's whirlpool. Hit: 22
  (2d8 + 5) bludgeoning damage.
  Regurgitate (3/day; Recharges after a Whirlpool is
  completed). The elemental opens its mouth and
  belches, creating a 20-foot tall wave that travels from
  its mouth for 100 feet and then crashes down. Any
  Huge or smaller vehicles in the wave's path are carried
  with it to the other side. Any Huge or smaller vehicles
  struck by the wave have a 25 percent chance of
  capsizing.
  Anything the elemental has swallowed is expelled with
  this water.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Wave Elemental
  A wave elemental can only exist as long as the magic that
  buffs it exists. Certain hydromancers are capable of
  animating and buffing these waves.
   
   
  24
  Wave Elemental
  Large elemental, neutral evil
  Armor Class 13
  Hit Points 0
  Speed swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 13 (+1) 11 (+0) 10 (+0) 10 (+0)
  Damage Resistances fire, bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed,
  poisoned, prone, restrained, unconscious
  Senses blindsight 30ft., passive Perception 10
  Languages —
  Challenge 3 (700 XP)
  Freeze. If the elemental takes cold damage, it partially
  freezes; its speed is reduced by 20 feet until the end of
  its next turn.
  Invisible in Water. The elemental is invisible while fully
  immersed in water.
  Trampling Charge. If the elemental moves at least 20
  feet straight toward a creature and then hits it with a
  hooves attack on the same turn, that target must
  succeed on a DC 12 Strength saving throw or be
  knocked prone. If the target is prone, the elemental can
  make another attack with its hooves against it as a
  bonus action.
  Water Bound. The elemental dies if it leaves the water
  to which it is bound or that water is destroyed.
  Actions
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  A THEROS BESTIARY | MONSTERS
  
  /
  Fleecemane Lion
  The fleecemane lion is virtually indestructible. However, it
  does have a weakness: an olive wood stake.
   
   
   
  25
  Fleecemane Lion
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 22 (3d10 + 6)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 14 (+2) 6 (–2) 14 (+2) 10 (+0)
  Saving Throws Str +6, Con +4
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages —
  Challenge 4 (1100 XP)
  Keen Smell. The lion has advantage on Wisdom
  (Perception) checks that rely on smell.
  Olive Stake Weakness. If the lion takes piercing damage
  from a stake made of olive wood, the lion loses its
  Lion's Blessing and (if it had it) its indestructibility.
  Pounce. If the lion moves at least 20 feet straight
  toward a creature and then hits it with a claw attack on
  the same turn, that target must succeed on a DC 14
  Strength saving throw or be knocked prone. If the
  target is prone, the lion can make one bite attack
  against it as a bonus action.
  Running Leap. With a 10-foot running start, the lion can
  long jump up to 25 feet.
  Lion's Blessing (Mythic Trait; Recharges after a Short or
  Long Rest). If the lion drops to 0 hit points, it doesn’t
  die or fall unconscious. Instead, it gains 7 (1d10+2) hit
  points and the following traits:
  Indestructible. The lion can't be destroyed, and
  having 0 or less hit points doesn't kill it.
  Spell Turning. The lion has advantage on saving
  throws against any spell that targets only the lion
  (not an area). If the lion’s saving throw succeeds and
  the spell is of 4th level or lower, the spell has no
  effect on the lion and instead targets the caster.
  Actions
  Multiattack. The lion makes two attacks: one with its
  bite and one with its claw.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) slashing damage.
  Legendary Actions
  The lion can take 2 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature’s turn. The lion regains spent legendary
  actions at the start of its turn.
  Claw. The lion makes one claw attack.
  Roar (Costs 2 Actions). The lion emits a magical roar.
  Each creature within 60 feet of the lion that can hear
  the roar must succeed on a DC 12 Wisdom saving
  throw or be frightened of the lion until the end of the
  lion’s next turn.
  A THEROS BESTIARY | MONSTERS
  
  /
  Fleshmad Steed
  Theros has regular horses, it also has carnivorous mutant
  horses.
  Fleshmad. These six-legged horses are afflicted with a
  curse of constantly peeling, evaporating, and melting flesh,
  driving them to madness. To replenish their lost flesh, they
  must feed on the flesh of humans. Such a feast has a
  temporary calming effect on the horses.
  More disturbing than the unknown is a distortion
  of the familiar.
  Graverobber Spider
  The graverobber spider is a massive trapdoor spider. The
  traps it builds are cavernous, and as it excavates, it devours
  those buried in its path.
  Cloaks woven from its webs are durable and
  waterproof but said to bring on nightmares.
  26
  Fleshmad Steed
  Large aberration (horse), unaligned
  Armor Class 10
  Hit Points 13 (2d10 + 2)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 12 (+1) 2 (–4) 11 (+0) 7 (–2)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The steed makes five attacks: four with
  its hooves and one with its bite.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 13 (4d4 + 3) bludgeoning
  damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (1d6 + 3) piercing damage.
  Graverobber Spider
  Gargantuan beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 580 (40d20 + 160)
  Speed 120 ft., climb 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 18 (+4) 2 (–4) 11 (+0) 4 (–3)
  Skills Stealth +3
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 10
  Languages —
  Challenge 15 (13000 XP)
  Spider Climb. The spider can climb difficult
  surfaces, including upside down on ceilings,
  without needing to make an ability check.
  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: +5 to hit, reach 10 ft.,
  one creature. Hit: 20 (4d8 + 2) piercing damage,
  and the target must make a DC 14 Constitution
  saving throw, taking 18 (4d8) poison damage on a
  failed save, or half as much damage on a successful
  one. If the poison damage reduces the target to 0
  hit points, the target is stable but poisoned for 1
  hour, even after regaining hit points, and is
  paralyzed while poisoned in this way.
  Digest. The spider vomits digestive juices on a
  target that has a speed of 5 feet or less or is
  incapacitated. At the beginning of that target's turn,
  as long as less than three rounds of combat have
  passed and the juice has not been rinsed off, the
  target takes 9 (2d8) acid damage.
  Consume. The spider makes a bite attack on a target
  that it has vomited digestive juices on. For every
  point of damage dealt, the spider gains that many
  temporary hit points.
  Web (Recharge 5-6). Ranged Weapon Attack: +3 to
  hit, range 30/60 ft., one creature. Hit: The target is
  restrained by webbing. As an action, the restrained
  target can make a DC 12 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, poison,
  and psychic damage).
  A THEROS BESTIARY | MONSTERS
  
  /
  Griffins
  The griffins of Theros are similar to those of other planes.
  Decorated Griffin
  The decorated griffin is a friendly beast to whomever has
  decorated it.
  The awards and medals of polis-dwellers mean
  nothing to griffins, but they repay acts of
  generosity
  Griffin Dreamfinder
  The griffin dreamfinder is able to see magical radiation that a
  normal creature cannot.
  Some griffins are able to pluck mystic auras from
  the Aether that are hidden from other mortals.
  27
  Decorated Griffin
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 66 (7d10 + 28)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 18 (+4) 2 (–4) 13 (+1) 8 (–1)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Keen Sight. The griffin has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The griffin makes two attacks: one with
  its beak and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Reactions
  Shield. When a creature the griffin can see makes an
  attack against a creature that has gifted an item to
  the griffin and that the griffin can see, the griffin
  becomes aggressive to that attacking creature.
  Griffin Dreamfinder
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 73 (7d10 + 35)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 20 (+5) 2 (–4) 13 (+1) 8 (–1)
  Skills Perception +3
  Senses truesight 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Arcane Sight. The griffin passively sees magical
  radiation within 60 feet of itself as a dim colored
  glow which can be obstructed by other things it
  sees.
  Keen Sight. The griffin has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The griffin makes two attacks: one with
  its beak and one with its claws.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Break Enchantment. The griffin uses its beak to
  pluck away the strands of any single spell it can
  reach, dispelling it.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Griffin Guide
  Setessan Griffin
  The Setessan griffin is a common mount for the polis's sky
  cavalry.
  Most griffins must be caught and broken into the
  service of the polis. Not so in Setessa, where they
  volunteer.
  28
  Griffin Guide
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 51 (6d10 + 18)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 2 (–4) 13 (+1) 8 (–1)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Keen Sight. The griffin has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The griffin makes two attacks: one with
  its beak and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Setessan Griffin
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 15 (+2) 16 (+3) 2 (–4) 13 (+1) 8 (–1)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Eager Servitor. At the beginning of every creature's
  turn that the griffin can see a Setessan creature, it
  gains 20 temporary hit points for the duration of
  that turn and its attacks deal 50% more damage,
  rounded up.
  Keen Sight. The griffin has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The griffin makes two attacks: one with
  its beak and one with its claws.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Skyspear Griffin
  The skyspear griffin gives a Setessan hoplite a lift in battle.
  29
  Skyspear Griffin
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 15 (+2) 16 (+3) 2 (–4) 13 (+1) 8 (–1)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Eager Servitor. At the beginning of every creature's
  turn that the griffin can see a Setessan creature, it
  gains 20 temporary hit points for the duration of
  that turn and its attacks deal 50% more damage,
  rounded up.
  Keen Sight. The griffin has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The griffin makes two attacks: one with
  its beak and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Hydras
  Heroesbane Hydra
  Travelers' tales claim that hydras bite off their own
  heads to make themselves deadlier.
  30
  Heroesbane Hydra
  Gargantuan monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 580 (40d20 + 160)
  Speed 40 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 19 (+4) 2 (–4) 10 (+0) 7 (–2)
  Skills Perception +7
  Damage Immunities acid
  Senses darkvision 60 ft., passive Perception 17
  Languages —
  Challenge 22 (41000 XP)
  Acidic Blood. When the hydra takes piercing or
  slashing damage, each creature within 5 feet of the
  hydra takes 9 (2d8) acid damage.
  Hold Breath. The hydra can hold its breath for 1
  hour.
  Hydra Heads. The hydra has four heads. Whenever
  the hydra takes 150 or more damage in a single
  turn, one of its heads dies. If all its heads die, the
  hydra dies.
  At the end of its turn, it grows two heads for each
  of its heads that died since its last turn, unless it
  has taken fire damage since its last turn. The hydra
  regains 50 hit points for each head regrown in this
  way.
  Multiple Heads. While it has more than one head,
  the hydra has advantage on saving throws against
  being blinded, charmed, deafened, frightened,
  stunned, or knocked unconscious.
  Reactive Heads. For each head the hydra has beyond
  one, it gets an extra reaction that can be used only
  for opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its
  heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks
  as it has heads.
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,
  one target. Hit: 48 (8d10 + 6) piercing damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Lifeblood Hydra
  Pharika has written her secrets on its bones so that
  only the worthy may discover them.
  31
  Lifeblood Hydra
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 57 (5d12 + 25)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 12 (+1) 21 (+5) 2 (–4) 10 (+0) 7 (–2)
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 5 (1800 XP)
  Healing Blood. When the hydra takes piercing or
  slashing damage, each creature within 5 feet of it
  regains 9 (2d8) hit points.
  Hold Breath. The hydra can hold its breath for 1
  hour.
  Hydra Heads. The hydra has five heads. Whenever
  the hydra takes 11 or more damage in a single turn,
  one of its heads dies. If all its heads die, the hydra
  dies.
  At the end of its turn, it grows two heads for each
  of its heads that died since its last turn, unless it
  has taken fire damage since its last turn. The hydra
  regains 11 hit points for each head regrown in this
  way.
  Multiple Heads. While it has more than one head,
  the hydra has advantage on saving throws against
  being blinded, charmed, deafened, frightened,
  stunned, or knocked unconscious.
  Reactive Heads. For each head the hydra has beyond
  one, it gets an extra reaction that can be used only
  for opportunity attacks.
  Trample. The hydra can move in and out of a
  Medium or smaller creature's space. If it would, it
  uses a bonus action to attack that creature with its
  stomp attack. That creature must succeed on a DC
  16 Strength saving throw or be knocked prone. If
  the creature succeeds, the hydra can't enter that
  space and must end its turn immediately. If the
  hydra stops on top of that creature, that creature
  becomes restrained until the hydra moves off it
  (escape DC 16).
  Wakeful. While the hydra sleeps, at least one of its
  heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks
  as it has heads.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 7 (1d4 + 5) bludgeoning damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Mistcutter Hydras
  Mistcutter hydras are the largest of all hydras on Theros.
  Stats are listed for a mistcutter hydra broodling, adult
  mistcutter hydra, and ancient mistcutter hydra.
   
   
   
   
   
  32
  Mistcutter Hydra
  Gargantuan monstrosity, unaligned
  Armor Class 13 (natural armor)
  Broodling
  Adult
  Ancient
  Hit
  Points
  58 
  (4d20 + 16)
  1480 
  (80d20 +
  640)
  1980 
  (120d20 +
  720)
  Speed
  30 ft., swim
  30 ft.
  40 ft., swim
  40 ft.
  40 ft., swim
  40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Br 19 (+4)
  8 (–1)
  19 (+4) 2 (–4)
  8 (–1)
  5 (–3)
  Ad 26 (+8) 10 (+0) 26 (+8) 2 (–4) 10 (+0) 7 (–2)
  An 22 (+6) 10 (+0) 22 (+6) 2 (–4) 10 (+0) 7 (–2)
  Skills Perception +9
  Damage Immunities acid
  Senses darkvision 60 ft., passive Perception 19
  Languages —
  Broodling
  Adult or Ancient
  Challenge
  8 (3900 XP)
  29 (135000 XP)
  Acidic Blood. When the hydra takes piercing or slashing
  damage, each creature within 5 feet of the hydra takes
  9 (2d8) acid damage.
  Amphibious. The hydra can breathe air and water.
  Hold Breath. The hydra can hold its breath for 1 hour.
  Hydra Heads.
  Broodling Adult Ancient
  The hydra has this many
  heads.
  4
  8
  12
  Whenever the hydra takes at
  least this much damage in a
  single turn, one of its heads
  dies.
  15
  185
  550
  If all its heads die, the hydra dies. At the end of its
  turn, it grows two heads for each of its heads that died
  since its last turn, unless it has taken fire damage since
  its last turn.
  Broodling Adult Ancient
  The hydra regains this many
  hit points for each head
  regrown in this way.
  6
  75
  220
  Multiple Heads. While it has more than one head, the
  hydra has advantage on saving throws against being
  blinded, charmed, deafened, frightened, stunned, or
  knocked unconscious.
  Reactive Heads. For each head the hydra has beyond
  one, it gets an extra reaction that can be used only for
  opportunity attacks.
  Siege Monster. The hydra deals double damage to
  objects and structures.
  Wakeful. While the hydra sleeps, at least one of its
  heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it
  has heads.
  Bite. Melee Weapon Attack. Reach 15 ft, one target.
  Broodling
  Adult
  Ancient
  To hit
  +7
  +19
  15
  Hit (piercing damage)
  24 
  (4d8 + 6)
  44 
  (8d8 + 8)
  60 
  (12d8 + 6)
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Nessian Wilds Ravager
   
   
   
   
   
   
   
   
   
   
   
   
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more hydra cultists might be nearby who will pay
  tribute.
  A quest goal might involve securing a hydra head trophy.
  A quest goal might involve vanquishing or protecting the
  hydra.
  The hydra could be positioned near a particularly difficult-
  to-fight creature and engage in combat with it.
  33
  Nessian Wilds Ravager
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 375 (30d12 + 180)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  22 (+6) 2 (–4) 10 (+0)
  7 (–2)
  Skills Perception +11
  Damage Immunities fire, poison, acid
  Senses darkvision 60 ft., passive Perception 21
  Languages —
  Challenge 20 (25000 XP)
  Acidic Blood. When the hydra takes piercing or slashing
  damage, each creature within 5 feet of the hydra takes
  9 (2d8) acid damage.
  Expect Tribute. Immediately after initiative rolls in
  which the hydra participates, it expects tribute from a
  creature within 60 feet that it can see, but does not
  reveal which one or indicate it expects the tribute.
  Tribute may be paid by bowing, genuflecting, saluting,
  or a similar gesture.
  If by the beginning of the hydra's first turn in combat
  the creature it selected (see "Expect Tribute") has paid
  it tribute, the hydra uses an action to attack itself 6
  times, dealing 25 damage to itself each time.
  Hold Breath. The hydra can hold its breath for 1 hour.
  Multiple Heads. The hydra has ten heads. Whenever the
  hydra takes 25 or more damage in a single turn, one of
  its heads dies. If all its heads die, the hydra dies. At the
  end of its turn, it grows two heads for each of its heads
  that died since its last turn, unless it has taken fire
  damage since its last turn. The hydra regains 10 hit
  points for each head regrown in this way.
  Reactive Heads. For each head the hydra has beyond
  one, it gets an extra reaction that can be used only for
  opportunity attacks.
  Special Heads. Of the hydra's original ten heads, one
  can breathe fire and one can breathe poisonous gas. If
  one of these heads falls off, the two heads that replace
  it have the same breath traits as the one that was
  severed. When a head with poisonous breath makes a
  bite attack, it deals an additional 7 (2d6) poison
  damage, and when a head with fire breath makes a bite
  attack, it deals an additional 7 (2d6) fire damage.
  Wakeful. While the hydra sleeps, at least one of its
  heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it
  has heads. For up to one special head (see "Special
  Heads"), it may replace the bite attack with the
  appropriate breath attack.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage. (See
  "Special Heads".)
  Fire Breath (Recharge 5-6, Fire Breath Head Only). The
  hydra exhales fire in a 60-foot cone. Each creature in
  that area must make a DC 18 Dexterity saving throw,
  taking 63 (18d6) fire damage on a failed save, or half
  as much damage on a successful one.
  Poison Breath (Recharge 5-6, Poison Breath Head Only).
  The hydra exhales poisonous gas in a 60-foot cone.
  Each creature in that area must make a DC 18
  Constitution saving throw, taking 56 (16d6) poison
  damage on a failed save, or half as much damage on a
  successful one.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Scourge of Skola Vale
  34
  Scourge of Skola Vale
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 57 (5d12 + 25)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 20 (+5) 2 (–4) 10 (+0) 7 (–2)
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 3 (700 XP)
  Hold Breath. The hydra can hold its breath for 1
  hour.
  Multiple Heads. The hydra has two heads. Whenever
  the hydra takes 25 or more damage in a single turn,
  one of its heads dies. If all its heads die, the hydra
  dies. At the end of its turn, it grows two heads for
  each of its heads that died since its last turn, unless
  it has taken fire damage since its last turn. The
  hydra regains 10 hit points for each head regrown
  in this way.
  Reactive Heads. For each head the hydra has beyond
  one, it gets an extra reaction that can be used only
  for opportunity attacks.
  Trample. The hydra can move in and out of a
  Medium or smaller creature's space. If it would, it
  uses a bonus action to attack that creature with its
  stomp attack. That creature must succeed on a DC
  15 Strength saving throw or be knocked prone. If
  the creature succeeds, the hydra can't enter that
  space and must end its turn immediately. If the
  hydra stops on top of that creature, that creature
  becomes restrained until the hydra moves off it
  (escape DC 15).
  Wakeful. While the hydra sleeps, at least one of its
  heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks
  as it has heads.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Eat. The hydra eats a corpse and deals 25 piercing
  damage to itself.
  Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 7 (1d4 + 5) bludgeoning damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Variant: Face the Hydra
  For a more interactive version of the Nessian Wilds Hydra,
  try this "Face the Hydra" variant, which starts with three
  heads, doesn't accept tribute, and treats the hydra's body and
  heads as individual creatures.
  Hydra Body
   
   
   
   
   
   
  35
  Hydra Body
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5) 2 (–4) 10 (+0)
  7 (–2)
  Skills Perception +6
  Senses blindsight 0 ft., passive Perception 16
  Languages —
  Challenge 10 (5900 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.
  Hydra Heads. The hydra has three hydra heads. Each
  head is a separate creature. If all its heads die, the hydra
  dies.
  At the end of its turn, it grows two heads for each of its
  heads that died since its last turn, unless it has taken
  fire damage since its last turn. The hydra regains 10 hit
  points for each head regrown in this way.
  The hydra's heads are friendly to one another. Its heads
  are attached to its body by 10-foot necks.
  To determine which type of head the hydra grows, roll
  a d20 twice on the Head Type table.
  d20
  Head Type
  1
  The head doesn't regrow this turn. Roll an
  extra time next turn.
  2−13 Hydra head
  14−17 Ravenous brute head
  18
  Savage vigor head
  19
  Snapping fang head
  20
  Shrieking titan head
  Actions
  Unpredictable. Roll a d20 on the Effect table.
  d20 Effect
  1−3 Disorienting Glower. On its next turn, as its action,
  one of the hydra's heads casts a disorienting
  glower at a non-head creature. That creature must
  succeed on a DC 10 Wisdom saving throw or
  become frightened of the hydra and its heads for
  1 minute.
  d20
  Action
  4−6
  Distract the Hydra. If there is a corpse within
  60 feet of the hydra, the hydra moves up to its
  speed toward the corpse. Each of its heads has
  a 50% chance of spending its next turn eating
  that corpse.
  7
  Grown from the Stump. If the hydra would grow
  any heads this turn, it grows one additional
  head.
  8
  Hydra's Impenetrable Hide If any of the hydra's
  heads would be reduced to 0 hit points before
  the hydra's next turn, it is reduced instead to
  1.
  9
  Neck Tangle. If the hydra has at least five heads,
  two of them become grappled by one
  another's necks, escape DC 17 Strength. While
  tangled, those heads can't move more than 5
  feet from one another.
  10
  Noxious Hydra Breath. The hydra exhales a
  poison gas, and each head that isn't
  incapacitated deals 5 necrotic damage to any
  non-head creature within 5 feet of that head.
  11
  Strike the Weak Spot. Immediately after the
  hydra's turn ends, up to one damaged head
  falls off the hydra and dies. If it was an elite
  head, the hydra immediately takes an
  additional turn.
  12−14 Swallow the Hero Whole. Until the hydra's next
  turn, the next successful bite attack a head
  makes against a Medium or smaller target
  causes that head to swallow that target. The
  swallowed target is blinded and restrained, it
  has total cover against attacks and other
  effects outside the hydra, and it takes 10
  (3d6) acid damage at the start of each of the
  hydra's turns. The hydra can have only one
  target swallowed at a time. If the hydra dies, a
  swallowed creature is no longer restrained by it
  and can escape from the corpse using 10 feet
  of movement, exiting prone.
  15−16 Torn Between Heads. Until the hydra's next
  turn, whenever a head bites a creature, it
  grapples that creature (escape DC 15). If two
  or more heads grapple the same creature, that
  creature takes 1d6 piercing damage per head
  that is grappling it each time a new head
  grapples it. The grapple ends at the start of the
  hydra's next turn.
  17−20 Unified Lunge. All the hydra's heads make a
  bonus bite action simultaneously if possible.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Hydra Head
  Ravenous Brute Head
  Savage Vigor Head
  Shrieking Titan Head
  36
  Hydra Head
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 34 (3d12 + 15)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 20 (+5) 2 (–4) 10 (+0) 7 (–2)
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Ravenous Brute Head
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 69 (6d12 + 30)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1) 20 (+5) 1 (–5) 10 (+0) 7 (–2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 3 (700 XP)
  Elite Head. When the head dies, the number of
  heads the hydra would regain from it is three
  instead of two.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 11 (1d10 + 6) piercing damage.
  Savage Vigor Head
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 92 (8d12 + 40)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1) 20 (+5) 2 (–4) 9 (–1) 8 (–1)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Elite Head. When the head dies, the number of
  heads the hydra would regain from it is three
  instead of two.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 11 (1d10 + 6) piercing damage.
  Shrieking Titan Head
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 92 (8d12 + 40)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1) 20 (+5) 2 (–4) 9 (–1) 8 (–1)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Elite Head. When the head dies, the number of
  heads the hydra would regain from it is three
  instead of two.
  Actions
  Multiattack. The head makes two attacks: one with
  its bite and one with its shriek.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 6 piercing damage and 5 (2d4)
  necrotic damage.
  Shriek. Each non-head creature within 30 ft. of the
  head that can hear it takes 3 (1d6) psychic damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Snapping Fang Head
  37
  Snapping Fang Head
  Huge monstrosity, unaligned
  Armor Class 15
  Hit Points 92 (8d12 + 40)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1) 20 (+5) 2 (–4) 9 (–1) 8 (–1)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 5 (1800 XP)
  Elite Head. When the head dies, the number of
  heads the hydra would regain from it is three
  instead of two.
  Actions
  Multiattack. The head makes two attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 6 piercing damage and 5 (2d4) fire
  damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Krakens
  Fleetscourge Kraken
  38
  Fleetscourge Kraken
  Gargantuan monstrosity (kraken), chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 990 (60d20 + 360)
  Speed 40 ft., swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  22 (+6) 1 (–5) 9 (–1)
  17 (+3)
  Damage Immunities bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities frightened, paralyzed
  Senses passive Perception 9
  Languages —
  Challenge 21 (33000 XP)
  Amphibious. The kraken can breathe air and water.
  Forceful Breach. If the kraken breaches the surface, it
  creates a massive wave that pushes all Huge and
  smaller floating objects, structures, and creatures
  within a 500-foot radius 100 feet away from the
  kraken. If the kraken makes a bite attack as it breaches,
  targets it bites aren't affected by the forceful breach.
  Siege Monster. The kraken deals double damage to
  objects and structures.  
   
   
   
   
   
  Actions
  Multiattack. The kraken makes two arm attacks, each of
  which it can replace with one use of Fling.
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit: 60 (12d8 + 6) piercing damage. If the
  target is a Large or smaller creature grappled by the
  kraken, 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 kraken, and it takes 42 (12d6) acid
  damage at the start of each of the kraken's turns. If the
  kraken takes 50 damage or more on a single turn from
  a creature inside it, the kraken must succeed on a DC
  21 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 kraken. If the kraken dies,
  a swallowed creature is no longer restrained by it and
  can escape from the corpse using 15 feet of
  movement, exiting prone.
  Arm. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one target. Hit: 27 (6d6 + 6) bludgeoning damage, and
  the target is grappled (escape DC 15). The kraken has
  two arms. Until this grapple ends, the target is
  restrained and the kraken cannot make attacks with
  that arm.
  Fling. One Large or smaller object held or creature
  grappled by the kraken's arm is thrown up to 60 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 16 Dexterity saving throw or
  take the same damage and be knocked prone.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Shipbreaker Kraken
  The shipbreaker kraken is a serpent with a six-clawed crab
  where its head should be.
  39
  Shipbreaker Kraken
  Gargantuan monstrosity, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 990 (60d20 + 360)
  Speed 40 ft., swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  22 (+6) 1 (–5) 9 (–1)
  17 (+3)
  Saving Throws Cha +11
  Damage Immunities lightning, bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities frightened, paralyzed
  Senses passive Perception 9
  Languages —
  Challenge 25 (75000 XP)
  Amphibious. The kraken can breathe air and water.
  Hearts of the Kraken (Mythic Trait; Recharges after a Short
  or Long Rest). When the kraken drops to 0 hit points, it
  doesn’t die or fall unconscious. Instead, the damage
  creates tears in its hide, revealing its hearts, and the
  kraken. The kraken has four hearts: two on its chest,
  one on its back, and one at the base of its tail. A heart
  has an AC of 20 and 165 (10d20+60) hit points. It is
  immune to bludgeoning, piercing, and slashing damage
  from nonmagical attacks, and it is immune to all
  conditions. If it is forced to make a saving throw, treat
  its ability scores as 10 (+0). If it finishes a short or long
  rest, the carapace heals, any destroyed hearts
  regenerate, and the hearts are covered again. The
  kraken dies when all the hearts are destroyed.
  Siege Monster. The kraken deals double damage to
  objects and structures.
  Actions
  Multiattack. The kraken makes two claw attacks, each of
  which it can replace with one use of Fling.
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
  target. Hit: 60 (12d8 + 6) piercing damage. If the
  target is a Large or smaller creature grappled by the
  kraken, 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 kraken, and it takes 42 (12d6) acid
  damage at the start of each of the kraken's turns. If the
  kraken takes 50 damage or more on a single turn from
  a creature inside it, the kraken must succeed on a DC
  22 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 kraken. If the kraken dies,
  a swallowed creature is no longer restrained by it and
  can escape from the corpse using 15 feet of
  movement, exiting prone.
  Constrict. Melee Weapon Attack: +14 to hit, reach 10
  ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage,
  and the target is grappled (escape DC 16). Until this
  grapple ends, the target is restrained and the kraken
  cannot constrict another target.
  Fling. One Large or smaller object held or creature
  grappled by the kraken's claw is thrown up to 60 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.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 50 (8d10 + 6) bludgeoning damage, and
  the target is grappled, escape DC 22. The crab has six
  claws, each of which can grapple only one target.
  Legendary Actions
  The kraken can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The kraken regains spent
  legendary actions at the start of its turn.
  Claw Attack or Fling. The kraken makes one claw attack
  or uses its Fling.
  Constrict (Costs 2 Actions). The kraken uses Constrict.
  Move. The kraken moves up to its speed.
  Mythic Actions
  If the kraken’s mythic trait is active, it can use the
  options below as legendary actions for 1 hour after
  using Hearts of the Kraken.
  Rampage (Costs 2 Actions). The kraken makes four
  attacks with its claws.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Stormsurge Kraken
  A well-disciplined summoner of sea monsters can summon a
  stormsurge kraken as a powerful ally in naval combat if they
  possess the proper telepathic skills.
  Most see krakens as wantonly violent, failing to
  notice their meticulous attention to detail when
  dismantling a vessel.
  40
  Stormsurge Kraken
  Gargantuan monstrosity, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 20 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 11 (+0) 21 (+5) 22 (+6) 18 (+4) 20 (+5)
  Saving Throws Str +13, Dex +8, Con +13, Int +14, Wis
  +12
  Damage Immunities lightning, bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities frightened, paralyzed
  Senses truesight 120 ft., passive Perception 14
  Languages —
  Challenge 28 (120000 XP)
  Amphibious. The kraken can breathe air and water.
  Freedom of Movement. The kraken ignores difficult
  terrain, and magical effects can't reduce its speed or
  cause it to be restrained. It can spend 5 feet of
  movement to escape from nonmagical restraints or
  being grappled.
  Limited Magic Immunity. The kraken can't be affected or
  detected by spells of 6th level or lower unless it wishes
  to be. It has advantage on saving throws against all
  other spells and magical effects.
  Siege Monster. The kraken deals double damage to
  objects and structures.
  Willing Servant. As long as the kraken maintains a
  telepathic bond with a master, the kraken gets a +2
  bonus on Strength and Dexterity checks, and its hit
  points and hit point maximum increase by 210
  (20d20) until that bond is broken.  
   
   
   
  Actions
  Multiattack. The kraken makes three tentacle attacks,
  each of which it can replace with one use of Fling.
  Bite. Melee Weapon Attack: +21 to hit or +23 to hit if
  following a command, reach 5 ft., one target. Hit: 50
  (10d8 + 5) piercing damage or 70 (14d8 + 7) piercing
  damage if following a command. If the target is a Large
  or smaller creature grappled by the kraken, 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 kraken, and it takes 42 (12d6) acid damage at the
  start of each of the kraken's turns. If the kraken takes
  50 damage or more on a single turn from a creature
  inside it, the kraken 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 kraken. If the kraken 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: +21 to hit or +23 to
  hit if following a command, reach 30 ft., one target.
  Hit: 40 (10d6 + 5) bludgeoning damage or 56 (14d6 +
  7) bludgeoning damage if following a command, and
  the target is grappled (escape DC 15). Until this
  grapple ends, the target is restrained. The kraken has
  ten tentacles, each of which can grapple one target.
  Fling. One Large or smaller object held or creature
  grappled by the kraken is thrown up to 60 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 16 Dexterity saving throw or
  take the same damage and be knocked prone.
  Lightning Storm. The kraken magically creates three
  bolts of lightning, each of which can strike a target the
  kraken can see within 120 feet of it. A target must
  make a DC 23 Dexterity saving throw, taking 22
  (4d10) lightning damage on a failed save, or half as
  much damage on a successful one.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Strait Kraken
  Thassa felt no need to punish the sailors for their
  folly in crossing the straits. The kraken would do it
  for her.
  41
  Strait Kraken
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 396 (24d20 + 144)
  Speed 0 ft., swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 15 (+2) 22 (+6) 6 (–2) 14 (+2) 7 (–2)
  Skills Perception +6
  Condition Immunities paralyzed, stunned
  Senses passive Perception 16
  Languages —
  Challenge 14 (11500 XP)
  Drop Tentacles: If the kraken takes 100 or more
  damage to one tentacle in a single round, that
  tentacle falls off.
  Extremely Heavy. The kraken can survive for 3 hours
  on land. Every turn thereafter, the kraken takes 1
  bludgeoning damage for every turn it remains on
  land. This damage comes from its weight crushing
  it, so being magically lifted, being given a flying
  speed, or other means of the DM's discretion can
  prevent it. Additionally, the kraken takes double the
  normal damage from falling, but if it falls onto a
  creature, that creature takes an equal amount of
  bludgeoning damage.
  Massive Lungs. The kraken can hold its breath for
  90 minutes. The kraken won't lose its held breath
  as a result of damage.
  Actions
  Tentacles. Melee Weapon Attack: +8 to hit, reach
  10 ft., one target.
  Hit: 9 (3d6 + 6) bludgeoning plus 7 (2d6) piercing
  damage and the target is grappled (escape DC 20
  Strength). It can release a grappled creature as a
  free action.
  Miss: If the target isn't fully underwater and the
  tentacle used for the attack is above the surface,
  the tentacle slaps the surface of the water, dealing
  4 (1d8) bludgeoning damage to the target. If the
  tentacle was grappling anything, it isn't anymore.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
  one target. Hit: 37 (7d8 + 6) bludgeoning damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Zendikar Krakens
  Zendikar Kraken
  When Kiora battled Thassa, she summoned every type of sea
  monster she knew from Zendikar. No doubt some of these
  remain on Theros.
   
   
   
  42
  Zendikar Kraken
  Gargantuan monstrosity, chaotic evil
  Armor Class 18 (natural armor; arms 10)
  Hit Points 1755 (90d20 + 810)
  Speed 40 ft., swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  12 (+1)
  28 (+9) 1 (–5) 9 (–1)
  17 (+3)
  Saving Throws Cha +5
  Damage Immunities bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities frightened
  Senses truesight 120 ft., passive Perception 9
  Languages —
  Challenge 28 (120000 XP)
  Hold Breath. While out of water, the kraken can hold its
  breath for 1 hour.
  Siege Monster. The kraken deals double damage to
  objects and structures.
  Water Breathing. The kraken can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one
  target. Hit: 50 (9d8 + 9) piercing damage. If the target
  is a Large or smaller creature grappled by the kraken,
  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 kraken, and it takes 31 (9d6) acid damage at the
  start of each of the kraken's turns.
  If the kraken takes 50 damage or more on a single turn
  from a creature inside it, the kraken must succeed on a
  DC 24 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 kraken. If the
  kraken dies, a swallowed creature is no longer
  restrained by it and can escape from the corpse using
  15 feet of movement, exiting prone.
  Arm. Melee Weapon Attack: +11 to hit, reach 30 ft.,
  one target. Hit: 40 (9d6 + 9) bludgeoning damage, and
  the target is grappled (escape DC 24). Until this
  grapple ends, the target is restrained. The kraken has
  twelve arms, each of which can grapple one target.
  Fling. One Large or smaller object held or creature
  grappled by the kraken's arm is thrown up to 60 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 24 Dexterity saving throw or
  take the same damage and be knocked prone.
  Legendary Actions
  The kraken can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The kraken regains spent
  legendary actions at the start of its turn.
  Claw Attack or Fling. The kraken makes one arm attack
  or uses its Fling.
  Move. The kraken moves up to its speed.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Zendikar Kraken Hatchling
  A spike and a maul are needed to crack their shells,
  but the taste is worth the effort.
  43
  Zendikar Kraken
  Hatchling
  Gargantuan monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 580 (40d20 + 160)
  Speed 15 ft., swim: 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 8 (–1) 18 (+4) 1 (–5) 7 (–2) 8 (–1)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, slashing
  Senses blindsight 30 ft. (can't see beyond this
  radius), passive Perception 8
  Languages —
  Challenge 13 (10000 XP)
  Hold Breath. While out of water, the kraken can hold
  its breath for 1 hour.
  Water Breathing. The kraken can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 18 (8d4 + 0) piercing damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Leucrocota
  The leucrocota is a hooved beast with a badger's head and
  an insatiable appetite. It calls the names of its victims into the
  wilderness in the night.
  Hunger makes a leucrocota dangerous. A full belly
  makes it angry and dangerous.
  Nessian Asp
  The Nessian asp is a two-headed snake.
  It’s not the two heads you should fear. It’s the four
  fangs.
  44
  Leucrocota
  Large monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 38 (4d10 + 16)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  18 (+4) 9 (–1) 12 (+1)
  6 (–2)
  Skills Deception +0, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Keen Smell. The leucrocota has advantage on Wisdom
  (perception) checks that rely on smell.
  Kicking Retreat. If the leucrocota attacks with its
  hooves, it can take the Disengage action as a bonus
  action.
  Mimicry. The leucrocota can mimic animal sounds and
  mortal voices. A creature that hears the sounds can tell
  they are imitations with a successful DC 14 Wisdom
  (Insight) check.
  Rampage. When the leucrocota reduces a creature to 0
  hit points with a melee attack on its turn, it can take a
  bonus action to move up to half its speed and make an
  attack with its hooves.
  Vigilant. The leucrocota can't be surprised.
  Actions
  Multiattack. The leucrocota makes two attacks: one
  with its bite and one with its hooves.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 6 (1d8 + 2) piercing damage. If the
  leucrocota scores a critical hit, it rolls the damage dice
  three times, instead of twice.
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 9 (2d6 + 2) bludgeoning damage.
  Eat Corpse (Mythic Trait; Recharges After a Short or Long
  Rest). The leucrocota devours a corpse it can reach. It
  gets a +3 bonus to Strength and Dexterity checks and
  damage rolls, and gains 16 (3d10) temporary hit
  points. This effect ends when the leucrocota finishes a
  Short or Long Rest.
  Nessian Asp
  Medium monstrosity (snake), unaligned
  Armor Class 14
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., swim 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  13 (+1) 2 (–4) 10 (+0)
  3 (–4)
  Skills Perception +2
  Senses blindsight 10 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Shed Skin (Mythic Trait; Recharges after a Short or Long
  Rest). If the asp drops to 0 hit points, it doesn’t die or
  fall unconscious. Instead, it sheds its skin, regains 19
  (4d8+1) hit points, and moves up to its speed without
  provoking opportunity attacks.
  Two Heads. The asp has advantage on Wisdom
  (Perception) checks and on saving throws against
  being blinded, charmed, deafened, frightened, stunned,
  or knocked unconscious.
  Actions
  Multiattack. The asp makes two bite attacks on either
  one or two targets that are within 5 feet of each other.
  Bite. Melee Weapon Attack: +2 to hit, reach 10 ft., one
  target. Hit: 6 (1d4 + 4) piercing damage, and the target
  must make a DC 11 Constitution saving throw, taking
  10 (3d6) poison damage on a failed save, or half as
  much damage on a successful one.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Octopuses
  Octopuses are viewed as monsters on Theros-- unnatural
  creatures.
   
   
   
   
   
   
  Godhunter Octopus
  Summoned from Zendikar by Kiora, the godhunter octopus
  feeds on magic. It possesses olfactory senses that can
  discern various types of magic that aid in its hunt.
  "I will match Thassa drop for drop and show a god
  what true power is."
  —Kiora
  45
  Godhunter Octopus
  Gargantuan monstrosity (octopus), unaligned
  Armor Class 14 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 10 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  20 (+5) 6 (–2) 12 (+1)
  6 (–2)
  Skills Perception +8, Stealth +8
  Senses arcane smell, blindsight 0 ft. (can't see beyond
  this radius), passive Perception 18
  Languages —
  Challenge 23 (50000 XP)
  Godhunter. The octopus deals double damage to
  creatures that are spells and to creatures under spells.
  Hold Breath. While out of water, the octopus can hold
  its breath for 1 hour.
  Keen Arcane Smell. The octopus can smell magic and
  discern precise details about the magic it smells. It has
  advantage on Wisdom (perception) checks that rely on
  smelling magic.
  Underwater Camouflage. The octopus has advantage on
  Dexterity (Stealth) checks made while underwater.
  Water Breathing. The octopus can breathe only
  underwater.
  Actions
  Multiattack. The monster makes three attacks: one
  attack with its arms and two with its bite.
  Arms. Melee Weapon Attack: +12 to hit, reach 15 ft.,
  one target. Hit: 40 (10d6 + 5) bludgeoning damage. If
  the target is a creature, it is grappled (escape DC 16)
  and brought within 5 ft. of the octopus's mouth. Until
  this grapple ends, the target is restrained, and the
  octopus can't use its arms on another target.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
  target grappled by the octopus's arms. Hit: 40 (10d6 +
  5) piercing damage.
  Ink Cloud (Recharges after a Short or Long Rest). A 40-
  foot-radius cloud of ink extends all around the octopus
  if it is underwater. The area is heavily obscured for 1
  minute, although a significant current can disperse the
  ink. After releasing the ink, the octopus can use the
  Dash action as a bonus action.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Monstrous Octopus
  The largest creatures of the seas are confined to sealocks by
  the tritons, and are known as sealock monsters. However,
  sailors are free to enter these sealocks.
   
   
  46
  Monstrous Octopus
  Large beast (octopus), unaligned
  Armor Class 11
  Hit Points 220 (21d10 + 105)
  Speed 10 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  20 (+5) 4 (–3) 10 (+0)
  4 (–3)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 6 (4600 XP)
  Hearts of the Octopus (Mythic Trait; Recharges after a
  Short or Long Rest). When the octopus drops to 0 hit
  points, it doesn’t die or fall unconscious. Instead, the
  damage creates tears in its skin, revealing its hearts.
  The octopus has three hearts in its cephalothorax. A
  heart has an AC of 11 and 40 hit points. It is immune
  to all conditions. If it is forced to make a saving throw,
  treat its ability scores as 10 (+0). If it finishes a short or
  long rest, the skin heals, any destroyed hearts
  regenerate, and the hearts are covered again. The
  monster dies when all the hearts are destroyed.
  Hold Breath. While out of water, the octopus can hold
  its breath for 1 hour.
  Underwater Camouflage. The octopus has advantage on
  Dexterity (Stealth) checks made while underwater.
  Water Breathing. The octopus can breathe only
  underwater.  
   
   
   
   
  Actions
  Multiattack. The octopus makes two attacks: one attack
  with its tentacles and one with its bite.
  Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft.,
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. If
  the target is a creature, it is grappled (escape DC 16)
  and brought within 5 ft. of the octopus's mouth. Until
  this grapple ends, the target is restrained, and the
  monster can't use its tentacles on another target.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target grappled by the octopus's tentacles. Hit: 12
  (2d6 + 5) piercing damage.
  Ink Cloud (Recharges after a Short or Long Rest). A 20-
  foot-radius cloud of ink extends all around the octopus
  if it is underwater. The area is heavily obscured for 1
  minute, although a significant current can disperse the
  ink. After releasing the ink, the octopus can use the
  Dash action as a bonus action.
  Mythic Actions
  If the octopus’s mythic trait is active, it can use the
  options below as legendary actions for 1 hour after
  using Hearts of the Octopus.
  Flood (Costs 2 Actions). The octopus splashes water
  from the sea, causing the water level of all standing
  water in a 100-foot cube area around it to rise by as
  much as 20 feet. If the area includes a shore, the
  flooding water spills over onto dry land.
  If the octopus isn't near land, it instead creates a 20-
  foot tall wave that travels from one side of the area to
  the other and then crashes down. Any Huge or smaller
  vehicles in the wave’s path are carried with it to the
  other side. Any Huge or smaller vehicles struck by the
  wave have a 25 percent chance of capsizing.
  Water that doesn't run off the land back into the sea
  gradually disappears over the course of 14 days.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Pegasi
  Pegasi on Theros are more easily tamed than on other
  planes. The sky cavalry of Meletis have mastered these
  steeds. The pegasi of Theros are white and gold.
  Cavalry Pegasus
  The cavalry pegasus represents the typical mount for a
  Meletian sky cavalry soldier.
  "It is hope, winged and hooved."
  —Cymede, queen of Akros
  Loyal Pegasus
  The loyal pegasus represents a pegasus that has developed a
  strong bond with its rider.
  "Even if I should die in the saddle, she will not let
  me fall to the ground."
  —Hypatia of the Winged Horse
  47
  Cavalry Pegasus
  Large celestial, chaotic good
  Armor Class 15 (natural armor)
  Hit Points 6 (1d10 + 1)
  Speed 60 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 13 (+1) 10 (+0) 15 (+2) 13 (+1)
  Skills Perception +4
  Senses passive Perception 14
  Languages Understands simple commands from its
  rider
  Challenge 1 (200 XP)
  Actions
  Hooves. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 7 (2d6 + 1) bludgeoning
  damage.
  Loyal Pegasus
  Large celestial, chaotic good
  Armor Class 15 (natural armor)
  Hit Points 6 (1d10 + 1)
  Speed 60 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 13 (+1) 10 (+0) 15 (+2) 13 (+1)
  Skills Perception +4
  Senses passive Perception 14
  Languages Understands simple commands from its
  rider
  Challenge 3 (700 XP)
  Four-Legged Friend. If the pegasus should become
  separated from its rider, it spends its turns trying to
  rejoin the rider. If the rider dies, the pegasus flies
  off in search of a new rider and will not fight again
  until it finds one.
  Actions
  Hooves. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 9 (2d6 + 2) bludgeoning
  damage.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Serpents
  Floodtide Serpent
  "Pray to Thassa for what? A bigger monster to eat
  it? A wave that can wash it away? What then?"
  —Lindos, merchant of Meletis
  48
  Floodtide Serpent
  Gargantuan monstrosity, unaligned
  Armor Class 12
  Hit Points 580 (40d20 + 160)
  Speed swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  7 (–2)
  18 (+4)
  1 (–5)
  8 (–1)
  4 (–3)
  Saving Throws Con +9, Wis +4
  Senses passive Perception 9
  Languages —
  Challenge 15 (13000 XP)
  Splash. Whenever the serpent strikes the surface of the
  water after a breach, it creates a massive splash,
  causing the water level of all standing water in a 100-
  foot cube area around it to rise by as much as 20 feet.
  If the area includes a shore, the flooding water spills
  over onto dry land.
  If the serpent isn't near land, it instead creates a 20-
  foot tall wave that travels from one side of the area to
  the other and then crashes down. Any Huge or smaller
  vehicles in the wave’s path are carried with it to the
  other side. Any Huge or smaller vehicles struck by the
  wave have a 25 percent chance of capsizing.
  Water that doesn't run off the land back into the sea
  gradually disappears over the course of 14 days.
  Submarine Nature. If the serpent is underwater, it stays
  submerged except when breaching. After breaching, if
  it lands on water, it submerges once again.
  Swallow. When a Large or smaller creature is bitten by
  the serpent, or when it is in the serpent's path as it
  breaches (but before it falls), it must succeed on a DC
  11 Dexterity saving throw or be swallowed by the
  serpent. A swallowed creature is blinded and
  restrained, it has total cover against attacks and other
  effects outside the serpent, and it takes 21 (6d6) acid
  damage at the start of each of the serpent's turns.
  If the serpent takes 30 damage or more on a single
  turn from a creature inside it, the serpent must
  succeed on a DC 17 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
  serpent. If the serpent dies, a swallowed creature is no
  longer restrained by it and can escape from the corpse
  by using 20 feet of movement, exiting prone.
  Water Breathing. The serpent can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit: 40 (8d8 + 4) piercing damage. (See the
  Swallow trait.)
  Breach (Recharge 5-6). The serpent breaches at a 45
  degree angle to the surface, its head reaching an apex
  height of 110 ft. It does this with its mouth open. It
  attempts to swallow Large or smaller creatures that it
  intercepts this way, and bites Huge or larger creatures.
  (See the Swallow trait.) It then closes its mouth and
  falls back into the water, striking the surface as it does
  so. (See the Splash trait.)
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Shoal Serpent
  "It’s like a reef that runs aground on ships."
  —Jaby, Silundi Sea nomad
  49
  Shoal Serpent
  Gargantuan monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5) 2 (–4) 7 (–2)
  12 (+1)
  Saving Throws Con +10, Wis +3
  Skills Stealth +6
  Senses passive Perception 8
  Languages —
  Challenge 18 (20000 XP)
  Submarine Nature. If the serpent is underwater, it stays
  submerged except when breaching. After breaching, if
  it lands on water, it submerges once again.
  Swallow. When a Huge or smaller creature is bitten by
  the serpent, or when it is in the serpent's path as it
  breaches (but before it falls), it must succeed on a DC
  13 Dexterity saving throw or be swallowed by the
  serpent. A swallowed creature is blinded and
  restrained, it has total cover against attacks and other
  effects outside the serpent, and it takes 21 (6d6) acid
  damage at the start of each of the serpent's turns.
  If the serpent takes 30 damage or more on a single
  turn from a creature inside it, the serpent must
  succeed on a DC 19 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
  serpent. If the serpent dies, a swallowed creature is no
  longer restrained by it and can escape from the corpse
  by using 20 feet of movement, exiting prone.
  Water Breathing. The serpent can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target. Hit: 50 (10d8 + 5) piercing damage. (See
  the Swallow trait.)
  Breach (Recharge 5-6). The serpent breaches at any
  angle, its head reaching an apex height of 50 ft, arcing
  back toward the surface. It breaches with its mouth
  open. It attempts to swallow Huge or smaller creatures
  that it intercepts this way, and bites Gargantuan
  creatures. (See the Swallow trait.) It then closes its
  mouth and falls back into the water.
  A THEROS BESTIARY
  | MONSTERS
  
  /
  Vulpine Goliath
  The vulpine goliath is a gigantic fox that can never be
  caught. It feeds on whatever it wants to.
  "With a diet of hydras, giants, and massive
  serpents, anything would get that big."
  —Corisande, Setessan hunter
  50
  Vulpine Goliath
  Huge beast (fox), unaligned
  Armor Class 14 (natural armor)
  Hit Points 57 (5d12 + 25)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1) 21 (+5) 4 (–3) 14 (+2) 7 (–2)
  Skills Perception +3, Stealth +4, Survival +2
  Condition Immunities grappled, restrained,
  paralyzed, incapacitated, exhaustion, charmed,
  prone, stunned, unconscious
  Senses darkvision 30 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Keen Senses. The fox has advantage on Wisdom
  (Perception) checks that rely on sight, hearing or
  smell.
  Prophetic Fulfilment. If any creature tries to catch
  the fox, it fails. If a paradox is formed in this way
  because that creature cannot fail, both that creature
  and the fox become petrified.
  Trample. The fox can move in and out of a Large or
  smaller creature's space. If it would, it uses a bonus
  action to attack that creature with its paw. That
  creature must succeed on a DC 16 Strength saving
  throw or be knocked prone. If the creature
  succeeds, the fox can't enter that space and must
  end its turn immediately. If the fox stops on top of
  that creature, that creature becomes restrained
  until the fox moves off it (escape DC 16).
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  1 target. Hit: 33 (6d8 + 6) piercing damage.
  Paw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 21 (6d4 + 6) bludgeoning damage.
  A THEROS BESTIARY 
  | MONSTERS
  
  /
  Mortals
  O
  ne might be surprised to learn how many
  sapient mortal races exist on Theros. These
  include the centaurs, cyclopes, demoloks,
  dragons, giants, hags, harpies, humans, leonin,
  minotaurs, satyrs, sirens, sphinxes, and
  tritons. In this section, you will find all sorts of
  mortal NPC characters.
  Centaurs
  The horse-men of Theros are smaller than the centaurs of the
  Monster Manual. These centaurs are also more civilized.
  Lagonna Band
  The Lagonna band concerns itself with issues of morality,
  heroic deeds, and diplomacy.
  Lagonna Chronicler
  A Lagonna chronicler is a storyteller, and it has an eye for
  picking out heroes.
  She paints pictures with words, though not all
  pictures show the truth.
  51
  Lagonna Chronicler
  Medium fey (centaur), lawful neutral
  Armor Class 13 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 11 (+0) 16 (+3) 16 (+3) 11 (+0) 12 (+1)
  Skills Acrobatics +2, Performance +3, History +5,
  Nature +5
  Senses passive Perception 10
  Languages Common, Sylvan, Any one language
  Challenge 1/4 (50 XP)
  Charge. If the chronicler moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Innate Spellcasting. The chronicler's innate
  spellcasting ability is Intelligence (spell save DC 13,
  +5 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: silent image, legend lore
  2/day: charm person
  Actions
  Hooves. Melee Weapon Attack: one target. +3 to
  hit, reach 5 ft., one target. Hit: 3 (1d4 + 1)
  bludgeoning damage.
  THEROS NPCS | CENTAURS
  
  /
  Lagonna Elder
  The Lagonna elders are wizened with age. They aren't as
  strong as they once were, but they impart knowledge to those
  who have ears for it.
  "The best lessons are not the ones I teach. They are
  the ones the pupils realize for themselves."
  Lagonna Trailblazer
  A Lagonna trailblazer ventures where no centaur has gone
  before.
  Go forth with honor, return with glory.
  52
  Lagonna Elder
  Medium fey (centaur), lawful neutral
  Armor Class 12 (padded)
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
  Saving Throws Wis +4
  Skills History +2, Insight +4, Persuasion +3, Survival
  +4
  Senses passive Perception 12
  Languages Sylvan, Common
  Challenge 1/2 (100 XP)
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot. Motivated by Magic. At the start
  of combat, if the centaur can detect a friendly spell
  within 30 feet of itself, it gains 3d8 temporary hit
  points until the end of combat.
  Actions
  Hooves. Melee Weapon Attack: one target. Hit: 5
  (1d4 + 3) bludgeoning damage.
  Lagonna Trailblazer
  Medium fey (centaur), lawful neutral
  Armor Class 18 (leather)
  Hit Points 34 (4d8 + 16)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 11 (+0)
  Skills Nature +4, Perception +4, Stealth +5, Survival
  +4, Medicine +4
  Senses passive Perception 14
  Languages Sylvan, Common
  Challenge 1 (200 XP)
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Heroic. Whenever the centaur becomes targeted by
  a spell, that spell's caster may take a bonus action
  to cast buff targeting the centaur, requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Actions
  Multiattack. The scout makes two melee attacks or
  two ranged attacks.
  Shortsword. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 3 (1d6 + 0) piercing damage.
  Longbow. Ranged Weapon Attack: +2 to hit, range
  150/600 ft., one target. Hit: 4 (1d8 + 0) piercing
  damage.
  Hooves. Melee Weapon Attack: +2 to hit, reach 5
  ft., one target. Hit: 2 (1d4 + 0) bludgeoning
  damage.
  THEROS NPCS | CENTAURS
  
  /
  Pheres Band
  The Pheres band views the world as a contest of strength and
  an adventure to be had.
  Pheres Archer
  "Poets speak of your unrivaled speed," the
  Champion said to the assembled centaurs, "but it
  is plain to see that your true strength lies in your
  unwavering loyalty to one another."
  —The Theriad
  53
  Pheres Archer
  Medium fey (centaur), chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 17 (+3) 10 (+0) 14 (+2) 12 (+1)
  Saving Throws Con +5
  Skills Athletics +3, Perception +4, Survival +4,
  Medicine +4
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Battle Readiness. The archer has advantage on
  initiative rolls.
  Charge. If the archer moves at least 30 feet straight
  toward a target and then hits it with a melee attack
  on the same turn, it can immediately follow that
  attack with a bonus action, making one attack
  against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Extra Attack. The archer can attack twice, instead of
  once, whenever it takes the Attack action on its
  turn.
  Improved Critical. The archer's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Shortbow. Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 4 (1d6 + 1) piercing
  damage.
  Hooves. Melee Weapon Attack: +5 to hit, one
  target. Hit: 6 (1d4 + 4) bludgeoning damage.
  THEROS NPCS | CENTAURS
  
  /
  Pheres Charger
  A Pheres charger is a master of battle and the leader of its
  herd.
  "A herd is only as strong as its weakest. Our
  weakest just killed his third minotaur raider—
  today."
  —Braulios of Pheres Band
  54
  Pheres Charger
  Medium fey (centaur), chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +5, Perception +3, Survival +5
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Battle Readiness. The charger has advantage on
  initiative rolls.
  Charge. If the charger moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Heroic. Whenever the charger becomes targeted by
  a spell, that spell's caster may take a bonus action
  to cast buff targeting the charger, requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Improved Critical. The charger's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Multiattack. The charger makes three attacks with
  its scimitar; or two with its scimitar and one with
  its hooves.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning
  damage.
  THEROS NPCS | CENTAURS
  
  /
  Pheres Raider
  Pheres-band raiders pray to Kruphix for aid during battle,
  and he typically looks with favor upon them.
  "Who can deny the call to battle when it sings in
  our blood?"
  Pheres Reveler
  Pheres-band revelers represent members of the band that
  are participating in a Skola Vale revel.
  55
  Pheres Raider
  Medium fey (centaur), chaotic neutral
  Armor Class 15 (padded)
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 15 (+2) 10 (+0) 14 (+2) 12 (+1)
  Saving Throws Con +4
  Skills Athletics +4, Perception +4, Survival +4,
  Medicine +4
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Battle Readiness. The centaur has advantage on
  initiative rolls.
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Extra Attack. The centaur can attack twice, instead
  of once, whenever it takes the Attack action on its
  turn.
  Improved Critical. The centaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, one
  target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Shield Bash. Melee Weapon Attack: +6 to hit, reach
  5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone.
  Spear. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d6 + 2) piercing damage in melee, or 4 (1d6 + 1)
  piercing damage at range.
  Planar Ally. The centaur casts planar ally, requesting
  two nyxborn centaurs from Kruphix.
  Pheres Reveler
  Medium fey (centaur), chaotic neutral
  Armor Class 12 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 9 (–1) 15 (+2) 6 (–2) 10 (+0) 16 (+3)
  Saving Throws Con +4
  Skills Athletics +4, Perception +2, Survival +2,
  Medicine +2
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 1/8 (25 XP)
  Battle Readiness. The centaur has advantage on
  initiative rolls.
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Extra Attack. The centaur can attack twice, instead
  of once, whenever it takes the Attack action on its
  turn.
  Improved Critical. The centaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Hooves. Melee Weapon Attack: +4 to hit, one
  target. Hit: 4 (1d4+2) bludgeoning damage.
  Unarmed Strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning
  damage.
  THEROS NPCS | CENTAURS
  
  /
  Thunderhoof
  "Flesh and bone or star and shadow. It makes no
  difference to my club."
  Tromper
  Anger is what drives a tromper to victory.
  56
  Thunderhoof
  Medium fey (centaur), chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 25 (3d8 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 13 (+1) 18 (+4) 10 (+0) 14 (+2) 12 (+1)
  Saving Throws Con +6
  Skills Athletics +5, Perception +4, Survival +4,
  Medicine +4
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Battle Readiness. The centaur has advantage on
  initiative rolls.
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The centaur counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Improved Critical. The centaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Magic Weapons. The centaur's weapon attacks are
  magical.
  Actions
  Multiattack. The centaur makes two club attacks.
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Hooves. Melee Weapon Attack: +7 to hit, one
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Reactions
  Heroic. Whenever the centaur becomes targeted by
  a spell, that spell's caster may use a bonus action to
  cast buff at 2nd level, targeting the centaur and
  requiring no components or spell slots. This buff
  can't trigger any Heroic traits.
  Tromper
  Medium fey (centaur), chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)
  Saving Throws Con +5
  Skills Athletics +5, Perception +4, Survival +4,
  Medicine +4
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Battle Readiness. The centaur has advantage on
  initiative rolls.
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Improved Critical. The centaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Inspired. At the beginning of the centaur's turn, if it
  made a greataxe attack during its last turn, it uses a
  bonus action to cast buff on itself, requiring no
  components and no spell slots. This buff can't
  trigger any Heroic traits.
  Actions
  Multiattack. The centaur can makes two greataxe
  attacks.
  Hooves. Melee Weapon Attack: +7 to hit, one
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  THEROS NPCS | CENTAURS
  
  /
  Unaligned Centaurs
  Centaurs in this section could have come from either of the
  Lagonna or Pheres bands. Or, perhaps they are bandless, by
  choice or by circumstance.
  Centaur Courser
  Centaur coursers are skilled sportsmen who pursue their
  game.
  Khestes the Adamant, the Champion’s closest ally
  among the centaurs, took one stone to his
  shoulder and another to his flank. He held his
  stride and his aim, and let fly the arrow that killed
  the giant Grinthax.
  —The Theriad
  57
  Centaur Courser
  Medium fey (centaur), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +5, Perception +3, Survival +3,
  Nature +2
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Battle Readiness. The courser has advantage on
  initiative rolls.
  Charge. If the courser moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Improved Critical. The courser's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Multiattack. The courser makes two attacks.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning
  damage.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10
  ft., one target. Hit: 8 (1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage.
  THEROS NPCS | CENTAURS
  
  /
  Disciple of Nylea
  Disciples of Nylea are sportsmen who hunt with the bow
  and arrow, sometimes poaching in others' domains. In case
  of conflict, these hunters wear armor and maintain favor with
  Nylea.
  Disciple of Pharika
  Disciples of Pharika dip their arrows in poisons.
  58
  Disciple of Nylea
  Medium fey (centaur), chaotic neutral
  Armor Class 17 (half plate)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 17 (+3) 17 (+3) 11 (+0) 13 (+1) 10 (+0)
  Skills Acrobatics +5, Perception +3, Nature +2
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Archer's Eye (3/Day). As a bonus action, the disciple
  can add 1d10 to its next attack or damage roll with
  a longbow or shortbow.
  Charge. If the disciple moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Nylea's Blessing. When the disciple rolls for
  initiative, it gains temporary hit points equal to the
  number of allied centaurs within 5 feet of it.
  Actions
  Multiattack. The disciple makes two attacks with its
  shortbow.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range
  80/320 ft., one target. Hit: 3 (1d6 + 3) piercing
  damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 3 (1d4 + 1) bludgeoning
  damage.
  Disciple of Pharika
  Medium fey (centaur), chaotic neutral
  Armor Class 20 (plate, shield)
  Hit Points 68 (8d8 + 32)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0)
  Saving Throws Con +7
  Skills Athletics +6, Perception +4, Survival +4,
  Medicine +4
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 5 (1800 XP)
  Battle Readiness. The disciple has advantage on
  initiative rolls.
  Charge. If the disciple moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The disciple counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Improved Critical. The disciple's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Unrenowned. The disciple has a -1 penalty on
  damage rolls and Strength and Dexterity checks,
  and its hit point total and maximum are each
  reduced by 4 (1d8). The first time the disciple
  deals damage to a player character, it loses this trait
  permanently.
  Actions
  Multiattack. The disciple makes two attacks.
  Longbow. Ranged Weapon Attack: +8 to hit, range
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage plus 9 (2d8) poison damage.
  Hooves. Melee Weapon Attack: one target. Hit: 5
  (1d4 + 3) bludgeoning damage.
  THEROS NPCS | CENTAURS
  
  /
  Fanatic of Xenagos
  Not all of Xenagos's followers are satyrs. A fanatic of
  Xenagos demands tribute from others to Xenagos.
   
   
   
   
   
  59
  Fanatic of Xenagos
  Medium fey (centaur), any non-good alignment
  Armor Class 16 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 14 (+2)
  Saving Throws Con +5
  Skills Deception +4, Persuasion +4, Religion +2,
  Perception +4, Survival +4, Animal Handling +4
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Battle Readiness. The warrior has advantage on initiative
  rolls.
  Charge. If the warrior moves at least 30 feet straight
  toward a target and then hits it with a melee attack on
  the same turn, it can immediately follow that attack
  with a bonus action, making one attack against the
  target with its hooves.
  Dark Devotion. The fanatic has advantage on saving
  throws against being charmed or frightened.
  Demand Tribute. Immediately after initiative rolls in
  which the fanatic participates, it demands an offering
  for Xenagos from a creature it can see. That creature
  may give something to the fanatic as a bonus action.
  If the offering is acceptable: Until the end of combat,
  the fanatic gains a +1 bonus to damage rolls and
  Strength and Dexterity checks, and it gains 4 (1d8) hit
  points.
  If the offering isn't acceptable or isn't made: The
  fanatic uses a bonus action to make one attack.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the weight
  it can push or drag.
  In addition, any climb that requires hands and feet is
  especially difficult for it because of its equine legs.
  When it makes such a climb, each foot of movement
  costs it 4 extra feet instead of the normal 1 extra foot.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its
  spell casting ability is Wisdom (spell save DC 12, +6 to
  hit with spell attacks). The fanatic has the following
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield of
  faith
  2nd level (3 slots): hold person, spiritual weapon
  Trample. The fanatic can move in and out of a Medium
  or smaller creature's space. If it would, it uses a bonus
  action to attack that creature with its hooves. That
  creature must succeed on a DC 13 Strength saving
  throw or be knocked prone. If the creature succeeds,
  the fanatic can't enter that space and must end its turn
  immediately. If the fanatic stops on top of that
  creature, that creature becomes restrained until the
  fanatic moves off it (escape DC 13).
  Actions
  Multiattack. The fanatic makes four melee attacks.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Stake. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 5 (1d4 + 3) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  THEROS NPCS | CENTAURS
  
  /
  Swordwise Centaur
  The swordwise centaurs of the Pheres band are combat
  trainers.
  The girl who would become the Champion of the
  Sun hacked furiously at the practice dummy. At last
  she stopped, breathing heavily, and looked up at
  her instructor. "So much anger," said the centaur.
  "I will teach you the ways of war, child. But first you
  must make peace with yourself."
  —The Theriad
  60
  Swordwise Centaur
  Medium fey (centaur), any alignment
  Armor Class 14 (leather)
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +6, Perception +5, Survival +5,
  Nature +3
  Senses passive Perception 15
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Battle Readiness. The centaur has advantage on
  initiative rolls.
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The warrior counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Improved Critical. The centaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Multiattack. The centaur makes two attacks.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning
  damage.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  THEROS NPCS | CENTAURS
  
  /
  Cyclopes
  A cyclops is a giant with a single eye. Cyclopes are usually
  dim-witted brutes.
  Gluttonous Cyclops
  The gluttonous cyclops represents a hungry cyclops, gorging
  itself on whatever food it can find.
  The cyclops had learned to never eat a shepherd.
  Instead he gently flung the “pit” aside to grow a
  new flock.
  61
  Gluttonous Cyclops
  Gargantuan giant, chaotic neutral
  Armor Class 13 (natural armor)
  Hit Points 580 (40d20 + 160)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 11 (+0) 18 (+4) 8 (–1) 6 (–2) 10 (+0)
  Senses passive Perception 8
  Languages Giant
  Challenge 23 (50000 XP)
  Hearts of the Cyclops (Mythic Trait; Recharges after a
  Short or Long Rest). When the cyclops drops to 0
  hit points, it doesn’t die or fall unconscious.
  Instead, the damage creates tears in its skin,
  revealing its hearts. The cyclops has three hearts in
  its chest. A heart has an AC of 14 and 145 hit
  points. It is immune to all conditions. If it is forced
  to make a saving throw, treat its ability scores as 10
  (+0). The cyclops dies when all the hearts are
  destroyed.
  Poor Depth Perception. The cyclops has
  disadvantage on any attack roll against a target
  more than 30 feet away.
  Siege Monster. The cyclops deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the cyclops ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Multiattack. The cyclops makes two greatclub
  attacks.
  Greatclub. Melee Weapon Attack: +12 to hit, reach
  10 ft., one target. Hit: 48 (10d8 + 3) bludgeoning
  damage.
  Rock. Ranged Weapon Attack: +7 to hit, range
  30/120 ft., one target. Hit: 55 (10d10)
  bludgeoning damage.
  THEROS NPCS | CYCLOPES
  
  /
  Ill-Tempered Cyclops
  The ill-tempered cyclops represents a cyclops having a bad
  day.
  A cyclops has two moods: angry and asleep.
  62
  Ill-Tempered Cyclops
  Gargantuan giant, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 405 (30d20 + 90)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 11 (+0) 17 (+3) 8 (–1) 6 (–2) 10 (+0)
  Senses passive Perception 8
  Languages Giant
  Challenge 16 (15000 XP)
  Hearts of the Cyclops (Mythic Trait; Recharges after a
  Short or Long Rest). When the cyclops drops to 0
  hit points, it doesn’t die or fall unconscious.
  Instead, the damage creates tears in its skin,
  revealing its hearts. The cyclops has three hearts in
  its chest. A heart has an AC of 14 and 135 hit
  points. It is immune to all conditions. If it is forced
  to make a saving throw, treat its ability scores as 10
  (+0). The cyclops dies when all the hearts are
  destroyed.
  Trample. The cyclops can move in and out of a
  Huge or smaller creature's space. If it would, it uses
  a bonus action to attack that creature with its
  unarmed strike. That creature must succeed on a
  DC 13 Strength saving throw or be knocked prone.
  If the creature succeeds, the cyclops can't enter
  that space and must end its turn immediately. If the
  cyclops stops on top of that creature, that creature
  becomes restrained until the cyclops moves off it
  (escape DC 13).
  Poor Depth Perception. The cyclops has
  disadvantage on any attack roll against a target
  more than 30 feet away.
  Siege Monster. The cyclops deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the cyclops ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Multiattack. The cyclops makes two greatclub
  attacks.
  Greatclub. Melee Weapon Attack: +12 to hit, reach
  10 ft., one target. Hit: 30 (6d8 + 3) bludgeoning
  damage.
  Rock. Ranged Weapon Attack: +5 to hit, range
  30/120 ft., one target. Hit: 44 (8d10) bludgeoning
  damage.
  Unarmed Strike. Melee Weapon Attack: +12 to hit,
  reach 10 ft., one target. Hit: 30 (6d8 + 3)
  bludgeoning damage.
  THEROS NPCS | CYCLOPES
  
  /
  Thunder Brute
  A thunder brute is a cyclops that has special lightning and
  thunder powers.  
   
   
   
   
   
   
   
   
   
   
   
   
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more cyclops cultists might be nearby who will pay
  tribute.
  A valuable (but flammable) object might be positioned
  near the cyclops.
  A quest goal might involve protecting or destroying a
  structure that is near the cyclops.
  A quest goal might involve protecting or vanquishing the
  cyclops.
  A quest goal might involve protecting a creature that is
  near the cyclops.
  63
  Thunder Brute
  Gargantuan giant (cyclops), chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  20 (+5) 8 (–1) 6 (–2)
  10 (+0)
  Damage Resistances cold
  Damage Immunities lightning, thunder
  Condition Immunities deafened
  Senses passive Perception 8
  Languages Giant
  Challenge 23 (50000 XP)
  Demand Tribute. Immediately after initiative rolls in
  which the cyclops participates, it demands tribute from
  a creature it can see. That creature may bow, genuflect,
  salute, or perform a similar gesture as a bonus action.
  If tribute is paid: Until the end of combat, the cyclops
  gains a permanent +3 bonus to damage rolls and
  Strength and Dexterity checks, and 315 (30d20)
  temporary hit points.
  If tribute isn't paid: The cyclops pounds the earth,
  dealing 30 (10d4+5) thunder damage to every creature
  and object on the ground (including walls) within a 15-
  foot radius.
  Lightning Aura. At the start of each of the cyclops's
  turns, each grounded creature within 5 feet of it takes
  10 (3d6) lightning damage, and flammable objects in
  the aura that aren't being worn or carried ignite. A
  creature that touches the cyclops or hits it with a
  melee attack while within 5 feet of it takes 10 (3d6)
  lightning damage.
  Poor Depth Perception. The cyclops has disadvantage
  on any attack roll against a target more than 30 feet
  away.
  Siege Monster. The cyclops deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the cyclops ignores all
  nonflying things that are Huge or smaller and all flying
  things that are Large or smaller. Trample. The cyclops
  can move in and out of a Huge or smaller creature's
  space. If it would, it uses a bonus action to attack that
  creature with its unarmed strike. That creature must
  succeed on a DC 15 Strength saving throw or be
  knocked prone. If the creature succeeds, the cyclops
  can't enter that space and must end its turn
  immediately. If the cyclops stops on top of that
  creature, that creature becomes restrained until the
  cyclops moves off it (escape DC 15).
  Actions
  Multiattack. The cyclops makes two unarmed strikes.
  Unarmed Strike. Melee Weapon Attack: +12 to hit,
  reach 10 ft., one target. Hit: 30 (10d4 + 5)
  bludgeoning damage.
  Lightning Strike (Recharge 5-6). The cyclops hurls a
  magic lightning bolt at a point it can see within 500
  feet of it. Each creature within 10 feet of that point
  must make a DC 17 Dexterity saving throw, taking 54
  (12d8) lightning damage on a failed save, or half as
  much damage on a successful one.
  Thunderclap (Recharge 4-5). The cyclops claps its hands
  together. Each creature within a 20-foot radius from
  the cyclops takes 10 (1d10+5) thunder damage.
  THEROS NPCS | CYCLOPES
  
  /
  Demolok
  A child-sacrificing cult surrounds the demolok, worshiped by
  minotaurs. A demolok that doesn't get its meals delivered is
  likely to level a city.
   
   
   
   
   
   
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more demolok cultists might be nearby with
  children, ready to pay tribute.
  A quest goal might involve protecting or destroying a
  structure that is near the demolok.
  A quest goal might involve protecting or vanquishing a
  demolok.
  A quest goal might involve protecting a child that is about
  to be sacrificed to the demolok.
  64
  Demolok
  Gargantuan monstrosity, lawful evil
  Armor Class 18
  Hit Points 435 (30d20 + 120)
  Speed 160 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  18 (+4)
  7 (–2)
  9 (–1)
  9 (–1)
  Skills Intimidation +3
  Damage Resistances fire
  Senses passive Perception 9
  Languages Common, Minotaur
  Challenge 22 (41000 XP)
  Demand Tribute. Immediately after initiative rolls in
  which the demolok participates, it demands tribute
  from a creature it can see. That creature may take a
  bonus action to present a child to the demolok.
  If tribute is paid: The demolok takes a bonus action to
  devour the child. The demolok gains a permanent +3
  bonus to damage rolls and Strength and Dexterity
  checks, and its hit points and hit point maximum are
  increased by 315 (30d20).
  If tribute isn't paid, the demolok takes a bonus action
  to move up to its speed and attack an object or
  structure.
  Goring Rush. Immediately after the demolok uses the
  Dash action on its turn and moves at least 50 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Siege Monster. The demolok deals double damage to
  objects and structures.
  Trampling Charge. If the demolok moves at least 50 feet
  straight toward a creature and then hits it with a gore
  attack on the same turn, that target must succeed on a
  DC 20 Strength saving throw or be knocked prone. If
  the target is prone, the demolok can make one stomp
  attack against it as a bonus action.
  Actions
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 30 (10d4 + 5) slashing damage.
  Horns. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 40 (10d6 + 5) piercing damage, and
  the demolok can use a bonus action to attempt to
  shove that target with its horns. The target must be
  within 10 feet of the demolok. Unless the target
  succeeds on a DC 20 Strength saving throw, the
  demolok pushes it up to 20 feet away from the
  demolok.
  Ram. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 30 (10d4 + 5) bludgeoning damage.
  Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.,
  one prone creature. Hit: 60 (10d10 + 5) bludgeoning
  damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
  target. Hit: 40 (10d6 + 5) bludgeoning damage.
  THEROS NPCS | DRAGONS
  
  /
  Dragons
  Most dragons on Theros are reclusive beasts barely capable
  of speech. They are aggressive and smart, but if outsmarted,
  they might be convinced in their vanity to share secrets they
  have learned in their years. The dragons of Theros are mostly
  firebreathing, though others exist. Their lairs are typically
  beneath volcanoes.
  Forgestoker Dragon
  A forgestoker dragon is so called for its fiery breath.
  The Akroans fashion their helms to honor the
  dragons, not to protect against them, as that would
  be of little help.
  65
  Forgestoker Dragon
  Gargantuan dragon, chaotic evil
  Armor Class 22
  Hit Points 580 (40d20 + 160)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 10 (+0) 19 (+4) 15 (+2) 15 (+2) 23 (+6)
  Saving Throws Dex +7, Con +11, Wis +9, Cha +13
  Skills Perception +16, Stealth +7
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 26
  Languages Draconic, Common (barely)
  Challenge 23 (50000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence.
  It then makes three attacks: one with its bite and two
  with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
  one target. Hit: 15 (2d10 + 5) piercing damage plus
  14 (4d6) fire damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
  target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 21 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Fire Breath (Recharge 5-6). The dragon exhales fire in a
  90-foot cone. Each creature in that area must make a
  DC 24 Dexterity saving throw, taking 91 (26d6) fire
  damage on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  The ancient red dragon can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The ancient red dragon
  regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 ft. of the dragon
  must succeed on a DC 25 Dexterity saving throw or
  take 12 (2d6 + 5) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  THEROS NPCS | DRAGONS
  
  /
  Spawn of Thraxes
  Spawns of Thraxes are capable of awakening volcanoes.
  Lair Actions
  On initiative count 20 (losing initiative ties), the dragon takes
  a lair action to cause one of the following effects; the dragon
  can’t use the same effect two rounds in a row:
  Magma erupts from a point on the ground the dragon can
  see within 120 feet of it, creating a 20-foot-high, 5-foot-
  radius geyser. Each creature in the geyser’s area must
  make a DC 15 Dexterity saving throw, taking 21 (6d6) fire
  damage on a failed save, or half as much damage on a
  successful one.
  A tremor shakes the lair in a 60-foot radius around the
  dragon. Each creature other than the dragon on the
  ground in that area must succeed on a DC 15 Dexterity
  saving throw or be knocked prone.
  Volcanic gases form a cloud in a 20-foot-radius sphere
  centered on a point the dragon can see within 120 feet of
  it. The sphere spreads around corners, and its area is
  lightly obscured. It lasts until initiative count 20 on the
  next round. Each creature that starts its turn in the cloud
  must succeed on a DC 13 Constitution saving throw or be
  poisoned until the end of its turn. While poisoned in this
  way, a creature is incapacitated.
  Regional Effects
  The region containing a legendary Thraxite spawn’s lair is
  warped by the dragon’s magic, which creates one or more of
  the following effects:
  Small earthquakes are common within 6 miles of the
  dragon’s lair.
  Water sources within 1 mile of the lair are supernaturally
  warm and tainted by sulfur.
  Rocky fissures within 1 mile of the dragon’s lair form
  portals to the hottest parts of the underworld, allowing
  creatures of elemental fire into the world to dwell nearby.
  If the dragon dies, these effects fade over the course of
  1d10 days.
  Sparks from Purphoros's forge fill the belly of every
  dragon.
  66
  Spawn of Thraxes
  Gargantuan dragon, chaotic evil
  Armor Class 22
  Hit Points 775 (50d20 + 250)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 10 (+0) 20 (+5) 15 (+2) 15 (+2) 23 (+6)
  Saving Throws Dex +7, Con +12, Wis +9, Cha +13
  Skills Perception +16, Stealth +7
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 26
  Languages Draconic, Common (barely)
  Challenge 24 (62000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence.
  It then makes three attacks: one with its bite and two
  with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
  one target. Hit: 15 (2d10 + 5) piercing damage plus
  14 (4d6) fire damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
  target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 21 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Fire Breath (Recharge 5-6). The dragon exhales fire in a
  90-foot cone. Each creature in that area must make a
  DC 24 Dexterity saving throw, taking 91 (26d6) fire
  damage on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  The ancient red dragon can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The ancient red dragon
  regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 ft. of the dragon
  must succeed on a DC 25 Dexterity saving throw or
  take 12 (2d6 + 5) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  THEROS NPCS | DRAGONS
  
  /
  Stormbreath Dragon
  A favorite of Keranos, a stormbreath dragon breathes
  lightning instead of fire.
  67
  Stormbreath Dragon
  Gargantuan dragon, unaligned
  Armor Class 22
  Hit Points 481 (26d20 + 208)
  Speed 40 ft., burrow 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
  Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  Skills Perception +17, Stealth +7
  Damage Immunities lightning, radiant
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 27
  Languages Draconic, Common (barely)
  Challenge 23 (100000 XP)
  Battle Readiness. The dragon has advantage on initiative
  rolls.
  Hearts of the Dragon (Mythic Trait; Recharges after a
  Short or Long Rest). When the dragon drops to 0 hit
  points, it doesn’t die or fall unconscious. Instead, the
  damage creates tears in its hide, revealing its hearts.
  The dragon has three hearts in its chest. A heart has an
  AC of 22 and 120 hit points. It is immune to lightning
  and radiant damage and to all conditions. If it is forced
  to make a saving throw, treat its ability scores as 10
  (+0). The dragon dies when all the hearts are destroyed.
  Actions
  Multiattack. The dragon can use its Frightful Presence.
  It then makes three attacks: one with its bite and two
  with its claws.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
  one target. Hit: 20 (2d10 + 9) piercing damage plus
  11 (2d10) lightning damage.
  Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
  one target. Hit: 16 (2d6 + 9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
  target. Hit: 18 (2d8 + 9) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 20 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Lightning Breath (Recharge 5-6). The dragon exhales
  lightning in a 120-foot line that is 10 feet wide. Each
  creature in that line must make a DC 23 Dexterity
  saving throw, taking 88 (16d10) lightning damage on a
  failed save, or half as much damage on a successful
  one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The dragon regains spent
  legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 ft. of the dragon must
  succeed on a DC 24 Dexterity saving throw or take 16
  (2d6 + 9) bludgeoning damage and be knocked prone.
  The dragon can then fly up to half its flying speed.
  Mythic Actions
  If the dragon's mythic trait is active, it can use the
  options below as legendary actions for 1 hour after
  using Hearts of the Dragon.
  Breathe Lightning. The dragon makes a lightning breath
  attack.
  THEROS NPCS | DRAGONS
  
  /
  Giants
  The giants, or gigantes, are titanic humanlike mortals. The
  giants are iconoclasts, and seek to overthrow the gods. It is
  said that a god cannot kill a giant without the help of a man,
  which explains why the gods seemingly "allow" them to exist.
  Giants should not be confused with the immortal titans.
  Arbor Colossus
  An arbor colossus is a giant archer, and not a colossus as its
  name suggests.
  68
  Arbor Colossus
  Gargantuan giant, any alignment
  Armor Class 16 (studded leather armor)
  Hit Points 990 (60d20 + 360)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 22 (+6) 22 (+6) 12 (+1) 14 (+2) 11 (+0)
  Skills Acrobatics +12, Perception +24
  Senses passive Perception 34
  Languages Giant
  Challenge 20 (25000 XP)
  Archer's Eye (3/Day). As a bonus action, the archer
  can add 1d10 to its next attack or damage roll with
  a longbow or shortbow.
  Divine Immunity. Giants can't be killed by a god
  without the help of a human. Unless provoked, the
  giant ignores all nonflying things that are Huge or
  smaller and all flying things that are Large or
  smaller.
  Hearts of the Colossus (Mythic Trait; Recharges after
  a Short or Long Rest). When the colossus drops to 0
  hit points, it doesn’t die or fall unconscious.
  Instead, the damage creates tears in its skin,
  revealing its hearts. The colossus has three hearts
  in its chest. A heart has an AC of 16 and 165 hit
  points. It is immune to all conditions. If it is forced
  to make a saving throw, treat its ability scores as 10
  (+0). The colossus dies when all the hearts are
  destroyed.
  Siege Monster. The giant deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the giant ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Multiattack. The colossus makes two attacks with
  its longbow.
  Longbow. Ranged Weapon Attack: +14 to hit, range
  300/1200 ft., one target. Hit: 60 (12d8 + 6)
  piercing damage.
  Mythic Actions
  If the colossus's mythic trait is active, it can use the
  options below as legendary actions for 1 hour after
  using Hearts of the Colossus.
  Desperate Shot. The colossus makes a longbow
  attack against creature that is flying.
  THEROS NPCS | GIANTS
  
  /
  Benthic Giant
  Benthic giants sleep beneath the waves, and when they rise
  terrorize mariners.
  "Some fates you can see coming for you, plain as
  day, and there's nothing you can do about them."
  —Callaphe the mariner
  Captain of Kalemne
  A captain of Kalemne leads one of Kalemne's giant
  warbands.
  69
  Benthic Giant
  Gargantuan giant, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 120 ft., swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 16 (+3)
  Saving Throws Con +11, Wis +8
  Skills Intimidation +9, Perception +8
  Damage Resistances bludgeoning, cold
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 18
  Languages Giant
  Challenge 19 (22000 XP)
  Divine Immunity. Giants can't be killed by a god
  without the help of a human. Unless provoked, the
  giant ignores all nonflying things that are Huge or
  smaller and all flying things that are Large or
  smaller.
  Magic Resistance. The giant has advantage on saving
  throws against spells and other magical effects.
  Siege Monster. The giant deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the giant ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Unarmed Strike. Melee Weapon Attack: +10 to hit,
  reach 20 ft., one target. Hit: 58 (12d8 + 4) )
  bludgeoning damage.
  Captain of Kalemne
  Gargantuan giant, lawful good
  Armor Class 16 (breastplate)
  Hit Points 775 (50d20 + 250)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 16 (+3) 21 (+5) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +11, Dex +9
  Senses passive Perception 12
  Languages Giant
  Challenge 19 (22000 XP)
  Giant's Wrath (Mythic Trait; Recharges after a Short or
  Long Rest). When the captain would be reduced to
  700 or fewer hit points, it first gains 315
  temporary hit points. The captain smashes a
  building it can reach, sending debris flying in a
  200-foot radius. Each creature in those areas must
  make a DC 13 Dexterity saving throw, taking 24
  (7d6) bludgeoning damage on a failed save. All
  spells in this radius are dispelled, and all structures
  destroyed.
  Siege Monster. The captain deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the captain ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Vigilant. The captain can't be surprised.
  Actions
  Multiattack. The captain makes three melee attacks.
  Unarmed Strike. Melee Weapon Attack: +11 to hit,
  reach 5 ft., one target. Hit: 17 (5d4 + 5)
  bludgeoning damage.
  THEROS NPCS | GIANTS
  
  /
  Doomwake Giant
  Doomwake giants sleep beneath graveyards and battlefields.
  Outland Colossus
  70
  Doomwake Giant
  Gargantuan giant, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 990 (60d20 + 360)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 22 (+6) 12 (+1) 14 (+2) 16 (+3)
  Saving Throws Con +12, Wis +8
  Skills Intimidation +9, Perception +8
  Damage Immunities necrotic, poison
  Condition Immunities frightened, poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Giant
  Challenge 20 (25000 XP)
  Aura of Erebos. Any creature that starts its turn
  within 10 feet of the giant must succeed on a DC
  18 Constitution saving throw, or it takes 10 (3d6)
  necrotic damage and can’t regain hit points until
  the start of its next turn. On a successful saving
  throw, the creature is immune to the giant’s Aura
  of Erebos for 24 hours.
  Divine Immunity. Giants can't be killed by a god
  without the help of a human. Unless provoked, the
  giant ignores all nonflying things that are Huge or
  smaller and all flying things that are Large or
  smaller.
  Magic Resistance. The giant has advantage on saving
  throws against spells and other magical effects.
  Siege Monster. The giant deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the giant ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Unarmed Strike. Melee Weapon Attack: +10 to hit,
  reach 10 ft., one target. Hit: 40 (8d8 + 4)
  bludgeoning damage plus 10 (3d6) necrotic
  damage.
  Noxious Gust (Recharge 5–6). The giant exhales a
  mighty gust that creates a blast of deadly mist in a
  60-foot line that is 10 feet wide. Each creature in
  that line must make a DC 18 Constitution saving
  throw. On a failed save, the creature takes 36 (8d8)
  necrotic damage and is knocked prone. On a
  successful save, a creature takes half as much
  damage and isn’t knocked prone.
  Outland Colossus
  Gargantuan giant, any alignment
  Armor Class 17 (leather)
  Hit Points 990 (60d20 + 360)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 22 (+6) 22 (+6) 12 (+1) 14 (+2) 11 (+0)
  Skills Acrobatics +13, Perception +24
  Senses passive Perception 34
  Languages Giant
  Challenge 21 (33000 XP)
  Titanic Nature. Unless provoked, the giant ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Unrenowned. The colossus has a -6 penalty on
  damage rolls and Strength and Dexterity checks,
  and its hit point total and maximum are each
  reduced by 315 (30d20). The first time the
  colossus deals damage to a player character, it
  loses this trait permanently.
  Fair Fight. If the colossus has been attacked at least
  once since its last turn, a divine force prevents
  creatures creatures from attacking it further until its
  next turn.
  Actions
  Spear. Melee or Ranged Weapon Attack: +13 to hit,
  reach 50 ft. or range 200/600 ft., one target. Hit:
  48 (12d6 + 6) piercing damage, or 60 (12d8 + 6)
  piercing damage if used with two hands to make a
  melee attack.
  THEROS NPCS | GIANTS
  
  /
  Pharagax Giant
  A Pharagax giant plagues the Pharagax bridge.
  Usage Notes
  Players familiar with the Pharagax giant may find the choice
  too simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more Pharagax giant cultists might be nearby who
  will pay tribute to the giant.
  The Pharagax giant could be guarding the Pharagax bridge.
  A quest goal might involve destroying a structure.
  A quest goal might involve preserving a structure.
  71
  Pharagax Giant
  Gargantuan giant, unaligned
  Armor Class 17
  Hit Points 405 (30d20 + 90)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 17 (+3) 10 (+0) 12 (+1) 9 (–1)
  Saving Throws Dex +7, Con +8, Wis +6
  Skills Athletics +8, Perception +6
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 16
  Languages Giant
  Challenge 15 (13000 XP)
  Demand Tribute. Immediately after initiative rolls in
  which the giant participates, it demands tribute
  from a creature it can see. That creature may bow,
  genuflect, salute, or perform a similar gesture as a
  bonus action.
  If tribute is paid: Until the end of combat, the giant
  gains a +2 bonus to damage rolls and Strength and
  Dexterity checks, and 210 (20d20) temporary hit
  points.
  If tribute isn't paid: the giant pounds the earth,
  dealing 28 (10d4+3) damage to every creature,
  object, and structure on the ground within a 15-
  foot radius.
  Divine Immunity. Giants can't be killed by a god
  without the help of a human. Unless provoked, the
  giant ignores all nonflying things that are Huge or
  smaller and all flying things that are Large or
  smaller.
  Siege Monster. The giant deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the giant ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Boulder. Ranged Weapon Attack: +8 to hit, range
  120/480 ft., one target. Hit: 30 (3d8 + 3)
  bludgeoning damage. If the target is a creature, it
  must succeed on a DC 16 Strength saving throw or
  be knocked prone.
  Reactions
  Rock Catching. If a rock or similar object is hurled at
  the giant, the giant can, with a successful DC 15
  Dexterity saving throw, catch the missile and take
  no bludgeoning damage from it.
  THEROS NPCS | GIANTS
  
  /
  Quarry Colossus
  Named for its stone-toned skin, a quarry colossus is a giant
  that sleeps beneath quarries. It punishes anyone who tries to
  steal its stone.
  Silent Artisan
  A silent artisan stacks massive boulders artistically.
  On the fourth day they passed through a forest of
  immense stacked stones. Althemone, youngest of
  the companions, called these pillars the work of a
  god, but the Champion knew better. She quickened
  her pace.
  —The Theriad
  72
  Quarry Colossus
  Gargantuan giant, lawful neutral
  Armor Class 15 (natural armor)
  Hit Points 990 (60d20 + 360)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 15 (+2) 22 (+6) 14 (+2) 16 (+3) 16 (+3)
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 13
  Languages Giant
  Challenge 17 (18000 XP)
  Divine Immunity. Giants can't be killed by a god
  without the help of a human. Unless provoked, the
  giant ignores all nonflying things that are Huge or
  smaller and all flying things that are Large or
  smaller.
  Siege Monster. The giant deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the giant ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Bury (Recharge 6). The colossus pounds a hole in
  the earth, which swallows all creatures, objects, and
  structure in a 10-foot radius. Each creature in that
  area must succeed on a DC 15 Dexterity saving
  throw or fall 1d6 × 10 feet into the sinkhole, take
  10 (3d6) bludgeoning damage, and be knocked
  prone and buried. Buried creatures are restrained
  and unable to breathe or stand up. A creature can
  take an action to make a DC 10 Strength check,
  ending the buried state on a success.
  Marble Camouflage. The giant has advantage on
  Dexterity (Stealth) checks made to hide in white
  marble fields.
  Rock. Ranged Weapon Attack: +7 to hit, range
  60/240 ft., one target. Hit: 30 (10d4 + 5)
  bludgeoning damage. If the target is a creature, it
  must succeed on a DC 15 Strength saving throw or
  be knocked prone.
  Unarmed Strike. Melee Weapon Attack: +7 to hit,
  reach 10 ft., one target. Hit: 30 (10d4 + 5)
  bludgeoning damage.
  Silent Artisan
  Gargantuan giant, unaligned
  Armor Class 17
  Hit Points 775 (50d20 + 250)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (–1)
  Saving Throws Dex +8, Con +11, Wis +7
  Skills Athletics +9, Perception +7
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 17
  Languages Giant
  Challenge 18 (20000 XP)
  Divine Immunity. Giants can't be killed by a god
  without the help of a human. Unless provoked, the
  giant ignores all nonflying things that are Huge or
  smaller and all flying things that are Large or
  smaller.
  Siege Monster. The giant deals double damage to
  objects and structures.
  Stone Camouflage. The giant has advantage on
  Dexterity (Stealth) checks made to hide in
  mountainous rocky terrain.
  Titanic Nature. Unless provoked, the giant ignores
  all nonflying things that are Huge or smaller and all
  flying things that are Large or smaller.
  Actions
  Boulder. Ranged Weapon Attack: +9 to hit, range
  120/480 ft., one target. Hit: 30 (6d8 + 3)
  bludgeoning damage. If the target is a creature, it
  must succeed on a DC 17 Strength saving throw or
  be knocked prone.
  Reactions
  Rock Catching. If a rock or similar object is hurled at
  the giant, the giant can, with a successful DC 16
  Dexterity saving throw, catch the missile and take
  no bludgeoning damage from it.
  THEROS NPCS | GIANTS
  
  /
  Swarmborn Giant
  While not a true giant, a swarmborn giant takes on the same
  characteristics as a regular giant. It is in fact an avatar made
  from living insects by a druid.
   
   
  73
  Swarmborn Giant
  Gargantuan swarm of tiny beasts (giant), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 990 (60d20 + 360)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 22 (+6) 22 (+6) 10 (+0) 10 (+0) 10 (+0)
  Skills Intimidation +7
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 30 ft., passive Perception 10
  Languages Giant
  Challenge 24 (62000 XP)
  Avatar. The insects that compose the giant are charmed
  by a powerful druid. If that druid loses focus, the
  insects disband into a number of medium swarms of
  insects equal to its remaining hit points (not including
  temporary hit points) divided by 22. Any temporary hit
  points from the giant's mythic trait are converted to
  swarms of wasps instead.
  Avoidance. If the giant is subjected to an effect that
  allows it to make a saving throw to only take half
  damage, it instead takes no damage if it succeeds on
  the saving throw, and only half damage if it fails.
  Divine Immunity. Giants can't be killed by a god without
  the help of a human. Unless provoked, the giant
  ignores all nonflying things that are Huge or smaller
  and all flying things that are Large or smaller.
  Grow (Mythic Trait; Recharges After a Short or Long Rest).
  The giant's summoner conjures 10 swarms of wasps
  that merge with the giant. The giant gains a +2 bonus
  to Strength and Dexterity checks and damage rolls, and
  it gains 220 hit points.
  Siege Monster. The giant deals double damage to
  objects and structures.
  Swarm. The giant can occupy another creature’s space
  and vice versa, and the giant can move through any
  opening large enough for a tiny insect. The giant can’t
  regain hit points or temporary hit points.
  Titanic Nature. Unless provoked, the giant ignores all
  nonflying things that are Huge or smaller and all flying
  things that are Large or smaller.
  Actions
  Bites. Melee Weapon Attack: +13 to hit, reach 0 ft., one
  target in the giant's space, Hit: 60 (12d8+6) piercing
  damage, or 33 (6d8+6) piercing damage if the giant
  has half of its hit points.
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit: 60 (12d8 + 6) bludgeoning damage, and
  the giant also takes that much damage.
  THEROS NPCS | HAGS
  
  /
  Gorgons
  The gorgons of Theros are beautiful anguipede women with
  snake hair. Any creature who looks directly at the face of a
  gorgon becomes petrified.
  Gorgons are masters of medicine, and secrets they share
  with other mortals have led to many advances in medical
  science.
  Keepsake Gorgon
  The keepsake gorgon has a mythic ability that allows it to
  regenerate by shedding its skin.
  Some gorgons are collectors, making "sculpture"
  gardens of their victims.
  74
  Keepsake Gorgon
  Medium monstrosity (medusa), lawful evil
  Armor Class 15
  Hit Points 104 (11d8 + 55)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 20 (+5) 12 (+1) 13 (+1) 15 (+2)
  Skills Deception +4, Insight +3, Perception +3, Stealth
  +4, Medicine +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 5 (1800 XP)
  Gorgon's Trial. The gorgon is an expert in extending its
  own life to near-immortality, and it enjoys a high-stake
  deal. If a creature successfully restrains the gorgon, it
  will share one of its medicinal secrets in exchange for
  its freedom.
  Petrifying Visage. As soon as a creature within 30 feet
  of the gorgon sees the gorgon's face, it may make a DC
  14 Constitution saving throw. On a success, that
  creature may use a reaction to shield its eyes or avert
  them. If the saving throw fails by 5 or more, or if the
  creature is unable to react, the creature is instantly
  petrified. Otherwise, a creature that fails the save
  begins to turn to stone and is restrained. The restrained
  creature must repeat the saving throw at the end of its
  next turn, becoming petrified on a failure or ending the
  effect on a success. The petrification lasts until the
  creature is unpetrified by a god. 
   
  If the gorgon sees its own face reflected on a polished
  surface within 30 ft. of it and in an area of bright light,
  the gorgon is, due to its curse, affected by its own
  visage. 
   
  This trait has no effect if the gorgon's face is not its
  normal flesh state. The trait remains active even if the
  gorgon is incapacitated, killed, and even beheaded.
  Shed Skin (Mythic Trait; Recharges after a Short or Long
  Rest). If the gorgon is reduced to 0 hit points, it
  doesn’t die or fall unconscious. Instead, it sheds its
  skin, regains 15 (1d20+5) hit points, and moves up to
  its speed without provoking opportunity attacks.
  Actions
  Multiattack. The gorgon makes either three melee
  attacks—one with its snake hair, one to constrict, and
  one with its shortsword—or two ranged attacks with
  its longbow.
  Constrict. Melee Weapon Attack: +2 to hit, reach 10 ft.,
  one target. Hit: 7 (2d6) bludgeoning damage, and the
  target is grappled (escape DC 10) if it is a Large or
  smaller creature. Until this grapple ends, the target is
  restrained, and the gorgon can’t constrict another
  target.
  Snake Hair. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 4 (1d4 + 2) piercing damage plus 14
  (4d6) poison damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage plus 7 (2d6) poison damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Mythic Actions
  If the gorgon's mythic trait is active, it can use the
  options below as legendary actions for 1 hour after
  using Shed Skin.
  Look at Me (Costs 3 Actions). The gorgon can force a
  sighted creature it has grappled to see its face and be
  affected by its visage.
  THEROS NPCS | GORGONS
  
  /
  Gorgon Misconceptions
  Some common misconceptions about the gorgons
  of Theros:
  Myth. The gorgon petrifies with her eyes.
  Fact. Anyone who sees the gorgon's face is
  petrified. The gorgon can even be asleep with her
  eyes closed, or dead. But a petrified gorgon can't
  petrify anyone.
  Myth. All gorgons are immortal.
  Fact. Some gorgons are immortal, but the rest
  can be killed by natural means.
  Myth. A gorgon is immune to its own reflection.
  Fact. On other worlds, sure. But on Theros, if a
  mortal gorgon sees its face reflected in a mirror, it
  petrifies itself.
  Mender
  Menders are seekers of poisons, which they claim can be
  used to produce powerful cures. They serve Pharika
  "The direst venom becomes a panacea under
  Pharika’s guidance. I bring it to the worthy, clinging
  at the edge of the abyss."
  75
  Mender
  Medium monstrosity (medusa, gorgon), lawful neutral
  Armor Class 18 (plate)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 17 (+3) 12 (+1) 13 (+1) 18 (+4)
  Skills Deception +7, Insight +4, Perception +4, Stealth
  +5, Medicine +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 3 (700 XP)
  Gorgon's Trial. The gorgon is an expert in extending its
  own life to near-immortality, and it enjoys a high-stake
  deal. If a creature successfully restrains the gorgon, it
  will share one of its medicinal secrets in exchange for
  its freedom.
  Innate Spellcasting. The mender's innate spellcasting
  ability is Charisma (spell save DC 15, +7 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material components:
  At will: spare the dying
  3/day: cure wounds, lesser restoration, protection from
  poison
  1/day: revivify
  Petrifying Visage. As soon as a creature within 30 feet
  of the gorgon sees the gorgon's face, it may make a DC
  14 Constitution saving throw. On a success, that
  creature may use a reaction to shield its eyes or avert
  them. If the saving throw fails by 5 or more, or if the
  creature is unable to react, the creature is instantly
  petrified. Otherwise, a creature that fails the save
  begins to turn to stone and is restrained. The restrained
  creature must repeat the saving throw at the end of its
  next turn, becoming petrified on a failure or ending the
  effect on a success. The petrification lasts until the
  creature is unpetrified by a god. 
   
  If the gorgon sees its own face reflected on a polished
  surface within 30 ft. of it and in an area of bright light,
  the gorgon is, due to its curse, affected by its own
  visage. 
   
  This trait has no effect if the gorgon's face is not its
  normal flesh state. The trait remains active even if the
  gorgon is incapacitated, killed, and even beheaded.
  Visor. The mender wears a visored helmet to prevent
  accidental petrification. While her visor is down, other
  creatures can't see her eyes.
  Actions
  Multiattack. The gorgon makes two attacks: one to
  constrict, and one with its shortsword.
  Constrict. Melee Weapon Attack: +3 to hit, reach 10 ft.,
  one target. Hit: 7 (2d6) bludgeoning damage, and the
  target is grappled (escape DC 10) if it is a Large or
  smaller creature. Until this grapple ends, the target is
  restrained, and the gorgon can’t constrict another
  target.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  A THEROS BESTIARY | GORGONS
  
  /
  Reaper of the Wilds
  A reaper of the wilds makes itself more powerful by
  selecting a home that offers it a unique advantage.
   
   
  76
  Reaper of the Wilds
  Medium monstrosity (medusa, gorgon), lawful evil
  Armor Class 15
  Hit Points 161 (17d8 + 85)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 20 (+5) 12 (+1) 13 (+1) 15 (+2)
  Skills Deception +5, Insight +4, Perception +4, Stealth
  +5, Medicine +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 6 (2300 XP)
  Gorgon's Trial. The gorgon is an expert in extending its
  own life to near-immortality, and it enjoys a high-stake
  deal. If a creature successfully restrains the gorgon, it
  will share one of its medicinal secrets in exchange for
  its freedom.
  Magic Resistance. The reaper has advantage on saving
  throws against spells and other magical effects.
  Petrifying Visage. As soon as a creature within 30 feet
  of the gorgon sees the gorgon's face, it may make a DC
  14 Constitution saving throw. On a success, that
  creature may use a reaction to shield its eyes or avert
  them. If the saving throw fails by 5 or more, or if the
  creature is unable to react, the creature is instantly
  petrified. Otherwise, a creature that fails the save
  begins to turn to stone and is restrained. The restrained
  creature must repeat the saving throw at the end of its
  next turn, becoming petrified on a failure or ending the
  effect on a success. The petrification lasts until the
  creature is unpetrified by a god. 
   
  If the gorgon sees its own face reflected on a polished
  surface within 30 ft. of it and in an area of bright light,
  the gorgon is, due to its curse, affected by its own
  visage. 
   
  This trait has no effect if the gorgon's face is not its
  normal flesh state. The trait remains active even if the
  gorgon is incapacitated, killed, and even beheaded.
  Actions
  Snake Hair. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one creature. Hit: 4 (1d4 + 6) bludgeoning damage.
  Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 7 (2d6) bludgeoning damage, and the
  target is grappled (escape DC 18) if it is a Large or
  smaller creature. Until this grapple ends, the target is
  restrained, and the reaper can’t constrict another
  target.
  Reactions
  Gain the Upper Hand. Whenever a creature within 30
  feet of the reaper drops to 0 hit points or becomes
  incapacitated or petrified, the reaper may reroll one die
  and choose either value rolled when it makes its next
  ability check, attack roll, or saving throw.
  A THEROS BESTIARY | GORGONS
  
  /
  Harpies
  The harpies are abominable bird-women that feed on
  mortals.
  Harpy Chick
  A harpy chick is incapable of flight, but just as hungry for
  flesh.
  Harpy Cultist
  Harpy cultists represent the cultists of the abhorrent
  overlord demon.
  Insatiable Harpy
  An insatiable harpy is afflicted with amplified hunger.
  Gold coin, battered helmet, broken wrist bone-- all
  have the same value in the eyes of a harpy.
  77
  Harpy Chick
  Tiny monstrosity (harpy), chaotic evil
  Armor Class 8
  Hit Points 2 (1d4 + 0)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 11 (+0) 6 (–2) 11 (+0) 14 (+2)
  Skills Intimidation +4
  Senses blindsight 10 ft. (can't see), passive
  Perception 10
  Languages —
  Challenge 0 (50 XP)
  Dark Devotion. The harpy has advantage on saving
  throws against being charmed or frightened.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) piercing damage.
  Screech. The harpy deals 2 (1d4) psychic damage
  to all non-harpy creatures within 20 feet of itself.
  Harpy Cultist
  Medium monstrosity (harpy), chaotic evil
  Armor Class 10
  Hit Points 4 (1d8 + 0)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 11 (+0) 6 (–2) 11 (+0) 14 (+2)
  Skills Intimidation +4
  Senses passive Perception 10
  Languages Common
  Challenge 0 (50 XP)
  Dark Devotion. The harpy has advantage on saving
  throws against being charmed or frightened.
  Actions
  Multiattack. The harpy makes two melee attacks:
  one with its bite and one with its claws.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) piercing damage.
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) slashing damage.
  Insatiable Harpy
  Medium monstrosity, chaotic evil
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+1) 6 (–2) 11 (+0) 14 (+2)
  Skills Intimidation +4
  Senses passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  Dark Devotion. The harpy has advantage on saving
  throws against being charmed or frightened.
  Actions
  Multiattack. The harpy makes two melee attacks:
  one with its bite and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) piercing damage. The
  harpy regains that many hit points.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) slashing damage.
  THEROS NPCS | HARPIES
  
  /
  Shrike Harpy
  Shrike harpies are worshiped by cultists. Non-cultists may
  find themselves in front of its hatchlings.
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more harpy cultists might be nearby who will pay
  tribute.
  A quest goal might involve securing a harpy egg.
  A quest goal might involve protecting something, and
  being carried off by the harpy would make this goal
  difficult.
  78
  Shrike Harpy
  Medium monstrosity, chaotic evil
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+1) 6 (–2) 11 (+0) 14 (+2)
  Skills Intimidation +4
  Senses passive Perception 10
  Languages Common
  Challenge 0 (50 XP)
  Dark Devotion. The harpy has advantage on saving
  throws against being charmed or frightened.
  Demand Tribute. Immediately after initiative rolls in
  which the harpy participates, it demands tribute
  from a creature it can see. That creature may bow,
  genuflect, salute, or perform a similar gesture as a
  bonus action.
  If tribute is paid: Until the end of combat, the harpy
  gains a +2 bonus to damage rolls and Strength and
  Dexterity checks, and 9 (2d8) temporary hit points.
  If tribute isn't paid: The creature becomes grappled
  by the harpy (escape DC 11 Strength check). The
  harpy can carry a Medium or smaller creature with
  both claws of its feet while flying. A creature that
  successfully escapes while the harpy is flying falls.
  Harpy's Roost. The harpy roosts in a next 100 feet
  from the ground in a dead cypress tree. Its 5-foot-
  radius nest is made of human bones held together
  with dried mud. Roll a two d4's to determine how
  many eggs are in the clutch:
  2d4
  Clutch Size
  2
  1 egg
  3-7
  2 eggs
  8
  3 eggs
  If you decide to have the eggs hatch, use the
  harpy chick stat block.
  Actions
  Multiattack. The harpy makes two melee attacks:
  one with its bite and one with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) slashing damage.
  THEROS NPCS | HARPIES
  
  /
  Humans
  The humans of Theros are styled after the ancient Hellenists.
  They live in poleis, of which there are three: Meletis, Akros,
  and Setessa.
  Aerie Worshiper
  An aerie worshiper is a bird cultist.
  They can conjure stars from a clear sky.
  Agent of Kruphix
  The light in the woods just before dawn reveals a
  glimmering network of branches, roots, and
  spiderwebs. The acolytes of Kruphix walk this
  lattice unseen.
  79
  Aerie Worshiper
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 13 (+1) 14 (+2) 13 (+1) 14 (+2)
  Skills Medicine +5, Persuasion +5, Religion +6
  Senses passive Perception 11
  Languages Common, any two languages
  Challenge 0 (25 XP)
  Actions
  Unarmed Strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning
  damage.
  Planar Ally. The worshiper casts planar ally,
  beseeching any nyxborn bird it can see for a
  nyxborn eagle.
  Agent of Kruphix
  Medium humanoid (human), any alignment
  Armor Class 12
  Hit Points 27 (6d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 11 (+0) 13 (+1) 15 (+2) 17 (+3)
  Skills Deception +5, Insight +4, Investigation +5,
  Perception +6, Persuasion +5, Stealth +5
  Senses passive Perception 16
  Languages Common, Any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can
  use a bonus action to take the Dash, Disengage, or
  Hide action.
  Sneak Attack (1/Turn). The spy deals an extra 7
  (2d6) 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 spy that
  isn't incapacitated and the spy doesn't have
  disadvantage on the attack roll.
  Telepathic Bond. While the agent is in any of
  Theros's three realms, it can magically convey what
  it senses to Kruphix.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit,
  range 30/120 ft., one target. Hit: 5 (1d6 + 2)
  piercing damage.
  THEROS NPCS | HUMANS
  
  /
  Agent of the Fates
  When the Fates decide it is time to end the life-thread of
  mortals, they may send an agent of the Fates to perform the
  task. These agents are bounty hunters who place themselves
  in the service of the Fates.
  "You are breathing borrowed air."
  Astronomer
  80
  Agent of the Fates
  Medium humanoid (human), lawful evil
  Armor Class 15
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 17 (+3) 15 (+2) 14 (+2) 12 (+1) 11 (+0)
  Saving Throws Dex +6, Int +5
  Skills Acrobatics +6, Deception +3, Perception +4,
  Stealth +9
  Damage Resistances poison
  Senses passive Perception 14
  Languages Thieves' cant plus any two languages,
  Common
  Challenge 9 (5000 XP)
  Assassinate. During its first turn, the assassin has
  advantage on attack rolls against any creature that
  hasn't taken a turn. Any hit the assassin scores
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect that
  allows it to make a Dexterity saving throw to take
  only half damage, the assassin instead takes no
  damage if it succeeds on the saving throw, and only
  half damage if it fails.
  Heroic. Whenever the agent becomes targeted by a
  spell, that spell's caster may have the agent make a
  ranged dagger attack at each of up to 7 (1d6 + 1)
  creatures it can see of the agent's choice.
  Sneak Attack (1/Turn). The assassin deals an extra
  14 (4d6) damage when it hits a target with a
  weapon attack and has advantage on the attack roll,
  or when the target is within 5 ft. of an ally of the
  assassin that isn't incapacitated and the assassin
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The assassin makes two dagger attacks.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d4 + 3) piercing damage, and the target must
  make a DC 15 Constitution saving throw, taking 24
  (7d6) poison damage on a failed save, or half as
  much damage on a successful one.
  Astronomer
  Medium humanoid (human), any alignment
  Armor Class 12
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 16 (+3) 18 (+4) 13 (+1) 12 (+1)
  Saving Throws Int +7, Wis +4
  Skills Arcana +8, History +8
  Senses passive Perception 11
  Languages Common, Giant, Leonin, Primordial,
  Minotaur, Sylvan, Sphinx
  Challenge 6 (2300 XP)
  Heroic. Whenever a the astronomer becomes
  targeted by a spell, that spell's caster may have the
  astronomer use a bonus action to roll a d4. On a 4,
  the astronomer regains any single expended spell
  slot.
  Spellcasting. The astronomer is a 9th-level
  spellcaster. Its spellcasting ability is Intelligence
  (spell save DC 14, +6 to hit with spell attacks). The
  astronomer has the following wizard spells
  prepared:
  Cantrips (at will): dancing lights, light, minor
  illusion
  1st level (4 slots): comprehend languages, identify,
  illusory script, shield
  2nd level (3 slots): continual flame, silent image
  3rd level (3 slots): clairvoyance, fly, major image
  4th level (3 slots): arcane eye, ice storm
  5th level (1 slot): contact other plane
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
  damage.
  THEROS NPCS | HUMANS
  
  /
  Cutthroat
  Anyone bold enough to board a ship risks being plundered by
  cutthroats.
  "Our ambition drives us forward. Together we will
  claim what is ours, no matter who holds it."
  Ephialtes
  Ephialtes are warlocks that study ways to create nightmares
  and turn them loose in the minds of others.
  "Every nightmare is a caged bird that yearns to be
  set free."
  —Ashiok, Nightmare Weaver
  81
  Cutthroat
  Medium humanoid (human), any alignment
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 13 (+1) 11 (+0) 11 (+0) 11 (+0)
  Senses passive Perception 10
  Languages Common, any one language
  Challenge 1/8 (25 XP)
  Purse Slasher. Whenever the cutthroat deals damage
  to a creature, that creature must make a DC 13
  Dexterity saving throw. On a fail, the cutthroat
  steals 1 gp worth of currency for every point of
  damage it dealt. If the defending creature doesn't
  have enough currency, the cutthroat instead takes
  all the creature's currency.
  Actions
  Whip. Ranged Weapon Attack: +3 to hit, range 10
  ft., one target. Hit: 3 (1d4 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 3
  (1d4 + 1) piercing damage in melee, or 3 (1d4 + 1)
  piercing damage at range.
  Cutthroat Maneuver. Until the beginning of the
  cutthroat's next turn, the next time an allied
  creature would attack a creature the cutthroat
  could attack, the cutthroat uses a bonus action to
  make one weapon attack against the defending
  creature. The cutthroat and its ally each deal an
  extra 1 damage of the same type dealt. Both attacks
  are simultaneous, and all the damage is dealt at
  once. The cutthroat and the ally both gain 4 (1d8)
  temporary hit points until the beginning of the
  cutthroat's next turn.
  Ephialtes
  Medium humanoid (human), lawful evil
  Armor Class 12
  Hit Points 13 (3d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 11 (+0)
  Saving Throws Int +3, Wis +3
  Skills Arcana +3, History +3
  Senses passive Perception 11
  Languages Common, Draconic, Minotaur, Sylvan
  Challenge 1 (200 XP)
  Spellcasting. The ephialtes is a 7th-level spellcaster.
  The ephialtes's spellcasting ability is Charisma
  (spell save DC 10, +2 to hit with spell attacks). The
  ephialtes has the following warlock spells prepared:
  4th level (2 slots): fear, phantasmal force
  Heroic. Whenever the ephialtes becomes targeted
  by a spell, that spell's caster may have the adept
  use a bonus action to force each creature within 15
  feet of the mage to expend one spell slot, if it has
  any.
  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 in melee, or 4 (1d4 + 2)
  piercing damage at range.
  THEROS NPCS | HUMANS
  
  /
  Form Artisan
  Form artisans are wizards that study the art of shapeshifting.
  Illusionist
  Illusionists are charlatans who use deceptive illusions to
  their advantage, and enjoy a good reputation, as long as no
  one finds out they've been cheated. One popular scam is to
  fein the role of an oracle, though this capital offense against
  the gods is a dance with death.
  82
  Form Artisan
  Medium humanoid (shapechanger), any alignment
  Armor Class 11
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 11 (+0) 20 (+5) 11 (+0) 11 (+0)
  Saving Throws Int +7
  Skills Deception +2, Arcana +7, Sleight of Hand +2,
  Performance +2, Persuasion +2
  Damage Resistances psychic
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Innate Spellcasting. The artisan's innate spellcasting
  ability is Wisdom (spell save DC 10, +2 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: alter self
  Heroic. Whenever a spell targets the artisan, that
  spell's caster decides whether the artisan may take
  a bonus action to become a copy of a creature it
  can see, except it also keeps this trait.
  Actions
  Unarmed Strike. Melee Weapon Attack: +3 to hit,
  one target, range 5 ft., 1 bludgeoning damage.
  Illusionist
  Medium humanoid (human), neutral evil
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 12 (+1) 11 (+0) 11 (+0) 13 (+1)
  Saving Throws Wis +2, Cha +3
  Skills Deception +3, Sleight of Hand +2, Arcana +2,
  Investigation +2
  Senses passive Perception 10
  Languages Common, any language
  Challenge 1 (200 XP)
  False Identity. The charlatan has created a second
  identity that includes documentation, established
  acquaintances, and disguises that allow it to
  assume that persona. Additionally, it can forge
  documents including official papers and personal
  letters, as long as it has seen an example of the
  kind of document or the handwriting it is trying to
  copy.
  Spellcasting. The illusionist is a 2nd-level
  spellcaster. The illusionist's spellcasting ability is
  Charisma (spell save DC 11, +3 to hit with spell
  attacks). It requires no material components to cast
  its spells. The illusionist has the following warlock
  spells prepared:
  Cantrip (at will): acid splash, eldritch blast, fire bolt,
  minor illusion, shocking grasp
  1st level (2 slots): charm person, witch bolt
  THEROS NPCS | HUMANS
  
  /
  Labyrinth Champion
  "It used to be a lair. Now it’s just a tunnel."
  Master Thief
  A master thief knows how to slip past even the best guards.
  Honesty is the first casualty of war.
  83
  Labyrinth Champion
  Medium humanoid (human), any alignment
  Armor Class 20 (plate, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 15 (+2) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +5
  Skills Athletics +5, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, any two languages
  Challenge 4 (1100 XP)
  Battle Readiness. The champion has advantage on
  initiative rolls.
  Improved Critical. The champion's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Heroic. Whenever the champion becomes targeted by a
  spell, that spell's caster chooses whether the champion
  may make a Shortsword attack as a bonus action.
  Actions
  Extra Attack. The champion can attack twice, instead of
  once, whenever it takes the Attack action on its turn.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Master Thief
  Medium humanoid (human), any alignment
  Armor Class 15 (leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 19 (+4) 15 (+2) 12 (+1) 12 (+1) 13 (+1)
  Saving Throws Dex +6, Int +3
  Skills Acrobatics +6, Athletics +3, Perception +3,
  Sleight of Hand +6, Stealth +6, Deception +3
  Senses passive Perception 13
  Languages thieves' cant, Common, Any one language
  Challenge 3 (700 XP)
  Daring Swap. At the beginning of the thief's turn, if the
  thief attacked a creature at any point since the thief's
  last turn, the thief may choose an object it knows that
  creature is carrying and an object the thief is carrying,
  and attempts to exchange possession of those objects
  as a bonus action. The objects must be roughly equal in
  size, shape, and weight; for example, a nail for a key, a
  rock for a piece of jewelry. The thief must know the
  exact location of the object it tries to obtain. The thief
  must succeed on a Dexterity (Sleight of Hand) check
  equal to that 8 + creature's proficiency bonus + that
  creature's Dexterity score.
  On a success, the thief completes the swap
  successfully. If the thief succeeds by 4 or less, that
  creature saw the burglary but failed to prevent it. If the
  thief succeeds by the check by 5-9, that creature
  knows it has been burglarized, but doesn't know how
  or when it occurred. If the thief succeeds by 10 or
  more, that creature is oblivious to the swap until it
  notices the item has been replaced.
  Actions
  Multiattack. The thief makes three attacks with its
  dagger.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 +
  4) piercing damage.
  Reactions
  Uncanny Dodge. The thief halves the damage that it
  takes from an attack that hits it. The thief must be able
  to see the attacker.
  THEROS NPCS | HUMANS
  
  /
  Military of Akros
  Because Akros's patron gods (Purphoros and Iroas) are at
  odds with those of Meletis (Heliod) and of Skophos and
  Phoberos (Mogis), crusades are inevitable for Akros. The
  military of Akros includes its athletes, who compete for valor
  in the bloody Iroan Games.
  Akroan Conscriptor
  "The time to serve is now."
  Akroan Crusade Recruit
  84
  Akroan Conscriptor
  Medium humanoid (human), lawful evil
  Armor Class 16 (mage armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 11 (+0)
  Saving Throws Int +5, Wis +3
  Skills Arcana +5, History +5, Persuasion +2,
  Deception +2
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Any three languages
  Challenge 2 (450 XP)
  Heroic. Whenever the conscriptor becomes
  targeted by a spell, that spell's caster may have the
  conscriptor cast false conscription as a bonus
  action.
  Actions
  Whip. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 12 (2d8 + 3) slashing damage.
  Akroan Crusade
  Recruit
  Medium humanoid (human), unaligned
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +4, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Battle Readiness. The recruit has advantage on
  initiative rolls.
  Formation Tactics. The recruit has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Actions
  Multiattack. The recruit makes two melee attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  THEROS NPCS | HUMANS
  
  /
  Akroan Crusader
  An Akroan soldier’s worth is measured by the
  number of swords raised by his battle cry.
  Akroan Horse Soldier
  Akroan horse soldiers crew an Akroan horse.
  85
  Akroan Crusader
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 6 (1d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Senses passive Perception 12
  Languages Common
  Challenge 4 (1100 XP)
  Heroic. Whenever a spell targets the crusader, that
  spell's caster may have the crusader summon an
  Akroan crusade recruit that appears in an
  unoccupied space that the crusader can see within
  60 feet of itself. The summoned soldier acts as an
  ally to its summoner and its allies.
  Actions
  Multiattack. The crusader makes three melee
  attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach
  5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  Akroan Horse Soldier
  Medium humanoid (human), any alignment
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +3, Perception +3, Stealth +4
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Shadow Stealth. While in dim light or darkness, the
  soldier can take the Hide action as a bonus action.
  Actions
  Multiattack. The soldier makes two melee attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  THEROS NPCS | HUMANS
  
  /
  Akroan Irregular
  Kytheon and his irregulars worked outside the law to bring
  justice to the streets of Akros.
  Akroan Jailer
  The jailer carries a set of manacles and a ring of keys.
  He ensures escape attempts are just that—
  attempts.
  86
  Akroan Irregular
  Medium humanoid (human), neutral good
  Armor Class 15 (breastplate)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 13 (+1) 16 (+3) 11 (+0) 11 (+0) 12 (+1)
  Skills Intimidation +3
  Senses passive Perception 10
  Languages Common, Any one language
  Challenge 4 (1100 XP)
  Pack Tactics. The irregular has advantage on an
  attack roll against a creature if at least one of the
  irregular's allies is within 5 ft. of the creature and
  the ally isn't incapacitated.
  Unrenowned. The irregular has a -1 penalty on
  damage rolls and Strength and Dexterity checks,
  and its hit point total and maximum are each
  reduced by 4 (1d8). The first time the irregular
  deals damage to a player character, it loses this trait
  permanently.
  Actions
  Multiattack. The irregular makes two melee attacks.
  Warhammer. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning
  damage, or 10 (1d10 + 5) bludgeoning damage if
  used with two hands to make a melee attack.
  Restrain. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. The irregular attempts to use both
  hands to restrain a Medium or smaller creature
  within 5 feet of it. That creature must succeed on a
  DC 10 Dexterity saving throw or become grappled
  by the irregular (escape DC 12). Until this grapple
  ends, the target is restrained, and the irregular can't
  perform actions with its arms or hands.
  Akroan Jailer
  Medium humanoid (human), any alignment
  Armor Class 15
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 13 (+1) 12 (+1) 13 (+1) 14 (+2)
  Saving Throws Cha +4, Str +3, Dex +4, Con +3
  Skills Athletics +3, Insight +3, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Battle Readiness. The jailer has advantage on
  initiative rolls.
  Resilient. The jailer has advantage on saving throws
  against being charmed, frightened, grappled, or
  restrained.
  Retainer. The jailer has advantage on skill checks
  made for pursuing, apprehension, retaining, and
  escorting hostile creatures.
  Actions
  Multiattack. The jailer makes two unarmed strikes
  Unarmed Strike. Melee Weapon Attack: +3 to hit,
  reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
  damage.
  THEROS NPCS | HUMANS
  
  /
  Akroan Line Breaker
  Akroan Phalanx Hoplite
  Shields up, spears out, heels set, hearts firm.
  87
  Akroan Line Breaker
  Medium humanoid (human), any alignment
  Armor Class 20 (plate, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 13 (+1) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +4
  Skills Athletics +5, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, any two languages
  Challenge 5 (1800 XP)
  Battle Readiness. The warrior has advantage on
  initiative rolls.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Heroic. Whenever the warrior is the target of a spell,
  that spell's caster may take a bonus action to cast
  buff at 2nd level, targeting the warrior and requiring
  no components or spell slots. This buff can't trigger
  any Heroic traits. If the caster does, the warrior
  takes a bonus action to choose one creature that
  the warrior can see within 30 feet of itself. If the
  target can see or hear the warrior, the target must
  succeed on a DC 11 Wisdom saving throw or be
  frightened of the warrior until the end of the
  warrior's next turn. If the target succeeds on its
  saving throw, the warrior can't choose that target
  again for this reaction for 24 hours.
  Actions
  Multiattack. The warrior makes four attacks with its
  battleaxe.
  Battleaxe. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 6 (1d8 + 2) slashing damage.
  Akroan Phalanx
  Hoplite
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Hold the Line. While the hoplite is holding a spear,
  other creatures provoke an opportunity attack from
  the hoplite when they move within 5 feet of it.
  When the hoplite hits a creature with an
  opportunity attack using its spear, the creature
  takes an extra 4 (1d8) piercing damage, and the
  creature’s speed becomes 0 for the rest of the turn.
  Phalanx Tactics. The hoplite and all allied creatures
  forming a phalanx with it (an unbroken line without
  any five-foot or larger gaps) have a +1 damage roll
  bonus.
  Vigilant. The hoplite can't be surprised.
  Actions
  Multiattack. The hoplite makes three melee attacks
  or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 6
  (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
  damage if used with two hands to make a melee
  attack.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach
  5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  THEROS NPCS | HUMANS
  
  /
  Akroan Phalanx Leader
  His soldiers etch his words on the insides of their
  shields, their inspiration always in sight during
  battle.
  Akroan Sergeant
  88
  Akroan Phalanx Leader
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Heroic. Whenever the phalanx leader becomes
  targeted, that spell's caster may take a bonus action
  to cast buff targeting the phalanx leader, requiring
  no components or spell slots. This buff can't trigger
  any Heroic traits.
  Hold the Line. While the phalanx leader is holding a
  spear, other creatures provoke an opportunity
  attack from the phalanx leader when they move
  within 5 feet of it. When the phalanx leader hits a
  creature with an opportunity attack using its spear,
  the creature takes an extra 4 (1d8) piercing
  damage, and the creature’s speed becomes 0 for
  the rest of the turn.
  Rally. Whenever the phalanx leader becomes the
  target of a buff spell, it uses a bonus action to
  speak words of inspiration, affecting friendly
  creatures within 30 ft. of it that can hear it. Until
  the end of combat, those creatures gain a +1 bonus
  to damage rolls and Strength and Dexterity checks,
  and each gains 4 (1d8) temporary hit points.
  Actions
  Multiattack. The phalanx leader makes three melee
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 6
  (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
  damage if used with two hands to make a melee
  attack.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach
  5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  Akroan Sergeant
  Medium humanoid (human), any alignment
  Armor Class 16 (breastplate)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Hold the Line. While the sergeant is holding a
  sword, other creatures provoke an opportunity
  attack from the sergeant when they move within 5
  feet of it. When the sergeant hits a creature with an
  opportunity attack using its sword, the creature
  takes an extra 4 (1d8) piercing damage, and the
  creature’s speed becomes 0 for the rest of the turn.
  Unrenowned. The sergeant has a -1 penalty on
  damage rolls and Strength and Dexterity checks,
  and its hit point total and maximum are each
  reduced by 4 (1d8). The first time the sergeant
  deals damage to a player character, it loses this trait
  permanently.
  Actions
  Multiattack. The sergeant makes three melee
  attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  THEROS NPCS | HUMANS
  
  /
  Akroan Skyguard
  "Trust me. When you have earned a god's favor,
  you'll know."
  Athlete
  The Iroan Games award no medals. Athletes vie for
  a visit from Iroas, god of victory.
  89
  Akroan Skyguard
  Medium humanoid (human), any alignment
  Armor Class 17 (half plate)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., flying 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 13 (+1) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +3, Dex +3
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Heroic. Whenever the skyguard becomes targeted
  by a spell, that spell's caster may take a bonus
  action to cast buff targeting the skyguard, requiring
  no components or spell slots. This buff can't trigger
  any Heroic traits.
  Actions
  Multiattack. The skyguard makes three melee
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing
  damage if used with two hands to make a melee
  attack.
  Athlete
  Medium humanoid (human), any alignment
  Armor Class 18 (plate)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 17 (+3) 10 (+0) 13 (+1) 16 (+3)
  Saving Throws Str +7, Dex +6, Con +6
  Skills Athletics +10, Intimidation +6
  Senses passive Perception 11
  Languages Common, any one language
  Challenge 8 (3900 XP)
  Brave. The athlete has advantage on saving throws
  against being frightened.
  Heroic. Whenever the athlete becomes targeted by
  a spell, that spell's caster may have the athlete use a
  bonus action to choose one hostile creature. That
  creature skips its next turn this combat.
  Actions
  Multiattack. The athlete makes three unarmed
  strikes.
  Unarmed Strike. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. Hit: 11 (2d6 + 4)
  bludgeoning damage.
  THEROS NPCS | HUMANS
  
  /
  Bloodcrazed Akroan Hoplite
  Champion of Iroas
  90
  Bloodcrazed Akroan
  Hoplite
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +4, Dex +4
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Hold the Line. While the hoplite is holding a spear,
  other creatures provoke an opportunity attack from
  the hoplite when they move within 5 feet of it.
  When the hoplite hits a creature with an
  opportunity attack using its spear, the creature
  takes an extra 4 (1d8) piercing damage, and the
  creature’s speed becomes 0 for the rest of the turn.
  Heroic. Whenever the hoplite becomes targeted by
  a spell, that spell's caster may have the hoplite use
  its next action to bite a creature within reach. This
  bite attack reduces the bitten creature's hit point
  maximum by 4 (1d8) and gives the hoplite that
  many temporary hit points until the end of combat.
  Until the bitten creature finishes a long rest, that
  creature has a -1 penalty to damage rolls and
  Strength and Dexterity checks, and the hoplite
  gains a +1 bonus to damage rolls and Strength and
  Dexterity checks until the end of combat. The
  bitten creature dies if this effect reduces its hit
  point maximum to 0.
  Actions
  Multiattack. The hoplite makes three melee attacks
  or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 5
  (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
  damage if used with two hands to make a melee
  attack.
  Shield Bash. Melee Weapon Attack: +4 to hit, reach
  5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone.
  Champion of Iroas
  Medium humanoid (human), unaligned
  Armor Class 11
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +4, Perception +3, Performance +3
  Senses passive Perception 13
  Languages Common
  Challenge 1 (200 XP)
  Battle Readiness. The hero has advantage on
  initiative rolls.
  Formation Tactics. The hero has advantage on saving
  throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Actions
  Multiattack. The champion makes four melee
  attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Description
  Accustomed to battling before an audience in
  the arena, Iroas's champions know how to put
  on a good show.
  THEROS NPCS | HUMANS
  
  /
  Favored Akroan Hoplite
  Hero of Iroas
  "My left has felled a cyclops. My right has slain a
  giant. I bring both to every fight."
  91
  Favored Akroan
  Hoplite
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 6 (1d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Senses passive Perception 12
  Languages Common
  Challenge 4 (1100 XP)
  Heroic. Whenever a spell targets the hoplite, that
  spell's caster may take a bonus action to cast buff,
  targeting the hoplite and requiring no components
  or spell slots. This buff can't trigger any Heroic
  traits. If the caster does, the hoplite becomes
  immune to all types of damage until the hoplite's
  next turn.
  Hold the Line. While the hoplite is holding a spear,
  other creatures provoke an opportunity attack from
  the hoplite when they move within 5 feet of it.
  When the hoplite hits a creature with an
  opportunity attack using its spear, the creature
  takes an extra 4 (1d8) piercing damage, and the
  creature’s speed becomes 0 for the rest of the turn.
  Actions
  Multiattack. The hoplite makes three melee attacks
  or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 6
  (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
  damage if used with two hands to make a melee
  attack.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach
  5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  Hero of Iroas
  Medium humanoid (human), unaligned
  Armor Class 11
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +4, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 1/4 (50 XP)
  Battle Readiness. The hero has advantage on
  initiative rolls.
  Formation Tactics. The hero has advantage on saving
  throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Heroic. Whenever the hero becomes targeted by a
  spell, that spell's caster may take a bonus action to
  cast buff targeting the hero, requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Magic Incentive. Any creature that has not cast a
  spell from within 30 feet of the hero since that
  creature's last long rest may do so without
  expending a spell slot.
  Actions
  Multiattack. The hero makes two melee attacks.
  Brass Knuckles. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
  damage.
  THEROS NPCS | HUMANS
  
  /
  Military of Meletis
  Meletis is near the sea, so conflicts with tritons occur.
  Additionally, they have a religious feud with Akros.
  Battlewise Meletian Hoplite
  Dawnbringer Charioteer
  "Nyx may belong to the gods, but the skies of
  Theros are ours."
  92
  Battlewise Meletian
  Hoplite
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 11 (+0)
  Saving Throws Dex +4, Int +5
  Skills Arcana +5, History +5, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Spellcasting. The hoplite is a 3rd-level spellcaster.
  The hoplite's spellcasting ability is Intelligence
  (spell save DC 13, +5 to hit with spell attacks). The
  hoplite has the following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of
  frost
  1st level (4 slots): color spray, expeditious retreat,
  sleep
  2nd level (2 slots): blur, cloud of daggers,
  invisibility
  Heroic. Whenever a spell targets the hoplite, that
  spell's caster may take a bonus action to cast buff,
  targeting the hoplite and requiring no components
  or spell slots. This buff can't trigger any Heroic
  traits. If the caster does, the hoplite gains a +1
  bonus on the next Wisdom check it makes.
  Actions
  Multiattack. The hoplite makes three weapon
  attacks. It can replace one weapon attack with ray
  of frost.
  Spear. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage, or 6 (1d8 + 2) piercing damage if used
  with two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +4 to hit, reach
  5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone.
  Dawnbringer
  Charioteer
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
  Saving Throws Dex +4, Int +5
  Skills Arcana +5, History +5, Perception +3,
  Athletics +3, Animal Handling +3
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Heroic. Whenever the charioteer becomes targeted
  by a spell, that spell's caster may take a bonus
  action to cast buff targeting the charioteer,
  requiring no components or spell slots. This buff
  can't trigger any Heroic traits.
  Spellcasting. The Meletian charioteer is a 3rd-level
  spellcaster. The Meletian charioteer's spellcasting
  ability is Intelligence (spell save DC 13, +5 to hit
  with spell attacks). The Meletian charioteer has the
  following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of
  frost
  1st level (4 slots): color spray, expeditious retreat,
  sleep
  2nd level (2 slots): blur, cloud of daggers,
  invisibility
  Actions
  Spear. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage. It
  regains that many hit points.
  THEROS NPCS | HUMANS
  
  /
  Elite Meletian Skirmisher
  Some adopted the tactics of the leonin to combat
  the ferocity of the minotaurs.
  Evangel of Heliod
  93
  Elite Meletian
  Skirmisher
  Medium humanoid (human), any alignment
  Armor Class 17 (half plate)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Senses passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  Heroic. Whenever a spell targets the hoplite, that
  spell's caster may have the skirmisher use a bonus
  action to let out an especially menacing roar. When
  the hoplite roars this way, creatures it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 10 Wisdom saving throw or
  become frightened of it until the end of its next
  turn.
  Actions
  Multiattack. The skirmisher makes three unarmed
  strikes.
  Unarmed Strike. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
  damage.
  Evangel of Heliod
  Medium humanoid (human), lawful good
  Armor Class 13 (mage armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 11 (+0) 15 (+2) 12 (+1) 18 (+4) 14 (+2)
  Saving Throws Cha +6, Wis +8
  Skills Persuasion +6, Religion +5
  Senses passive Perception 14
  Languages Common
  Challenge 1 (200 XP)
  Spellcasting. The evangel is a 3rd-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 14,
  +5 to hit with spell attacks). It has the following
  cleric spells prepared:
  Cantrip (at will): light, mage hand, mending, minor
  illusion, ray of frost (see "Actions" below), sacred
  flame, spare the dying
  1st level (4 slots): color spray, divine favor,
  expeditious retreat, guiding bolt, healing word,
  shield of faith, sleep
  2nd level (3 slots): blur, cloud of daggers,
  invisibility, lesser restoration, magic weapon, prayer
  of healing, silence, spiritual weapon
  Actions
  Recruit Soldiers (1/day). The evangel summons 1d6
  + 1 soldiers of Heliod that appear in unoccupied
  spaces that it can see within 60 feet of itself. The
  summoned soldiers act as allies to their summoner
  and to each other.
  THEROS NPCS | HUMANS
  
  /
  God-Favored Meletian General
  Someone has to be first to attack, but he was not
  alone for long
  Meletian Battlemage
  94
  God-Favored Meletian
  General
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 13 (+1) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +3, Dex +3
  Skills Persuasion +3
  Senses passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  Actions
  Multiattack. The phalanx leader makes three melee
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage.
  Shield Bash. Melee Weapon Attack: +3 to hit, reach
  5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 11 Strength
  saving throw or be knocked prone.
  Planar Ally. The general casts planar ally, beseeching
  Heliod for two nyxborn soldiers.
  Meletian Battlemage
  Medium humanoid (human), any alignment
  Armor Class 12
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 12 (+1) 18 (+4) 13 (+1) 12 (+1)
  Saving Throws Int +6, Wis +3
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common, Any four languages
  Challenge 7 (2900 XP)
  Spellcasting. The battlemage is a 9th-level
  spellcaster. Its spellcasting ability is Intelligence
  (spell save DC 14, +6 to hit with spell attacks). It
  has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, mage armor,
  magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Mana-Generating Staff. For every creature targeted
  by a spell cast by a friendly creature within 30 feet
  of the battlemage (including the battlemage), there
  is a 25% chance of the caster regenerating that
  spell slot immediately.
  Heroic. Whenever the battlemage is the target of a
  spell, that spell's caster may take a bonus action to
  cast limited magic immunity, targeting the
  battlemage and requiring no components or spell
  slots. This limited magic immunity can't trigger any
  Heroic traits.
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
  THEROS NPCS | HUMANS
  
  /
  Soldier of Heliod
  Soldier of the Pantheon
  "I hear the gods' voices in my dreams each night,
  and I offer bloody trophies on their altars each
  day."
   
  Wingsteed Rider
  Trust is the only bridle a pegasus will accept.
  95
  Soldier of Heliod
  Medium humanoid (human), any alignment
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +3, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 1 (200 XP)
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Actions
  Multiattack. The soldier makes two melee attacks.
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Soldier of the
  Pantheon
  Medium humanoid (human), unaligned
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +4, Perception +3
  Damage Resistances damage from magical attacks
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Actions
  Multiattack. The soldier makes two melee attacks.
  Longsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
  or 7 (1d10 + 2) slashing damage if used with two
  hands.
  Wingsteed Rider
  Medium humanoid (human), lawful good
  Armor Class 18 (plate)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 15 (+2) 12 (+1) 12 (+1) 16 (+3)
  Saving Throws Con +4, Wis +3
  Senses passive Perception 11
  Languages Common, any one language
  Challenge 2 (450 XP)
  Brave. The knight has advantage on saving throws
  against being frightened.
  Heroic. Whenever the centaur becomes targeted by a
  spell, that spell's caster may take a bonus action to cast
  buff targeting the centaur, requiring no components or
  spell slots. This buff can't trigger any Heroic traits.
  Actions
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  THEROS NPCS | HUMANS
  
  /
  Military of Setessa
  Bassara Tower Archer
  Setessan warriors of Bassara Tower are known for
  their guerrilla tactics and skill with the bow.
  Interlopers into the Nessian Wood do not get far.
  Leina Tower Hero
  "You cannot achieve greatness if its seed has not
  already been planted in your heart."
  96
  Bassara Tower Archer
  Medium humanoid (human), any alignment
  Armor Class 13 (leather)
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 13 (+1) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +4
  Skills Athletics +5, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, Any two languages
  Challenge 2 (450 XP)
  Arbor Camouflage. The archer has advantage on
  Dexterity (Stealth) checks made while in a wooded
  environment.
  Battle Readiness. The warrior has advantage on
  initiative rolls.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Extra Attack. The archer makes two longbow
  attacks.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Reactions
  Protection. The warrior imposes disadvantage on
  the attack roll of a creature within 5 feet of it
  whose target isn't the warrior. The warrior must be
  able to see the attacker.
  Leina Tower Hero
  Medium humanoid (human), any alignment
  Armor Class 13 (leather)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 13 (+1) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +4
  Skills Athletics +4, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, any two languages
  Challenge 2 (450 XP)
  Battle Readiness. The warrior has advantage on
  initiative rolls.
  Heroic. Whenever the hero becomes targeted by a
  spell, that spell's caster may take a bonus action to
  cast buff targeting the hero, requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Multiattack. The warrior makes two melee attacks
  with its spear.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage in melee, or 4 (1d6 + 1)
  piercing damage at range, or 5 (1d8 + 1) piercing
  damage if used with two hands to make a melee
  attack.
  THEROS NPCS | HUMANS
  
  /
  Setessan Battle Priest
  "Your god teaches you only how to kill. Karametra
  teaches me to defend what I hold dear. That is why
  I will prevail."
  Setessan Starbreaker
  "Who says you cannot touch the stars?"
  97
  Setessan Battle Priest
  Medium humanoid (human), lawful evil
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 11 (+0) 15 (+2) 12 (+1) 18 (+4) 14 (+2)
  Saving Throws Con +6, Wis +8
  Skills Intimidation +6, Religion +5
  Senses passive Perception 14
  Languages Common, Any one language
  Challenge 10 (5900 XP)
  Spellcasting. The war priest is a 9th-level spellcaster. It's
  spellcasting ability is Wisdom (spell save DC 15, +7 to
  hit with spell attacks). It has the following cleric spells
  prepared:
  Cantrip (at will): light, mending, sacred flame, spare the
  dying
  1st level (4 slots): divine favor, guiding bolt, healing
  word, shield of faith
  2nd level (3 slots): lesser restoration, magic weapon,
  prayer of healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader's mantle,
  dispel magic, revivify, spirit guardians, wall of
  waterEEPC
  4th level (3 slots): banishment, freedom of movement,
  guardian of faith, stoneskin
  5th level (1 slots): flame strike, mass cure wounds,
  hold monster
  Heroic. Whenever a spell targets the priest, that spell's
  caster chooses whether the priest regains 16 hit
  points.
  Actions
  Multiattack. The war priest makes two melee attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  creature. Hit: 10 (2d6 + 3) bludgeoning damage.
  Reactions
  Guided Strike (1/Rest). The priest grants a +10 bonus to
  an attack roll made by itself or another creature within
  30 feet of it. The priest can make this choice after the
  roll is made but before it hits or misses.
  Setessan Starbreaker
  Medium humanoid (human), any alignment
  Armor Class 20 (plate, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 13 (+1) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +3
  Skills Athletics +4, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Common, any two languages
  Challenge 3 (700 XP)
  Battle Readiness. The warrior has advantage on initiative
  rolls.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Innate Spellcasting. The human warrior (attacker)'s
  innate spellcasting ability is Charisma (spell save DC
  10, +2 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  3/day: dispel magic
  Actions
  Multiattack. The warrior makes two scimitar attacks or
  two shield bash attacks.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Shield Bash. Melee Weapon Attack: +6 to hit, reach 5
  ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.
  If the target is a Medium or smaller creature, it must
  succeed on a DC 12 Strength saving throw or be
  knocked prone.
  THEROS NPCS | HUMANS
  
  /
  Skyspear Cavalry
  Pray her spear reaches you first. Her griffin is less
  kind.
  Setessan Warrior
  As soon as she faces a monster, she begins
  composing its epitaph.
  98
  Skyspear Cavalry
  Medium humanoid (human), any alignment
  Armor Class 16 (leather, shield)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0)
  Saving Throws Dex +5, Wis +5
  Skills Acrobatics +5, Perception +5, Survival +5
  Senses passive Perception 15
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. The hoplite makes two melee attacks
  with its spear.
  Spear. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d6 + 2) piercing damage.
  Setessan Warrior
  Medium humanoid (human), any alignment
  Armor Class 20 (plate, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 15 (+2) 15 (+2) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +5
  Skills Athletics +5, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, any two languages
  Challenge 4 (1100 XP)
  Battle Readiness. The warrior has advantage on
  initiative rolls.
  Heroic. Whenever the warrior becomes targeted by
  a spell, that spell's caster may take a bonus action
  to cast buff as a 2nd-level spell, targeting the
  warrior, requiring no components or spell slots.
  This buff can't trigger any Heroic traits.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Multiattack. The warrior makes two attacks with its
  scimitar.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage, or
  6 (1d8 + 2) slashing damage if used with two
  hands to make a melee attack.
  THEROS NPCS | HUMANS
  
  /
  Military (Other)
  Bant Soldier
  Soldiers summoned by Elspeth are from Bant, across the
  Multiverse.
  Marauder of Mogis
  99
  Bant Soldier
  Medium humanoid (human), lawful good
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +3, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 1 (200 XP)
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Actions
  Multiattack. The soldier makes two melee spear
  attacks or two shortsword attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage.
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Maurader of Mogis
  Medium humanoid (human), chaotic evil
  Armor Class 13 (leather)
  Hit Points 76 (9d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
  Skills Intimidation +4
  Senses passive Perception 11
  Languages Common, Minotaur
  Challenge 1/2 (100 XP)
  Reckless. At the start of its turn, the marauder can
  gain advantage on all melee weapon attack rolls
  during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  War Cry. The marauder and all allied creatures within
  30 ft. of it that can hear its war cry have advantage
  on initiative rolls.
  Actions
  Crude Weapon. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
  damage.
  THEROS NPCS | HUMANS
  
  /
  Mindreaver
  Mindreavers are powerful warlocks who specialize in
  clearing the minds of others. Their signature offense is to
  cause other wizards to forget the spells they know.
  Monster Slayer
  "You. Poet. Be sure to write this down."
  100
  Mindreaver
  Medium humanoid (human), neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (11d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 11 (+0) 21 (+5) 16 (+3) 17 (+3)
  Saving Throws Int +8, Wis +6
  Skills Arcana +8, Deception +6, Insight +6,
  Persuasion +6
  Senses passive Perception 13
  Languages Common, Giant, Leonin, Primordial,
  Minotaur, Sylvan
  Challenge 5 (1800 XP)
  Heroic. Whenever the mindreaver becomes
  targeted by a spell, that spell's caster may have the
  mindreaver use a bonus action to cast reave mind,
  requiring no components or spell slots. This reave
  mind can't trigger any Heroic traits.
  Innate Spellcasting. The mindreaver's spellcasting
  ability is Intelligence (spell save DC 16). It can
  innately cast the following spells, requiring no
  components:
  At will: encode thoughtsGGtR, friends
  3/day each: phantasmal force, detect thoughts,
  dissonant whispers, sleep, suggestion
  1/day each: feeblemind, mind blank, scrying, weird
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Reactions
  Last Breath. As a creature casts a spell with the
  same name as a spell the mindreaver has caused
  any creature to forget in the last six hours, the
  mindreaver may counter that spell by expending
  two spell slots, exhaling, and dying.
  Monster Slayer
  Medium humanoid (human), any alignment
  Armor Class 17 (half plate)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 15 (+2) 11 (+0) 12 (+1) 12 (+1)
  Skills Survival +3, Acrobatics +4, Athletics +5
  Senses passive Perception 11
  Languages Common
  Challenge 5 (1800 XP)
  Hard to Kill (Recharges After a Long Rest). When the
  hero drops to 0 hit points but not killed outright, it
  can drop to 1 hit point instead.
  Heroic. Whenever the hero becomes targeted by a
  spell, that spell's caster may take a bonus action to
  cast buff targeting the hero, requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Actions
  Multiattack. The hero has two chains. It makes one
  chain attack for each of its chains that aren't already
  grappling a target.
  Chain. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 9 (2d6 + 2) slashing damage. The
  target is grappled (escape DC 14) if the hero isn't
  already grappling a creature. Until this grapple ends,
  the target is restrained and takes 7 (2d6) piercing
  damage at the start of each of its turns.
  THEROS NPCS | HUMANS
  
  /
  Oracles
   
   
   
  Flamespeaker
  Fire to destroy. Fire to create.
  101
  Flamespeaker
  Medium humanoid (human), any alignment
  Armor Class 15 (blessings of the gods)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 16 (+3)
  Saving Throws Wis +3, Cha +5
  Skills Insight +3, Persuasion +5, Religion +5
  Damage Immunities fire
  Senses passive Perception 11
  Languages Celestial, Common, any one language
  Challenge 5 (1800 XP)
  Blessings of the Gods. While the flamespeaker is
  wearing no armor and wielding no shield, its AC
  includes its Wisdom modifier. In addition, a creature
  that hits the flamespeaker with a melee attack while
  within 5 feet of it takes 9 (2d8) force damage.
  Creation. Every time the flamespeaker deals damage,
  the fiery sparks create an anvilwrought golem in an
  unoccupied space within 5 feet of the target. The
  anvilwroughts are friendly to the flamespeaker.
  Divine Influence. Just as oracles seek insights from
  interpreting the divine, so too do gods occasionally
  seek to manipulate the world through oracles.
  Sometimes a god might speak directly, be it with
  dramatic manifestations or direct possession of their
  servant. Although a deity’s words might be steeped in
  metaphors, should a god wish to make their intentions
  clear, they often find dramatic ways to make their
  thoughts known.
  Fiery Magic. The flamespeaker must use fiery magic for
  each of its spells and spell attacks, which deals 9 (2d8)
  magical fire damage to all creatures within 5 feet of it.
  Innate Spellcasting. The flamespeaker's innate
  spellcasting ability is Wisdom (spell save DC 12, +4 to
  hit with spell attacks). It can innately cast the following
  spells, requiring no material components (but an
  additional component is required; see Fiery Magic
  above):
  At will: guidance, light, thaumaturgy
  3/day: bless, guiding bolt, healing word, hold person
  1/day: augury, scrying
  Interpreter of Signs. Oracles possess unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces. Those who receive divine
  omens might seek out an oracle to gain a clearer vision
  of the god’s intentions. Finding an oracle, though, or
  one experienced in interpreting certain types of
  visions, might prove to be an adventure in its own
  right.
  Trample. The flamespeaker can move in and out of a
  Medium or smaller creature's space. If it would, it uses
  a bonus action to attack that creature with its eldritch
  touch. That creature must succeed on a DC 13
  Constitution saving throw or be knocked prone. If the
  creature succeeds, the flamespeaker can't enter that
  space and must end its turn immediately. If the
  flamespeaker stops on top of that creature, that
  creature becomes restrained until the flamespeaker
  moves off it (escape DC 10).
  Actions
  Multiattack. The flamespeaker makes two attacks.
  Eldritch Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) force damage. (See Fiery
  Magic above.)
  Reactions
  Divine Insight (3/Day). When the flamespeaker or a
  creature it can see makes an attack roll, a saving throw,
  or an ability check, the flamespeaker can cause the roll
  to be made with advantage or disadvantage.
  THEROS NPCS | HUMANS
  
  /
  Flamespeaker Adept
  "I see your future, mantled in ash."
  102
  Flamespeaker Adept
  Medium humanoid (human), any alignment
  Armor Class 15 (blessings of the gods)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 16 (+3) 14 (+2) 15 (+2) 16 (+3)
  Saving Throws Wis +4, Cha +5
  Skills Insight +4, Persuasion +5, Religion +5
  Damage Immunities fire
  Senses passive Perception 12
  Languages Celestial, Common, any one language
  Challenge 4 (1100 XP)
  Blessings of the Gods. While the flamespeaker is
  wearing no armor and wielding no shield, its AC
  includes its Wisdom modifier. In addition, a creature
  that hits the flamespeaker with a melee attack while
  within 5 feet of it takes 9 (2d8) force damage.
  Divine Influence. Just as oracles seek insights from
  interpreting the divine, so too do gods occasionally
  seek to manipulate the world through oracles.
  Sometimes a god might speak directly, be it with
  dramatic manifestations or direct possession of their
  servant. Although a deity’s words might be steeped in
  metaphors, should a god wish to make their intentions
  clear, they often find dramatic ways to make their
  thoughts known.
  Fiery Magic. The flamespeaker must use a fiery magic
  for each of its spells and for spell attacks, which deals
  9 (2d8) magical fire damage to all creatures within 5
  feet of it.
  Innate Spellcasting. The flamespeaker's innate
  spellcasting ability is Wisdom (spell save DC 13, +5 to
  hit with spell attacks). It can innately cast the following
  spells, requiring no material components (but an
  additional component is required; see Fiery Magic
  above):
  At will: guidance, light, thaumaturgy
  3/day: bless, guiding bolt, healing word, hold person
  1/day: augury, scrying
  Interpreter of Signs. Oracles possess unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces. Those who receive divine
  omens might seek out an oracle to gain a clearer vision
  of the god’s intentions. Finding an oracle, though, or
  one experienced in interpreting certain types of
  visions, might prove to be an adventure in its own
  right.
  Actions
  Eldritch Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) force damage. (See Fiery
  Magic above.)
  Reactions
  Divine Insight (3/Day). When the flamespeaker or a
  creature it can see makes an attack roll, a saving throw,
  or an ability check, the flamespeaker can cause the roll
  to be made with advantage or disadvantage.
  THEROS NPCS | HUMANS
  
  /
  Omenspeaker
  Her prophecies amaze her even as she speaks
  them.
  103
  Omenspeaker
  Medium humanoid (human), any alignment
  Armor Class 15 (blessings of the gods)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 12 (+1) 14 (+2) 17 (+3) 16 (+3)
  Saving Throws Wis +5, Cha +5
  Skills Insight +5, Persuasion +5, Religion +5
  Senses passive Perception 13
  Languages Celestial, Common, any one language
  Challenge 3 (700 XP)
  Blessings of the Gods. While the omenspeaker is
  wearing no armor and wielding no shield, its AC
  includes its Wisdom modifier. In addition, a
  creature that hits the omenspeaker with a melee
  attack while within 5 feet of it takes 9 (2d8) force
  damage.
  Divine Influence. Just as oracles seek insights from
  interpreting the divine, so too do gods occasionally
  seek to manipulate the world through oracles.
  Sometimes a god might speak directly, be it with
  dramatic manifestations or direct possession of
  their servant. Although a deity’s words might be
  steeped in metaphors, should a god wish to make
  their intentions clear, they often find dramatic ways
  to make their thoughts known.
  Innate Spellcasting. The omenspeaker's innate
  spellcasting ability is Wisdom (spell save DC 13, +5
  to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: light, true strike 3/day: augury, detect
  thoughts, identify 1/day: commune, divination,
  scrying
  Interpreter of Signs. Oracles possess unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces. Those who receive
  divine omens might seek out an oracle to gain a
  clearer vision of the god’s intentions. Finding an
  oracle, though, or one experienced in interpreting
  certain types of visions, might prove to be an
  adventure in its own right.
  Actions
  Eldritch Touch. Melee Spell Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 1) force damage.
  Reactions
  Divine Insight (3/Day). When the omenspeaker or a
  creature it can see makes an attack roll, a saving
  throw, or an ability check, the omenspeaker can
  cause the roll to be made with advantage or
  disadvantage.
  THEROS NPCS | HUMANS
  
  /
  Pain Seer
  Every twitching nerve and pulsing vein carries a
  message, discernible with the right tools.
  104
  Pain Seer
  Medium humanoid (human), any alignment
  Armor Class 15 (blessings of the gods)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 15 (+2) 15 (+2) 14 (+2) 15 (+2) 16 (+3)
  Saving Throws Wis +4, Cha +5
  Skills Insight +4, Persuasion +5, Religion +5
  Damage Immunities force damage dealt by the gods
  when inflicting pain on itself
  Senses passive Perception 12
  Languages Celestial, Common, any one language
  Challenge 1 (200 XP)
  Blessings of the Gods. While the oracle is wearing no
  armor and wielding no shield, its AC includes its
  Wisdom modifier. In addition, a creature that hits the
  oracle with a melee attack while within 5 feet of it
  takes 9 (2d8) force damage.
  Divine Influence. Just as oracles seek insights from
  interpreting the divine, so too do gods occasionally
  seek to manipulate the world through oracles.
  Sometimes a god might speak directly, be it with
  dramatic manifestations or direct possession of their
  servant. Although a deity’s words might be steeped in
  metaphors, should a god wish to make their intentions
  clear, they often find dramatic ways to make their
  thoughts known.
  Innate Spellcasting. The pain seer'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:
  3/day: commune, divination, scrying
  1/day: finger of death, symbol (pain)
  Interpreter of Signs. Oracles possess unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces. Those who receive divine
  omens might seek out an oracle to gain a clearer vision
  of the god’s intentions. Finding an oracle, though, or
  one experienced in interpreting certain types of
  visions, might prove to be an adventure in its own
  right.
  Painful Magic. The pain seer can't cast spells unless it
  witnessed a creature being dealt damage since the
  seer's last turn.
  Actions
  Kauterion. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage in melee, or 4 (1d4 + 2) piercing
  damage at range.
  Agkistron. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage and 4
  (1d4 + 2) slashing damage.
  Mochliskos. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4
  (1d4 + 2) slashing damage if used with extreme
  precision to pry an exposed bone outward on a
  nonmoving target.
  Reactions
  Divine Insight (3/Day). When the oracle or a creature it
  can see makes an attack roll, a saving throw, or an
  ability check, the oracle can cause the roll to be made
  with advantage or disadvantage.
  THEROS NPCS | HUMANS
  
  /
  Prophet of Kruphix
  "Time is fluid as a dance, and truth as fleeting."
  105
  Prophet of Kruphix
  Medium humanoid (human), any alignment
  Armor Class 15 (blessings of the gods)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 13 (+1) 14 (+2) 17 (+3) 16 (+3)
  Saving Throws Wis +5, Cha +5
  Skills Insight +5, Persuasion +5, Religion +6,
  Perception +5
  Senses passive Perception 15
  Languages Celestial, Common, any one language
  Challenge 4 (1100 XP)
  Blessings of the Gods. While the prophet is wearing
  no armor and wielding no shield, its AC includes its
  Wisdom modifier. In addition, a creature that hits
  the prophet with a melee attack while within 5 feet
  of it takes 9 (2d8) force damage.
  Divine Influence. Just as oracles seek insights from
  interpreting the divine, so too do gods occasionally
  seek to manipulate the world through oracles.
  Sometimes a god might speak directly, be it with
  dramatic manifestations or direct possession of
  their servant. Although a deity’s words might be
  steeped in metaphors, should a god wish to make
  their intentions clear, they often find dramatic ways
  to make their thoughts known.
  Innate Spellcasting. The prophet's innate
  spellcasting ability is Wisdom (spell save DC 13, +5
  to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: guidance, light, thaumaturgy
  3/day: bless, slow, healing word, hold person
  1/day: augury, scrying, time stop
  Interpreter of Signs. Oracles possess unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces. Those who receive
  divine omens might seek out an oracle to gain a
  clearer vision of the god’s intentions. Finding an
  oracle, though, or one experienced in interpreting
  certain types of visions, might prove to be an
  adventure in its own right.
  Actions
  Eldritch Touch. Melee Spell Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) force damage.
  Reactions
  Divine Insight (3/Day). When the oracle or a creature
  it can see makes an attack roll, a saving throw, or an
  ability check, the oracle can cause the roll to be
  made with advantage or disadvantage.
  THEROS NPCS | HUMANS
  
  /
  War Oracle
  "When you are felled by my mace, you shall know it
  was divine fate."
   
   
   
   
   
   
   
   
  106
  War Oracle
  Medium humanoid (human), lawful evil
  Armor Class 22 (blessings of the gods, plate)
  Hit Points 34 (4d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 18 (+4) 14 (+2) 18 (+4) 16 (+3)
  Saving Throws Wis +7, Cha +6, Con +7
  Skills Insight +7, Persuasion +6, Religion +7,
  Intimidation +6
  Senses passive Perception 14
  Languages Celestial, Common, any one language
  Challenge 5 (1800 XP)
  Blessings of the Gods. While the oracle is wearing no
  armor and wielding no shield, its AC includes its
  Wisdom modifier. In addition, a creature that hits the
  oracle with a melee attack while within 5 feet of it
  takes 9 (2d8) force damage.
  Divine Influence. Just as oracle seeks insights from
  interpreting the divine, so too do gods occasionally
  seek to manipulate the world through the oracle.
  Sometimes a god might speak directly, be it with
  dramatic manifestations or direct possession of the
  oracle. Although a deity’s words might be steeped in
  metaphors, should a god wish to make their intentions
  clear, they often find dramatic ways to make their
  thoughts known.
  Innate Spellcasting. The oracle's innate spellcasting
  ability is Wisdom (spell save DC 16, +8 to hit with spell
  attacks). It can innately cast the following spells,
  requiring no material components:
  At will: guidance, light, thaumaturgy
  3/day: bless, guiding bolt, healing word, hold person
  1/day: augury, scrying
  Interpreter of Signs. Oracles possess unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces. Those who receive divine
  omens might seek out an oracle to gain a clearer vision
  of the god’s intentions. Finding an oracle, though, or
  one experienced in interpreting certain types of
  visions, might prove to be an adventure in its own
  right.
  Magic Weapons. The oracle's weapon attacks are
  magical.
  Spellcasting. The oracle is a 9th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 16, +8 to
  hit with spell attacks). It has the following cleric spells
  prepared:
  Cantrip (at will): mending, sacred flame, spare the
  dying
  1st level (4 slots): divine favor, shield of faith
  2nd level (3 slots): lesser restoration, magic weapon,
  prayer of healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader's mantle,
  dispel magic, revivify, spirit guardians, wall of water
  4th level (3 slots): banishment, freedom of movement,
  guardian of faith, stoneskin
  5th level (1 slots): flame strike, mass cure wounds,
  hold monster
  Unrenowned. The oracle has a -1 penalty on damage
  rolls and Strength and Dexterity checks, and its hit
  point total and maximum are each reduced by 4 (1d8).
  The first time the oracle deals damage to a player
  character, it loses this trait permanently.
  Actions
  Multiattack. The oracle makes two melee attacks.
  Eldritch Mace. Melee Weapon Attack: +9 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 4) force damage, and it
  regains that many hit points.
  Reactions
  Divine Insight (3/Day). When the oracle or a creature it
  can see makes an attack roll, a saving throw, or an
  ability check, the oracle can cause the roll to be made
  with advantage or disadvantage.
  Guided Strike (1/Rest). The oracle grants a +10 bonus to
  an attack roll made by itself or another creature within
  30 feet of it. The oracle can make this choice after the
  roll is made but before it hits or misses.
  THEROS NPCS | HUMANS
  
  /
  Philosopher
  A philosopher wields the power of wisdom and wit.
  Philosophers who speak their minds can alter the course of
  mortal events through their discourse alone.
  Words of Power. The philospher is a master of using
  words as clarifiers and as ambiguators. It is able to enlighten
  simpletons and confuse sages.
  The Champion and the philosopher Olexa returned
  from the opposing camp at dusk. Behind them, the
  enemy raised sail and departed, breaking the siege.
  When asked what the two had done, the Champion
  replied, "We spoke to them."
  —The Theriad
  107
  Philosopher
  Medium humanoid (human), lawful good
  Armor Class 10
  Hit Points 4 (1d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 11 (+0) 12 (+1) 13 (+1) 12 (+1)
  Saving Throws Wis +3
  Skills History +3, Insight +3, Persuasion +3
  Senses passive Perception 11
  Languages Common, Sylvan
  Challenge 1/4 (50 XP)
  Authority on Every Subject. Any checks to determine
  whether the philosopher actually understands what
  it is talking about are made with disadvantage.
  Innate Spellcasting. The philosopher's innate
  spellcasting ability is Wisdom (spell save DC 11, +3
  to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: suggestion, confusion
  Actions
  Unarmed Strike. Melee Weapon Attack: +3 to hit:
  one target, reach 5 ft., 1 bludgeoning damage.
  THEROS NPCS | HUMANS
  
  /
  Polypharmakon
  The polypharmakon specializes in pharmaceutical plants,
  which she uses for healing and for seducing men. When she
  is finished with a man, she turns him into an animal, which
  she adds to her menagerie.
  Polypharmakon's Menegarie
  The sort of animal that the man becomes is usually
  related to their personality:
  Noble with magnanimous heart: lion
  Furious and rage-filled: bear
  Voracious and so starved that no food contents
  them: wolf
  Revels and sleeps instead of tending the fire:
  goat
  Malicious and annoying: fox
  Bending over for everyone: giraffe
  Proud: peacock
  Terrified of death: stag
  Shameless: pig
  A prophet or augur: woodpecker
  The possibilities are endless... oysters to
  elephants...
  108
  Polypharmakon
  Medium humanoid (human), any alignment
  Armor Class 16 (hide armor, shield)
  Hit Points 132 (24d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 13 (+1) 13 (+1) 21 (+5) 12 (+1)
  Saving Throws Int +5, Wis +9
  Skills Medicine +9, Nature +5, Perception +9
  Senses passive Perception 19
  Languages Druidic, Common, Sylvan, Elvish
  Challenge 12 (8400 XP)
  Spellcasting. The polypharmakon is a 18th-level
  spellcaster. Its spellcasting ability is Wisdom (spell save
  DC 17, +9 to hit with spell attacks). The
  polypharmakon has the following druid spells prepared:
  Cantrip (at will): mending, poison spray, resistance
  1st level (4 slots): animal friendship, charm person,
  cure wounds, speak with animals
  2nd level (3 slots): animal messenger, lesser
  restoration, protection from poison
  3rd level (3 slots): plant growth, speak with plants
  4th level (3 slots): confusion, dominate beast, locate
  creature, polymorph
  5th level (2 slots): geas, greater restoration, mass cure
  wounds
  6th level (1 slots): heal, heroes' feast
  7th level (1 slots): regenerate
  8th level (1 slots): animal shapes
  9th level (1 slots): shapechange
  Actions
  Change Shape (2/Day). The polypharmakon magically
  polymorphs into a beast or elemental with a challenge
  rating of 6 or less, and can remain in this form for up to
  9 hours. The polypharmakon can choose whether its
  equipment falls to the ground, melds with its new
  form, or is worn by the new form. The polypharmakon
  reverts to its true form if it dies or falls unconscious.
  The polypharmakon can revert to its true form using a
  bonus action on its turn.
  While in a new form, the polypharmakon retains its
  game statistics and ability to speak, but its AC,
  movement modes, Strength, and Dexterity are replaced
  by those of the new form, and it gains any special
  senses, proficiencies, traits, actions, and reactions
  (except class features, legendary actions, and lair
  actions) that the new form has but that it lacks. It can
  cast its spells with verbal or somatic components in its
  new form.
  The new form’s attacks count as magical for the
  purpose of overcoming resistances and immunity to
  nonmagical attacks.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage.
  THEROS NPCS | HUMANS
  
  /
  Priests
  Acolyte of Karametra
  "The wilds are a garden tended by divine hands."
  Pilgrim of Heliod
  The blessings of Heliod are apparent for all to see.
  109
  Acolyte of Karametra
  Medium humanoid (human), any alignment
  Armor Class 11
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 12 (+1)
  Skills Medicine +5, Nature +3, Perception +5
  Senses passive Perception 15
  Languages Common, Druidic, Any two languages
  Challenge 2 (450 XP)
  Spellcasting. The acolyte is a 4th-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 13,
  +5 to hit with spell attacks). It has the following
  druid spells prepared:
  Cantrips (at will): druidcraft, produce flame,
  shillelagh
  1st level (4 slots): entangle, longstrider, speak with
  animals, thunderwave
  2nd level (3 slots): animal messenger, barkskin
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to
  hit with shillelagh), reach 5 ft., one target. Hit: 3
  (1d6) bludgeoning damage, or 6 (1d8 + 2)
  bludgeoning damage with shillelagh or if wielded
  with two hands.
  Plant Growth. The acolyte casts plant growth
  without consuming a spell slot.
  Pilgrim of Heliod
  Medium humanoid (human), any alignment
  Armor Class 11 (padded)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 14 (+2) 13 (+1) 13 (+1) 13 (+1)
  Skills Medicine +3, Persuasion +3, Religion +3
  Senses passive Perception 11
  Languages Common, any two languages
  Challenge 2 (450 XP)
  Blessed Assurance. All magic aligned with Heliod
  that is within 50 feet of the pilgrim shines with a
  brilliant white light for 30 feet, and dim white light
  for an additional 30 feet.
  Divine Eminence. As a bonus action, the priest can
  expend a spell slot to cause its melee weapon
  attacks to magically deal an extra 10 (3d6) radiant
  damage to a target on a hit. This benefit lasts until
  the end of the turn. If the priest expends a spell slot
  of 2nd level or higher, the extra damage increases
  by 1d6 for each level above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 15, +7
  to hit with spell attacks). The priest has the
  following cleric spells prepared:
  • Cantrips (at will): light, sacred flame, thaumaturgy
  • 1st level (4 slots): cure wounds, guiding bolt,
  sanctuary • 2nd level (3 slots): lesser restoration,
  spiritual weapon • 3rd level (2 slots): dispel magic,
  spirit guardians
  Actions
  Multiattack. The pilgrim makes two quarterstaff
  attacks.
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
  THEROS NPCS | HUMANS
  
  /
  Priest of Iroas
  "Even my last breath will be a blow struck for
  Iroas."
  Priest of Lies
  A priest of lies performs a ritual in which the name of a
  hated person is written on a piece of paper and a dagger is
  driven into it. This is accompanied by a prayer that that
  person die.
  110
  Priest of Iroas
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 13 (+1) 14 (+2) 13 (+1) 14 (+2)
  Skills Medicine +5, Persuasion +5, Religion +6
  Senses passive Perception 11
  Languages Common, any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest can
  expend a spell slot to cause its melee weapon
  attacks to magically deal an extra 10 (3d6) radiant
  damage to a target on a hit. This benefit lasts until
  the end of the turn. If the priest expends a spell slot
  of 2nd level or higher, the extra damage increases
  by 1d6 for each level above 1st.
  Spellcasting. The priest is a 7th-level spellcaster. The
  priest's spellcasting ability is Wisdom (spell save
  DC 13, +5 to hit with spell attacks). The priest has
  the following cleric spells prepared:
  Cantrip (at will): guidance, light, sacred flame,
  thaumaturgy
  1st level (4 slots): bane, cure wounds, divine favor,
  guiding bolt, sanctuary, shield of faith
  2nd level (3 slots): lesser restoration, magic
  weapon, spiritual weapon
  3rd level (3 slots): dispel magic, spirit guardians
  4th level (1 slot): divination, freedom of
  movement, stoneskin
  Last Breath. As a bonus action, the priest can cast
  dispel magic even if it has no spell slots left. The
  components for the spell if cast this way are
  replaced with a deep exhalation that kills the priest.
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) bludgeoning damage.
  Priest of Lies
  Medium humanoid (human), lawful evil
  Armor Class 10
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 11 (+0) 11 (+0) 15 (+2) 12 (+1)
  Saving Throws Dex +2
  Skills Deception +3, Religion +2, Stealth +2
  Senses passive Perception 12
  Languages Common, Any one language
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The priest's innate spellcasting
  ability is Wisdom (spell save DC 12, +4 to hit with
  spell attacks). It can innately cast the following
  spells:
  At will: detect thoughts, light, sacred flame
  3/day: bless, cure wounds, sanctuary
  1/day: ritual of vengeance
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  THEROS NPCS | HUMANS
  
  /
  Prosopeomancer
  A prosopeomancer divines secrets from Returned masks.
  Scholar of Athreos
  A scholar of Athreos is a religious acolyte. It oversees the
  tithes for the temple of Athreos. Using its necromantic
  powers, the scholar speaks with those who died without a
  gold coin, who will exchange any information in return for the
  coin they desperately need to gain passage into the realm of
  the dead.
  She asks pointed questions of the dead who wait
  for Athreos, learning of life from those who are
  about to leave it.
  111
  Prosopeomancer
  Medium humanoid (human), lawful evil
  Armor Class 10
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 16 (+3) 11 (+0) 15 (+2) 12 (+1)
  Saving Throws Dex +2
  Skills Deception +3, Religion +2, Stealth +2
  Senses passive Perception 12
  Languages Common, Any one language
  Challenge 0 (0 XP)
  Innate Spellcasting. The prosopeomancer's innate
  spellcasting ability is Wisdom (spell save DC 12, +4
  to hit with spell attacks). It can innately cast the
  following spells:
  At will: light, sacred flame
  3/day: bless, cure wounds, sanctuary
  1/day: exchange secrets
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Scholar of Athreos
  Medium humanoid (human), lawful evil
  Armor Class 10
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 11 (+0) 11 (+0) 15 (+2) 12 (+1)
  Skills Medicine +4, Religion +2
  Senses passive Perception 12
  Languages Common, Any one language
  Challenge 1/2 (100 XP)
  Bribery. When speaking with the dead, the scholar
  presents a gold coin (worth 1 gp). If the scholar is
  generally satisfied with the corpse's responses, the
  scholar pays the corpse that amount.
  Innate Spellcasting. The scholar of athreos's innate
  spellcasting ability is Wisdom (spell save DC 12, +4
  to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: speak with dead, light, sacred flame
  3/day: bless, cure wounds, sanctuary
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Collect Tithes (1/Day). The scholar demands a tithe
  from all mortals within 30 ft. of it, except those
  wearing the temple's official garb. The tithe is 1 gp.
  On the scholar's next turn, as a bonus action, it
  deals 5 (1d10) necrotic damage to each creature
  that failed to pay.
  THEROS NPCS | HUMANS
  
  /
  Stormcaller
  A prayer answered by Keranos is clear for all to
  witness.
  Warden
  "When you threaten the sanctity of the polis, you
  insult Ephara herself. If she doesn't smite you, I
  will."
  112
  Stormcaller
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 15 (+2)
  Saving Throws Dex +2
  Skills Performance +4, Religion +2, Investigation +2
  Senses passive Perception 11
  Languages Common, Any one language
  Challenge 1/8 (25 XP)
  Innate Spellcasting. The stormcaller of keranos's
  innate spellcasting ability is Charisma (spell save
  DC 11, +3 to hit with spell attacks). It can innately
  cast the following spells, requiring no material
  components:
  1/day: call lightning
  Actions
  Unarmed Strike. Melee Weapon Attack: +2 to hit,
  reach 5 ft., one target. Hit: 1 bludgeoning damage.
  Warden
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 22 (5d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 11 (+0) 12 (+1) 13 (+1) 12 (+1)
  Skills Persuasion +4, Religion +4
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The warden is a 3rd-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 13,
  +5 to hit with spell attacks). The warden has the
  following cleric spells prepared:
  1st level (4 slots): protection from evil and good,
  sanctuary, shield of faith
  2nd level (3 slots): warding bond
  3rd level (3 slots): dispel magic, magic circle,
  protection from energy
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 2
  (1d4) piercing damage in melee, or 2 (1d4)
  piercing damage at range.
  THEROS NPCS | HUMANS
  
  /
  Renowned Weaver
  A renowned weaver has achieved fame that compares her
  craft to that of gods. With deities angered by mortals who
  would dare make such a comparison, she runs the risk of
  being forever turned into a spider.
  "You think your weaving as beautiful as mine? Let
  me show you the true meaning of the craft."
  Reverent Hunter
  113
  Renowned Weaver
  Medium humanoid (human), any alignment
  Armor Class 14 (natural armor)
  Hit Points 4 (1d8 + 0)
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 11 (+0) 11 (+0) 11 (+0) 11 (+0)
  Skills Insight +2, Persuasion +2
  Senses passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Spiderform. The weaver collapses and dies. From
  her corpse emerges an immortal spider.
  Unarmed Strike. Melee Weapon Attack: +2 to hit,
  reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
  damage.
  Reverent Hunter
  Medium humanoid (human), lawful neutral
  Armor Class 11
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 13 (+1) 12 (+1) 14 (+2) 11 (+0)
  Skills Acrobatics +4, Perception +5
  Senses passive Perception 15
  Languages Common, any one language
  Challenge 1 (200 XP)
  Archer's Eye (3/Day). As a bonus action, the hunter
  can add 1d10 to its next attack or damage roll with
  a longbow or shortbow.
  Actions
  Multiattack. The hunter makes two attacks with its
  longbow.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
  damage.
  Reactions
  Nylea's Blessing. When the hunter rolls initiative, it
  gains a permanent +X bonus on attack rolls and
  Dexterity and Strength checks, and its hit points
  and maximum hit points increase by Xd8, where X
  is the number of allied humans within 5 feet of the
  hunter.
  THEROS NPCS | HUMANS
  
  /
  Sage of Hours
  A sage of hours studies the flow of time and has developed a
  contraption that can momentarily slow it.
  114
  Sage of Hours
  Medium humanoid (human), any alignment
  Armor Class 12
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 12 (+1) 13 (+1) 13 (+1) 12 (+1)
  Saving Throws Int +3, Wis +3
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages Common, any seven languages
  Challenge 0 (2300 XP)
  Extra Turn (1/Short or Long Rest). If the sage is
  within 5 feet of a crank-style time-slowing machine
  it knows how to operate, it can use a bonus action
  to crank it. All buff spells targeting the sage end
  immediately. The sage takes an additional turn after
  this one.
  Heroic. Whenever the sage becomes targeted by a
  spell, that spell's caster may take a bonus action to
  cast buff targeting the sage, requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Researcher. When the sage attempts to learn or
  recall a piece of lore, if it does not know that
  information, it often knows where and from whom
  it can obtain that information. Usually, this
  information comes from a library, scriptorium,
  university, or a sage or other learned person or
  creature. The DM might rule that the knowledge
  the sage seeks is secreted away in an almost
  inaccessible place, or that the knowledge simply
  cannot be found. Unearthing the deepest secrets of
  the multiverse can require an adventure or even a
  whole campaign.
  Spellcasting. The mage is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 11,
  +3 to hit with spell attacks). The mage has the
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, mage armor,
  magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  THEROS NPCS | HUMANS
  
  /
  Serpent Dancer
  Serpent dancers are slow-moving, but for good reason.
  Snakes tend not to discriminate between their trainer and
  other individuals, so every move the dancer makes must be
  made without upsetting the deadly creatures. Most serpent
  dancers work with snakes, but the more experienced serpent
  dancers find poisonous snakes more thrilling to handle.
  115
  Serpent Dancer
  Medium humanoid (human), chaotic neutral
  Armor Class 11
  Hit Points 4 (1d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 11 (+0) 13 (+1) 13 (+1) 15 (+2)
  Skills Acrobatics +5, Animal Handling +3,
  Performance +4, Stealth +5, Intimidation +4
  Senses passive Perception 11
  Languages Common, any language
  Challenge 0 (10 XP)
  Enthralling Performance. If the reveler performs for
  at least 1 minute, it chooses up to four mortals
  within 60 feet of it who watched or listened to the
  entire performance. Each target must succeed on a
  DC 13 Wisdom saving throw or be charmed. While
  charmed in this way, the target idolizes the reveler
  and will take part in the reveler’s revels. The
  charmed condition ends for the creature after 1
  hour, if it takes any damage, if the reveler attacks
  the target, or if the target witnesses the reveler
  attacking or damaging any of the target’s allies.
  Handle Serpent. Up to two serpents the dancer
  holds are not hostile to the dancer as long as the
  dancer controls its own actions, moves no more
  than 10 feet per turn, and does not take the Dash
  action or otherwise frighten or upset the serpents.
  While handling the serpents, the dancer has
  disadvantage on Dexterity saving throws against
  attacks from non-snakes.
  Horrific Appearance. While the serpent dancer is
  handling a serpent, any mortal that starts its turn
  within 30 feet of the dancer and can see the dancer
  must make a DC 11 Wisdom saving throw. On a
  failed save, the creature is frightened for 1 minute.
  A creature can repeat the saving throw at the end
  of each of its turns, with disadvantage if the dancer
  is within line of sight, ending the effect on itself on
  a success. If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to
  the dancer's Horrific Appearance for the next 24
  hours.
  Unless the target is surprised or the revelation that
  it holds a serpent is sudden, the target can avert its
  eyes and avoid making the initial saving throw. Until
  the start of its next turn, a creature that averts its
  eyes has disadvantage on attack rolls against the
  dancer.
  THEROS NPCS | HUMANS
  
  /
  Sphinx's Disciple
  A sphinx's disciple cloisters himself away from society on an
  island with a sphinx, hoping to gain knowledge he can use to
  become a greater wizard.
  Few dare to brave the Dakra Isles. Those who
  return are forever changed.
  Stonewise Fortifier
  Ephara taught some mortals to feel every vein in
  marble as though it flows with their own blood.
  116
  Sphinx's Disciple
  Medium humanoid (human), any alignment
  Armor Class 12
  Hit Points 49 (9d8 + 9)
  Speed 30 ft., flying 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 12 (+1) 18 (+4) 13 (+1) 12 (+1)
  Saving Throws Int +7, Wis +4
  Skills Arcana +8, History +8
  Senses passive Perception 11
  Languages Common, Sphinx, Giant, Minotaur,
  Primordial, Sylvan, Leonin, One additional language
  Challenge 6 (2300 XP)
  Inspired. At the beginning of the disciple's turn, if a
  sphinx saw it bowing to that sphinx or that sphinx's
  image at any point since the disciple's last turn, the
  disciple regains one expended spell slot.
  Researcher. When the disciple attempts to learn or
  recall a piece of lore, if it does not know that
  information, it often knows where and from whom it
  can obtain that information. Usually, this information
  comes from a library, scriptorium, university, or a sage
  or other learned person or creature. The DM might rule
  that the knowledge the disciple seeks is secreted away
  in an almost inaccessible place, or that the knowledge
  simply cannot be found. Unearthing the deepest
  secrets of the multiverse can require an adventure or
  even a whole campaign.
  Spellcasting. The mage is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14, +6
  to hit with spell attacks). The mage has the following
  wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, mage armor, magic
  missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage.
  Bow. The disciple bows down to any manifestation or
  statue of a sphinx that it can see. It remains in this
  position until a different action is used.
  Stonewise Fortifier
  Medium humanoid (human), any alignment
  Armor Class 15 (mage armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 14 (+2) 15 (+2) 13 (+1) 12 (+1)
  Saving Throws Int +5, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common, any seven languages
  Challenge 1 (200 XP)
  Innate Spellcasting. The stonewise fortifier's innate
  spellcasting ability is Wisdom (spell save DC 13, +5 to
  hit with spell attacks). It can innately cast the following
  spells, requiring no material components:
  3/day: fabricate, stone shape, creation, wall of stone
  Actions
  Unarmed Strike. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
  THEROS NPCS | HUMANS
  
  /
  Stubs and Maenads
  Humans who journey to Skola Vale to join in the hedonist
  revelries are welcome, but are derogatorily referred to by
  satyrs as stubs (men) or maenads (women). Overcome by
  their emotions, food, and drink, they are more vulnerable
  than usual.
  Stub / Maenad
  Wild Stub / Wild Maenad
  Overcome by magic, wild stubs and wild maenads do
  whatever their controller telepathically wills them to do.
  117
  Stub / Maenad
  Medium humanoid (human), chaotic neutral
  Armor Class 9
  Hit Points 4 (1d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2) 7 (–2) 11 (+0) 7 (–2) 7 (–2)
  13 (+1)
  Senses passive Perception 8
  Languages Common, any language
  Challenge 0 (50 XP)
  Susceptible. The reveler has disadvantage on saving
  throws.
  Actions
  Unarmed Strike. Melee Weapon Attack: +1 to hit,
  reach 5 ft., one target. Hit: 0 (1d4-2) bludgeoning
  damage.
  Wild Stub / Wild
  Maenad
  Medium humanoid (human), chaotic evil
  Armor Class 13
  Hit Points 6 (1d8 + 2)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 14 (+2) 7 (–2) 7 (–2) 15 (+2)
  Skills Acrobatics +4, Survival +0, Performance +4
  Damage Vulnerabilities psychic
  Damage Resistances cold, fire, poison
  Senses passive Perception 8
  Languages Common, any language
  Challenge 3 (700 XP)
  Charmed. If the charmer becomes incapacitated, or
  if the stub/maenad isn't on one of Theros's three
  realms, a wild stub or wild maenad becomes a stub
  or maenad.
  Enthralling Performance. If the maenad performs for
  at least 1 minute, it chooses up to four mortals
  within 60 feet of it who watched or listened to the
  entire performance. Each target must succeed on a
  DC 13 Wisdom saving throw or be charmed. While
  charmed in this way, the target idolizes the maenad
  and will take part in the maenad's revels. The
  charmed condition ends for the creature after 1
  hour, if it takes any damage, if the maenad attacks
  the target, or if the target witnesses the maenad
  attacking or damaging any of the target’s allies.
  Improvised Weapon Proficiency. The reveler has
  proficiency with improvised weapons.
  Sleepless Reveler. Magic can’t put the reveler to
  sleep.
  Telepathic Bond. While the reveler is in any of
  Theros's three realms, it can magically convey what
  it senses to its charmer.
  Actions
  Multiattack. The maenad makes two attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning
  damage.
  THEROS NPCS | HUMANS
  
  /
  Sunchaser
  "I will soar higher than the walls of Akros! Higher
  than the clouds! Higher than Heliod himself!"
  Tormented Hero
  118
  Sunchaser
  Medium humanoid (human), chaotic neutral
  Armor Class 14 (breastplate)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 13 (+1) 12 (+1) 11 (+0) 14 (+2)
  Skills Athletics +4, Perception +2
  Senses passive Perception 12
  Languages Common, any language
  Challenge 1 (200 XP)
  Battle Readiness. The creature has advantage on
  initiative rolls.
  Wings. The sunchaser is outfitted with animated
  canvas wings (AC 10; 20 hit points; vulnerability to
  radiant, lightning, fire, slashing, piercing; immunity
  to cold, psychic; can't become blinded, charmed,
  deafened, exhausted, frightened, paralyzed,
  petrified, poisoned, prone, stunned, or
  unconscious).
  As long as the sunchaser has wings, it can fly. If the
  wings are destroyed while the sunchaser is flying,
  the sunchaser falls.
  Actions
  Multiattack. The sunchaser makes two unarmed
  strikes.
  Unarmed Strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 3 bludgeoning damage.
  Tormented Hero
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 4 (1d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0)
  Senses passive Perception 10
  Languages Common, any language
  Challenge 1/2 (100 XP)
  Hard to Kill (Recharges after a Long Rest). When the
  hero drops to 0 hit points but not killed outright, it
  can drop to 1 hit point instead.
  Heroic. Whenever the hero is targeted by a spell,
  that spell's caster may have the hero use a bonus
  action to swing its shortsword at all creatures
  within 5 ft of it, dealing 4 (1d6 + 1) slashing
  damage to each of them. The hero regains hit
  points equal to the amount of damage it deals this
  way.
  Actions
  Shortsword. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  THEROS NPCS | HUMANS
  
  /
  Hundred-Handed One
  The hundred-handed ones, or hekatoncheires, are giants
  with a hundred arms.
  119
  Hundred-Handed One
  Gargantuan giant (hundred-handed), lawful neutral
  Armor Class 15 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 20 (+5) 14 (+2) 16 (+3) 16 (+3)
  Saving Throws Con +13, Wis +11
  Skills Intimidation +11, Perception +11
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 21
  Languages Giant
  Challenge 25 (75000 XP)
  Reactive. The giant can take one reaction on every turn
  in combat.
  Hundred-Handed (Mythic Trait; Recharges after a Short or
  Long Rest). When the giant drops to 0 hit points, it
  doesn’t die or fall unconscious. Instead, the damage
  creates tears in its skin, revealing its hearts. The giant
  has three hearts in its chest. A heart has an AC of 17
  and 155 (10d20+50) hit points. It is immune to fire
  and to all conditions. If it is forced to make a saving
  throw, treat its ability scores as 10 (+0). The giant dies
  when all the hearts are destroyed.
  Siege Monster. The hundred-hander deals double
  damage to objects and structures.
  Titanic Nature. Unless provoked, the hundred-hander
  ignores all nonflying things that are Huge or smaller
  and all flying things that are Large or smaller.
  Vigilant. The hundred-hander can’t be surprised.
  Actions
  Multiattack. The giant makes four longsword attacks or
  two rock attacks. Each target must be different.
  Longsword. Melee Weapon Attack: +11 to hit, reach 15
  ft., one target. Hit: 30 (6d8 + 3) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range
  60/240 ft., one target. Hit: 18 (6d4 + 3) bludgeoning
  damage. If the target is a creature, it must succeed on a
  DC 21 Strength saving throw or be knocked prone.
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
  10 ft., one target. Hit: 18 (6d4 + 3) bludgeoning
  damage.
  Reactions
  Deflect Attack. The giant adds 5 to its AC against one
  weapon attack that would hit it. To do so, the giant
  must see the attacker and be wielding a melee weapon.
  Mythic Actions
  If the giant's mythic trait is active, it can use the
  options below as legendary actions for 1 hour after
  using Hundred-Handed.
  Rampage. The giant makes one unarmed strike against
  each of up to 100 creatures.
  THEROS NPCS | HUNDRED-HANDED
  ONES
  
  /
  Leonin
  The leonin are anthropomorphic lions.
  Leonin Ascetic
  "I do not reject the gods. I reject their authority,
  their pettiness, and their arrogance."
  Leonin Iconoclast
  The leonin iconoclast hates the gods of Theros. It aims to
  dethrone the pantheon.
  "The stars belong in the night sky. This is our
  world, and we are our own masters."
  120
  Leonin Ascetic
  Medium humanoid (leonin), any alignment
  Armor Class 15
  Hit Points 5 (1d8 + 1)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 13 (+1) 10 (+0) 13 (+1) 10 (+0)
  Skills Survival +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Leonin
  Challenge 2 (450 XP)
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the sun guide can let out an
  especially menacing roar. Creatures it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 12 Wisdom saving throw or
  become frightened of it until the end of its next
  turn.
  Innate Spellcasting. The enlightened ascetic's innate
  spellcasting ability is Wisdom (spell save DC 11, +3
  to hit with spell attacks). It can innately cast the
  following spells:
  At will: antimagic field
  Unarmored Defense. While the sun guide isn't
  wearing armor, its armor class includes its Wisdom
  modifier.
  Actions
  Sun Bolt. Ranged Spell Attack: +3 to hit, range 30
  ft., one target. Hit: 3 (1d4 + 1) radiant damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4 + 0) slashing damage.
  Leonin Iconoclast
  Medium humanoid (leonin), any alignment
  Armor Class 15
  Hit Points 45 (7d8 + 14)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 17 (+3) 15 (+2) 10 (+0) 14 (+2) 10 (+0)
  Skills Survival +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Leonin
  Challenge 2 (450 XP)
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the iconoclast can let out an
  especially menacing roar. Creatures it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 12 Wisdom saving throw or
  become frightened of it until the end of its next
  turn.
  Heroic. Whenever the iconoclast becomes targeted
  by a spell, that spell's caster chooses whether the
  iconoclast may take a bonus action to cast dispel
  magic, requiring no components or spell slots.
  Unarmored Defense. While the iconoclast isn't
  wearing armor, its armor class includes its Wisdom
  modifier.
  Actions
  Multiattack. The iconoclast makes two attacks with
  its claws.
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4 + 0) slashing damage.
  THEROS NPCS | LEONIN
  
  /
  Leonin Snarecaster
  The leonin snarecaster is a hunter.
  Formerly oppressed by the polis of Meletis, leonin
  occasionally "mistake" their old enemies for game.
  Oreskos Explorer
  121
  Leonin Snarecaster
  Medium humanoid (leonin), any alignment
  Armor Class 11 (padded)
  Hit Points 13 (2d10 + 2)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Str +4, Dex +4
  Skills Animal Handling +4, Stealth +4, Survival +4,
  Nature +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Leonin
  Challenge 1/4 (50 XP)
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the leonin can let out an
  especially menacing roar. Creatures of it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 11 Wisdom saving throw or
  become frightened of it until the end of your next
  turn.
  Actions
  Longbow. Ranged Weapon Attack: +5 to hit, range
  30/60 ft., one target. Hit: 5 (1d8 + 1) piercing
  damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4 + 0) slashing damage.
  Cast Net. Special Weapon Attack: +5 to hit, range
  5/15 ft., one small or tiny target. The target is
  restrained until freed. The net has no effect on
  creatures that are formless. A creature can use its
  action to make a DC 12 Strength check, freeing
  itself or another creature within its reach on a
  success. Dealing 5 slashing damage to the net (AC
  10) also frees the creature without harming it,
  ending the effect and destroying the net.
  Oreskos Explorer
  Medium humanoid (leonin), any alignment
  Armor Class 10
  Hit Points 13 (2d8 + 4)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  Skills Athletics +4, Survival +2, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Leonin, Any one language
  Challenge 1/2 (100 XP)
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the explorer can let out an
  especially menacing roar. Creatures of it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 12 Wisdom saving throw or
  become frightened of it until the end of its next
  turn.
  Wanderer. The explorer has an excellent memory for
  maps and geography, and it can always recall the
  general layout of terrain, settlements, and other
  features around it. In addition, it can find food and
  fresh water for itself and up to five other people
  each day, provided that the land offers berries,
  small game, water, and so forth.
  Actions
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  THEROS NPCS | LEONIN
  
  /
  Soldier of Brimaz
  Sun Guide
  A sun guide is a monk that worships the sun.
  "Let the humans have their pantheon. We need no
  gods to thrive. Even a mortal such as I can capture
  a part of the sun’s power."
  122
  Soldier of Brimaz
  Medium humanoid (leonin), any alignment
  Armor Class 12 (padded)
  Hit Points 16 (3d8 + 3)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
  Skills Athletics +3, Perception +3, Intimidation +2
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Leonin
  Challenge 1/4 (50 XP)
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the leonin can let out an
  especially menacing roar. Creatures of it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 11 Wisdom saving throw or
  become frightened of it until the end of your next
  turn.
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Vigilant. The soldier can't be surprised.
  Actions
  Multiattack. The soldier makes two melee attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage in melee, or 4 (1d6 + 1)
  piercing damage at range, or 5 (1d8 + 1) piercing
  damage if used with two hands to make a melee
  attack.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) slashing damage.
  Sun Guide
  Medium humanoid (leonin), any alignment
  Armor Class 15
  Hit Points 45 (7d8 + 14)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 17 (+3) 15 (+2) 10 (+0) 14 (+2) 10 (+0)
  Skills Survival +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Leonin
  Challenge 2 (450 XP)
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the sun guide can let out an
  especially menacing roar. Creatures it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 12 Wisdom saving throw or
  become frightened of it until the end of its next
  turn.
  Inspired. At the beginning of the sun guide's turn, if
  the sun cast light on it as it was bowing at any point
  since the sun guide's last turn, it regains 11 (2d10)
  hit points.
  Unarmored Defense. While the sun guide isn't
  wearing armor, its armor class includes its Wisdom
  modifier.
  Actions
  Multiattack. The sun guide makes two attacks with
  its Sun Bolt. It can then use its Radiant Swathe, if
  available.
  Sun Bolt. Ranged Spell Attack: +2 to hit, range 30
  ft., one target. Hit: 4 (1d4 + 2) radiant damage.
  Radiant Swathe (Recharge 5-6). The sun guide
  swishes its hands through the air, creating a streak
  of white-hot light. Each creature in a 15-foot cone
  originating from the sun guide must succeed on a
  DC 13 Dexterity saving throw or take 14 (4d6)
  radiant damage.
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4 + 0) slashing damage.
  Bow. The sun guide bows down to a sun it can see.
  It remains in this position until a different action is
  used.
  THEROS NPCS | LEONIN
  
  /
  Swiftclaw
  The swiftclaw is a warrior that uses the sun's powers.
  After the Battle of Pharagax Bridge, the Champion
  spent many months among the leonin of Oreskos.
  She found that they were quick to take offense, not
  because they were thin-skinned, but because they
  were always eager for a fight.
  —The Theriad
  123
  Swiftclaw
  Medium humanoid (leonin), any alignment
  Armor Class 13 (padded)
  Hit Points 44 (8d8 + 8)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +3
  Skills Athletics +5, Survival +3, Perception +3,
  Intimidation +2
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Leonin
  Challenge 2 (450 XP)
  Battle Readiness. The warrior has advantage on
  initiative rolls.
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the leonin can let out an
  especially menacing roar. Creatures of it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 11 Wisdom saving throw or
  become frightened of it until the end of the its next
  turn.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Multiattack. The leonin makes two attacks with its
  claws or two melee attacks with its handaxe.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) slashing damage.
  Handaxe. Melee or Ranged Weapon Attack: +7 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6
  (1d6 + 3) slashing damage.
  THEROS NPCS | LEONIN
  
  /
  Tethmos High Priest
  "Death is tyranny. Like all tyranny, it must be
  opposed."
   
  124
  Tethmos High Priest
  Medium humanoid (leonin), lawful evil
  Armor Class 11 (padded)
  Hit Points 135 (18d8 + 54)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 16 (+3) 11 (+0) 15 (+2) 13 (+1)
  Saving Throws Con +5, Wis +4
  Skills Intimidation +3, Religion +2, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Leonin, Any one language
  Challenge 3 (700 XP)
  Daunting Roar (Recharges after a Short or Long Rest). As
  a bonus action, the priest can let out an especially
  menacing roar. Creatures of it chooses within 10 feet
  of itself that can hear it must succeed on a DC 13
  Wisdom saving throw or become frightened of it until
  the end of the priest's next turn.
  Heroic. Whenever the priest becomes targeted by a
  spell, that spell's caster chooses whether the priest
  may take a bonus action to cast raise dead targeting a
  leonin, requiring no components or spell slots.
  Spellcasting. The priest is a 9th-level spellcaster. The
  priest's spellcasting ability is Wisdom (spell save DC
  13, +5 to hit with spell attacks). The priest has the
  following cleric spells prepared:
  Cantrip (at will): light, mending, sacred flame, spare the
  dying
  1st level (4 slots): divine favor, guiding bolt, healing
  word, shield of faith
  2nd level (3 slots): lesser restoration, magic weapon,
  prayer of healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader's mantle,
  dispel magic, revivify, spirit guardians, wall of
  waterEEPC
  4th level (3 slots): banishment, freedom of movement,
  guardian of faith, stoneskin
  5th level (1 slots): flame strike, mass cure wounds,
  hold monster
  Actions
  Multiattack. The priest makes two melee attacks.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 4 (1d4 + 2) slashing damage.
  Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Reactions
  Guided Strike (1/Rest). The priest grants a +10 bonus to
  an attack roll made by itself or another creature within
  30 feet of it. The priest can make this choice after the
  roll is made but before it hits or misses.
  THEROS NPCS | LEONIN
  
  /
  Vanguard of Brimaz
  "The humans and their gods never blessed me.
  Only the pride deserves my allegiance."
  125
  Vanguard of Brimaz
  Medium humanoid (leonin), any alignment
  Armor Class 10
  Hit Points 19 (3d8 + 6)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 11 (+0)
  Skills Athletics +4, Perception +3, Intimidation +2
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Leonin
  Challenge 1 (200 XP)
  Daunting Roar (Recharges after a Short or Long Rest).
  As a bonus action, the vanguard can let out an
  especially menacing roar. Creatures it chooses
  within 10 feet of itself that can hear it must
  succeed on a DC 12 Wisdom saving throw or
  become frightened of it until the end of its next
  turn.
  Formation Tactics. The vanguard has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Heroic. Whenever the vanguard becomes targeted
  by a spell, that spell's caster may have the vanguard
  use a bonus action to summon a soldier of Brimaz.
  The summoned soldier appears in an unoccupied
  space that the vanguard can see within 60 feet of
  itself, and it acts as an ally to its summoner and its
  allies.
  Vigilant. The vanguard can't be surprised.
  Actions
  Multiattack. The vanguard makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  THEROS NPCS | LEONIN
  
  /
  Minotaurs
  Minotaurs are the dominant race of the Phoberos and of
  Skophos. The traits they share are all combat-related, so they
  are included in their respective stat blocks.
   
   
   
   
   
   
   
   
   
  Borderland Minotaur
  Borderland minotaurs are outcasts of Skophos that roam
  the Phoberos badlands.
  "You have led us to triumph over the forces of
  Mogis!" said Brygus the Brave, clapping the
  Champion on the back.
  The Champion wiped the sweat and blood from
  her brow.
  "I count eight graves," she said. "Too many to
  call this a victory."
  —The Theriad
  126
  Borderland Minotaur
  Medium humanoid (minotaur), any alignment
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +6, Perception +3, Survival +3,
  Intimidation +2
  Senses passive Perception 13
  Languages Common, Minotaur, any one language
  Challenge 3 (700 XP)
  Battle Readiness. The warrior has advantage on initiative
  rolls.
  Goring Rush. Immediately after the warrior uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Actions
  Extra Attack. The warrior can attack twice, instead of
  once, whenever it takes the Attack action on its turn.
  Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) piercing damage, and the
  warrior can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the warrior and no more than one size larger
  than it. Unless the target succeeds on a DC 15
  Strength saving throw, the warrior pushes it up to 10
  feet away from the warrior.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  THEROS NPCS | MINOTAURS
  
  /
  Fanatic of Mogis
  Fanatics of Mogis fuel rebellion in the hearts of their
  followers against followers of Iroas.
  127
  Fanatic of Mogis
  Medium humanoid (minotaur), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 14 (+2) 10 (+0) 13 (+1) 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2,
  Intimidation +4
  Damage Immunities fire
  Senses passive Perception 11
  Languages Minotaur, Common
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving
  throws against being charmed or frightened.
  Goring Rush. Immediately after the berserker uses
  the Dash action on its turn and moves at least 20
  feet, it can make one melee attack with its horns as
  a bonus action.
  Light Pyre. On its first turn in combat, as an action,
  the fanatic creates a 5-foot-radius pyre in an
  unoccupied space it can see within 5 feet of itself.
  Any creature that ends its turn within 5 feet of the
  pyre must make a Dexterity saving throw. The
  creature takes 2d6 fire damage on a failed save, or
  half as much damage on a successful one.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its
  spell casting ability is Wisdom (spell save DC 11,
  +3 to hit with spell attacks). The fanatic has the
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield
  of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6
  (1d4 + 4) piercing damage.
  Horns. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) piercing damage, and the
  fanatic can use a bonus action to attempt to shove
  that target with its horns. The target must be within
  5 feet of the fanatic and no more than one size
  larger than it. Unless the target succeeds on a 10
  DC Strength saving throw, the fanatic pushes it up
  to 10 feet away from the fanatic.
  THEROS NPCS | MINOTAURS
  
  /
  Felhide Clan
  The minotaurs of the Felhide clan hail from the Ashlands, a
  volcanic fallout.
  Felhide Brawler
  Burial rites among the Felhide minotaurs involve
  devouring those who fell in battle, to remove their
  shame from memory and to fuel the survivors’
  revenge.
  Felhide Minotaur
  With spear held high, the Champion came to meet
  Thyrogog of the Ashlands, who wore the old king’s
  skin as a cloak and fed on the flesh of innocents.
  The foul minotaur raised the great axe called
  Goremaster and charged.
  —The Theriad
  128
  Felhide Brawler
  Medium humanoid (minotaur), any alignment
  Armor Class 13 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
  Skills Intimidation +3
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1/2 (100 XP)
  Felhide Burial Rites. When another Felhide minotaur
  falls in combat, if the brawler is the only Felhide in
  a 120-foot radius, the brawler spends its turns
  running from combat. After one hour, it returns to
  its fallen comrades and eats them.
  Actions
  Multiattack. The minotaur makes two halberd
  attacks.
  Halberd. Melee Weapon Attack: +4 to hit, reach 10
  ft., one target. Hit: 7 (1d10 + 2) slashing damage.
  Horns. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage, and it
  can use a bonus action to attempt to shove that
  target with its horns. The target must be within 5
  feet of the minotaur and no more than one size
  larger than it. Unless the target succeeds on a DC
  12 Strength saving throw, the minotaur pushes it
  up to 10 feet away from the minotaur.
  Reactions
  Goring Rush. Immediately after the minotaur uses
  the Dash action on its turn and moves at least 20
  feet, it can make one melee attack with its horns as
  a bonus action.
  Felhide Minotaur
  Medium humanoid (minotaur), any alignment
  Armor Class 13 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1/2 (100 XP)
  Felhide Burial Rites. When another Felhide minotaur
  falls in combat, if the brawler is the only Felhide in
  a 120-foot radius, the brawler spends its turns
  running from combat. After one hour, it returns to
  its fallen comrades and eats them.
  Actions
  Greataxe. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 8 (1d12 + 2) slashing damage.
  Horns. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage, and it
  can use a bonus action to attempt to shove that
  target with its horns. The target must be within 5
  feet of the minotaur and no more than one size
  larger than it. Unless the target succeeds on a DC
  12 Strength saving throw, the minotaur pushes it
  up to 10 feet away from the minotaur.
  Reactions
  Goring Rush. Immediately after the minotaur uses
  the Dash action on its turn and moves at least 20
  feet, it can make one melee attack with its horns as
  a bonus action.
  THEROS NPCS | MINOTAURS
  
  /
  Felhide Petrifier
  A Felhide petrifier wields the head of a gorgon.
  It’s common practice among minotaurs to collect
  the heads of their victims as trophies. Sometimes
  the trophies prove more than ornamental.
  129
  Felhide Petrifier
  Medium humanoid (minotaur), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +6
  Skills Athletics +5, Perception +4, Survival +4,
  Persuasion +3
  Senses passive Perception 14
  Languages Common, Minotaur, any one language
  Challenge 5 (1800 XP)
  Battle Readiness. The minotaur has advantage on
  initiative rolls.
  Felhide Burial Rites. When another Felhide minotaur
  falls in combat, if the brawler is the only Felhide in a
  120-foot radius, the brawler spends its turns running
  from combat. After one hour, it returns to its fallen
  comrades and eats them.
  Gorgon's Head (Weapon). As soon as a creature within
  30 feet of the head (including anyone wielding it) sees
  the head, it may make a DC 14 Constitution saving
  throw. On a success, that creature may use a reaction
  to shield its eyes or avert them. If the saving throw fails
  by 5 or more, or if the creature is unable to react, the
  creature is instantly petrified. Otherwise, a creature
  that fails the save begins to turn to stone and is
  restrained. The restrained creature must repeat the
  saving throw at the end of its next turn, becoming
  petrified on a failure or ending the effect on a success.
  The petrification lasts until the creature is unpetrified
  by a god. 
   
  This trait has no effect if the head's face is not its
  normal flesh state.
  Goring Rush. Immediately after the minotaur uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Improved Critical. The minotaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Provide Diversion. As long as it is holding the head of a
  gorgon, allies of the minotaur that it can see within
  120 ft. can use a bonus action on their turn to do the
  following:
  Diversion. The allied creature points, cocks its head,
  or some other gesture to try to get other creatures
  to look away and look instead at the gorgon's head.
  Each creature that can see the ally must succeed on
  a DC 15 Wisdom saving throw or try to look in the
  direction of the head.
  Actions
  Multiattack. The minotaur makes two attacks.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage, and the
  minotaur can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the minotaur and no more than one size larger
  than it. Unless the target succeeds on a DC 13
  Strength saving throw, the minotaur pushes it up to 10
  feet away from the minotaur.
  Spear. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +
  2) piercing damage, plus 9 (2d8) poison damage.
  THEROS NPCS | MINOTAURS
  
  /
  Spiritbinder
  A spiritbinder possesses a special magic that allows it to
  bring certain paintings it creates to life.
   
   
  130
  Spiritbinder
  Medium humanoid (minotaur), any alignment
  Armor Class 13 (natural armor)
  Hit Points 34 (4d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 16 (+3)
  Skills Intimidation +5
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1 (200 XP)
  Felhide Burial Rites. When another Felhide minotaur
  falls in combat, if the brawler is the only Felhide in a
  120-foot radius, the brawler spends its turns running
  from combat. After one hour, it returns to its fallen
  comrades and eats them.
  Paint. The spiritbinder uses an action to paint an image
  of creature it can see using a special set of magic
  pigments. A painting made this way using already-
  prepared pigments takes 1 minute. If the spiritbinder
  loses sight of the creature or is interrupted, it must
  start over.
  Spiritbind. The spiritbinder uses an action to touch one
  of its magic paintings, and says the magic words.
  The painting becomes a duplicate of the subject after
  which it was painted. The duplicate is a magic creature,
  partially real and formed from magic, and it can take
  actions and otherwise be affected as both a normal
  creature and a spell. It is formed without any
  equipment. Otherwise, the illusion uses all the
  statistics of the creature it duplicates, except that it is a
  2nd-level arcane conjuration in addition to its other
  types.
  The spiritbound creature is friendly to the spiritbinder
  and creatures it designates. It takes its turn in combat
  immediately after it is created.
  The spiritbound creature lasts until the end of its first
  turn, at which point it disintegrates into powder.
  Actions
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage, and it can use
  a bonus action to attempt to shove that target with its
  horns. The target must be within 5 feet of the minotaur
  and no more than one size larger than it. Unless the
  target succeeds on a DC 13 Strength saving throw, the
  minotaur pushes it up to 10 feet away from the
  minotaur.
  Reactions
  Goring Rush. Immediately after the minotaur uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  THEROS NPCS | MINOTAURS
  
  /
  Ragegore Clan
  Deathbellow Raider
  Deathbellow raiders from the Deathbellow Canyon are a
  regular nuisance to the Akroans.
  "The temple has been rededicated. It belongs to
  Mogis now."
  —Rastos, disciple of Mogis
  131
  Deathbellow Raider
  Medium humanoid (minotaur), any chaotic alignment
  Armor Class 14 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  17 (+3) 9 (–1) 11 (+0)
  9 (–1)
  Skills Persuasion +1
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1 (200 XP)
  Rage of Mogis. Whenever the minotaur starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  raider goes berserk. On each of its turns while berserk,
  the minotaur attacks the nearest non-minotaur creature
  it can see. If no non-minotaur creature is near enough
  to move to and attack, the minotaur attacks an object,
  with preference for an object smaller than itself. Once
  the minotaur goes berserk, it continues to do so until it
  is destroyed or regains all its hit points. 
   
  A creature within 60 feet of the berserk minotaur can
  try to calm it by speaking firmly and persuasively. The
  minotaur must be able to hear that creature, who must
  take an action to make a DC 20 Charisma (Persuasion)
  check. If the check succeeds, the minotaur ceases
  being berserk. If it takes damage while still at half hit
  points or fewer, the minotaur might go berserk again.
  Goring Rush. Immediately after the berserker uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Reckless. At the start of its turn, the berserker can gain
  advantage on all melee weapon attack rolls during that
  turn, but attack rolls against it have advantage until the
  start of its next turn.
  Relentless Endurance. When the raider drops to 0 hit
  points but not killed outright, it can drop to 1 hit point
  instead. The raider can't use this feature again until it
  finishes a long rest.
  Actions
  Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage, and the
  berserker can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the berserker and no more than one size larger
  than it. Unless the target succeeds on a DC 12
  Strength saving throw, the berserker pushes it up to 10
  feet away from the berserker.
  THEROS NPCS | MINOTAURS
  
  /
  Flurrying Minotaur
  Flurrying minotaurs attack in small bands, overwhelming
  lonely travelers or small caravans.
  A minotaur does not distinguish between human,
  satyr, and triton. They are all meat.
  132
  Flurrying Minotaur
  Medium humanoid (minotaur), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +4, Perception +3, Survival +3,
  Intimidation +2
  Senses passive Perception 13
  Languages Common, Minotaur, any one language
  Challenge 2 (450 XP)
  Battle Readiness. The minotaur has advantage on
  initiative rolls.
  Goring Rush. Immediately after the minotaur uses
  the Dash action on its turn and moves at least 20
  feet, it can make one melee attack with its horns as
  a bonus action.
  Improved Critical. The minotaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Ragegore Hunger. The minotaur starves itself prior
  to battle. If it kills a creature and has not eaten,
  there is a 50% chance it will stop fighting to eat
  the corpse.
  If the minotaur eats, each hostile creature that can
  see it must succeed on a DC 11 Wisdom saving
  throw or be frightened of the minotaur until the
  end of the minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets
  a +1 bonus to damage rolls until it eats.
  Actions
  Multiattack. The minotaur makes two attacks.
  Horns. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage, and
  the minotaur can use a bonus action to attempt to
  shove that target with its horns. The target must be
  within 5 feet of the minotaur and no more than one
  size larger than it. Unless the target succeeds on a
  DC 12 Strength saving throw, the minotaur pushes
  it up to 10 feet away from the minotaur.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  THEROS NPCS | MINOTAURS
  
  /
  Goreseeker
  A goreseeker is crudely fitted with a prosthetic claw to
  replace a lost forearm. The goreseeker's claw is formed from
  strapped-together bones of its victims.
   
   
  133
  Goreseeker
  Medium humanoid (minotaur), any chaotic alignment
  Armor Class 14 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  15 (+2) 9 (–1) 11 (+0)
  9 (–1)
  Skills Intimidation +3
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1 (200 XP)
  Battle Readiness. The minotaur has advantage on
  initiative rolls.
  Goring Rush. Immediately after the minotaur uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Rage of Mogis. Whenever the minotaur starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  raider goes berserk. On each of its turns while berserk,
  the minotaur attacks the nearest non-minotaur creature
  it can see. If no non-minotaur creature is near enough
  to move to and attack, the minotaur attacks an object,
  with preference for an object smaller than itself. Once
  the minotaur goes berserk, it continues to do so until it
  is destroyed or regains all its hit points. 
   
  A creature within 60 feet of the berserk minotaur can
  try to calm it by speaking firmly and persuasively. The
  minotaur must be able to hear that creature, who must
  take an action to make a DC 20 Charisma (Persuasion)
  check. If the check succeeds, the minotaur ceases
  being berserk. If it takes damage while still at half hit
  points or fewer, the minotaur might go berserk again.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Actions
  Multiattack. The minotaur makes two attacks: one with
  its horns and one with its claw.
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage, and the
  minotaur can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the minotaur and Large or smaller. Unless the
  target succeeds on a DC 13 Strength saving throw, the
  minotaur pushes it up to 10 feet away from the
  minotaur.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 8 (2d4 + 3) slashing damage.
  THEROS NPCS | MINOTAURS
  
  /
  Kragma Butcher
  A Kragma butcher is a Ragegore minotaur with slightly
  better self-control when it comes to taking a lunch break
  during battle. Of course, being around food while he's hungry
  just fuels his rage.
  Minotaurs go into battle hungry. The first sight of
  their enemies’ blood sends them into a flesh-
  eating rage.
  134
  Kragma Butcher
  Medium humanoid (minotaur), any alignment
  Armor Class 12
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +6
  Skills Athletics +5, Perception +4, Survival +4,
  Intimidation +3
  Senses passive Perception 14
  Languages Common, Minotaur, any one language
  Challenge 2 (450 XP)
  Battle Readiness. The butcher has advantage on
  initiative rolls.
  Goring Rush. Immediately after the butcher uses the
  Dash action on its turn and moves at least 20 feet,
  it can make one melee attack with its horns as a
  bonus action.
  Improved Critical. The butcher's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Insatiable Ragegore Hunger. The butcher starves
  itself prior to battle. If it kills a creature, there is a
  50% chance it will stop fighting to eat the corpse.
  If the butcher eats, each hostile creature that can
  see it must succeed on a DC 11 Wisdom saving
  throw or be frightened of the butcher until the end
  of the butcher's next turn.
  If a hungry butcher does not eat after a kill, it gets a
  +2 bonus to damage rolls and Strength and
  Dexterity checks until the end of its next turn.
  Actions
  Extra Attack. The butcher can attack twice, instead
  of once, whenever it takes the Attack action on its
  turn.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage, and
  the butcher can use a bonus action to attempt to
  shove that target with its horns. The target must be
  within 5 feet of the butcher and no more than one
  size larger than it. Unless the target succeeds on a
  DC 13 Strength saving throw, the butcher pushes it
  up to 10 feet away from the butcher.
  War pick. Melee Weapon Attack: +7 to hit, reach 10
  ft., one target. Hit: 6 (1d8 + 2) piercing damage, or
  7 (1d10 + 2) piercing damage if used with two
  hands to make a melee attack.
  THEROS NPCS | MINOTAURS
  
  /
  Kragma Warcaller
  A Kragma warcaller motivates the herd by drawing first
  blood in combat.
  A warcaller merely brings the herd together. After
  that, the meat-hunger is all the encouragement
  they need.
  135
  Kragma Warcaller
  Medium humanoid (minotaur), any alignment
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +4, Perception +3, Survival +3,
  Persuasion +2
  Senses passive Perception 13
  Languages Common, Minotaur, any one language
  Challenge 2 (450 XP)
  Battle Readiness. The warrior has advantage on
  initiative rolls.
  Goring Rush. Immediately after the warrior uses the
  Dash action on its turn and moves at least 20 feet,
  it can make one melee attack with its horns as a
  bonus action.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Ragegore Hunger. The minotaur starves itself prior
  to battle. If it kills a creature and has not eaten,
  there is a 50% chance it will stop fighting to eat
  the corpse.
  If the minotaur eats, each hostile creature that can
  see it must succeed on a DC 11 Wisdom saving
  throw or be frightened of the minotaur until the
  end of the minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets
  a +1 bonus to damage rolls until it eats.
  Rallying War Cry. Other minotaur creatures within
  30 feet of the warcaller that can see or hear it have
  advantage on initiative rolls and have a +2 bonus on
  damage rolls and Strength and Dexterity checks.
  Actions
  Extra Attack. The warrior can attack twice, instead of
  once, whenever it takes the Attack action on its
  turn.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage, and
  the warrior can use a bonus action to attempt to
  shove that target with its horns. The target must be
  within 5 feet of the warrior and no more than one
  size larger than it. Unless the target succeeds on a
  DC 13 Strength saving throw, the warrior pushes it
  up to 10 feet away from the warrior.
  War pick. Melee Weapon Attack: +7 to hit, reach 10
  ft., one target. Hit: 6 (1d8 + 2) piercing damage, or
  7 (1d10 + 2) piercing damage if used with two
  hands to make a melee attack.
  THEROS NPCS | MINOTAURS
  
  /
  Chosen of Mogis
  Fashioning itself as a chosen of Mogis, this minotaur is
  feared even among its own clan. In its pride, it delays joining
  in the battle just to prove to those around it how valuable its
  contribution to the effort is.
   
   
  136
  Chosen of Mogis
  Medium humanoid (minotaur), any chaotic alignment
  Armor Class 14 (natural armor)
  Hit Points 34 (4d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  18 (+4) 9 (–1) 11 (+0)
  9 (–1)
  Skills Intimidation +3
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 2 (450 XP)
  Battle Preparations. The minotaur cannot take an action
  on its first turn in combat.
  Goring Rush. Immediately after the minotaur uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Rage of Mogis. Whenever the minotaur starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  raider goes berserk. On each of its turns while berserk,
  the minotaur attacks the nearest non-minotaur creature
  it can see. If no non-minotaur creature is near enough
  to move to and attack, the minotaur attacks an object,
  with preference for an object smaller than itself. Once
  the minotaur goes berserk, it continues to do so until it
  is destroyed or regains all its hit points. 
   
  A creature within 60 feet of the berserk minotaur can
  try to calm it by speaking firmly and persuasively. The
  minotaur must be able to hear that creature, who must
  take an action to make a DC 20 Charisma (Persuasion)
  check. If the check succeeds, the minotaur ceases
  being berserk. If it takes damage while still at half hit
  points or fewer, the minotaur might go berserk again.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 10 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Actions
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 9 (1d8 + 5) slashing damage, or 10
  (1d10 + 5) slashing damage if used with two hands to
  make a melee attack.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 8 (1d6 + 5) piercing damage, and the
  minotaur can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the minotaur and Large or smaller. Unless the
  target succeeds on a DC 16 Strength saving throw, the
  minotaur pushes it up to 10 feet away from the
  minotaur.
  THEROS NPCS | MINOTAURS
  
  /
  Phoberos Reaver
  Phoberos reavers clear the badlands of Akroans or others
  who would defile the name of Mogis.
   
   
  137
  Phoberos Reaver
  Medium humanoid (minotaur), any chaotic alignment
  Armor Class 14 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  16 (+3) 9 (–1) 11 (+0)
  9 (–1)
  Skills Intimidation +3
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1/2 (100 XP)
  Battle Readiness. The minotaur has advantage on
  initiative rolls.
  Goring Rush. Immediately after the minotaur uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Rage of Mogis. Whenever the minotaur starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  raider goes berserk. On each of its turns while berserk,
  the minotaur attacks the nearest non-minotaur creature
  it can see. If no non-minotaur creature is near enough
  to move to and attack, the minotaur attacks an object,
  with preference for an object smaller than itself. Once
  the minotaur goes berserk, it continues to do so until it
  is destroyed or regains all its hit points. 
   
  A creature within 60 feet of the berserk minotaur can
  try to calm it by speaking firmly and persuasively. The
  minotaur must be able to hear that creature, who must
  take an action to make a DC 20 Charisma (Persuasion)
  check. If the check succeeds, the minotaur ceases
  being berserk. If it takes damage while still at half hit
  points or fewer, the minotaur might go berserk again.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Actions
  Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage, and the
  minotaur can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the minotaur and Large or smaller. Unless the
  target succeeds on a DC 12 Strength saving throw, the
  minotaur pushes it up to 10 feet away from the
  minotaur.
  THEROS NPCS | MINOTAURS
  
  /
  Rageblood Shaman
  "I see a spark of pure rage. Soon that spark will
  spread from the depths of Kragma. Soon its fire will
  engulf the polis."
  —Hira, street oracle
  138
  Rageblood Shaman
  Medium humanoid (minotaur), lawful evil
  Armor Class 15 (blessings of the gods)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 16 (+3) 13 (+1) 15 (+2) 15 (+2)
  Saving Throws Wis +4, Cha +4
  Skills Insight +4, Persuasion +5, Religion +5
  Damage Immunities fire
  Senses passive Perception 12
  Languages Celestial, Common, Minotaur
  Challenge 4 (1100 XP)
  Blessings of the Gods. While the shaman is wearing no
  armor and wielding no shield, its AC includes its
  Wisdom modifier. In addition, a creature that hits the
  shaman with a melee attack while within 5 feet of it
  takes 9 (2d8) force damage.
  Divine Influence. Just the shaman seeks insights from
  interpreting the divine, so too does Mogis occasionally
  seek to manipulate the world through the shaman.
  Sometimes Mogis might speak directly, be it with
  dramatic manifestations or direct possession of the
  shaman. Although Mogis's words might be steeped in
  metaphors, should he wish to make his intentions
  clear, he often finds dramatic ways to make his
  thoughts known.
  Goring Rush. Immediately after the shaman uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Innate Spellcasting. The shaman's innate spellcasting
  ability is Wisdom (spell save DC 12, +4 to hit with spell
  attacks). It can innately cast the following spells,
  requiring no material components:
  At will: guidance, light, thaumaturgy
  3/day: bless, guiding bolt, healing word, hold person
  1/day: augury, scrying
  Interpreter of Signs. The shaman possesses unparalleled
  experience in divining Mogis's whims from cryptic
  visions and mundane forces.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Trample. The shaman can move in and out of a Medium
  or smaller creature's space. If it would, it uses a bonus
  action to attack that creature with an unarmed strike.
  That creature must succeed on a DC 11 Strength
  saving throw or be knocked prone. If the creature
  succeeds, the shaman can't enter that space and must
  end its turn immediately. If the shaman stops on top of
  that creature, that creature becomes restrained until
  the shaman moves off it (escape DC 11).
  Word of Hope. Other minotaur creatures within 30 feet
  of the shaman that can hear its continuous rantings roll
  an additional die when determining damage they deal,
  and they have 4 temporary hit points. They also have
  the Trample trait above.
  This effect ends for any creature that is no longer
  within this radius or that can no longer hear the
  shaman, or if the shaman is silenced.
  Actions
  Eldritch Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) force damage.
  Horns. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 4 (1d6 + 1) piercing damage, and the
  shaman can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the shaman and no more than one size larger
  than it. Unless the target succeeds on a DC 11
  Strength saving throw, the shaman pushes it up to 10
  feet away from the shaman.
  Unarmed Strike. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Reactions
  Divine Insight (3/Day). When the shaman or a creature it
  can see makes an attack roll, a saving throw, or an
  ability check, the shaman can cause the roll to be made
  with advantage or disadvantage.
  THEROS NPCS | MINOTAURS
  
  /
  Reckless Minotaur
  A reckless minotaur cares less about its own well-being than
  about its cause. It moves from one battle to the next, ignoring
  the arrows that sink deeper into its skin with every move and
  the fire that burns its hair and flesh from its body.
   
   
  139
  Reckless Minotaur
  Medium humanoid (minotaur), any chaotic alignment
  Armor Class 14
  Hit Points 1 (1d1 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  10 (+0) 9 (–1) 11 (+0)
  9 (–1)
  Skills Intimidation +3
  Damage Immunities fire
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 2 (450 XP)
  Battle Readiness. The minotaur has advantage on
  initiative rolls.
  Fire Aura. At the start of each of the minotaur's turns,
  each creature within 5 feet of it takes 10 (3d6) fire
  damage, and flammable objects in the aura that aren't
  being worn or carried ignite. A creature that touches
  the minotaur or hits it with a melee attack while within
  5 feet of it takes 10 (3d6) fire damage.
  Goring Rush. Immediately after the minotaur uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Rage of Mogis. Whenever the minotaur starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  raider goes berserk. On each of its turns while berserk,
  the minotaur attacks the nearest non-minotaur creature
  it can see. If no non-minotaur creature is near enough
  to move to and attack, the minotaur attacks an object,
  with preference for an object smaller than itself. Once
  the minotaur goes berserk, it continues to do so until it
  is destroyed or regains all its hit points. 
   
  A creature within 60 feet of the berserk minotaur can
  try to calm it by speaking firmly and persuasively. The
  minotaur must be able to hear that creature, who must
  take an action to make a DC 20 Charisma (Persuasion)
  check. If the check succeeds, the minotaur ceases
  being berserk. If it takes damage while still at half hit
  points or fewer, the minotaur might go berserk again.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Actions
  Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 4) piercing damage, and the
  minotaur can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the minotaur and Large or smaller. Unless the
  target succeeds on a DC 14 Strength saving throw, the
  minotaur pushes it up to 10 feet away from the
  minotaur.
  THEROS NPCS | MINOTAURS
  
  /
  Skullcleaver
  A skullcleaver is a Ragegore minotaur that beheads its
  victims with its axe.
  "Their only dreams are of full stomachs."
  —Kleon the Iron-Booted
  140
  Skullcleaver
  Medium humanoid (minotaur), any chaotic alignment
  Armor Class 14 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  15 (+2) 9 (–1) 11 (+0)
  9 (–1)
  Skills Intimidation +3
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1 (200 XP)
  Goring Rush. Immediately after the skullcleaver uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Rage of Mogis. Whenever the minotaur starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  raider goes berserk. On each of its turns while berserk,
  the minotaur attacks the nearest non-minotaur creature
  it can see. If no non-minotaur creature is near enough
  to move to and attack, the minotaur attacks an object,
  with preference for an object smaller than itself. Once
  the minotaur goes berserk, it continues to do so until it
  is destroyed or regains all its hit points. 
   
  A creature within 60 feet of the berserk minotaur can
  try to calm it by speaking firmly and persuasively. The
  minotaur must be able to hear that creature, who must
  take an action to make a DC 20 Charisma (Persuasion)
  check. If the check succeeds, the minotaur ceases
  being berserk. If it takes damage while still at half hit
  points or fewer, the minotaur might go berserk again.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Surprise Attack. If the skullcleaver surprises a creature
  and hits it with an attack during the first round of
  combat, the target takes an extra 7 (2d6) damage from
  the attack.
  Actions
  Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage, and the
  skullcleaver can use a bonus action to attempt to
  shove that target with its horns. The target must be
  within 5 feet of the skullcleaver and Large or smaller.
  Unless the target succeeds on a DC 14 Strength saving
  throw, the skullcleaver pushes it up to 10 feet away
  from the skullcleaver.
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d12 + 2) slashing damage.
  THEROS NPCS | MINOTAURS
  
  /
  Warchanter of Mogis
  A warchanter of Mogis knows a special chant that makes its
  allies more intimidating to their foes.
   
   
  141
  Warchanter of Mogis
  Medium humanoid (minotaur), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 16 (+3) 11 (+0) 17 (+3) 13 (+1)
  Saving Throws Con +5, Wis +5
  Skills Intimidation +3, Religion +2, Persuasion +3
  Senses passive Perception 13
  Languages Common, Minotaur, Any one language
  Challenge 2 (450 XP)
  Goring Rush. Immediately after the warchanter uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Inspired. At the beginning of the warchanter's turn, if
  Mogis heard it chanting to him at any point since the
  warchanter's last turn, the a creature of the
  warchanter's choice gains the following ability until the
  beginning of the warchanter's next turn:
  Fear Aura. Any hostile target to the creature that
  starts its turn within 20 feet of the creature must
  make a Wisdom saving throw (DC = 8 + proficiency
  bonus + Charisma modifier), unless the creature is
  incapacitated. On a failed save, the target is
  frightened until the start of its next turn. If the
  target's saving throw is successful, the target is
  immune to the creature's Fear Aura for the next 24
  hours.
  Actions
  Multiattack. The warchanter makes two melee attacks.
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage, and the
  warchanter can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the warchanter and no more than one size
  larger than it. Unless the target succeeds on a DC 13
  Strength saving throw, the warchanter pushes it up to
  10 feet away from the warchanter.
  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  creature. Hit: 10 (2d6 + 3) bludgeoning damage.
  Chant. The warchanter recites an incantation to Mogis.
  It continues to do so until it takes a different action.
  THEROS NPCS | MINOTAURS
  
  /
  Younghorn
  Younghorns join in the battle as soon as they are old enough
  to hunt.
   
   
   
  142
  Younghorn
  Medium humanoid (minotaur), any chaotic alignment
  Armor Class 14 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  15 (+2) 9 (–1) 11 (+0)
  9 (–1)
  Skills Intimidation +3
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1/4 (50 XP)
  Battle Readiness. The minotaur has advantage on
  initiative rolls.
  Goring Rush. Immediately after the minotaur uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Rage of Mogis. Whenever the minotaur starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  raider goes berserk. On each of its turns while berserk,
  the minotaur attacks the nearest non-minotaur creature
  it can see. If no non-minotaur creature is near enough
  to move to and attack, the minotaur attacks an object,
  with preference for an object smaller than itself. Once
  the minotaur goes berserk, it continues to do so until it
  is destroyed or regains all its hit points. 
   
  A creature within 60 feet of the berserk minotaur can
  try to calm it by speaking firmly and persuasively. The
  minotaur must be able to hear that creature, who must
  take an action to make a DC 20 Charisma (Persuasion)
  check. If the check succeeds, the minotaur ceases
  being berserk. If it takes damage while still at half hit
  points or fewer, the minotaur might go berserk again.
  Ragegore Hunger. The minotaur starves itself prior to
  battle. If it kills a creature and has not eaten, there is a
  50% chance it will stop fighting to eat the corpse.
  If the minotaur eats, each hostile creature that can see
  it must succeed on a DC 11 Wisdom saving throw or
  be frightened of the minotaur until the end of the
  minotaur's next turn.
  If a hungry minotaur does not eat after a kill, it gets a
  +1 bonus to damage rolls until it eats.
  Actions
  Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage, and the
  minotaur can use a bonus action to attempt to shove
  that target with its horns. The target must be within 5
  feet of the minotaur and Large or smaller. Unless the
  target succeeds on a DC 12 Strength saving throw, the
  minotaur pushes it up to 10 feet away from the
  minotaur.
  THEROS NPCS | MINOTAURS
  
  /
  Oracle of Bones
   
   
   
   
   
   
   
   
   
   
   
   
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more cultists might be nearby who will pay tribute
  to the oracle.
  A quest goal might involve helping the oracle as an
  advance payment for its service.
  A quest goal might involve vanquishing the oracle.
  A quest goal might involve protecting a creature that is
  near the oracle.
  143
  Oracle of Bones
  Medium humanoid (minotaur), any alignment
  Armor Class 15 (blessings of the gods)
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+1) 13 (+1) 16 (+3) 15 (+2)
  Saving Throws Wis +5, Cha +4
  Skills Insight +5, Persuasion +4, Religion +5,
  Intimidation +4
  Senses passive Perception 13
  Languages Celestial, Common, Minotaur
  Challenge 1 (200 XP)
  Battle Readiness. The oracle has advantage on initiative
  rolls.
  Blessings of the Gods. While the oracle is wearing no
  armor and wielding no shield, its AC includes its
  Wisdom modifier. In addition, a creature that hits the
  oracle with a melee attack while within 5 feet of it
  takes 9 (2d8) force damage.
  Demand Tribute. Immediately after initiative rolls in
  which the oracle participates, it demands tribute from
  a creature it can see. That creature may bow, genuflect,
  salute, or perform a similar gesture as a bonus action.
  If tribute is paid: Until the end of combat, the oracle
  gains a +2 bonus to damage rolls and Strength and
  Dexterity checks, and 9 (2d8) temporary hit points.
  If tribute isn't paid: The oracle casts a sacred flame on
  that creature.
  Divine Influence. Just the oracle seeks insights from
  interpreting the divine, so too do the gods occasionally
  seek to manipulate the world through the oracle.
  Sometimes the gods might speak directly, be it with
  dramatic manifestations or direct possession of the
  oracle. Although the gods' words might be steeped in
  metaphors, should they wish to make their intentions
  clear, they often find dramatic ways to make their
  thoughts known.
  Goring Rush. Immediately after the oracle uses the
  Dash action on its turn and moves at least 20 feet, it
  can make one melee attack with its horns as a bonus
  action.
  Interpreter of Signs. The oracle possesses unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces.
  Spellcasting. The oracle of bones is a 9th-level
  spellcaster. The oracle of bones's spellcasting ability is
  Wisdom (spell save DC 13, +5 to hit with spell
  attacks). The oracle of bones has the following cleric
  spells prepared:
  Cantrip (at will): guidance, sacred flame, spare the
  dying
  2nd level (3 slots): augury
  4th level (3 slots): divination
  5th level (1 slots): commune
  Actions
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage, and the oracle
  can use a bonus action to attempt to shove that target
  with its horns. The target must be within 5 feet of the
  oracle and no more than one size larger than it. Unless
  the target succeeds on a DC 13 Strength saving throw,
  the oracle pushes it up to 10 feet away from the oracle.
  Reactions
  Divine Insight (3/Day). When the oracle or a creature it
  can see makes an attack roll, a saving throw, or an
  ability check, the oracle can cause the roll to be made
  with advantage or disadvantage.
  THEROS NPCS | MINOTAURS
  
  /
  Pensive Minotaur
  Occasionally, a pensive minotaur isolates himself to rethink
  the meaning of life.
  The Champion and her companions marched
  through the night, but the battle was over before
  they arrived. In the middle of the carnage sat a
  solitary minotaur, lost in what seemed to the
  Champion to be thought.
  —The Theriad
  Ragemonger
  Ragemongers are minotaur battle shamans who amplify the
  rage of other minotaurs.
  144
  Pensive Minotaur
  Medium humanoid (minotaur), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +4, Survival +2, Intimidation +2,
  Perception +0
  Senses passive Perception 10
  Languages Common, Minotaur, any one language
  Challenge 1 (200 XP)
  Goring Rush. Immediately after the minotaur uses
  the Dash action on its turn and moves at least 20
  feet, it can make one melee attack with its horns as
  a bonus action.
  Actions
  Multiattack. The minotaur makes two attacks.
  Horns. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage, and
  the minotaur can use a bonus action to attempt to
  shove that target with its horns. The target must be
  within 5 feet of the minotaur and no more than one
  size larger than it. Unless the target succeeds on a
  DC 12 Strength saving throw, the minotaur pushes
  it up to 10 feet away from the minotaur.
  Claws. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Ragemonger
  Medium humanoid (minotaur), chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2)
  Saving Throws Wis +2, Cha +4
  Skills Intimidation +4, Arcana +2, Religion +2
  Damage Immunities fire
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1/2 (100 XP)
  Ragemonger. Minotaurs the ragemonger can see
  have a speed bonus of +20 ft.
  Innate Spellcasting. The ragemonger's innate
  spellcasting ability is Charisma (spell save DC 12,
  +4 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  at will: fire bolt, chromatic orb (fire)
  Actions
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage, and it
  can use a bonus action to attempt to shove that
  target with its horns. The target must be within 5
  feet of the minotaur and no more than one size
  larger than it. Unless the target succeeds on a DC
  11 Strength saving throw, the minotaur pushes it
  up to 10 feet away from the minotaur.
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
  damage.
  Reactions
  Goring Rush. Immediately after the minotaur uses
  the Dash action on its turn and moves at least 20
  feet, it can make one melee attack with its horns as
  a bonus action.
  THEROS NPCS | MINOTAURS
  
  /
  Polymorphed NPCs
  Any creature that meets a polypharmakon could end up as an
  animal of any sort. Most commonly, a shameless man is
  turned into a pig.
  An individual turned into an animal retains its original
  personality and can be quite clumsy at actually in its new
  form. For example, a kind-hearted noble turned into a lion
  would dull its claws against rocks and refuse to hunt animals.
  To create a polymorphed NPC, simply use the stat block
  from the respective animal, keep the original NPC's Wisdom,
  Intelligence, and Charisma scores, and give it the following
  trait:
  Languages. Understands all languages it knew in its
  normal form but can't speak
  Cursed Pig
  The attractive polypharmakons perceive most men in Theros
  as shameless, and most men she encounters will find
  themselves turned into a pig.
  145
  Cursed Pig
  Tiny beast, any alignment
  Armor Class 12 (natural armor)
  Hit Points 4 (1d6 + 1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 8 (–1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Senses blindsight 30 ft. (can't see beyond this
  radius), passive Perception 10
  Languages Understands all languages it knew in its
  normal form but can't speak
  Challenge 0 (25 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) piercing damage.
  THEROS NPCS | POLYMORPHED NPCs
  
  /
  Satyrs
  Raging Satyr
  When Xenagos fell from godhood, raging satyrs avenged his
  death.
  "Xenagos has fallen, and the world grows dark
  without him. What can ever fill that darkness but
  our rage?"
  —Guruthes, disciple of Xenagos
  146
  Raging Satyr
  Medium fey (satyr), chaotic good
  Armor Class 10
  Hit Points 13 (2d8 + 4)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
  Skills Performance +3, Persuasion +3
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 0 (10 XP)
  Battle Readiness. The satyr has advantage on
  initiative rolls.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  THEROS NPCS | SATYRS
  
  /
  Satyr Entertainers
  Firedrinker Satyr
  Firedrinker satyrs perform an enthralling firedrinking act at
  revels.
  Attending a satyr revel requires a high tolerance for
  pain.
  Grovedancer
  A grovedancer of Setessa offers a morale boost to those who
  see her dance.
  "Some of my kin dance for themselves, without
  greater purpose. Nylea gives me purpose, and with
  it strength."
  147
  Firedrinker Satyr
  Medium fey (satyr), chaotic good
  Armor Class 15 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 45 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 12 (+1) 10 (+0) 8 (–1) 17 (+3)
  Saving Throws Dex +4, Cha +5
  Skills Acrobatics +7, Performance +6, Persuasion
  +5
  Senses passive Perception 9
  Languages Common, Sylvan
  Challenge 1 (200 XP)
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Nimble. The satyr can take the Disengage action as
  a bonus action on each of its turns.
  Actions
  Multiattack. The satyr makes two attacks with its
  shortbow.
  Shortbow. Ranged Weapon Attack: +3 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  Spew Flame (Recharge 4–6). The satyr exhales
  flames. Each creature in a 15-foot cone must make
  a DC 14 Dexterity saving throw, taking 9 (2d8) fire
  damage on a failed save, or half as much damage on
  a successful one.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Grovedancer
  Medium fey (satyr), any alignment
  Armor Class 13 (natural armor)
  Hit Points 4 (1d8 + 0)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)
  Skills Performance +3, Persuasion +3
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 0 (0 XP)
  Grove Dance. As an action on its turn, the satyr may
  begin a new dance, targeting one creature that can
  see it. That target gets a +1 bonus to Strength and
  Dexterity checks and damage rolls and gains 4
  (1d8) temporary hit points. The effect ends if the
  satyr stops dancing, the target can no longer see
  the satyr, or the satyr chooses a new target. As an
  action on subsequent turns, if the satyr is dancing,
  it may continue dancing. It can stop dancing at any
  time.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Ram. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  Unarmed Strike. Melee Weapon Attack: +2 to hit,
  reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
  damage.
  THEROS NPCS | SATYRS
  
  /
  Meadow Piper
  Meadow pipers are perhaps the most iconic of all satyrs,
  dancing merrily as they play a tune. These merrymakers have
  another side to them though; they love taunting others.
  "When I asked my commander the reward for
  killing that prancing nuisance, he told me, 'None! I
  want to kill him myself!'"
  —Phrogas, soldier of Akros
  Revel Piper
  A revel piper at a revel serves as entertainment to all who
  can hear his performance.
  148
  Meadow Piper
  Medium fey (satyr), chaotic good
  Armor Class 14 (natural armor)
  Hit Points 4 (1d8 + 0)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
  Skills Acrobatics +3, Performance +6, Persuasion
  +4
  Senses passive Perception 10
  Languages Common, Sylvan, Any one language
  Challenge 0 (25 XP)
  Innate Spellcasting. The entertainer's innate
  spellcasting ability is Charisma (spell save DC 12,
  +4 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: dancing lights, vicious mockery 2/day:
  charm person, detect magic, healing word,
  thunderwave
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Ram. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  Dare the Coward. The piper mockingly dares a
  creature within 30 feet of it that can hear it to take
  an attack action against another creature the piper
  chooses that the piper can see. That creature may
  make a DC 11 Wisdom saving throw to resist this
  effect.
  Revel Piper
  Medium fey (satyr), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 17 (+3) 14 (+2) 12 (+1) 10 (+0) 15 (+2)
  Skills Acrobatics +6, Performance +11, Persuasion
  +4, Stealth +5
  Senses passive Perception 10
  Languages Common, Sylvan, Any one language
  Challenge 1/2 (100 XP)
  Enthralling Performance. If the reveler performs for
  at least 1 minute, it chooses up to four mortals
  within 60 feet of it who watched or listened to the
  entire performance. Each target must succeed on a
  DC 12 Wisdom saving throw or be charmed. While
  charmed in this way, the target idolizes the reveler
  and will take part in the reveler’s revels. The
  charmed condition ends for the creature after 1
  hour, if it takes any damage, if the reveler attacks
  the target, or if the target witnesses the reveler
  attacking or damaging any of the target’s allies.
  Innate Spellcasting. The entertainer's innate
  spellcasting ability is Charisma (spell save DC 12,
  +2 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: dancing lights, vicious mockery 2/day:
  charm person, detect magic, healing word,
  thunderwave
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Sleepless Reveler. Magic can’t put the reveler to
  sleep.
  Actions
  Multiattack. The reveler makes two ram attacks or
  two unarmed strikes.
  Unarmed Strike. Melee Weapon Attack: +3 to hit,
  reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning
  damage.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4+1) bludgeoning damage.
  THEROS NPCS | SATYRS
  
  /
  Satyr Revelers
  Afterparty Reveler
  Eventually, the best revels in the Skola Vale end in afterparty
  revelers paying visits to their neighboring poleis, where they
  smash as much as possible.
  "You can tell something’s really valuable by the
  sound it makes when you slam your staff into it."
  Reckless Reveler
  A reckless reveler is so absorbed in revelry that it abandons
  basic sense. The reveler is as much a danger to itself as it is
  to others.
  "The gods of Theros are born of the expectations
  and beliefs of mortals. If I have found godhood,
  what does that say about their true desires?"
  —Xenagos, god of revels
  149
  Afterparty Reveler
  Medium fey (satyr), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 16 (+3)
  Skills Acrobatics +5, Performance +7, Stealth +5
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Charge. If the satyr moves at least 15 feet straight
  toward a target and then hits it with its ram attack
  on the same turn, the target takes an extra 5 (2d4)
  slashing damage. If the target is a creature, it must
  succeed on a DC 12 Strength saving throw or be
  knocked prone.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Siege Monster. The celebrant deals double damage
  to objects and structures.
  Sleepless Reveler. Magic can’t put the satyr to sleep.
  Actions
  Multiattack. The satyr makes two ram attacks or two
  stick attacks.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) bludgeoning damage.
  Stick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) bludgeoning damage,
  or 5 (1d6 + 2) bludgeoning damage if used with
  two hands to make a melee attack.
  Reckless Reveler
  Medium fey (satyr), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 16 (+3)
  Skills Acrobatics +5, Performance +7, Stealth +5
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Careless Ramming. While the satyr bears a lit torch,
  its ram attacks deal an extra 4 (1d8) fire damage
  per lit torch.
  Charge. If the celebrant moves at least 15 feet
  straight toward a target and then hits it with its ram
  attack on the same turn, the target takes an extra 5
  (2d4) slashing damage. If the target is a creature, it
  must succeed on a DC 12 Strength saving throw or
  be knocked prone.
  Hedonism. As a bonus action, the reveler can ignite
  itself. Any objects within 5 feet also ignite, and the
  reveler drops to 0 hit points.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Siege Monster. The satyr deals double damage to
  objects and structures.
  Sleepless Reveler. Magic can’t put the satyr to sleep.
  Actions
  Multiattack. The satyr makes two ram attacks or two
  torch attacks.
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) bludgeoning damage.
  Torch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 12 (2d8 + 3) fire damage.
  THEROS NPCS | SATYRS
  
  /
  Satyr Hedonist
  Satyr hedonists live on the edge, seeking thrills and
  experiences that leave them hungover and in terrible pain.
  "Any festival you can walk away from wasn’t worth
  attending in the first place."
  150
  Satyr Hedonist
  Medium fey (satyr), chaotic good
  Armor Class 15 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1)
  Skills Performance +3, Persuasion +3
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 1/2 (100 XP)
  Hedonism. As a bonus action, the hedonist can
  ignite itself. Any objects within 5 feet also ignite,
  and the hedonist drops to 0 hit points.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  THEROS NPCS | SATYRS
  
  /
  Satyr Military
  Satyr Hoplite
  Many of Xenagos's former followers left the Skola Valley and
  became satyr hoplites of Setessa.
  "Xenagos has become what he once despised: a
  tyrant and an oppressor."
  151
  Satyr Hoplite
  Medium fey (satyr), chaotic good
  Armor Class 16 (half plate)
  Hit Points 5 (1d8 + 1)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
  Skills Performance +3, Persuasion +3, Athletics +3,
  Perception +2
  Senses passive Perception 12
  Languages Sylvan, Common
  Challenge 1 (200 XP)
  Formation Tactics. The hoplite has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Heroic. Whenever the oathsworn is the target of a
  spell, that spell's caster may take a bonus action to
  cast buff, targeting the hoplite and requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Multiattack. The hoplite makes two melee attacks.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  THEROS NPCS | SATYRS
  
  /
  Setessan Oathsworn
  A Setessan oathsworn is a satyr that has left the Skola
  Valley and joined the Setessan army.
  "Setessa is not the city of my birth, but it is the
  place I fight for, and the place I’m willing to die for.
  Does that not make it my home?"
  152
  Setessan Oathsworn
  Medium fey (satyr), chaotic good
  Armor Class 18 (plate)
  Hit Points 5 (1d8 + 1)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 12 (+1)
  Saving Throws Con +3
  Skills Athletics +3, Perception +3, Survival +3,
  Performance +3, Persuasion +3
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Battle Readiness. The oathsworn has advantage on
  initiative rolls.
  Improved Critical. The oathsworn's attack rolls score
  a critical hit on a roll of 19 or 20 on the d20.
  Heroic. Whenever the oathsworn is the target of a
  spell, that spell's caster may take a bonus action to
  cast buff at 2nd level, targeting the oathsworn and
  requiring no components or spell slots. This buff
  can't trigger any Heroic traits.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Extra Attack. The oathsworn can attack twice,
  instead of once, whenever it takes the Attack action
  on its turn.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Reactions
  Protection. The oathsworn imposes disadvantage on
  the attack roll of a creature within 5 feet of it
  whose target isn't the oathsworn. The oathsworn
  must be able to see the attacker.
  THEROS NPCS | SATYRS
  
  /
  Satyr Nyx-Smith
  The satyr nyx-smiths, under the command of Xenagos,
  created nyxborn fire elementals.
  Satyr Rambler
  Satyr ramblers roam wherever they please, and they don't
  stop to say "excuse me" before trampling others.
  A satyr is bound by nothing—not home, not
  family, not loyalty.
  153
  Satyr Nyx-Smith
  Medium fey (satyr), chaotic good
  Armor Class 13 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1)
  Skills Performance +3, Persuasion +3, Athletics +4
  Damage Resistances fire
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 1/4 (50 XP)
  Battle Readiness. The satyr has advantage on
  initiative rolls.
  Inspired. At the beginning of the satyr's turn, if the
  satyr has used the bellows since its last turn, it uses
  a bonus action to summon a nyxborn fire elemental
  that appears in an unoccupied space that the
  worshiper can see within 5 feet of itself. The
  summoned elemental is friendly to its summoner
  and other elemental summoned this way.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Unarmed Strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 3 bludgeoning damage.
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4+2) bludgeoning damage.
  Bellows. The satyr operates the bellows at the nyx-
  forge. It continues to do so until a different action
  is taken.
  Satyr Rambler
  Medium fey (satyr), any alignment
  Armor Class 13 (natural armor)
  Hit Points 4 (1d8 + 0)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)
  Skills Performance +3, Persuasion +3
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 1/8 (25 XP)
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Trample. The rambler can move in and out of a
  Medium or smaller creature's space. If it would, it
  uses a bonus action to attack that creature with its
  ram attack. That creature must succeed on a DC 12
  Strength saving throw or be knocked prone. If the
  creature succeeds, the rambler can't enter that
  space and must end its turn immediately. If the
  rambler stops on top of that creature, that creature
  becomes restrained until the rambler moves off it
  (escape DC 12).
  Actions
  Scimitar. Melee Weapon Attack: +2 to hit, reach 5
  ft., one target. Hit: 3 (1d6) slashing damage.
  Ram. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  THEROS NPCS | SATYRS
  
  /
  Satyr Voyager
  Some satyrs grow bored with the revels and seek something
  more exciting.
  "None can own the land’s bounty. The gods made
  this world for all to share its riches. And I’m not
  just saying that because you caught me stealing
  your fruit."
  Satyr Wayfinder
  A satyr wayfinder scouts out the land.
  The first satyr to wake after a revel must search for
  the site of the next one.
  154
  Satyr Voyager
  Medium fey (satyr), chaotic good
  Armor Class 14 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 13 (+1) 14 (+2) 12 (+1) 15 (+2) 13 (+1)
  Skills Medicine +4, Nature +3, Perception +4,
  Performance +3, Persuasion +3
  Senses passive Perception 14
  Languages Sylvan, Common, Druidic, Any two
  languages
  Challenge 1 (200 XP)
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Spellcasting. The voyager is a 4th-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 12,
  +5 to hit with spell attacks). It has the following
  druid spells prepared:
  Cantrips (at will): druidcraft, produce flame,
  shillelagh
  1st level (4 slots): entangle, goodberry, longstrider,
  speak with animals
  2nd level (3 slots): animal messenger, barkskin
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit (+5 to
  hit with shillelagh), reach 5 ft., one target. Hit: 3
  (1d6) bludgeoning damage, or 6 (1d8 + 2)
  bludgeoning damage with shillelagh or if wielded
  with two hands.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  Satyr Wayfinder
  Medium fey (satyr), chaotic good
  Armor Class 13 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 11 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1)
  Skills Performance +3, Persuasion +3, Perception
  +2
  Senses passive Perception 12
  Languages Sylvan, Common
  Challenge 1/4 (50 XP)
  Charge. If the rambler moves at least 15 feet
  straight toward a target and then hits it with its ram
  attack on the same turn, the target takes an extra 2
  (1d4) bludgeoning damage. If the target is a
  creature, it must succeed on a DC 10 Strength
  saving throw or be knocked prone.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 4 (1d6+1) piercing damage.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4+1) bludgeoning damage.
  THEROS NPCS | SATYRS
  
  /
  Sirens
  Sirens, like harpies, are bird-maidens. However, sirens are
  beautiful and have an equally beautiful voice. Their voice is
  irresistable to any man or giant.  
   
   
   
   
  Cloaked Siren
  Cloaked sirens have camouflage that allows them to hide in
  rocky terrain.
  "That is not the voice of the wind singing on the
  stones."
  —Callaphe the mariner
  155
  Cloaked Siren
  Medium monstrosity, chaotic evil
  Armor Class 12
  Hit Points 45 (7d8 + 14)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 7 (–2) 10 (+0) 13 (+1)
  Skills Stealth +3
  Condition Immunities charmed
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Ambusher. The siren has advantage on attack rolls
  against any creature it has surprised.
  Stone Camouflage. The siren has advantage on Dexterity
  (Stealth) checks made to hide in rocky terrain.
  Actions
  Multiattack. The siren makes two attacks: one with its
  claws and one with its club.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 8 (2d4 + 3) slashing damage.
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Luring Song. The siren sings a magical melody. Every
  mortal within 300 ft. of the siren that can hear the
  song must succeed on a DC 11 Wisdom saving throw
  or be charmed until the song ends. The siren must take
  a bonus action on its subsequent turns to continue
  singing. It can stop singing at any time. The song ends
  if the siren is incapacitated.
  While charmed by the siren, a target is incapacitated
  and ignores the songs of other sirens. If the charmed
  target is more than 5 ft. away from the siren, the must
  move on its turn toward the siren by the most direct
  route. It doesn't avoid opportunity attacks, but before
  moving into damaging terrain, such as lava or a pit, and
  whenever it takes damage from a source other than the
  siren, a target can repeat the saving throw. A creature
  can also repeat the saving throw at the end of each of
  its turns. If a creature's saving throw is successful, the
  effect ends on it.
  A target that successfully saves is immune to this
  siren's song for the next 24 hours.
  THEROS NPCS | SIRENS
  
  /
  Fanged-Coast Siren
  The Fanged-Coast sirens call a creature by name in their
  songs.
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more siren cultists might be nearby who will pay
  tribute.
  The siren could prove helpful or detrimental in vanquishing
  a larger beast.
  A quest goal might involve saving a creature that is near
  the siren.
  A quest goal might involve vanquishing the siren.
  156
  Fanged-Coast Siren
  Medium monstrosity, chaotic evil
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+1) 7 (–2) 10 (+0) 13 (+1)
  Condition Immunities charmed
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Demand Tribute. Immediately after initiative rolls in
  which the siren participates, it demands tribute
  from a creature it can see. That creature may bow,
  genuflect, salute, or perform a similar gesture as a
  bonus action.
  If tribute is paid: Until the end of combat, the siren
  gains a +3 bonus to damage rolls and Strength and
  Dexterity checks, and 17 (3d8) temporary hit
  points.
  If tribute isn't paid: The creature must succeed on a
  DC 11 Wisdom saving throw or be charmed by the
  siren for 1 round.
  Actions
  Multiattack. The siren makes two attacks: one with
  its claws and one with its club.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage.
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Luring Song. The siren sings a magical melody. Every
  mortal within 300 ft. of the siren that can hear the
  song must succeed on a DC 11 Wisdom saving
  throw or be charmed until the song ends. The siren
  must take a bonus action on its subsequent turns
  to continue singing. It can stop singing at any time.
  The song ends if the siren is incapacitated.
  While charmed by the siren, a target is
  incapacitated and ignores the songs of other sirens.
  If the charmed target is more than 5 ft. away from
  the siren, the must move on its turn toward the
  siren by the most direct route. It doesn't avoid
  opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and
  whenever it takes damage from a source other than
  the siren, a target can repeat the saving throw. A
  creature can also repeat the saving throw at the end
  of each of its turns. If a creature's saving throw is
  successful, the effect ends on it.
  A target that successfully saves is immune to this
  siren's song for the next 24 hours.
  THEROS NPCS | SIRENS
  
  /
  Shipwreck Singer
  Shipwreck singers are perhaps the most common type of
  siren encountered by mariners.
  Her melody melds death and beauty with such
  artistry that even the gods weep to hear it.
  Tide Chorister
  A tide chorister is able to manipulate magical energies to
  enhance her song.
  157
  Shipwreck Singer
  Medium monstrosity (siren), chaotic evil
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+1) 7 (–2) 12 (+1) 13 (+1)
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. The siren makes two attacks: one with
  its claws and one with its club.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage.
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Luring Song. The siren sings a magical melody. Every
  mortal within 300 ft. of the siren that can hear the
  song must succeed on a DC 12 Wisdom saving
  throw or be charmed until the song ends. The siren
  must take a bonus action on its subsequent turns
  to continue singing. It can stop singing at any time.
  The song ends if the siren is incapacitated.
  While charmed by the siren, a target is
  incapacitated and ignores the songs of other sirens.
  If the charmed target is more than 5 ft. away from
  the siren, the must move on its turn toward the
  siren by the most direct route. It doesn't avoid
  opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and
  whenever it takes damage from a source other than
  the siren, a target can repeat the saving throw. A
  creature can also repeat the saving throw at the end
  of each of its turns. If a creature's saving throw is
  successful, the effect ends on it.
  A target that successfully saves is immune to this
  siren's song for the next 24 hours.
  Tide Chorister
  Medium monstrosity (siren), chaotic evil
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+1) 7 (–2) 10 (+0) 13 (+1)
  Condition Immunities charmed
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Heroic. Whenever the chorister becomes targeted
  by a spell, that spell's caster chooses whether the
  following happens:
  Until the end of the chorister's next turn, whenever
  it uses its luring song, its song reaches 10
  additional feet.
  Actions
  Multiattack. The siren makes two attacks: one with
  its claws and one with its club.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage.
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Luring Song. The siren sings a magical melody. Every
  mortal within 300 ft. of the siren that can hear the
  song must succeed on a DC 11 Wisdom saving
  throw or be charmed until the song ends. The siren
  must take a bonus action on its subsequent turns
  to continue singing. It can stop singing at any time.
  The song ends if the siren is incapacitated.
  While charmed by the siren, a target is
  incapacitated and ignores the songs of other sirens.
  If the charmed target is more than 5 ft. away from
  the siren, the must move on its turn toward the
  siren by the most direct route. It doesn't avoid
  opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and
  whenever it takes damage from a source other than
  the siren, a target can repeat the saving throw. A
  creature can also repeat the saving throw at the end
  of each of its turns. If a creature's saving throw is
  successful, the effect ends on it.
  A target that successfully saves is immune to this
  siren's song for the next 24 hours.
  THEROS NPCS | SIRENS
  
  /
  War-Wing Siren
  A war-wing siren represents a reformed siren who fights to
  save the plane from impending divine doom.
  Once she sang sailors to their doom. Now she
  leads them to glory.
  158
  War-Wing Siren
  Medium monstrosity (siren), chaotic evil
  Armor Class 18 (chain mail, shield)
  Hit Points 67 (9d8 + 27)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 16 (+3) 7 (–2) 11 (+0) 14 (+2)
  Skills Athletics +3, Perception +2
  Condition Immunities charmed
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Formation Tactics. The siren has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Heroic. Whenever the siren is the target of a spell,
  that spell's caster may take a bonus action to cast
  buff, targeting the siren and requiring no
  components or spell slots. This buff can't trigger
  any Heroic traits.
  Actions
  Multiattack. The siren makes two melee attacks.
  Glaive. Melee Weapon Attack: +3 to hit, reach 10
  ft., one target. Hit: 6 (1d10 + 1) slashing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage. Luring
  Song. The siren sings a magical melody. Every
  mortal within 300 ft. of the siren that can hear the
  song must succeed on a DC 11 Wisdom saving
  throw or be charmed until the song ends. The siren
  must take a bonus action on its subsequent turns
  to continue singing. It can stop singing at any time.
  The song ends if the siren is incapacitated.
  While charmed by the siren, a target is
  incapacitated and ignores the songs of other sirens.
  If the charmed target is more than 5 ft. away from
  the siren, the must move on its turn toward the
  siren by the most direct route. It doesn't avoid
  opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and
  whenever it takes damage from a source other than
  the siren, a target can repeat the saving throw. A
  creature can also repeat the saving throw at the end
  of each of its turns. If a creature's saving throw is
  successful, the effect ends on it.
  A target that successfully saves is immune to this
  siren's song for the next 24 hours.
  THEROS NPCS | SIRENS
  
  /
  Sphinxes
  Sphinxes are the Theros equivalent to the old man atop a
  mountain. They are wells of wisdom and knowledge.
  However, they are unwilling to share the information to just
  anyone.
  In order to learn a secret from a sphinx, you must prove
  yourself worthy by correctly answering a riddle the sphinx
  poses. Sphinxes are smart, and none pose the same riddles.
  Once a riddle is answered correctly, that riddle is unworthy of
  asking ever again, and the sphinx chooses a new riddle from
  its wealth of wit.
  Sphinx Arbiter
  A sphinx arbiter is an expert in making decisions. Given two
  or more choices, it weighs the pros and cons of each, and
  decides which choice is better.
  159
  Sphinx Arbiter
  Large monstrosity, lawful neutral
  Armor Class 17
  Hit Points 136 (16d10 + 48)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
  Skills Arcana +12, History +12, Perception +8,
  Religion +8
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 18
  Languages Common, Sphinx
  Challenge 11 (7200 XP)
  Inscrutable. The sphinx is immune to any effect that
  would sense its emotions or read its thoughts, as
  well as any divination spell that it refuses. Wisdom
  (Insight) checks made to ascertain the sphinx's
  intentions or sincerity have disadvantage.
  Inspired. At the beginning of the arbiter's turn, if it
  was arbitrating at any point since its last turn, it
  may take a bonus action to cast manifest at
  random, requiring no components or spell slots. If a
  creature is manifested this way, it is friendly to the
  arbiter.
  Magic Weapons. The sphinx's weapon attacks are
  magical.
  Actions
  Multiattack. The sphinx makes two claw attacks.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Arbitrate. The sphinx closes its eyes and becomes
  still. It stays this way until it chooses a different
  action.
  THEROS NPCS | SPHINXES
  
  /
  Sphinx Prognostic
  A sphinx prognostic is an expert in predicting the likelihood
  of recovery from disease and ailments.
  Sphinx Scholar
  A sphinx scholar strives to extend the boundaries of its
  knowledge.
  160
  Sphinx Prognostic
  Large monstrosity, lawful neutral
  Armor Class 17
  Hit Points 126 (12d10 + 60)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)
  Saving Throws Dex +6, Con +11, Int +9, Wis +10
  Skills Arcana +9, Perception +10, Religion +15,
  Medicine +10
  Damage Immunities psychic, bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 20
  Languages Common, Sphinx
  Challenge 9 (5000 XP)
  Innate Spellcasting. The prognostic sphinx's innate
  spellcasting ability is Wisdom (spell save DC 18,
  +10 to hit with spell attacks). It can innately cast
  the following spells, requiring no material
  components:
  At will: identify, true strike
  3/day: augury, detect poison or disease, locate
  animals or plants
  2/day: divination
  1/day: legend lore, scrying
  Inscrutable. The sphinx is immune to any effect that
  would sense its emotions or read its thoughts, as
  well as any divination spell that it refuses. Wisdom
  (Insight) checks made to ascertain the sphinx's
  intentions or sincerity have disadvantage.
  Limited Magic Immunity. The sphinx can't be
  affected or detected by spells of 6th level or lower
  unless it wishes to be. It has advantage on saving
  throws against all other spells and magical effects.
  Magic Weapons. The sphinx's weapon attacks are
  magical.
  Actions
  Multiattack. The sphinx makes two claw attacks.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
  one target. Hit: 24 (2d10 + 3) slashing damage.
  Sphinx Scholar
  Large monstrosity, lawful neutral
  Armor Class 17 (helmet)
  Hit Points 180 (19d10 + 76)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 19 (+4) 16 (+3) 18 (+4) 23 (+6)
  Saving Throws Dex +6, Con +10, Int +9, Wis +10
  Skills Arcana +9, Perception +10, Religion +15
  Damage Immunities psychic, bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 20
  Languages Common, Sphinx
  Challenge 8 (3900 XP)
  Inscrutable. The sphinx is immune to any effect that
  would sense its emotions or read its thoughts, as
  well as any divination spell that it refuses. Wisdom
  (Insight) checks made to ascertain the sphinx's
  intentions or sincerity have disadvantage.
  Magic Weapons. The sphinx's weapon attacks are
  magical.
  Spellcasting. The sphinx is a 12th-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 18,
  +10 to hit with spell attacks). It requires no material
  components to cast its spells. The sphinx has the
  following cleric spells prepared:
  Cantrips (at will): sacred flame, spare the dying,
  thaumaturgy
  1st level (4 slots): command, detect evil and good,
  detect magic
  2nd level (3 slots): lesser restoration, zone of truth
  3rd level (3 slots): dispel magic, tongues
  4th level (3 slots): banishment, freedom of
  movement
  5th level (2 slots): flame strike, greater restoration
  6th level (1 slot): heroes' feast
  Actions
  Multiattack. The sphinx makes two claw attacks.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
  one target. Hit: 17 (2d10 + 6) slashing damage.
  THEROS NPCS | SPHINXES
  
  /
  Sphinx Striver
  The sphinx striver represents a sphinx that has resolved to
  aid mortals in a time of divine doom.
   
   
  161
  Sphinx Striver
  Large monstrosity, lawful neutral
  Armor Class 17
  Hit Points 152 (16d10 + 64)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 18 (+4) 18 (+4) 18 (+4) 18 (+4)
  Skills Arcana +11, History +11, Perception +7, Religion
  +7
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 17
  Languages Common, Sphinx
  Challenge 7 (2900 XP)
  Inscrutable. The sphinx is immune to any effect that
  would sense its emotions or read its thoughts, as well
  as any divination spell that it refuses. Wisdom (Insight)
  checks made to ascertain the sphinx's intentions or
  sincerity have disadvantage.
  Magic Weapons. The sphinx's weapon attacks are
  magical.
  Spellcasting. The sphinx is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 15, +7
  to hit with spell attacks). It requires no material
  components to cast its spells. The sphinx has the
  following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion,
  prestidigitation
  1st level (4 slots): detect magic, identify, shield
  2nd level (3 slots): darkness, locate object, suggestion
  3rd level (3 slots): dispel magic, remove curse, tongues
  4th level (3 slots): banishment, greater invisibility
  5th level (1 slot): legend lore
  Actions
  Multiattack. The sphinx makes two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) slashing damage.
  THEROS NPCS | SPHINXES
  
  /
  Tritons
  Crackler
  Cracklers harness the powers of storms.
  He calls upon both the currents in the sea and the
  current in the clouds.
  162
  Crackler
  Medium humanoid (triton), neutral
  Armor Class 15 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 16 (+3) 16 (+3) 12 (+1) 19 (+4)
  Saving Throws Dex +6, Int +6, Cha +7
  Skills Arcana +6, Nature +6, Survival +4
  Damage Resistances cold
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Primordial
  Challenge 3 (700 XP)
  Amphibious. The triton can breathe air and water.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the
  triton's words, though the triton has no special
  ability to understand the beasts in return.
  Innate Spellcasting. The crackling triton's innate
  spellcasting ability is Charisma (spell save DC 15,
  +7 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  1/day each: fog cloud, gust of wind, wall of
  waterEEPC
  Actions
  Water Orb (Cantrip). Ranged Spell Attack: +7 to hit,
  range 120 ft., one creature. Hit: 13 (3d8)
  bludgeoning damage.
  Lightning Orb (Cantrip). Ranged Spell Attack: +7 to
  hit, range 120 ft., one creature. Hit: 13 (3d8)
  lightning damage.
  THEROS NPCS | TRITONS
  
  /
  Dakra Mystic
  Choices are rarely as simple as they seem.
  163
  Dakra Mystic
  Medium humanoid (triton), neutral
  Armor Class 15 (blessings of the gods)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 13 (+1) 13 (+1) 16 (+3) 13 (+1)
  Saving Throws Wis +5, Cha +3
  Skills Insight +5, Persuasion +3, Religion +5
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 13
  Languages Celestial, Common, Primordial
  Challenge 1 (200 XP)
  Amphibious. The triton can breathe air and water.
  Blessings of the Gods. While the mystic is wearing no
  armor and wielding no shield, its AC includes its
  Wisdom modifier. In addition, a creature that hits the
  mystic with a melee attack while within 5 feet of it
  takes 9 (2d8) force damage.
  Divine Influence. Just the mystic seeks insights from
  interpreting the divine, so too does Thassa occasionally
  seek to manipulate the world through the mystic .
  Sometimes Thassa might speak directly, be it with
  dramatic manifestations or direct possession of the
  mystic. Although Thassa's words might be steeped in
  metaphors, should she wish to make her intentions
  clear, she often finds dramatic ways to make her
  thoughts known.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the triton's
  words, though the triton has no special ability to
  understand the beasts in return.
  Innate Spellcasting. The mystic's innate spellcasting
  ability is Charisma (spell save DC 11, +3 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material components:
  1/day: fog cloud, gust of wind, wall of waterEEPC
  Interpreter of Signs. The mystic possesses unparalleled
  experience in divining godly whims from cryptic
  visions and mundane forces.
  Negotiate with Thassa. As an oracle of Thassa, the
  mystic is able to carry out negotiations between her
  clients and the goddess of the sea. Thassa is often
  willing to adjust her plans, provided the mystic collects
  payment in advance.
  Actions
  Eldritch Touch. Melee Spell Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) force damage.
  Reactions
  Divine Insight (3/Day). When the mystic or a creature it
  can see makes an attack roll, a saving throw, or an
  ability check, the mystic can cause the roll to be made
  with advantage or disadvantage.
  THEROS NPCS | TRITONS
  
  /
  Deepwater Hypnotist
  "Watch the waves too long, and you may never
  look away."
  —Meletian proverb
  Kiorist
  Kiorists display loyalty to Kiora, a merfolk planeswalker.
  "She may call herself Kiora but I believe she is
  Thassa, the embodiment of the sea and empress of
  the depths."
  164
  Deepwater Hypnotist
  Medium humanoid (triton), neutral
  Armor Class 12
  Hit Points 49 (9d8 + 9)
  Speed 30 ft., 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 15 (+2) 12 (+1) 12 (+1)
  Saving Throws Int +5, Wis +4
  Skills Arcana +5, History +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Primordial, Any two other
  languages
  Challenge 1/2 (100 XP)
  Amphibious. The triton can breathe air and water.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the
  triton's words, though the triton has no special
  ability to understand the beasts in return.
  Innate Spellcasting. The deepwater hypnotist's
  innate spellcasting ability is Intelligence (spell save
  DC 13, +5 to hit with spell attacks). It can innately
  cast the following spells, requiring no material
  components:
  At will: hypnotic pattern
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  Kiorist
  Medium humanoid (triton), neutral
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 10 (+0) 12 (+1) 10 (+0) 11 (+0) 12 (+1)
  Skills Religion +2
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Primordial
  Challenge 0 (10 XP)
  Amphibious. The triton can breathe air and water.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the
  triton's words, though the triton has no special
  ability to understand the beasts in return.
  Innate Spellcasting. The kiora's follower's innate
  spellcasting ability is Charisma (spell save DC 11,
  +3 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  3/day: fog cloud
  Actions
  Multiattack. The triton makes two trident attacks.
  Trident. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage in melee.
  Bow. The triton bows down to any creature that it
  can see. It remains in this position until a different
  action is used. As long as the triton is bowing to
  that creature, that creature may make an additional
  attack as a bonus action on its turn.
  THEROS NPCS | TRITONS
  
  /
  Shorethief
  Shorethieves are the triton equivalent of a human fisherman,
  and exact their vengeance on those who steal from the sea.
  At sunrise, the Champion and her companions
  awoke to find their supplies gone and Brygus, their
  sentry, dead. Carefully arranged piles of ornamental
  shells gave a clear warning: go no further.
  —The Theriad
  Triton Cavalry
  The triton cavalry ride hippocamps.
  The tritons broke the surface, and the Nyxborn
  broke ranks.
  165
  Shorethief
  Medium humanoid (triton), any non-lawful
  alignment
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 13 (+1) 10 (+0) 10 (+0) 11 (+0)
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Primordial
  Challenge 1/8 (25 XP)
  Amphibious. The triton can breathe air and water.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the
  triton's words, though the triton has no special
  ability to understand the beasts in return.
  Innate Spellcasting. The triton shorethief's innate
  spellcasting ability is Charisma (spell save DC 10,
  +2 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  1/day: fog cloud
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 3
  (1d4 + 1) piercing damage.
  Triton Cavalry
  Medium humanoid (triton), neutral
  Armor Class 18 (barnacle mail, shield)
  Hit Points 25 (3d8 + 12)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 18 (+4) 10 (+0) 11 (+0) 12 (+1)
  Skills Athletics +4, Perception +2, Animal Handling
  +2
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Primordial
  Challenge 2 (450 XP)
  Amphibious. The triton can breathe air and water.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the
  triton's words, though the triton has no special
  ability to understand the beasts in return.
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Innate Spellcasting. The triton soldier's innate
  spellcasting ability is Charisma (spell save DC 11,
  +3 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  1/day each: fog cloud
  Actions
  Multiattack. The soldier makes two melee attacks.
  Trident. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d6 + 2) piercing damage in melee, or 4 (1d6 + 1)
  piercing damage at range.
  THEROS NPCS | TRITONS
  
  /
  Triton Fortune Hunter
  A triton fortune hunter is skilled at finding hidden treasures.
  "Thassa has blessed me with power and insight. I
  am careful not to disappoint her."
  Wavecrasher
  Wavecrashers manipulate the sea to hinder ship movement
  and even destroy ships.
  166
  Triton Fortune Hunter
  Medium humanoid (triton), neutral
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 12 (+1)
  Skills Athletics +4, Perception +2, Intimidation +3,
  Insight +2
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Primordial
  Challenge 1/2 (100 XP)
  Amphibious. The triton can breathe air and water.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the
  triton's words, though the triton has no special
  ability to understand the beasts in return.
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Heroic. Whenever the fortune hunter becomes the
  target of a spell, that spell's caster chooses whether
  the fortune hunter's darkvision extends to 120 feet
  until the end of its next turn.
  Innate Spellcasting. The triton soldier's innate
  spellcasting ability is Charisma (spell save DC 11,
  +3 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  1/day each: fog cloud
  Actions
  Multiattack. The soldier makes two melee attacks.
  Longsword. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
  or 7 (1d10 + 2) slashing damage if used with two
  hands.
  Wavecrasher
  Medium humanoid (triton), neutral
  Armor Class 12
  Hit Points 49 (9d8 + 9)
  Speed 30 ft., 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 12 (+1)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Primordial, Any two other
  languages
  Challenge 7 (2900 XP)
  Amphibious. The triton can breathe air and water.
  Emissary of the Sea. Aquatic beasts have an
  extraordinary affinity with tritons. Tritons can
  communicate simple ideas with beasts that can
  breathe water. Those beasts can understand the
  triton's words, though the triton has no special
  ability to understand the beasts in return.
  Heroic. Whenever the triton becomes targeted by a
  spell, that spell's caster decides whether the triton
  may innately cast tsunami as a bonus action.
  Innate Spellcasting. The triton wizard's innate
  spellcasting ability is Charisma (spell save DC 12,
  +4 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  1/day each: fog cloud, gust of wind, wall of
  waterEEPC
  Spellcasting. The triton is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). The triton has the
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, mage armor,
  magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  THEROS NPCS | TRITONS
  
  /
  Immortals
  I
  mmortal creatures of Theros are immune to death.
  All of them have the following trait:
  Immortal. The immortal can't die as long as at
  least one memory or record of it exists. If it would
  die, it falls unconscious instead.
  Anvilwroughts
  In the heart of his volcano forge, Purphoros hammers the nyx
  into the shapes of living creatures. These creatures can't
  speak, but they are valuable servants and agents.
  Purphoros has shared his secrets with his disciples, so
  they are also able to craft anvilwroughts (though not quite as
  flawless).
  Anvilwrought Bestiary
  Anvilwrought Raptor
  A massive flying seige machine, the anvilwrought raptor is a
  man-made creation, forged using the secrets Purphoros
  shared with his disciples.
  "I know its lightness, for I have seen it fly. I know
  its weight, for I have seen it strike."
  —Brigone, soldier of Meletis
  167
  Anvilwrought Raptor
  Huge construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 34 (4d12 + 8)
  Speed 20 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 13 (+1) 14 (+2) 3 (–4) 14 (+2) 1 (–5)
  Skills Perception +4
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion,
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Understands the language of its creator
  but can't speak
  Challenge 5 (1800 XP)
  Charge. If the raptor moves at least 20 ft. straight
  toward a target and then hits it with a Beak or
  Talons attack on the same turn, that target must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Constructed Resilience. The anvilwrought doesn't
  need to eat, drink, breathe, or sleep. Magic can't put
  it to sleep.
  Immortal. The raptor can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Keen Sight. The raptor has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Beak. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 20 (4d8 + 6) piercing damage.
  Talons. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 20 (4d8 + 6) slashing damage.
  A THEROS BESTIARY | ANVILWROUGHTS
  
  /
  Opaline Unicorn
  The opaline unicorn crafted by Purphoros can channel
  mana to spellcasters.
  Purphoros once loved Nylea, the god of the hunt.
  His passion inspired his most astounding works of
  art.
  168
  Opaline Unicorn
  Large construct, lawful good
  Armor Class 12
  Hit Points 67 (9d10 + 18)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Understands Celestial but can't speak
  Challenge 5 (1800 XP)
  Charge. If the unicorn moves at least 20 ft. straight
  toward a target and then hits it with a horn attack
  on the same turn, the target takes an extra 9 (2d8)
  piercing damage. If the target is a creature, it must
  succeed on a DC 15 Strength saving throw or be
  knocked prone.
  Constructed Resilience. The anvilwrought doesn't
  need to eat, drink, breathe, or sleep. Magic can't put
  it to sleep.
  Immortal. The unicorn can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Sentry's Rest. When the unicorn takes a long rest, it
  must spend at least six hours in an active,
  motionless state, rather than sleeping. In this state,
  the unicorn appears inert, but the rest doesn't
  render it unconscious, and it can see and hear as
  normal.
  Actions
  Multiattack. The unicorn makes two attacks: one
  with its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft
  ., one target. Hit: 11 (2d6 + 4) bludgeoning
  damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft .,
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Restore Spell Slot. The unicorn touches a creature
  with its horn and restores one of that creature's
  level 1 spell slots.
  A THEROS BESTIARY | ANVILWROUGHTS
  
  /
  Anvilwrought NPCs
  The anvilwrought golems are crafted by Purphoros Himself.  
   
   
   
   
  Anvilwrought Golem
  Purphoros's servants in his forge are anvilwrought golems.
  They have the following traits:
  All the world is Purphoros's anvil.
  169
  Anvilwrought Golem
  Large 3rd-level transmutation construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  9 (–1)
  20 (+5)
  3 (–4)
  11 (+0)
  1 (–5)
  Damage Immunities fire, poison, psychic, bludgeoning,
  piercing, and slashing from nonmagical attacks not
  made with adamantine weapons
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Understands Celestial but can't speak
  Challenge 12 (8400 XP)
  Constructed Resilience. The anvilwrought doesn't need
  to eat, drink, breathe, or sleep. Magic can't put it to
  sleep.
  False Appearance. While the golem remains motionless,
  it is indistinguishable from a normal statue.
  Immortal. The golem can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Immutable Form. The golem is immune to any spell or
  effect that would alter its form except Purphoros's
  hammer.
  Magic Weapons. The golem's weapon attacks are
  magical.
  Sentry's Rest. When the golem takes a long rest, it must
  spend at least six hours in an active, motionless state,
  rather than sleeping. In this state, the golem appears
  inert, but the rest doesn't render the it unconscious,
  and it can see and hear as normal.
  Spell Nature. In addition to being a creature, the golem
  is a 3rd-level divine transmutation spell with no target.
  Starlight Form. The golem glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Actions
  Warhammer. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.
  A THEROS BESTIARY | ANVILWROUGHTS
  
  /
  Archons
  Long ago, Theros was ruled by the archons. They still exist,
  and many expect they will someday rise against the mortals
  again.
  Archons ride into battle on winged lions, winged bulls, and
  flying chariots. The archons believe themselves greater than
  the other races of Theros, and due to their air of confidence
  are able to solicit worship from cults.
  Ornitharch
  The subject of a cult, the ornitharch is able to summon a
  flock of birds.
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more archon cultists might be nearby who will pay
  tribute.
  One or more aerie worshipers might be nearby who will
  worship the ornitharch's summoned doves.
  A quest goal might involve securing a dove.
  A quest goal might involve vanquishing the archon.
  The archon might be helpful in vanquishing a nearby foe.
  170
  Ornitharch
  Medium celestial, lawful neutral
  Armor Class 18 (plate)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 17 (+3) 17 (+3) 15 (+2) 21 (+5) 17 (+3)
  Saving Throws Wis +8, Cha +6, Str +6, Con +6
  Skills Insight +8, Perception +8, History +5, Animal
  Handling +8
  Condition Immunities charmed, exhaustion, frightened
  Senses truesight 120 ft., passive Perception 18
  Languages all
  Challenge 5 (1800 XP)
  Demand Tribute. Immediately after initiative rolls in
  which the ornitharch participates, it demands tribute
  from a creature it can see. That creature may bow,
  genuflect, salute, or perform a similar gesture as a
  bonus action.
  If tribute is paid: Until the end of combat, the
  ornitharch gains a +2 bonus to damage rolls and
  Strength and Dexterity checks, and 9 (2d8) temporary
  hit points.
  If tribute isn't paid: The ornitharch summons 9 (2d8)
  doves that appear in unoccupied spaces that the
  ornitharch can see within 120 feet of itself. The
  summoned doves act as allies to their summoner and
  its allies.
  Immortal. The ornitharch can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Innate Spellcasting. The ornitharch's innate spellcasting
  ability is Charisma (spell save DC 13, +6 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material components:
  At will: true strike
  3/day: animal messenger, conjure animals (doves),
  speak with animals
  Pilot. If the ornitharch isn’t controlling a vehicle, it can
  use a bonus action to magically teleport into its
  vehicle, provided the ornitharch and its vehicle are on
  the same plane of existence. When it teleports, the
  ornitharch appears in the vehicle, along with any
  equipment it is wearing or carrying. While controlling
  the vehicle and not incapacitated, the ornitharch can’t
  be surprised, and both it and its vehicle have advantage
  on Dexterity saving throws. If the ornitharch is reduced
  to 0 hit points while controlling its vehicle, the vehicle
  is reduced to 0 hit points as well.
  Vehicle Proficiency. The ornitharch has proficiency with
  flying vehicles.
  Actions
  Spear. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
  3) piercing damage, or 7 (1d8 + 3) piercing damage if
  used with two hands to make a melee attack.
  THEROS NPCS | DEMONS
  
  /
  Silent Sentinel
  A silent sentinel resurrects spirits of the dead to help it
  serve justice.
  It serves a justice higher than the whims of the
  gods.
  171
  Silent Sentinel
  Medium celestial (archon), lawful good
  Armor Class 18 (plate)
  Hit Points 178 (17d8 + 102)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 18 (+4) 22 (+6) 15 (+2) 19 (+4) 18 (+4)
  Saving Throws Str +9, Con +11, Wis +9, Cha +9
  Skills History +7, Insight +9, Perception +9
  Damage Immunities thunder
  Condition Immunities charmed, exhaustion,
  frightened
  Senses truesight 120 ft., passive Perception 19
  Languages All, but chooses to remain silent
  Challenge 8 (3900 XP)
  Immortal. The sentinel can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Justice for the Fallen. Immediately after the sentinel
  attacks, roll a d100. The number rolled determine
  the effect:
  d100 Effect
  1-48 No effect.
  50-85 The sentinel summons a hopeful eidolon.
  86-99 The sentinel summons a ghostblade eidolon.
  100 The sentinel summons a battle eidolon.
  A creature is summoned this way acts as an ally
  to the archon and to other creatures the archon
  summons.
  Mount. If the sentinel isn’t mounted, it can use a
  bonus action to magically teleport onto the
  creature serving as its mount, provided the sentinel
  and its mount are on the same plane of existence.
  When it teleports, the sentinel appears astride the
  mount, along with any equipment it is wearing or
  carrying. While mounted and not incapacitated, the
  sentinel can’t be surprised, and both it and its
  mount have advantage on Dexterity saving throws.
  If the sentinel is reduced to 0 hit points while
  riding its mount, the mount is reduced to 0 hit
  points as well.
  Actions
  Ashen Blade. Melee Weapon Attack: +9 to hit, reach
  10 ft., one target. Hit: 13 (2d8 + 4) slashing
  damage plus 13 (2d12) radiant damage.
  Bolt of Ash. Ranged Spell Attack: +9 to hit, range
  120 ft., one creature. Hit: 22 (4d10) necrotic
  damage, and the target can’t regain hit points until
  the start of the sentinel’s next turn.
  THEROS NPCS | ARCHONS
  
  /
  Demons
  The demons of Theros are of uncertain origin.
  Abhorrent Overlord
  A abhorrent overlord rules over a flock of cultist harpies-- or
  rather, farms them.
  172
  Abhorrent Overlord
  Large fiend (demon), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 207 (18d10 + 108)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 17 (+3) 22 (+6) 12 (+1) 11 (+0) 16 (+3)
  Saving Throws Con +9, Cha +6
  Skills Deception +6, Intimidation +6, Persuasion +6
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, Common, Infernal
  Challenge 9 (5000 XP)
  Better Things to Do. At the beginning of its turn, the
  demon moves up to its speed and eats a willing
  harpy. If it can't, it spends its turns trying to isolate
  itself from as many creatures possible.
  Flock of Harpies. When the demon first appears, it is
  surrounded by 7 (2d6) harpy cultists that are
  friendly to one another and to the demon.
  Immortal. The demon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Insatiable Greed. The demon can sense the presence
  of gold within 1,000 feet of itself. It can determine
  which location has the greatest amount of gold and
  can sense the direction to that site. If the gold is
  being moved, it knows the direction of the
  movement. It can’t locate gold if any thickness of
  clay or lead, even a thin sheet, blocks a direct path
  between it and the gold.
  Magic Resistance. The demon has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Multiattack. The demon makes two attacks with its
  claws.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 10 (1d8 + 6) slashing damage plus
  7 (2d6) necrotic damage.
  THEROS NPCS | DEMONS
  
  /
  Hope Eater
  A hope eater thrives on the despair of others. The eaters of
  hope are venerated by cultists, who readily sacrifice
  themselves to it.
  Gods can be appeased. Demons, however . . .
  173
  Hope Eater
  Large fiend (demon), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 17 (+3) 18 (+4) 12 (+1) 11 (+0) 16 (+3)
  Saving Throws Con +9, Cha +8
  Skills Deception +8, Intimidation +8, Persuasion +8
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, Common, Infernal
  Challenge 14 (11500 XP)
  Eat Hope. As a bonus action, the demon may eat
  the soul of a willing creature. That creature dies,
  and its soul is destroyed. The demon regains all its
  hit points.
  Extinguish Life. As a bonus action, the demon may
  eat the souls of two willing creatures. Those
  creatures die, and their souls are destroyed. The
  demon targets a creature it can see within 60 feet
  and casts power word kill on it.
  Immortal. The demon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Insatiable Greed. The demon can sense the presence
  of gold within 1,000 feet of itself. It can determine
  which location has the greatest amount of gold and
  can sense the direction to that site. If the gold is
  being moved, it knows the direction of the
  movement. It can’t locate gold if any thickness of
  clay or lead, even a thin sheet, blocks a direct path
  between it and the gold.
  Magic Resistance. The demon has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Multiattack. The demon makes two attacks with its
  claws.
  Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
  one target. Hit: 10 (1d8 + 6) slashing damage plus
  7 (2d6) necrotic damage.
  THEROS NPCS | DEMONS
  
  /
  Eidolons
  Eidolons are the soul spirits of the Returned that are released
  when the Returned lose their identity. Since eidolons have no
  body, they have no brain, rendering them nonsentient, an
  effective equivalent to an immortal, ethereal jellyfish.
  "When a dead person escapes the Underworld, that
  person loses all identity and becomes one of the
  faceless Returned. But in this process of severing
  the physical body from the "soul," an eidolon is
  also created. An eidolon is the spectral
  embodiment of the lost identity, but without its
  body, it has no agency. Unlike the Returned, it has
  no sense of what it lost. The Returned and its
  severed eidolon are never reunited, nor are they
  aware of one another's existence."
  —Excerpt from Observations and Metaphysics
  Baleful Eidolon
  A dangerous, menacing soul.
  Suspended State. Whatever the deceased was doing
  when it died determines what its eidolon does. If it died
  fighting, it continues to fight. If it died hungry, it continues
  trying to sate its eternal hunger.
  174
  Baleful Eidolon
  Medium undead, any alignment
  Armor Class 14
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 1 (200 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Consume Life. As a bonus action, the eidolon can
  target one creature it can see within 5 feet of it that
  has 0 hit points and is still alive. The target must
  succeed on a DC 10 Constitution saving throw
  against this magic or die. If the target dies, the
  eidolon regains 10 (3d6) hit points.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 7 (1d4 + 4) necrotic damage.
  The eidolon regains life equal to that amount.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Battle Eidolon
  Suspended State. Whatever the deceased was doing when it
  died determines what its eidolon does. If it died fighting, it
  continues to fight. If it died hungry, it continues trying to sate
  its eternal hunger.
  Blossom Eidolon
  Suspended State. Whatever the deceased was doing when it
  died determines what its eidolon does. If it died fighting, it
  continues to fight. If it died hungry, it continues trying to sate
  its eternal hunger.
  The emotional echoes of dryad gatherings attract
  lost souls.
  175
  Battle Eidolon
  Medium undead, any alignment
  Armor Class 18 (plate)
  Hit Points 4 (1d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 10 (+0) 10 (+0) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 1 (200 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Motivated by Allies. For every allied creature within
  30 feet of the eidolon (including itself), the eidolon
  gets a +1 damage roll bonus and 4 (1d8) temporary
  hit points.
  Motivated by Magic. For every spell within 30 feet of
  the eidolon, the eidolon gets a +1 damage roll
  bonus and 4 (1d8) temporary hit points.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  Actions
  Shortsword. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 3 (1d6) piercing damage.
  Blossom Eidolon
  Medium undead, any alignment
  Armor Class 14
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 0 (25 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Dryad Seeker. If the eidolon is within 300 feet of a
  dryad that isn't incapacitated and the eidolon isn't
  deafened, it spends its turns trying to get within 5
  feet of a dryad, moving toward the nearest one.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Eidolon of Daxos
  Eidolons of Daxos are spirits who trail the returned Daxos.
  They are weak alone, but as their numbers grow, so does
  their power.
  Suspended State. Whatever the deceased was doing
  when it died determines what its eidolon does. If it died
  fighting, it continues to fight. If it died hungry, it continues
  trying to sate its eternal hunger.
  176
  Eidolon of Daxos
  Medium undead, any alignment
  Armor Class 10
  Hit Points 4 (1d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 10 (+0) 10 (+0) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 1/8 (25 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Motivated by Eidolons. For every eidolon within 30
  feet of the eidolon (including itself), the eidolon
  gets a +1 damage roll bonus and 4 (1d8) temporary
  hit points.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  Actions
  Unarmed Strike. Melee Weapon Attack: +1 to hit,
  reach 5 ft., one target. Hit: 1 (1d4 + -1)
  bludgeoning damage.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Eidolon Reveler
  Suspended State. Whatever the deceased was doing when it
  died determines what its eidolon does. If it died fighting, it
  continues to fight. If it died hungry, it continues trying to sate
  its eternal hunger.
  Xenagos reveled while Theros burned.
  177
  Eidolon Reveler
  Large undead, unaligned
  Armor Class 14
  Hit Points 15 (2d10 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 14 (+2) 11 (+0) 11 (+0) 10 (+0)
  Skills Perception +2, Stealth +4, Performance +2,
  Acrobatics +4
  Damage Resistances necrotic, bludgeoning, piercing,
  and slashing from nonmagical attacks
  Damage Immunities poison, fire
  Condition Immunities charmed, exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, restrained
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Blurred Form. Attack rolls against the eidolon are made
  with disadvantage unless the eidolon is incapacitated.
  Fire Aura. At the start of each of the eidolon's turns,
  each creature within 5 feet of it takes 10 (3d6) fire
  damage, and flammable objects in the aura that aren't
  being worn or carried ignite. A creature that touches
  the eidolon or hits it with a melee attack while within 5
  feet of it takes 10 (3d6) fire damage.
  Illumination. The eidolon sheds bright light in a 30-foot
  radius and dim light for an additional 30 feet.
  Immortal. The eidolon can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Incorporeal Movement. The eidolon can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its
  turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Turn Resistance. The eidolon has advantage on saving
  throws against any effect that turns undead.
  Actions
  Multiattack. The eidolon makes two attacks.
  Fiery Touch. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 11 (2d8 + 2) fire damage.
  Reactions
  Pyromania. When any creature casts a cantrip or spell
  3rd-level or lower, the eidolon deals 9 (2d8) fire
  damage to that spell's caster.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Everflame Eidolon
  Suspended State. Whatever the deceased was doing when it
  died determines what its eidolon does. If it died fighting, it
  continues to fight. If it died hungry, it continues trying to sate
  its eternal hunger.
   
   
  178
  Everflame Eidolon
  Medium undead, any alignment
  Armor Class 14
  Hit Points 5 (1d8 + 1)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 18 (+4) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3, Stealth +8
  Damage Resistances necrotic, bludgeoning, piercing,
  and slashing from nonmagical attacks
  Damage Immunities poison, fire
  Condition Immunities charmed, exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 4 (1100 XP)
  Blurred Form. Attack rolls against the eidolon are made
  with disadvantage unless the eidolon is incapacitated.
  Evasion. If the eidolon is subjected to an effect that
  allows it to make a Dexterity saving throw to take only
  half damage, the eidolon instead takes no damage if it
  succeeds on the saving throw, and only half damage if
  it fails. It can’t use this trait if it’s incapacitated.
  Fire Aura (Ignited Only). At the start of each of the
  eidolon's turns, if the eidolon is ignited, each creature
  within 5 feet of it takes 10 (3d6) fire damage, and
  flammable objects in the aura that aren't being worn or
  carried ignite. A creature that touches the eidolon or
  hits it with a melee attack while within 5 feet of it takes
  10 (3d6) fire damage.
  Ignited Illumination. As a bonus action, the eidolon can
  set itself ablaze or extinguish its flames. While ablaze,
  the eidolon sheds bright light in a 10-foot radius and
  dim light for an additional 10 feet.
  Immortal. The eidolon can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Incorporeal Movement. The eidolon can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its
  turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Turn Resistance. The eidolon has advantage on saving
  throws against any effect that turns undead.
  Actions
  Multiattack. The eidolon makes two melee attacks.
  Immediately before or after one of its attacks, it can
  use Flitterstep if it is available.
  Flickering Dagger. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing
  damage plus 3 (1d6) psychic damage.
  Flitterstep (Recharge 5–6). The eidolon magically
  teleports to an unoccupied space it can see within 30
  feet of it. If it makes an attack immediately after
  teleporting, it has advantage on the attack roll.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Flitterstepper
  Suspended State. Whatever the deceased was doing when it
  died determines what its eidolon does. If it died fighting, it
  continues to fight. If it died hungry, it continues trying to sate
  its eternal hunger.
   
   
  179
  Flitterstepper
  Medium undead, any alignment
  Armor Class 14
  Hit Points 44 (8d8 + 8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 18 (+4) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3, Stealth +8
  Damage Resistances necrotic, bludgeoning, piercing,
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Blurred Form. Attack rolls against the eidolon are made
  with disadvantage unless the eidolon is incapacitated.
  Evasion. If the eidolon is subjected to an effect that
  allows it to make a Dexterity saving throw to take only
  half damage, the eidolon instead takes no damage if it
  succeeds on the saving throw, and only half damage if
  it fails. It can’t use this trait if it’s incapacitated.
  Immortal. The eidolon can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Incorporeal Movement. The eidolon can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its
  turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Turn Resistance. The eidolon has advantage on saving
  throws against any effect that turns undead.
  Actions
  Multiattack. The eidolon makes two melee attacks.
  Immediately before or after one of its attacks, it can
  use Flitterstep if it is available.
  Flickering Dagger. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing
  damage plus 3 (1d6) psychic damage.
  Flitterstep (Recharge 5–6). The eidolon magically
  teleports to an unoccupied space it can see within 30
  feet of it. If it makes an attack immediately after
  teleporting, it has advantage on the attack roll.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Ghostblade Eidolon
  Suspended State. Whatever the deceased was doing when it
  died determines what its eidolon does. If it died fighting, it
  continues to fight. If it died hungry, it continues trying to sate
  its eternal hunger.
  Hopeful Eidolon
  A hopeful eidolon sees hope in every life, an opportunity it
  takes.
  Suspended State. Whatever the deceased was doing
  when it died determines what its eidolon does. If it died
  fighting, it continues to fight. If it died hungry, it continues
  trying to sate its eternal hunger.
  180
  Ghostblade Eidolon
  Medium undead, any alignment
  Armor Class 12
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
  Skills Acrobatics +5, Athletics +6, Perception +4
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 14
  Languages The languages it knew in life
  Challenge 5 (1800 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  Actions
  Multiattack. The eidolon makes two ghostblade
  attacks.
  Ghostblade. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 8 (1d8 + 3) slashing damage
  plus 11 (2d10) force damage.
  Hopeful Eidolon
  Medium undead, any alignment
  Armor Class 14
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 1 (200 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 7 (1d4 + 4) necrotic damage.
  The eidolon regains life equal to that amount.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Rhetoric Eidolon
  Suspended State. Whatever the deceased was doing when it
  died determines what its eidolon does. If it died fighting, it
  continues to fight. If it died hungry, it continues trying to sate
  its eternal hunger.
  It is the soul of a philosopher who died of
  starvation contemplating the universe.
  181
  Rhetoric Eidolon
  Medium undead, any alignment
  Armor Class 14
  Hit Points 7 (1d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2) 15 (+2) 16 (+3) 11 (+0) 12 (+1) 10 (+0)
  Saving Throws Wis +3
  Skills Perception +3, History +2, Insight +3,
  Religion +2
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks,
  psychic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 0 (25 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Innate Spellcasting. The eidolon's innate spellcasting
  ability is Wisdom (spell save DC 11, +3 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no components:
  At will: vicious mockery, confusion, enthrall
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  A THEROS BESTIARY | EIDOLONS
  
  /
  Anima Mundi
  The most stoic philosophers and animists of Theros tend to
  recognize Theros itself as the one true god. The anima
  mundi, or soul of Theros, joins battle by manifesting an
  avatar in the form of a giant hoplite. Because the worldsoul is
  as immortal as the plane itself, any avatar it uses is
  expendable.
  182
  Anima Mundi
  Gargantuan celestial (avatar), lawful good
  Armor Class 18 (plate)
  Hit Points 990 (60d20 + 360)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 22 (+6) 22 (+6) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +14, Dex +14
  Damage Resistances radiant
  Senses truesight 120 ft., passive Perception 12
  Languages All
  Challenge 27 (105000 XP)
  Blessing of Theros. As a bonus action on its turn, the
  avatar chooses any number of creatures on Theros.
  Until the beginning of the avatar's next turn, those
  creatures each get a +2 bonus to Strength and
  Dexterity checks and damage rolls, gain 4 (1d8)
  temporary hit points, and have advantage on attack
  rolls. For every point of damage dealt by those
  creatures until the avatar's next turn, it regains 1 hit
  point.
  Vigilant. The avatar can't be surprised.
  Actions
  Multiattack. The avatar makes three melee attacks.
  Shield Bash. Melee Weapon Attack: +14 to hit,
  reach 5 ft., one creature. Hit: 36 (12d4 + 6)
  bludgeoning damage. If the target is a Medium or
  smaller creature, it must succeed on a DC 22
  Strength saving throw or be knocked prone.
  Spear. Melee or Ranged Weapon Attack: +14 to hit,
  reach 50 ft. or range 150/300 ft., one target. Hit:
  48 (12d6 + 6) piercing damage.
  Reactions
  Last Hope. As the avatar dies, it may take a reaction
  to use its Blessing of Theros trait.
  A THEROS BESTIARY | GODS
  
  /
  Hags
  Hags are decrepit old women that live in covens. They excel
  in arcane rituals and often are cult-driven.
  Cronemouth Hag
  The cronemouth hags share a single hag tongue.
  Cronemouth Cove in the midst of perpetual
  doldrums and holds a known gate to the
  Underworld. It is guarded by a coven of sea hags
  who share a single tongue that is perpetually trying
  to escape from their clutches, wriggling out of
  reach with a mind of its own.
  183
  Cronemouth Hag
  Medium fey, chaotic evil
  Armor Class 14
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands Common, Giant, and Primordial
  but can't speak
  Challenge 2 (450 XP)
  Amphibious. The hag can breathe air and water.
  Hag Coven. When hags must work together, they form
  covens, in spite of their selfish natures. A coven is
  made up of hags of any type, all of whom are equals
  within the group. However, each of the hags continues
  to desire more personal power.
  A coven consists of three hags so that any arguments
  between two hags can be settled by the third. If more
  than three hags ever come together, as might happen if
  two covens come into conflict, the result is usually
  chaos.
  Hag Tongue (Coven Only). A hag coven can craft a
  magic creature called a hag tongue (see the hag tongue
  stat block), which is made from a real tongue and has a
  life of its own. A hag in the coven can take an action to
  put the tongue in her mouth and let it speak what the
  tongue would say. If it is destroyed, each coven
  member takes 3d10 psychic damage.
  A hag coven can have only one hag tongue at a time,
  and creating a new one requires all three members of
  the coven to perform a ritual. The ritual takes 1 hour,
  and it includes an incantation that must be spoken by
  another creature. During the ritual, if the participants
  take any action other than performing the ritual, they
  must start over.
  Horrific Appearance. Any mortal that starts its turn
  within 30 feet of the hag and can see the hag's true
  form must make a DC 11 Wisdom saving throw. On a
  failed save, the creature is frightened for 1 minute. A
  creature can repeat the saving throw at the end of each
  of its turns, with disadvantage if the hag is within line
  of sight, ending the effect on itself on a success. If a
  creature's saving throw is successful or the effect ends
  for it, the creature is immune to the hag's Horrific
  Appearance for the next 24 hours.
  Unless the target is surprised or the revelation of the
  hag's true form is sudden, the target can avert its eyes
  and avoid making the initial saving throw. Until the
  start of its next turn, a creature that averts its eyes has
  disadvantage on attack rolls against the hag.
  Immortal. The hag can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Shared Spellcasting (Coven Only). While all three
  members of a hag coven are within 30 feet of one
  another, they can each cast the following spells from
  the wizard's spell list but must share the spell slots
  among themselves:
  1st level (4 slots): identify, ray of sickness
  2nd level (3 slots): hold person, locate object
  3rd level (3 slots): bestow curse, counterspell,
  lightning bolt
  4th level (3 slots): phantasmal killer, polymorph
  5th level (2 slots): contact other plane, scrying
  6th level (1 slot): eye bite
  For casting these spells, each hag is a 12th-level
  spellcaster that uses Intelligence as her spellcasting
  ability. The spell save DC is 12+the hag's Intelligence
  modifier, and the spell attack bonus is 4+the hag's
  Intelligence modifier.
  Starlight Form. The hag glows with the soft light of the
  night sky, shedding dim light in a 15-foot radius.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 10 (2d6 + 3) slashing damage.
  Death Glare. The hag targets one frightened creature
  she can see within 30 ft. of her. If the target can see
  the hag, it must succeed on a DC 11 Wisdom saving
  throw against this magic or drop to 0 hit points.
  Illusory Appearance. The hag covers herself and
  anything she is wearing or carrying with a magical
  illusion that makes her look like an ugly creature of her
  general size and humanoid shape. The effect ends if
  the hag takes a bonus action to end it or if she dies.
  The changes wrought by this effect fail to hold up to
  physical inspection. For example, the hag could appear
  to have no claws, but someone touching her hand
  might feel the claws. Otherwise, a creature must take
  an action to visually inspect the illusion and succeed
  on a DC 16 Intelligence (Investigation) check to
  discern that the hag is disguised.
  THEROS NPCS | HAGS
  
  /
  Immortalized
  Through divine or arcane magic, a mortal can achieve
  immortality. Immortality, however, is lost if an individual is
  forgotten by all history and memory.
  Aegis of the Gods
  Athreos cares little for the other gods' conflict with
  mortals. He is concerned only with safe passage for
  the dead.
  Blind Brawler
  184
  Aegis of the Gods
  Medium humanoid (human), any alignment
  Armor Class 18 (plate, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +4, Dex +5
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Blessing of Athreos. The soldier and creatures it
  chooses can't be targeted by spells unless they
  choose to be.
  Immortal. The soldier can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Starlight Form. The soldier glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The soldier makes three melee attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Shield Bash. Melee Weapon Attack: +4 to hit, reach
  5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone.
  Blind Brawler
  Medium humanoid (human), any alignment
  Armor Class 13
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 15 (+2) 9 (–1) 11 (+0) 9 (–1)
  Senses blindsight 0 ft. (can't see beyond this
  radius), passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Blind Senses. The brawler can't use its blindsight
  while deafened and unable to smell.
  Immortal. The brawler can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The brawler's weapon attacks are
  magical.
  Reckless. At the start of its turn, the brawler can
  gain advantage on all melee weapon attack rolls
  during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  Starlight Form. The brawler glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The archetype makes two unarmed
  strikes.
  Unarmed Strike. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
  damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Brain Maggot
  Courser of Kruphix
  The courser of Kruphix is endowed with Kruphix's divining
  sight.
  185
  Brain Maggot
  Tiny beast, unaligned
  Armor Class 8 (natural armor)
  Hit Points 3 (1d4 + 1)
  Speed 1 in., climb 1 in.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  1 (–5)
  12 (+1)
  1 (–5)
  1 (–5)
  1 (–5)
  Skills Stealth +3
  Condition Immunities blinded, charmed, frightened,
  paralyzed
  Senses blindsight 0 ft. (can't see beyond this
  radius), passive Perception 5
  Languages —
  Challenge 0 (100 XP)
  Amphibious. The maggot can breathe air and water.
  Immortal. The maggot can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The maggot's weapon attacks are
  magical.
  Parasite. The maggot attaches itself to a host that
  comes into contact with its previous host's corpse.
  A DC 10 Wisdom (Perception) check is enough to
  see and avoid the maggot.
  The maggot latches onto a host with its jaws,
  though it uses numbing chemicals to prevent its
  detection. If the maggot goes unnoticed, it burrows
  into the host's flesh. Within 4 hours, the maggot
  reaches the host's brain.
  The host must succeed on a DC 15 Constitution
  saving throw every 4 hours or take 3 (1d6) magical
  psychic damage and the host's Intelligence,
  Wisdom and Charisma scores are reduced by 1
  point. The reduction lasts until the host's brain is
  healed. If the host's Intelligence drops to 1, it goes
  unconscious. If its intelligence drops to 0, it dies.
  A subcutaneous maggot can be knocked out by
  applying fire for 3 turns to the point of entry,
  causing a combined 13 (3d8) fire damage to the
  host, or removed by succeeding on a DC 15
  Wisdom (Medicine) check and cutting the maggot
  out with a sharp instrument, causing an additional
  14 (4d6) piercing damage to the host. A greater
  restoration or heal spell will knock out the maggot,
  ending the infestation and restoring the lost
  Intelligence, Wisdom, and Charisma.
  Starlight Form. The maggot glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Courser of Kruphix
  Medium fey (centaur), chaotic neutral
  Armor Class 16 (breastplate)
  Hit Points 34 (4d8 + 16)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0)
  Saving Throws Con +6
  Skills Athletics +4, Perception +5, Survival +3,
  Nature +2
  Senses passive Perception 15
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Battle Readiness. The courser has advantage on
  initiative rolls.
  Charge. If the courser moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The centaur counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Gift of Kruphix. The centaur can innately see the
  shape and nature of terrain up to 4 miles away from
  itself, ignoring all obstructions.
  Immortal. The centaur can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Improved Critical. The courser's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Starlight Form. The centaur glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The courser makes two attacks.
  Hooves. Melee Weapon Attack: +4 to hit, one
  target. Hit: 8 (1d4 + 6) bludgeoning damage.
  Glaive. Melee Weapon Attack: +4 to hit, reach 10
  ft., one target. Hit: 11 (1d10 + 6) slashing damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Cursed Cyclops
  Eternal fury consumes a cursed cyclops.
  "The anger that festers inside this one is
  contagious."
  —Anthousa of Setessa
  Gnarled Scarhide
  The gnarled Scarhide is a veteran warrior of the Scarhide
  clan. In battle, it lost an arm and a horn. By all logic, it should
  have died, but Mogis wasn't finished with him yet and kept
  him alive.
  186
  Cursed Cyclops
  Gargantuan giant, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 405 (30d20 + 90)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 11 (+0) 17 (+3) 8 (–1) 6 (–2) 10 (+0)
  Senses passive Perception 8
  Languages Giant
  Challenge 16 (15000 XP)
  Battle Readiness. The cyclops has advantage on
  initiative rolls.
  Contagious Anger. Creatures that aren't hostile to
  the cyclops that can see it have advantage on
  initiative rolls.
  Immortal. The cyclops can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The cyclops's weapon attacks are
  magical.
  Poor Depth Perception. The cyclops has
  disadvantage on any attack roll against a target
  more than 30 feet away.
  Starlight Form. The cyclops glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The cyclops makes two tree attacks.
  Tree. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 49 (10d8 + 4) bludgeoning
  damage.
  Gnarled Scarhide
  Medium humanoid (minotaur), any alignment
  Armor Class 10
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages Common, Minotaur
  Challenge 1/8 (25 XP)
  Gnarled. The minotaur can't make opportunity
  attacks.
  Immortal. The minotaur can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Resistance. The minotaur has advantage on
  saving throws against spells and other magical
  effects.
  Magic Weapons. The minotaur's weapon attacks are
  magical.
  Starlight Form. The minotaur glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Actions
  Unarmed Strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 2 (1d4) piercing
  damage.
  Horn. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) piercing damage, and it
  can use a bonus action to attempt to shove that
  target with its horn. The target must be within 5
  feet of the minotaur and no more than one size
  larger than it. Unless the target succeeds on a DC
  12 Strength saving throw, the minotaur pushes it
  up to 10 feet away from the minotaur.
  Reactions
  Goring Rush. Immediately after the minotaur uses
  the Dash action on its turn and moves at least 20
  feet, it can make one melee attack with its horn as a
  bonus action.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Hag Tongue
  A hag coven can craft a magic item called a hag tongue,
  which is made from a real tongue. When placed in a hag's
  mouth, it begins to speak. It generally is cooperative as long
  as it's inside a mouth. Once taken out, it helplessly squirms
  around like a fish out of water. Its amorphous nature makes it
  very difficult to hold onto.
  Immortal Astronomer
  An immortal astronomer is blessed by Ephara. Its blessing
  extends to his allies.
  187
  Hag Tongue
  Tiny construct (homunculus), unaligned
  Armor Class 10
  Hit Points 1 (1d4 – 1)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  15 (+2)
  8 (–1)
  1 (–5)
  1 (–5)
  1 (–5)
  Senses blindsight 0 ft., passive Perception 5
  Languages Common, Giant, Primordial
  Challenge 0 (25 XP)
  Amorphous. The tongue can move through a space
  as narrow as 1 inch wide without squeezing.
  Hag Tongue. The tongue can't speak if it's not
  inside a hag's mouth.
  Immortal. The tongue can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Slippery. The tongue has advantage on ability
  checks and saving throws made to escape a
  grapple.
  Speak. If the tongue is inside a hag's mouth, it may
  use an action to speak.
  Immortal Astronomer
  Medium humanoid (human), any alignment
  Armor Class 12
  Hit Points 40 (9d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common
  Challenge 7 (2900 XP)
  Blessing of Ephara. Allies of the astronomer that it
  can see within 120 ft. have a flying speed equal to
  their walking speed or their current flying speed,
  whichever is greater. As long as the astronomer can
  see any non-allies within 120 ft., their flying speed
  (if any) is reduced to 0 and cannot increase.
  Immortal. The astronomer can't die as long as at
  least one memory or record of it exists. If it would
  die, it falls unconscious instead.
  Magic Weapons. The astronomer's weapon attacks
  are magical.
  Spellcasting. The astronomer is a 9th-level
  spellcaster. Its spellcasting ability is Intelligence
  (spell save DC 14, +6 to hit with spell attacks). The
  astronomer has the following wizard spells
  prepared:
  Cantrips (at will): dancing lights, light, minor
  illusion
  1st level (4 slots): comprehend languages, identify,
  illusory script, shield
  2nd level (3 slots): continual flame, silent image
  3rd level (3 slots): clairvoyance, fly, major image
  4th level (3 slots): arcane eye, ice storm
  5th level (1 slot): contact other plane
  Starlight Form. The astronomer glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Immortal Boar
  An immortal boar is a wild boar blessed by Nylea. Its
  blessing extends to its allies.
  "Despite its fearsome stature, it is as elusive as a
  shadow, circling round to stalk those who presume
  to hunt it."
  —Born of the Gods
  188
  Immortal Boar
  Large beast, unaligned
  Armor Class 12
  Hit Points 42 (5d10 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 16 (+3) 2 (–4) 7 (–2) 5 (–3)
  Senses passive Perception 8
  Languages —
  Challenge 3 (700 XP)
  Blessing of Nylea. Other boars within 120 feet of
  the boar that it can see have the boar's Limited
  Magic Immunity ability. As long as the boar can see
  any non-boar within 120 ft., that creature does not
  have the Limited Magic Immunity ability and
  cannot gain it.
  Charge. If the boar moves at least 20 ft. straight
  toward a target and then hits it with a tusk attack
  on the same turn, the target takes an extra 7 (2d6)
  slashing damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Immortal. The boar can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Limited Magic Immunity. The boar can't be affected
  or detected by spells of 6th level or lower unless it
  wishes to be. It has advantage on saving throws
  against all other spells and magical effects.
  Magic Weapons. The boar's weapon attacks are
  magical.
  Relentless (Recharges after a Short or Long Rest). If
  the boar takes 10 damage or less that would reduce
  it to 0 hit points, it drops to 1 hit point instead.
  Starlight Form. The boar glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) slashing damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Immortal General
  The immortal general is a human soldier blessed by Iroas.
  Its blessing extends to his allies. It has the following traits:
  "It has been my experience that soldiers most
  fervently follow generals who lead by example."
  —Elspeth
  189
  Immortal General
  Medium humanoid (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Condition Immunities frightened
  Senses passive Perception 12
  Languages Common
  Challenge 4 (1100 XP)
  Blessing of Iroas. Allies of the soldier that it can see
  within 120 ft. have the soldier's Hold the Line ability.
  As long as the soldier can see any non-allies within 120
  ft., they do not have the Hold the Line ability and
  cannot gain it.
  Hold the Line. While the soldier is holding a spear,
  other creatures provoke an opportunity attack from the
  soldier when they move within 5 feet of it. When the
  soldier hits a creature with an opportunity attack using
  its spear, the creature takes an extra 4 (1d8) piercing
  damage, and the creature’s speed becomes 0 for the
  rest of the turn.
  Immortal. The soldier can't die. If it would die, it falls
  unconscious instead.
  Magic Weapons. The soldier's weapon attacks are
  magical.
  Starlight Form. The soldier glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Actions
  Multiattack. The soldier makes three melee attacks or
  two ranged attacks.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5
  ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage.
  If the target is a Medium or smaller creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6 +
  3) piercing damage, or 7 (1d8 + 3) piercing damage if
  used with two hands to make a melee attack.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Immortal Gorgon
  An immortal gorgon is a gorgon blessed by Pharika. Her
  blessing extends to her allies.
  She sees mortals not as they wish to be, but as
  what they will become.
  190
  Immortal Gorgon
  Medium monstrosity (medusa), lawful evil
  Armor Class 15
  Hit Points 127 (17d8 + 51)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
  Skills Deception +5, Insight +4, Perception +4, Stealth
  +5, Medicine +4
  Senses darkvision 60 ft., passive Perception 14
  Condition Immunities Petrification
  Languages Common
  Challenge 7 (2900 XP)
  Immortal. The immortal can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Resistance. The gorgon has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The gorgon's weapon attacks are
  magical.
  Petrifying Visage. As soon as a creature within 30 feet
  of the gorgon sees the gorgon's face, it may make a DC
  14 Constitution saving throw. On a success, that
  creature may use a reaction to shield its eyes or avert
  them. If the saving throw fails by 5 or more, or if the
  creature is unable to react, the creature is instantly
  petrified. Otherwise, a creature that fails the save
  begins to turn to stone and is restrained. The restrained
  creature must repeat the saving throw at the end of its
  next turn, becoming petrified on a failure or ending the
  effect on a success. The petrification lasts until the
  creature is unpetrified by a god.
  If the gorgon, while in some mortal state, sees its own
  face reflected on a polished surface within 30 ft. of it
  and in an area of bright light, the gorgon is, due to its
  curse, affected by its own visage.
  This trait has no effect if the gorgon's face is not its
  normal flesh state. The trait remains active even if the
  gorgon is incapacitated, killed, and even beheaded.
  Provide Diversion. Allies of the gorgon that it can see
  within 120 ft. can use a bonus action on their turn to
  do the following:
  Diversion. The allied creature points, cocks its head,
  or some other gesture to try to get other creatures
  to look away and look instead at the gorgon. Each
  creature that can see the ally must succeed on a DC
  15 Wisdom saving throw or look at the gorgon.
  As long as the gorgon can see any non-allies within
  120 ft., they do not have the Diversion ability and
  cannot gain it.
  Starlight Form. The immortal glows with the soft light
  of the night sky, shedding dim light in a 15-foot radius.
  Actions
  Multiattack. The gorgon makes either three melee
  attacks—one with its snake hair, one to constrict, and
  one with its shortsword—or two ranged attacks with
  its longbow.
  Constrict. Melee Weapon Attack: +3 to hit, reach 10 ft.,
  one target. Hit: 7 (2d6) bludgeoning damage, and the
  target is grappled (escape DC 11) if it is a Large or
  smaller creature. Until this grapple ends, the target is
  restrained, and the gorgon can’t constrict another
  target.
  Longbow. Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage plus 7 (2d6) poison damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 4 (1d4 + 2) piercing damage plus 14
  (4d6) poison damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Immortal Hulk
  An immortal hulk is a human warrior blessed by Purphoros.
  Its blessing extends to his allies. It has the following traits:
  "Did Purphoros bless Maikal because of his rage?
  Or did Maikal’s rage blossom after he’d been
  blessed? Only the gods know."
  —Eocles, oracle of Purphoros
  Immortal Spider
  191
  Immortal Hulk
  Medium humanoid (human), chaotic neutral
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 17 (+3) 9 (–1) 11 (+0) 9 (–1)
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Blessing of Purphoros. Allies of the warrior that it
  can see within 120 ft. have the warrior's Trample
  ability. As long as the warrior can see any non-allies
  within 120 ft., they do not have the Trample ability
  and cannot gain it.
  Immortal. The warrior can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The warrior's weapon attacks are
  magical.
  Starlight Form. The warrior glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Trample. The warrior can move in and out of a
  Medium or smaller creature's space. If it would, it
  uses a bonus action to attack that creature with its
  unarmed strike. That creature must succeed on a
  DC 13 Strength saving throw or be knocked prone.
  If the creature succeeds, the warrior can't enter that
  space and must end its turn immediately. If the
  warrior stops on top of that creature, that creature
  becomes restrained until the warrior moves off it
  (escape DC 13).
  Actions
  Multiattack. The warrior makes two unarmed strikes.
  Unarmed Strike. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 17 bludgeoning damage.
  Immortal Spider
  Tiny beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 14 (+2) 16 (+3) 1 (–5) 10 (+0) 2 (–4)
  Skills Stealth +4
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 0 (10 XP)
  Immortal. The spider can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The spider's weapon attacks are
  magical.
  Spider Climb. The spider can climb difficult
  surfaces, including upside down on ceilings,
  without needing to make an ability check.
  Starlight Form. The spider glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  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 creature. Hit: 1 piercing damage, and the target
  must make a DC 9 Constitution saving throw or
  take 2 (1d4) poison damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Immortal War Priest
  An immortal war priest is a war priest blessed by Heliod.
   
   
  192
  Immortal War Priest
  Medium humanoid (human), any alignment
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)
  Saving Throws Con +6, Wis +7
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages Common, Any one language
  Challenge 10 (5900 XP)
  Immortal. The priest can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The priest's weapon attacks are
  magical.
  Spellcasting. The priest is a 9th-level spellcaster. The
  priest's spellcasting ability is Wisdom (spell save DC
  15, +7 to hit with spell attacks). The priest has the
  following cleric spells prepared:
  Cantrip (at will): light, mending, sacred flame, spare the
  dying
  1st level (4 slots): divine favor, guiding bolt, healing
  word, shield of faith
  2nd level (3 slots): lesser restoration, magic weapon,
  prayer of healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader's mantle,
  dispel magic, revivify, spirit guardians, water walk
  4th level (3 slots): banishment, freedom of movement,
  guardian of faith, stoneskin
  5th level (1 slots): flame strike, mass cure wounds,
  hold monster
  Starlight Form. The priest glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. While the priest is in any of Theros's
  three realms, it can magically convey what it senses to
  Heliod.
  Actions
  Multiattack. The priest makes three weapon attacks. It
  can replace one weapon attack with sacred flame.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
  damage, or 7 (1d8 + 3) piercing damage if used with
  two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5
  ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage.
  If the target is a Medium or smaller creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Reactions
  Guided Strike (Recharges after a Short or Long Rest). The
  priest grants a +10 bonus to an attack roll made by
  itself or another creature within 30 feet of it. The priest
  can make this choice after the roll is made but before it
  hits or misses.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Lamia
  A lamia is a woman cursed with immortality. Her body is a
  shapeshifting conglomeration of animal parts, except for her
  head, neck, chest, and breasts which alway remain in their
  original beautiful female form, though her eyes are ripped out
  of their sockets. She is the stuff of nightmares, and preys on
  children who won't go to sleep.
  Some predators can sense fear in their prey, but
  the lamia is drawn to madness.
  193
  Lamia
  Medium monstrosity (shapechanger), chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 37 (5d8 + 15)
  Speed 125 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 16 (+3) 11 (+0) 11 (+0) 20 (+5)
  Skills Persuasion +7, Intimidation +7
  Condition Immunities blinded
  Senses blindsight 30 ft. (can't see beyond this
  radius), passive Perception 10
  Languages Common
  Challenge 4 (1100 XP)
  Blood Frenzy. The lamia has advantage on melee
  attack rolls against any creature that doesn't have
  all its hit points.
  Blind Senses. The lamia can't use its blindsight while
  deafened and unable to smell.
  Immortal. The lamia can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Resistance. The lamia has advantage on
  saving throws against spells and other magical
  effects.
  Magic Weapons. The lamia's weapon attacks are
  magical.
  Rend Thoughts. On the lamia's turn, if the lamia is
  within 5 feet of at least one other lamia, each of
  those lamias may each take a bonus action to
  expend one spell slot of a creature that lamia can
  reach.
  Shapechanger. The lamia can use its action to
  change the appearance of its body, arms, legs, or
  tail to resemble that of a beast it has seen. Its head,
  neck, chest, and breasts always remain their original
  form-- a beautiful female human. Its statistics are
  the same in each form. Any equipment it is wearing
  or carrying isn't transformed.
  Starlight Form. The lamia glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) slashing damage and
  15 (4d4 + 5) psychic damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Perplexing Chimera
  A perplexing chimera is a chimera with no back end, only
  two front ends. Each end of it has the head of a mastiff, the
  talons of an eagle, and the mane of a lion. Its heads are in a
  constant power struggle against one another.
  194
  Perplexing Chimera
  Huge aberration, unaligned
  Armor Class 12
  Hit Points 123 (13d12 + 39)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 16 (+3) 3 (–4) 6 (–2) 7 (–2)
  Skills Perception +1
  Senses passive Perception 11
  Languages —
  Challenge 4 (1100 XP)
  Immortal. The chimera can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Internal Power Struggle. The chimera can't attack the
  same target two turns in a row or move the same
  direction two turns in a row.
  Keen Hearing and Smell. The chimera has advantage
  on Wisdom (Perception) checks that rely on
  hearing or smell.
  Magic Weapons. The chimera's weapon attacks are
  magical.
  Starlight Form. The chimera glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Two Heads. The chimera has advantage on saving
  throws against being blinded, charmed, deafened,
  frightened, stunned, and knocked unconscious.
  Actions
  Multiattack. The chimera makes two attacks against
  a single target: one with its bite and one with its
  talons.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 12 (2d8 + 3) piercing damage. If
  the target is a creature, it must succeed on a DC 15
  Strength saving throw or be knocked prone.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) slashing damage.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Riptide Chimera
  A riptide chimera is a creature with a bear's body, the heads
  of a shark and a piranha, crab claws, bat wings, and a tail of
  jellyfish tentacles.
  "I want one."
  —Kiora
  195
  Riptide Chimera
  Large monstrosity, unaligned
  Armor Class 11 (natural armor)
  Hit Points 34 (4d10 + 12)
  Speed 10 ft., fly 60 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 16 (+3) 1 (–5) 10 (+0) 4 (–3)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities paralyzed, poisoned
  Senses passive Perception 12
  Languages —
  Challenge 5 (1800 XP)
  Amphibious. The chimera can breathe air and water.
  Blood Frenzy. The chimera has advantage on melee
  attack rolls against any creature that doesn't have
  all its hit points.
  Immortal. The chimera can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The chimera's weapon attacks are
  magical.
  Minor Stings. At the start of each of its turns, the
  chimera deals 5 (1d10) poison damage to any
  creature within 5 ft. of it.
  Multiheaded. The chimera can’t be surprised, and it
  has advantage on saving throws against being
  knocked unconscious.
  Starlight Form. The chimera glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The chimera makes five attacks: two
  with its bite, one with its claw, and one with its
  tentacles.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 10 (1d6 + 4) bludgeoning damage,
  and the target is grappled (escape DC 11). The
  chimera has two claws, each of which can grapple
  only one target.
  Tentacles. Melee Weapon Attack: +2 to hit, reach
  10 ft., one creature. Hit: 5 (1d10) poison damage
  and the creature must make a DC 16 Constitution
  saving throw. On a failed save, it is paralyzed until
  the start of its next turn. On a successful save, it
  isn't paralyzed but its movement is halved until the
  start of its next turn.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Satyr Firedancer
  A satyr firedancer fueled by immortality is a sure-fire way to
  turn up the heat at any of Xenagos's revels.
  196
  Satyr Firedancer
  Medium fey (satyr), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 4 (1d8 + 0)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
  Skills Acrobatics +3, Performance +5, Persuasion
  +4
  Damage Resistances fire
  Senses passive Perception 10
  Languages Common, Sylvan, Any one language
  Challenge 11 (7200 XP)
  Immortal. The satyr can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The entertainer's innate
  spellcasting ability is Charisma (spell save DC 12,
  +4 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: dancing lights, vicious mockery
  2/day: charm person, detect magic, healing word,
  thunderwave
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Magic Resistance. The entertainer has advantage on
  saving throws against spells and other magical
  effects.
  Magic Weapons. The firedancer's weapon attacks
  are magical.
  Starlight Form. The satyr glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Whirling Flame. The satyr swings an iron chain in
  circles with a torch on the end. The chain is 10 feet
  long and makes one full oscillation per round. The
  satyr can use an action on its turn to alternate the
  range to between 5 or 10 feet. The torch deals 18
  (4d8) fire damage to every object that it comes
  within 5 feet of. If the chain itself strikes any target,
  it restrains that target (escape DC 20), and the satyr
  drops the chain. If the restrained target is
  flammable, it ignites. If the satyr drops the chain
  while swinging it, the torch moves in a straight line
  for 20 feet and drops.
  Actions
  Ram. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage. It
  can't ram while it's swinging its chain.
  A THEROS BESTIARY | IMMORTALIZED
  
  /
  Nymphs
  Spirits on Theros aren't always of mortal origin. Every
  mountain, river, grove, valley, and other natural feature has its
  own immortal soul. These spirits are called nymphs, and they
  wander freely, mingling with mortals for better or for worse.
  The nymphs described in this chapter are grouped according
  to their type.
  Alseids
  Alseids are spirits of small groves. They enjoy frolicking in
  open areas, enjoying the sunshine and whatever nature they
  can find. Farmers planting fields will plant shade trees amid
  their crops, and alseids are known to protect their fields from
  harm. Orchards are also protected by alseids.
  Harvest Guard
  Harvest guards are a farmer's boon. These alseids
  understand the importance of a fruitful harvest and go out of
  their way to protect crops, fields, and orchards from anything
  that would destroy or steal their fruits.
  Not all shields are forged of iron or bronze.
  197
  Harvest Guard
  Medium fey (nymph, alseid), chaotic good
  Armor Class 15 (natural armor)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 12 (+1) 13 (+1) 14 (+2) 18 (+4)
  Skills Persuasion +6, Perception +4
  Damage Resistances radiant
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  poisoned
  Senses passive Perception 14
  Languages Sylvan, Common
  Challenge 2 (450 XP)
  Guard. If any creature, object, or structure is within
  5 feet of at least two alseids including this one, that
  creature is resistant to all types of damage.
  Hide in Plain Sight. The alseid has advantage on
  Dexterity (Stealth) checks made to hide while it is
  in grassland.
  Immortal. The alseid can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The alseid's innate spellcasting
  ability is Charisma (spell save DC 14). It can
  innately cast the following spells, requiring no
  material components:
  3/day: cure wounds, charm person, sleep
  1/day: calm emotions, lesser restoration, plant
  growth
  Magic Weapons. The alseid's weapon attacks are
  magical.
  Starlight Form. The alseid glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The alseid makes two radiant touch
  attacks.
  Radiant Touch. Melee Spell Attack: +3 to hit, reach
  5 ft., one target. Hit: 6 (1d10 + 1) radiant damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Watcher Alseid
  The watcher alseid stands as sentinel in a field, treasuring
  not only the plants but also the wildlife.
  198
  Watcher Alseid
  Medium fey (nymph), chaotic good
  Armor Class 15 (natural armor)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 12 (+1) 13 (+1) 14 (+2) 18 (+4)
  Skills Persuasion +6, Perception +4
  Damage Resistances radiant
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  poisoned
  Senses passive Perception 14
  Languages Sylvan, Common
  Challenge 2 (450 XP)
  Hide in Plain Sight. The alseid has advantage on
  Dexterity (Stealth) checks made to hide while it is
  in grassland.
  Immortal. The alseid can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The alseid's innate spellcasting
  ability is Charisma (spell save DC 14). It can
  innately cast the following spells, requiring no
  material components:
  3/day: cure wounds, charm person, sleep
  1/day: calm emotions, lesser restoration, plant
  growth
  Magic Weapons. The alseid's weapon attacks are
  magical.
  Speak with Beasts and Plants. The alseid can
  communicate with beasts and plants as if they
  shared a language.
  Starlight Form. The alseid glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Vigilant. The alseid can't be surprised.
  Actions
  Multiattack. The alseid makes two radiant touch
  attacks.
  Radiant Touch. Melee Spell Attack: +6 to hit, reach
  5 ft., one target. Hit: 9 (1d10 + 4) radiant damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Caryatids
  Caryatids are guardian nymphs that, for the most part, stay in
  one place, functioning as a support for a building. While
  acting as a support pillar, the caryatids are motionless. When
  the building they support becomes threatened, they come to
  life and defend it.
  Marble Caryatid
  Marble caryatids are shaped with armor and weapons. They
  are especially good at combat.
  Just because a temple has no guards doesn't mean
  it's undefended.
  199
  Marble Caryatid
  Huge construct (nymph), lawful good
  Armor Class 16 (natural armor)
  Hit Points 114 (12d12 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 8 (–1) 17 (+3) 12 (+1) 16 (+3) 12 (+1)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing,
  necrotic, radiant
  Senses passive Perception 13
  Languages Understands Common, Druidic, and
  Sylvan but cannot speak
  Challenge 5 (1800 XP)
  Animated Nature. The caryatid is animated by a
  transmutation spell. If that spell is dispelled, the
  caryatid becomes incapacitated.
  False Appearance. While the caryatid remains
  motionless, it is indistinguishable from a normal
  man-made caryatid.
  Immortal. The caryatid can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The carytid's weapon attacks are
  magical.
  Marble Camouflage. The caryatid has advantage on
  Dexterity (Stealth) checks made to hide in white
  marble environments.
  Siege Monster. The caryatid deals double damage to
  objects and structures.
  Starlight Form. The caryatid glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The caryatid makes two shortsword
  attacks.
  Shield Bash. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning
  damage.
  Shortsword. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 22 (3d6 + 3) piercing damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Sylvan Caryatid
  The sylvan caryatids of Nylea and Karametra's shrines are
  made of wood instead of marble, and though they are
  unarmed, they have vines.
  200
  Sylvan Caryatid
  Huge construct (nymph), unaligned
  Armor Class 16 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 8 (–1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing,
  necrotic, radiant
  Senses passive Perception 13
  Languages Understands Common, Druidic, and
  Sylvan but cannot speak
  Challenge 9 (5000 XP)
  Animated Nature. The caryatid is animated by a
  transmutation spell. If that spell is dispelled, the
  caryatid becomes incapacitated.
  False Appearance. While the caryatid remains
  motionless, it is indistinguishable from a normal
  man-made caryatid.
  Immortal. The caryatid can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The carytid's weapon attacks are
  magical.
  Siege Monster. The caryatid deals double damage to
  objects and structures.
  Spell Nature. In addition to being a creature, the
  caryatid is a 2nd-level divine transmutation spell
  with no target.
  Wood Camouflage. The caryatid has advantage on
  Dexterity (Stealth) checks made to hide in wooded
  environments.
  Actions
  Multiattack. The caryatid makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 16 (3d6 + 6) bludgeoning damage.
  Vine. Ranged Weapon Attack: +10 to hit, range 10
  ft., one target. Hit: 28 (1d10 + 6) slashing damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Dryads
  Every tree has its own dryad nymph. The dryads concern
  themselves with the preservation of their forest or grove, and
  stand against anyone who would threaten the trees.
  Leafcrown Dryad
   
   
   
   
   
  201
  Leafcrown Dryad
  Medium fey (nymph), neutral
  Armor Class 11
  Hit Points 22 (5d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
  Skills Perception +4, Stealth +5, Persuasion +6
  Damage Resistances radiant
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Sylvan
  Challenge 1 (200 XP)
  Immortal. The dryad can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The dryad's innate spellcasting
  ability is Charisma (spell save DC 14). The dryad can
  innately cast the following spells, requiring no material
  components:
  At will: druidcraft
  3/day each: entangle, goodberry
  1/day each: awaken (trees only), barkskin, pass without
  trace, shillelagh
  Magic Weapons. The dryad's weapon attacks are
  magical.
  Speak with Beasts and Plants. The dryad can
  communicate with beasts and plants as if they shared a
  language.
  Starlight Form. The dryad glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Tree Stride. Once on her turn, the dryad can use 10 ft.
  of her movement to step magically into one living tree
  within her reach and emerge from a second living tree
  within 60 ft. of the first tree, appearing in an
  unoccupied space within 5 ft. of the second tree. Both
  trees must be large or bigger.
  Actions
  Sylvan Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 9 (1d10 + 4) force damage.
  Fey Charm. The dryad targets one humanoid or beast
  that she can see within 30 feet of her. If the target can
  see the dryad, it must succeed on a DC 14 Wisdom
  saving throw or be magically charmed. The charmed
  creature regards the dryad as a trusted friend to be
  heeded and protected. Although the target isn't under
  the dryad's control, it takes the dryad's requests or
  actions in the most favorable way it can.
  Each time the dryad or its allies do anything harmful to
  the target, it can repeat the saving throw, ending the
  effect on itself on a success. Otherwise, the effect lasts
  24 hours or until the dryad dies, is on a different plane
  of existence from the target, or ends the effect as a
  bonus action. If a target's saving throw is successful,
  the target is immune to the dryad's Fey Charm for the
  next 24 hours.
  The dryad can have no more than one humanoid and
  up to three beasts charmed at a time.
  A THEROS BESTIARY | NYMPHS
  
  /
  Oakheart Dryad
  An oakheart dryad is the spirit of an oak.
  "I do not know if the forest was different after they
  passed. But I know I was."
  —Ianthe, Setessan hunter
  202
  Oakheart Dryad
  Medium fey (nymph), neutral
  Armor Class 11
  Hit Points 18 (4d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 14 (+2) 15 (+2) 18 (+4)
  Skills Perception +4, Stealth +5, Persuasion +6
  Damage Resistances radiant
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Sylvan
  Challenge 1 (200 XP)
  Immortal. The dryad can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The dryad's innate spellcasting
  ability is Charisma (spell save DC 14). The dryad can
  innately cast the following spells, requiring no material
  components:
  At will: druidcraft
  3/day each: entangle, goodberry
  1/day each: awaken (trees only), barkskin, pass without
  trace, shillelagh
  Magic Weapons. The dryad's weapon attacks are
  magical.
  Oakhearted. As long as any creature, object, or
  structure is within 5 feet of at least two dryads
  including this one, all creatures within 30 feet have a
  +1 bonus to damage rolls and Strength and Dexterity
  checks and have 4 (1d8) temporary hit points.
  Speak with Beasts and Plants. The dryad can
  communicate with beasts and plants as if they shared a
  language.
  Starlight Form. The dryad glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Tree Stride. Once on her turn, the dryad can use 10 ft.
  of her movement to step magically into one living tree
  within her reach and emerge from a second living tree
  within 60 ft. of the first tree, appearing in an
  unoccupied space within 5 ft. of the second tree. Both
  trees must be large or bigger.
  Actions
  Sylvan Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 9 (1d10 + 4) force damage.
  Fey Charm. The dryad targets one humanoid or beast
  that she can see within 30 feet of her. If the target can
  see the dryad, it must succeed on a DC 14 Wisdom
  saving throw or be magically charmed. The charmed
  creature regards the dryad as a trusted friend to be
  heeded and protected. Although the target isn't under
  the dryad's control, it takes the dryad's requests or
  actions in the most favorable way it can.
  Each time the dryad or its allies do anything harmful to
  the target, it can repeat the saving throw, ending the
  effect on itself on a success. Otherwise, the effect lasts
  24 hours or until the dryad dies, is on a different plane
  of existence from the target, or ends the effect as a
  bonus action. If a target's saving throw is successful,
  the target is immune to the dryad's Fey Charm for the
  next 24 hours.
  The dryad can have no more than one humanoid and
  up to three beasts charmed at a time.
  A THEROS BESTIARY | NYMPHS
  
  /
  Hamadryad
  Hamadryads are rare nymphs that have the form of a tree.
  Rather than being associated with a tree, the hamadryad is
  the tree. Some forests are made entirely of hamadryads.
  Sometimes called "sylvan caryatids" because they have the
  appearance of wooden nymph-shaped pillars bearing the
  canopies, hamadryads guard the gardens of Karametra.
  Legend. It is said that a person seeking peace who enters a
  copse of hamadryads becomes a hamadryad.
  Labyrinth Spirit
  Every labyrinth has its own spirit. The labyrinth spirit
  oversees all who enter, leave, and wander in her labyrinth's
  walls. She may reward those who find the center, or she may
  hide a severe punishment at its center if malicious.
  Students at the Dekatia Academy learn that being
  sent to study with her is a lesson in itself.
  203
  Hamadryad
  Huge fey (nymph, hamadryad), unaligned
  Armor Class 16 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 8 (–1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, necrotic,
  radiant
  Senses passive Perception 13
  Languages Understands Common, Druidic, and Sylvan
  but cannot speak
  Challenge 9 (5000 XP)
  False Appearance. While the hamadryad remains
  motionless, it is indistinguishable from a normal
  human-shaped tree.
  Immortal. The hamadryad can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The hamadryad's weapon attacks are
  magical.
  Siege Monster. The hamadryad deals double damage to
  objects and structures.
  Starlight Form. The hamadryad glows with the soft light
  of the night sky, shedding dim light in a 15-foot radius.
  Actions
  Multiattack. The hamadryad makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 16 (3d6 + 6) bludgeoning damage.
  Rock. Melee Weapon Attack: +10 to hit, range 60/180
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Labyrinth Spirit
  Medium fey (nymph), neutral
  Armor Class 14 (natural armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 13 (+1) 15 (+2) 15 (+2) 17 (+3)
  Skills Insight +4, Sleight of Hand +3
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Sylvan, Common
  Challenge 5 (1800 XP)
  Immortal. The spirit can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The spirit'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: gate (limited to creatures that reach the center
  of the labyrinth)
  Magic Weapons. The spirit's weapon attacks are
  magical.
  Misty Aura. A heavy 30-foot-radius mist radiates from
  the spirit, reducing all visibility types of creatures
  within the mist. A creature's unimpeded visibility is
  reduced to 15 feet, and its "dim light" visibility is
  reduced to 30 feet. The spirit's sight is unaffected by
  the mist.
  Starlight Form. The spirit glows with the soft light of the
  night sky, shedding dim light in a 15-foot radius.
  A THEROS BESTIARY | NYMPHS
  
  /
  Lampades
  The lampades are the infernal nymphs of the underworld.
  They are associated with witchcraft, darkness, and the dead,
  as well as with torches.
  Cavern Lampad
  Cavern lampades are the spirits of dark caverns.
  204
  Cavern Lampad
  Medium fey (nymph), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 15 (+2)
  Skills Deception +4, Intimidation +4
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Sylvan, Common
  Challenge 2 (450 XP)
  Horrific Appearance. Any humanoid that starts its
  turn within 30 feet of the lampad and can see the
  lampad must make a Wisdom saving throw and
  become frightened for 1 minute on a failed save.
  While frightened, the target drops whatever it is
  holding and must move at least 30 feet away from
  the lampad on each of its turns, if able.
  Immortal. The lampad can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Innate Spellcasting. The dreadbringer lampad's
  innate spellcasting ability is Charisma (spell save
  DC 12, +4 to hit with spell attacks). It can innately
  cast the following spells, requiring no material
  components:
  At will: dancing lights
  3/day: continual flame
  Magic Weapons. The lampad's weapon attacks are
  magical.
  Starlight Form. The lampad glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The lampad attacks twice with its
  necrotic touch or chill touch.
  Necrotic Touch. Melee Spell Attack: +4 to hit, reach
  5 ft., one target. Hit: 7 (1d10 + 2) necrotic damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Dreadbringer Lampad
  Dreadbringer lampades take pleasure in striking fear into
  mortals.
  205
  Dreadbringer Lampad
  Medium fey (nymph), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 13 (+1) 11 (+0) 12 (+1) 15 (+2)
  Skills Persuasion +4, Intimidation +4, Arcana +2
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Sylvan, Common
  Challenge 2 (450 XP)
  Dreadbringer. If any creature, object, or structure is
  within 5 feet of at least two lampades including this
  one, all creatures within 30 feet must make a
  Wisdom saving throw and become frightened for 1
  minute on a failed save. While frightened, the
  frightened target drops whatever it is holding and
  must move at least 30 feet away from that creature
  on each of its turns, if able.
  Immortal. The nymph can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Innate Spellcasting. The dreadbringer lampad's
  innate spellcasting ability is Charisma (spell save
  DC 12, +4 to hit with spell attacks). It can innately
  cast the following spells, requiring no material
  components:
  At will: dancing lights 3/day: continual flame
  Magic Weapons. The lampad's weapon attacks are
  magical.
  Starlight Form. The nymph glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The lampad attacks twice with its
  necrotic touch or chill touch.
  Necrotic Touch. Melee Spell Attack: +4 to hit, reach
  5 ft., one target. Hit: 7 (1d10 + 2) necrotic damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Naiads
  Every lake, stream, spring, and fountain has its own naiad.
  Nimbus Naiad
  A nimbus naiad is capable of leaping out of the water and
  striding through the air, unlike most naiads.
  206
  Nimbus Naiad
  Medium fey (nymph), chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 31 (7d8 + 0)
  Speed 30 ft., swim 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 11 (+0) 15 (+2) 10 (+0) 18 (+4)
  Skills Persuasion +6, Sleight of Hand +5
  Damage Resistances psychic
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  poisoned
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 3 (700 XP)
  Amphibious. The naiad can breathe air and water.
  Immortal. The naiad can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The naiad's innate spellcasting
  ability is Charisma (spell save DC 14, +6 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: minor illusion 3/day: phantasmal force
  1/day: hypnotic pattern
  Invisible in Water. The naiad is invisible while fully
  immersed in water.
  Magic Weapons. The naiad's weapon attacks are
  magical.
  Starlight Form. The naiad glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The naiad makes two psychic touch
  attacks.
  Psychic Touch. Melee Spell Attack: +6 to hit, reach
  5 ft., one target. Hit: 9 (1d10 + 4) psychic damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Whitewater Naiad
  Whitewater naiads inhabit fast-moving streams and rivers.
  Stand against the crash of the river’s rapids and you
  will know the power of the naiads.
  207
  Whitewater Naiad
  Medium fey (nymph), chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 14 (+2) 15 (+2) 10 (+0) 18 (+4)
  Skills Persuasion +6, Sleight of Hand +5
  Damage Resistances bludgeoning, piercing, slashing,
  cold
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  poisoned
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 3 (700 XP)
  Amphibious. The naiad can breathe air and water.
  Immortal. The naiad can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The naiad's innate spellcasting
  ability is Charisma (spell save DC 14, +6 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  3/day: tidal wave
  1/day: control water
  Invisible in Water. The naiad is invisible while fully
  immersed in water.
  Magic Weapons. The naiad's weapon attacks are
  magical.
  Starlight Form. The naiad glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Whitewater. If any creature, object, or structure is
  within 5 feet of at least two naiads including this
  one, that creature doesn't provoke opportunity
  attacks.
  Actions
  Multiattack. The naiad makes two whitewater touch
  attacks.
  Whitewater Touch. Melee Spell Attack: +4 to hit,
  reach 5 ft., one target. Hit: 13 (2d10 + 2)
  bludgeoning damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Oreads
  Every mountain has its own oread. The oreads are sought as
  guides by hunters for their skill in navigating the mountain's
  obstacles as well as their ability to turn a hunt in the hunter's
  favor. Oreads are able to produce precious metals and stones,
  some of which they provide to Purphoros.
  Angry oreads become molten, causing their mountain to
  erupt as a volcano.
  Oreads also have a strong connection with the satyrs, and
  they partake in their revelries.
  Forgeborn Oread
  Not all of the oreads are naturally occurring. Some of them
  were crafted by Purphoros himself. The forgeborn oread
  represents these nymphs.
  Purphoros shaped the oreads out of stray coals
  from his forge.
  208
  Forgeborn Oread
  Medium fey (nymph), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 19 (+4) 15 (+2) 13 (+1) 13 (+1) 22 (+6)
  Skills Nature +4, Persuasion +9, Survival +4
  Damage Immunities poison, fire, psychic, bludgeoning,
  piercing, and slashing from nonmagical attacks not
  made with adamantine weapons
  Condition Immunities charmed, frightened, poisoned,
  exhaustion, paralyzed, petrified
  Senses darkvision 120 ft., passive Perception 11
  Languages Understands Celestial but can't speak
  Challenge 7 (2900 XP)
  Earth Walk. The oread can move across difficult terrain
  made of earth or stone without expending extra
  movement.
  Fire Aura. At the start of each of the oread's turns, each
  creature within 5 feet of it takes 10 (3d6) fire damage,
  and flammable objects in the aura that aren't being
  worn or carried ignite. A creature that touches the
  oread or hits it with a melee attack while within 5 feet
  of it takes 10 (3d6) fire damage.
  Ignited Illumination. As a bonus action, the oread can
  set itself ablaze or extinguish its flames. While ablaze,
  the oread sheds bright light in a 10-foot radius and dim
  light for an additional 10 feet.
  Immortal. The oread can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The oread's innate spellcasting
  ability is Charisma (spell save DC 17, +9 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material or verbal components:
  At will: passwall, find the path, fire bolt
  3/day: stone shape
  1/day: hallucinatory terrain, wall of stone, creation
  Lava Walk. The oread can move across and climb
  molten surfaces without needing to make an ability
  check. Additionally, difficult terrain composed of lava
  doesn't cost it extra moment.
  Magic Weapons. The oread's weapon attacks are
  magical.
  Starlight Form. The oread glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Actions
  Multiattack. The oread makes two attacks.
  Fiery Touch. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 20 (4d8 + 2) fire damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Spearpoint Oread
  A spearpoint oread lives on a wooded mountain. Hunters
  seek out the spearpoint oreads before hunting boars or other
  game. They also know where to find precious rocks and
  minerals.
  209
  Spearpoint Oread
  Medium fey (nymph), chaotic good
  Armor Class 16 (natural armor)
  Hit Points 60 (11d8 + 11)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 18 (+4)
  Skills Acrobatics +4, Athletics +4, Performance +6,
  Nature +2
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  poisoned
  Senses passive Perception 11
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Earth Walk. The oread can move across difficult
  terrain made of earth or stone without expending
  extra movement.
  Immortal. The oread can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The oread's innate spellcasting
  ability is Charisma (spell save DC 14, +6 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: passwall, find the path
  3/day: stone shape
  1/day: hallucinatory terrain, wall of stone, creation
  Magic Weapons. The oread's weapon attacks are
  magical.
  Mask of the Wild. The creature can attempt to hide
  even when it is only lightly obscured by foliage,
  heavy rain, falling snow, mist, and other natural
  phenomena.
  Starlight Form. The oread glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Rock. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 80/320 ft., one target. Hit: 5
  (1d6 + 2) bludgeoning damage in melee, or 5 (1d6
  + 2) bludgeoning damage at range.
  Stone 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.
  A THEROS BESTIARY | NYMPHS
  
  /
  Volcano Oread
  Volcano oreads are mountain spirits driven to madness,
  becoming volcanic.
   
   
  210
  Volcano Oread
  Medium fey (nymph), chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 19 (+4) 15 (+2) 13 (+1) 13 (+1) 22 (+6)
  Skills Acrobatics +7, Athletics +6, Performance +9,
  Nature +4, Stealth +7
  Damage Immunities poison, fire
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 11
  Languages Common, Sylvan
  Challenge 7 (2900 XP)
  Earth Walk. The oread can move across difficult terrain
  made of earth or stone without expending extra
  movement.
  Enthralling Performance. If the reveler performs for at
  least 1 minute, it chooses up to four humanoids within
  60 feet of it who watched or listened to the entire
  performance. Each target must succeed on a DC 14
  Wisdom saving throw or be charmed. While charmed
  in this way, the target idolizes the reveler and will take
  part in the reveler’s revels. The charmed condition ends
  for the creature after 1 hour, if it takes any damage, if
  the reveler attacks the target, or if the target witnesses
  the reveler attacking or damaging any of the target’s
  allies.
  Fire Aura. At the start of each of the oread's turns, each
  creature within 5 feet of it takes 10 (3d6) fire damage,
  and flammable objects in the aura that aren't being
  worn or carried ignite. A creature that touches the
  oread or hits it with a melee attack while within 5 feet
  of it takes 10 (3d6) fire damage.
  Ignited Illumination. As a bonus action, the oread can
  set itself ablaze or extinguish its flames. While ablaze,
  the oread sheds bright light in a 10-foot radius and dim
  light for an additional 10 feet.
  Immortal. The oread can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The oread's innate spellcasting
  ability is Charisma (spell save DC 17, +9 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material components:
  At will: passwall, find the path, fire bolt
  3/day: stone shape
  1/day: hallucinatory terrain, wall of stone, creation
  Lava Walk. The oread can move across and climb
  molten surfaces without needing to make an ability
  check. Additionally, difficult terrain composed of lava
  doesn't cost it extra moment.
  Sleepless Reveler. Magic can’t put the reveler to sleep.
  Magic Weapons. The oread's weapon attacks are
  magical.
  Starlight Form. The oread glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Actions
  Multiattack. The oread makes two molten stone dagger
  attacks.
  Molten Rock. Melee or Ranged Weapon Attack: +5 to
  hit, reach 5 ft. or range 80/320 ft., one target. Hit: 5
  (1d6 + 2) bludgeoning damage and 9 (2d8) fire
  damage.
  Molten Stone Dagger. Melee or Ranged Weapon Attack:
  +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
  4 (1d4 + 2) piercing damage and 9 (2d8) fire damage.
  A THEROS BESTIARY | NYMPHS
  
  /
  Nyxborn
  The nyxborn of Theros are creatures shaped from nyx, the
  night sky. These are magical creatures. They are usually
  made by gods, though archons and some mortals have found
  ways to create them as well.
  Nyxborn Bestiary
  Celestial Winged Bull
  A celestial archon rides into battle on its celestial winged
  bull.
  211
  Celestial Winged Bull
  Large 5th-level transmutation celestial, unaligned
  Armor Class 12
  Hit Points 95 (10d10 + 40)
  Speed 60 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 18 (+4) 6 (–2) 10 (+0) 5 (–3)
  Senses passive Perception 10
  Languages Understands Celestial but can't speak
  Challenge 5 (1800 XP)
  Charge. If the bull moves at least 20 feet straight
  toward a creature and then hits it with a gore attack
  on the same turn, the target takes an extra 19
  (3d12) piercing damage.
  Immortal. The bull can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Resistance. The bull has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The bull's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the bull
  is a 5th-level divine transmutation spell with no
  target.
  Starlight Form. The nyxborn glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Telepathic Bond. If the bull was created by a god,
  then while the bull is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 18 (2d12 + 5) piercing damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Chromanticore
  212
  Chromanticore
  Large 5th-level transmutation monstrosity, lawful evil
  Armor Class 14
  Hit Points 76 (8d10 + 32)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  18 (+4) 7 (–2) 12 (+1)
  8 (–1)
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 5 (1800 XP)
  Battle Readiness. The chromanticore has advantage on
  initiative rolls.
  Magic Weapons. The chromanticore's weapon attacks
  are magical.
  Immortal. The chromanticore can't die as long as at
  least one memory or record of it exists. If it would die,
  it falls unconscious instead.
  Spell Nature. In addition to being a creature, the
  chromanticore is a 5th-level divine transmutation spell
  with no target.
  Starlight Form. The chromanticore glows with the soft
  light of the night sky, shedding dim light in a 15-foot
  radius.
  Tail Spike Regrowth. The chromanticore has twenty-four
  tail spikes. Used spikes regrow when the
  chromanticore finishes a long rest.
  Telepathic Bond. If the chromanticore was created by a
  god, then while the chromanticore is in any of Theros's
  three realms, it can magically convey what it senses to
  that god.
  Trample. The chromanticore can move in and out of a
  large or smaller creature's space. If it would, it uses a
  bonus action to attack that creature with its claw. That
  creature must succeed on a DC 14 Strength saving
  throw or be knocked prone. If the creature succeeds,
  the chromanticore can't enter that space and must end
  its turn immediately. If the chromanticore stops on top
  of that creature, that creature becomes restrained until
  the chromanticore moves off it (escape DC 14).
  Vigilant. The chromanticore can't be surprised.
  Actions
  Multiattack. The manticore makes three attacks: one
  with its bite and two with its claws or three with its tail
  spikes.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) piercing damage. The
  chromanticore regains that many hit points.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) slashing damage.
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Tail Spike. Ranged Weapon Attack: +7 to hit, range
  100/200 ft., one target. Hit: 8 (1d8 + 4) piercing
  damage.
  Legendary Actions
  The chromanticore can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The chromanticore regains
  spent legendary actions at the start of its turn.
  Bite. The chromanticore makes a bite attack.
  Claw. The chromanticore makes a claw attack.
  Tail Spike. The chromanticore makes a tail spike attack.
  A THEROS BESTIARY | NYXBORN
  
  /
  Crystalline Nautilus
  213
  Crystalline Nautilus
  Gargantuan 3rd-level transmutation beast,
  unaligned
  Armor Class 17 (natural armor)
  Hit Points 580 (40d20 + 160)
  Speed 0 ft., swim: 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 8 (–1) 18 (+4) 1 (–5) 7 (–2) 1 (–5)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, slashing
  Senses blindsight 30 ft. (can't see beyond this
  radius), passive Perception 8
  Languages —
  Challenge 14 (11500 XP)
  Glass Shell. If the nautilus takes 100 or more
  damage in a single turn, its shell shatters, and it
  drops to 0 hit points instantly.
  Immortal. The nautilus can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Keen Smell. The nautilus has advantage on Wisdom
  (perception) checks that rely on smell.
  Magic Weapons. The nautilus's weapon attacks are
  magical.
  Primitive Vision. The nautilus's eyes are useful for
  detecting light, and not much else.
  Spell Nature. In addition to being a creature, the
  nautilus is a 3rd-level divine transmutation spell
  with no target.
  Starlight Form. The nautilus glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the nautilus was created by a
  god, then while the nautilus is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Water Breathing. The nautilus can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 24 (8d4 + 4) piercing damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Devourer
  When mortals claim there are places Thassa cannot
  reach, the sea god laughs.
  214
  Devourer
  Large 5th-level transmutation elemental, chaotic evil
  Armor Class 14
  Hit Points 138 (12d10 + 72)
  Speed 60 ft., climb 60 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 22 (+6) 5 (–3) 10 (+0) 12 (+1)
  Damage Resistances acid, bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed,
  petrified, poisoned, prone, restrained, unconscious
  Senses blindsight 60 ft. (can't see beyond this radius),
  passive Perception 10
  Languages Primordial
  Challenge 4 (1100 XP)
  Freeze. If the devourer takes cold damage, it partially
  freezes; its speed is reduced by 20 ft. until the end of
  its next turn.
  Immortal. The devourer can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The devourer's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  devourer is a 5th-level divine transmutation spell with
  no target.
  Starlight Form. The devourer glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the devourer was created by a god,
  then while the devourer is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Water Form. The devourer can enter a hostile creature's
  space and stop there. It can move through a space as
  narrow as 1 inch wide without squeezing.
  Actions
  Multiattack. The devourer makes two slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 11 (2d8 + 2) bludgeoning damage.
  Whelm (Recharge 4-6). Each creature in the devourer's
  space must make a DC 12 Strength saving throw. On a
  failure, a target takes 11 (2d8 + 2) bludgeoning
  damage. If it is Large or smaller, it is also grappled
  (escape DC 12). Until this grapple ends, the target is
  restrained and unable to breathe unless it can breathe
  water. If the saving throw is successful, the target is
  pushed out of the devourer's space.
  The devourer can grapple one Large creature or up to
  two Medium or smaller creatures at one time. At the
  start of each of the devourer's turns, each target
  grappled by it takes 11 (2d8 + 2) bludgeoning damage.
  A creature within 5 feet of the devourer can pull a
  creature or object out of it by taking an action to make
  a DC 12 Strength check and succeeding.
  A THEROS BESTIARY | NYXBORN
  
  /
  Forgeborn Ox
  A forgeborn ox provides Purphoros with a view outside his
  volcano forge.
  Goldenhide Ox
  The temptation to take the ox’s golden hide is as
  irresistible as it is fatal.
  215
  Forgeborn Ox
  Large 4th-level transmutation beast, unaligned
  Armor Class 10
  Hit Points 15 (2d10 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 4 (–3)
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Beast of Burden. The ox is considered to be a Large
  animal for the purpose of determining its carrying
  capacity.
  Charge. If the ox moves at least 20 ft. straight
  toward a target and then hits it with a gore attack
  on the same turn, the target takes an extra 7 (2d6)
  piercing damage.
  Immortal. The ox can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The ox's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the ox
  is a 4th-level divine transmutation spell with no
  target.
  Starlight Form. The ox glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the ox was created by a god,
  then while the ox is in any of Theros's three realms,
  it can magically convey what it senses to that god.
  Actions
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Goldenhide Ox
  Large 6th-level transmutation beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 38 (4d10 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 10 (+0) 18 (+4) 2 (–4) 10 (+0) 4 (–3)
  Senses passive Perception 10
  Languages —
  Challenge 4 (1100 XP)
  Beast of Burden. The ox is considered to be a Large
  animal for the purpose of determining its carrying
  capacity.
  Charge. If the ox moves at least 20 ft. straight
  toward a target and then hits it with a gore attack
  on the same turn, the target takes an extra 7 (2d6)
  piercing damage.
  Immortal. The ox can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The ox's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the ox
  is a 6th-level divine transmutation spell with no
  target.
  Starlight Form. The ox glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the ox was created by a god,
  then while the ox is in any of Theros's three realms,
  it can magically convey what it senses to that god.
  Tempting Charm. Every humanoid and giant that can
  see the ox must succeed on a DC 10 Wisdom
  saving throw or be charmed until the ox dies.
  While charmed by the ox, a target must spend its
  turns trying to capture or kill the ox. It doesn't
  avoid opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and
  whenever it takes damage from a source other than
  the ox, the target can repeat the saving throw. A
  charmed target can also repeat the saving throw at
  the end of each of its turns. If the saving throw is
  successful, the effect ends on it.
  A target that successfully saves is immune to this
  the ox's charm for the next 24 hours.
  Actions
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 8 (1d6 + 5) piercing damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nighthowler
  216
  Nighthowler
  Medium 3rd-level transmutation undead, chaotic evil
  Armor Class 17
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., flying 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  17 (+3) 6 (–2) 13 (+1)
  6 (–2)
  Skills Perception +4, Stealth +4
  Damage Resistances necrotic
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 5 (1800 XP)
  Immortal. The nighthowler can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The nighthowler's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  nighthowler is a 3rd-level divine transmutation spell
  with no target.
  Starlight Form. The nighthowler glows with the soft
  light of the night sky, shedding dim light in a 15-foot
  radius.
  Sunlight Sensitivity. While in sunlight, the nighthowler
  has disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Telepathic Bond. If the nighthowler was created by a
  god, then while the nighthowler is in any of Theros's
  three realms, it can magically convey what it senses to
  that god.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6)
  necrotic damage.
  Shadow Breath (Recharge 5-6). The nighthowler exhales
  shadowy fire in a 15-foot cone. Each creature in that
  area must make a DC 12 Dexterity saving throw, taking
  21 (6d6) necrotic damage on a failed save, or half as
  much damage on a successful one. A humanoid
  reduced to 0 hit points by this damage dies, and that
  creature's spirit leaves its body and becomes part of
  the nighthowler. The nighthowler's Strength is
  increased by 1, and its hit points and maximum hit
  points are increased by 4 (1d8).
  Description
  The nighthowler is a merging of several undead spirits
  into one. Its form is a chimeric conglomeration of
  those souls. It absorbs the souls of those it kills with
  its shadowy breath.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyx Weaver
  217
  Nyx Weaver
  Medium 3rd-level transmutation beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  16 (+3) 2 (–4) 11 (+0)
  4 (–3)
  Skills Stealth +7
  Damage Vulnerabilities piercing, slashing
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 10
  Languages —
  Challenge 2 (450 XP)
  Immortal. The spider can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The spider's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the spider
  is a 3rd-level divine transmutation spell with no target.
  Spider Climb. The spider can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Starlight Form. The spider glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the spider was created by a god,
  then while the spider is in any of Theros's three realms,
  it can magically convey what it senses to that god.
  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
  Multiattack. The spider makes two web attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  creature. Hit: 6 (1d8 + 2) piercing damage, and the
  target must make a DC 11 Constitution saving throw,
  taking 9 (2d8) poison damage on a failed save, or half
  as much damage on a successful one. If the poison
  damage reduces the target to 0 hit points, the target is
  stable but poisoned for 1 hour, even after regaining hit
  points, and is paralyzed while poisoned in this way.
  Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit,
  range 30/60 ft., one creature. Hit: The target is
  restrained by webbing. As an action, the restrained
  target can make a DC 12 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, poison, and
  psychic damage).
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Dracon
  Nyxborn dracones provide Erebos with a much-coveted view
  of the outside world and a chance to invite new guests to the
  Realm of the Dead.
   
   
  218
  Nyxborn Dracon
  Huge 4th-level transmutation dragon (serpent),
  unaligned
  Armor Class 12
  Hit Points 60 (8d12 + 8)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  12 (+1) 2 (–4) 10 (+0)
  3 (–4)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., passive Perception 12
  Languages —
  Challenge 4 (1100 XP)
  Immortal. The dracon can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The dracon's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the dracon
  is a 4th-level divine transmutation spell with no target.
  Starlight Form. The dracon glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the dracon was created by a god,
  then while the dracon is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
  target. Hit: 11 (2d6 + 4) piercing damage, and the
  target must make a DC 13 Constitution saving throw,
  taking 7 (2d6) poison damage on a failed save, or half
  as much damage on a successful one.
  If the target is a Large or smaller creature, it must
  succeed on a DC 13 Dexterity saving throw or be
  swallowed by the dracon. A swallowed creature is
  blinded and restrained, it has total cover against attacks
  and other effects outside the dracon, and it takes 21
  (6d6) acid damage at the start of each of the dracon's
  turns.
  If the dracon takes 30 damage or more on a single turn
  from a creature inside it, the dracon must succeed on a
  DC 21 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 dracon. If the
  dracon dies, a swallowed creature is no longer
  restrained by it and can escape from the corpse by
  using 20 feet of movement, exiting prone.
  Constrict. Constrict. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one creature. Hit: 13 (2d8 + 4)
  bludgeoning damage, and the target is grappled
  (escape DC 16). Until this grapple ends, the creature is
  restrained, and the dracon can't constrict another
  target.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Eagle
  An offering to the sea brings an insight from the
  stars.
  219
  Nyxborn Eagle
  Small 3rd-level transmutation beast, unaligned
  Armor Class 12
  Hit Points 3 (1d6 + 0)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2) 15 (+2) 10 (+0) 2 (–4) 14 (+2) 7 (–2)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Immortal. The eagle can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Keen Sight. The eagle has advantage on Wisdom
  (Perception) checks that rely on sight.
  Magic Weapons. The eagle's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  eagle is a 3rd-level divine transmutation spell with
  no target.
  Starlight Form. The eagle glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the eagle was created by a god,
  then while the eagle is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Eidolon
  Phenax's agents include nxyborn in the shape of wandering
  eidolons.
  A body Returned, a soul still lost.
  "On Theros, enchantments represent the divine
  magic of the gods. The gods can create an
  enchantment creature in the form of a spirit the
  same way they can create an enchantment creature
  in the form of a giant or a crab or a human soldier.
  An enchantment eidolon is not actually the spirit of
  a departed mortal, but a creation of the gods in the
  form of an eidolon."
  —Doug Beyer
  220
  Nyxborn Eidolon
  Medium 2nd-level transmutation undead, any
  alignment
  Armor Class 14
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
  Skills Perception +3
  Damage Resistances necrotic, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, restrained
  Senses passive Perception 13
  Languages The languages it knew in life
  Challenge 1 (200 XP)
  Blurred Form. Attack rolls against the eidolon are
  made with disadvantage unless the eidolon is
  incapacitated.
  Immortal. The eidolon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Incorporeal Movement. The eidolon can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Incorporeal Nature. The eidolon doesn’t require air,
  food, drink, or sleep.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  eidolon is a 2nd-level divine transmutation spell
  with no target.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the eidolon was created by a
  god, then while the eidolon is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Turn Resistance. The eidolon has advantage on
  saving throws against any effect that turns undead.
  Actions
  Necrotic Touch. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic
  damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Giant Crab
  A nyxborn giant crab provides Thassa with a view from the
  land.
  Nyxborn Giant Lynx
  A nyxborn giant lynx provides Nylea with an extra set of
  eyes in her forest.
  221
  Nyxborn Giant Crab
  Huge 4th-level transmutation beast, unaligned
  Armor Class 17 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 8 (–1) 16 (+3) 3 (–4) 11 (+0) 3 (–4)
  Skills Stealth +2
  Senses blindsight 30 ft., passive Perception 10
  Languages —
  Challenge 5 (1800 XP)
  Amphibious. The crab can breathe air and water.
  Immortal. The crab can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The crab's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  crab is a 4th-level divine transmutation spell with
  no target.
  Starlight Form. The crab glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the crab was created by a god,
  then while the crab is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Multiattack. The crab makes two attacks with its
  claws.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 20 (3d6 + 4) bludgeoning damage,
  and the target is grappled (escape DC 15). The crab
  has two claws, each of which can grapple only one
  target.
  Nyxborn Giant Lynx
  Large 4th-level transmutation beast, unaligned
  Armor Class 12
  Hit Points 52 (7d10 + 14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 3 (–4) 12 (+1) 8 (–1)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Immortal. The lynx can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Keen Smell. The lynx has advantage on Wisdom
  (perception) checks that rely on smell.
  Magic Weapons. The lynx's weapon attacks are
  magical.
  Pounce. If the lynx moves at least 20 feet straight
  toward a creature and then hits it with a claw attack
  on the same turn, that target must succeed on a DC
  14 Strength saving throw or be knocked prone. If
  the target is prone, the lynx can make one bite
  attack against it as a bonus action.
  Spell Nature. In addition to being a creature, the lynx
  is a 4th-level divine transmutation spell with no
  target.
  Starlight Form. The lynx glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the lynx was created by a god,
  then while the lynx is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Trample. The lynx can move in and out of a Medium
  or smaller creature's space. If it would, it uses a
  bonus action to attack that creature with its claw.
  That creature must succeed on a DC 14 Strength
  saving throw or be knocked prone. If the creature
  succeeds, the lynx can't enter that space and must
  end its turn immediately. If the lynx stops on top of
  that creature, that creature becomes restrained
  until the lynx moves off it (escape DC 14).
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 10 (1d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Stag
  A nyxborn stag provides Heliod with a view from within the
  mortal realm.
  222
  Nyxborn Stag
  Large 4th-level transmutation beast (elk), unaligned
  Armor Class 10
  Hit Points 39 (6d10 + 6)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 12 (+1) 2 (–4) 10 (+0) 6 (–2)
  Skills Perception +2
  Senses passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Charge. If the stag moves at least 20 ft. straight
  toward a target and then hits it with a ram attack on
  the same turn, the target takes an extra 7 (2d6)
  piercing damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Immortal. The stag can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The stag's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  stag is a 4th-level divine transmutation spell with
  no target.
  Starlight Form. The stag glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the stag was created by a god,
  then while the stag is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5
  ft., one prone creature. Hit: 8 (2d4 + 3)
  bludgeoning damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Unicorn
   
   
  Nyxborn Viper
  A nyxborn viper serves as another body that can administer
  experiments in poison.
  223
  Nyxborn Unicorn
  Large 3rd-level transmutation celestial, lawful good
  Armor Class 12
  Hit Points 58 (9d10 + 9)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 13 (+1) 11 (+0) 17 (+3) 16 (+3)
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan, telepathy 60 ft.
  Challenge 2 (450 XP)
  Charge. If the unicorn moves at least 20 ft. straight
  toward a target and then hits it with a horn attack on
  the same turn, the target takes an extra 9 (2d8)
  piercing damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Immortal. The unicorn can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The unicorn's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the unicorn
  is a 3rd-level divine transmutation spell with no target.
  Starlight Form. The unicorn glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the unicorn was created by a god,
  then while the unicorn is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Tempting Charm. Every humanoid and giant that can
  see the unicorn must succeed on a DC 13 Wisdom
  saving throw or be charmed until the unicorn dies.
  While charmed by the unicorn, a target must spend its
  turns trying to capture or kill the unicorn. It doesn't
  avoid opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and whenever it
  takes damage from a source other than the unicorn,
  the target can repeat the saving throw. A charmed
  target can also repeat the saving throw at the end of
  each of its turns. If the saving throw is successful, the
  effect ends on it.
  A target that successfully saves is immune to this the
  unicorn's charm for the next 24 hours.
  Actions
  Multiattack. The unicorn makes two attacks: one with
  its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft .,
  one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Horn. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
  target. Hit: 7 (1d8 + 3) piercing damage.
  Nyxborn Viper
  Medium 2nd-level transmutation beast, unaligned
  Armor Class 14
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  13 (+1) 2 (–4) 10 (+0)
  3 (–4)
  Skills Perception +2
  Senses blindsight 10 ft., passive Perception 12
  Languages —
  Challenge 1/2 (100 XP)
  Immortal. The viper can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The viper's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the viper is
  a 2nd-level divine transmutation spell with no target.
  Starlight Form. The viper glows with the soft light of the
  night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the viper was created by a god, then
  while the stag is in any of Theros's three realms, it can
  magically convey what it senses to that god.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
  target. Hit: 6 (1d4 + 4) piercing damage, and the target
  must make a DC 11 Constitution saving throw, taking
  10 (3d6) poison damage on a failed save, or half as
  much damage on a successful one.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Warhound
  Nyxborn Wolf
  224
  Nyxborn Warhound
  Medium 2nd-level transmutation monstrosity (dog),
  lawful evil
  Armor Class 12 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2) 3 (–4) 13 (+1)
  6 (–2)
  Skills Perception +5, Stealth +4
  Damage Immunities fire
  Senses passive Perception 15
  Languages —
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the warhound can move
  up to its speed toward a hostile creature that it can see.
  Immortal. The warhound can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The warhound's weapon attacks are
  magical.
  Multiheaded. The warhound can’t be surprised, and it
  has advantage on saving throws against being knocked
  unconscious.
  Pack Tactics. The warhound has advantage on an attack
  roll against a creature if at least one of the warhound's
  allies is within 5 feet of the creature and the ally isn’t
  incapacitated.
  Rage of Mogis. Whenever the warhound starts its turn
  with half its hit points or fewer, roll a d6. On a 6, the
  warhound goes berserk. On each of its turns while
  berserk, the warhound attacks the nearest hostile
  creature it can see. If no hostile creature is near enough
  to move to and attack, the warhound attacks an object,
  with preference for an object smaller than itself. Once
  the warhound goes berserk, it continues to do so until
  it's destroyed or regains all its hit points.
  Spell Nature. In addition to being a creature, the
  warhound is a 2nd-level divine transmutation spell with
  no target.
  Starlight Form. The warhound glows with the soft light
  of the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the warhound was created by a god,
  then while the warhound is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Actions
  Multiattack. The warhound makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4)
  fire damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one
  target. Hit: 4 (1d4 + 2) slashing damage plus 9 (2d8)
  fire damage.
  Nyxborn Wolf
  Medium 3rd-level transmutation beast, unaligned
  Armor Class 13
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  12 (+1) 3 (–4) 12 (+1)
  6 (–2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Immortal. The wolf can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Magic Weapons. The wolf's weapon attacks are magical.
  Pack Tactics. The wolf has advantage on an attack roll
  against a creature if at least one of the wolf's allies is
  within 5 ft. of the creature and the ally isn't
  incapacitated.
  Spell Nature. In addition to being a creature, the wolf is
  a 3rd-level divine transmutation spell with no target.
  Starlight Form. The wolf glows with the soft light of the
  night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the wolf was created by a god, then
  while the wolf is in any of Theros's three realms, it can
  magically convey what it senses to that god.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 8 (2d4 + 3) piercing damage. If the target is
  a creature, it must succeed on a DC 13 Strength saving
  throw or be knocked prone.
  A THEROS BESTIARY | NYXBORN
  
  /
  Shimmerwing Chimera
  A shimmerwing chimera is a nyxborn creature with the
  body of an eel, the head and wings of an eagle, and the claws
  of a crab. Its presence has the power to dispel magic.
  It swims upon the winds and soars through the
  waves.
  225
  Shimmerwing Chimera
  Large 4th-level transmutation monstrosity,
  unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 0 ft., fly 40 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 13 (+1) 2 (–4) 14 (+2) 7 (–2)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 2 (450 XP)
  Hold Breath. The chimera can hold its breath for 15
  minutes.
  Immortal. The chimera can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Innate Spellcasting. The chimera's innate
  spellcasting ability is Charisma (spell save DC 8, +0
  to hit with spell attacks). It can innately cast the
  following spells, requiring no components:
  At will: dispel magic
  Magic Weapons. The chimera's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  chimera is a 4th-level divine transmutation spell
  with no target.
  Starlight Form. The chimera glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the chimera was created by a
  god, then while the chimera is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Actions
  Multiattack. The chimera makes three attacks: one
  with its claw, one with its bite, and one with its
  dispel magic.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 3) bludgeoning damage,
  and the target is grappled (escape DC 11). The
  chimera has two claws, each of which can grapple
  only one target.
  A THEROS BESTIARY | NYXBORN
  
  /
  Spirespine
  226
  Spirespine
  Gargantuan 3rd-level transmutation beast,
  unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (1d20 + 1)
  Speed 60 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 11 (+0) 12 (+1) 2 (–4) 13 (+1) 5 (–3)
  Skills Acrobatics +3, Intimidation +0, Survival +4
  Damage Resistances bludgeoning
  Senses passive Perception 11
  Languages —
  Challenge 7 (2900 XP)
  Immortal. The spirespine can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The spirespine's weapon attacks
  are magical.
  Quills. Any creature that touches the porcupine
  takes 1 piercing damage, or 20 piercing damage if
  as a result of moving toward it or attacking it, or
  being attacked by it. The creature also is stuck with
  10 (1d20) times that many quills, which each take
  30 seconds to remove. Any quill that remains after
  2 hours begins to work its way under the skin,
  dealing 1 piercing damage per quill every hour.
  Spell Nature. In addition to being a creature, the
  spirespine is a 3rd-level divine transmutation spell
  with no target.
  Starlight Form. The spirespine glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Telepathic Bond. If the spirespine was created by a
  god, then while the spirespine is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 42 (4d20) piercing damage.
  Reactions
  Defend. If a creature the spirespine can see would
  be attacked by another creature the spirespine can
  see, the spirespine may move up to its speed and
  stop between those two creatures.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn NPCs
  Nyxborn creatures can be made sentient, and even sapient.
  The following represent such sapient nyxborn creatures.
   
   
   
   
   
  Agent of Erebos
  Nyxborn zombies called agents of Erebos are sent into the
  mortal realm by Erebos to find the escaped Returned and
  send them back to Erebos. Their masks are kept as trophies.
  Erebos’s minions hunt the Returned and warn
  those who consider the same folly.
  227
  Agent of Erebos
  Medium 4th-level transmutation undead, lawful neutral
  Armor Class 15
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +3, Perception +3,
  Stealth +9
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 13
  Languages Thieves' cant, Celestial, Common
  Challenge 8 (3900 XP)
  Bounty of Erebos. If the agent is aware of a Returned
  mask, it spends its turns trying to banish the person or
  monster carrying that mask.
  Evasion. If the agent is subjected to an effect that
  allows it to make a Dexterity saving throw to take only
  half damage, the agent instead takes no damage if it
  succeeds on the saving throw, and only half damage if
  it fails.
  Immortal. The agent can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The agent's innate spellcasting
  ability is Charisma (spell save DC 11, +3 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material components:
  At will: banishment
  Magic Weapons. The agent's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the agent
  is a 4th-level divine transmutation spell with no target.
  Starlight Form. The agent glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the agent was created by a god, then
  while the agent is in any of Theros's three realms, it can
  magically convey what it senses to that god.
  Undead Nature. The agent doesn’t require air, food,
  drink, or sleep.
  Actions
  Banish Dead. The agent banishes a creature wearing or
  holding a Returned mask to the Realm of the Dead
  using banishment. Any objects the creature was
  carrying or wearing fall to the ground. As a bonus
  action, the agent loots any Returned masks the target
  was wearing or carrying and strings them onto its cord.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 12 bludgeoning damage. This is a
  magic weapon attack.
  A THEROS BESTIARY | NYXBORN
  
  /
  Boon Satyr
  A boon satyr is one of Nylea's creations.
  228
  Boon Satyr
  Medium 3rd-level transmutation fey (satyr), any
  alignment
  Armor Class 14 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 14 (+2) 8 (–1) 11 (+0) 10 (+0)
  Skills Perception +2, Persuasion +2
  Senses passive Perception 12
  Languages Sylvan, Common
  Challenge 2 (450 XP)
  Immortal. The satyr can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The satyr's weapon attacks are
  magical.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Pack Tactics. The warrior has advantage on an attack
  roll against a creature if at least one of the warrior's
  allies is within 5 ft. of the creature and the ally isn't
  incapacitated.
  Spell Nature. In addition to being a creature, the
  satyr is a 3rd-level divine transmutation spell with
  no target.
  Starlight Form. The satyr glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the satyr was created by a god,
  then while the satyr is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Multiattack. The satyr makes two attacks with its
  scimitar.
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 6 (1d4 + 4) bludgeoning damage.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Grim Guardian
  Athreos appoints grim guardians to patrol the lands around
  the Five Rivers That Ring the World.
  Occasionally the living wander to the Rivers, but
  the wardens of Athreos ensure that only the dead
  pass.
  229
  Grim Guardian
  Medium 3rd-level transmutation undead (human,
  returned), lawful evil
  Armor Class 15 (leather armor, shield)
  Hit Points 34 (4d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 11 (+0)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages Common
  Challenge 2 (450 XP)
  Immortal. The guardian can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The guardian's weapon attacks are
  magical.
  Pack Tactics. The guardian has advantage on an attack
  roll against a creature if at least one of the Returned’s
  allies is within 5 feet of the creature and the ally isn’t
  incapacitated.
  Returned Nature. The guardian is undead. It needs water
  and air but not food or sleep. It thinks and speaks and
  even feels emotions based on its new experiences, but
  given its circumstances, those emotions tend to be
  muted.
  Spell Nature. In addition to being a creature, the
  guardian is a 3rd-level divine transmutation spell with
  no target.
  Starlight Form. The guardian glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the guardian was created by a god,
  then while the guardian is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Turn Resistance. The guardian has advantage on saving
  throws against any effect that turns undead.
  Unreadable Face. The guardian is immune to any effect
  that would sense its emotions or read its thoughts.
  Wisdom (Insight) checks to ascertain the guardian’s
  intentions or sincerity are made with disadvantage.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
  1) piercing damage, or 5 (1d8 + 1) piercing damage if
  used with two hands to make a melee attack, plus 7
  (2d6) necrotic damage.
  Sling. Ranged Weapon Attack: +3 to hit, range 30/120
  ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  A THEROS BESTIARY | NYXBORN
  
  /
  Hypnotic Siren
  Most sirens are only dangerous to mortals, but the hypnotic
  siren can even send a flock of sheep over a cliff.
   
   
  230
  Hypnotic Siren
  Medium 1st-level transmutation monstrosity (siren),
  chaotic evil
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 12 (+1) 7 (–2) 10 (+0) 13 (+1)
  Condition Immunities charmed
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Immortal. The siren can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Weapons. The siren's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the siren is
  a 1st-level divine transmutation spell with no target.
  Starlight Form. The siren glows with the soft light of the
  night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the siren was created by a god, then
  while the siren is in any of Theros's three realms, it can
  magically convey what it senses to that god.
  Actions
  Multiattack. The siren makes two attacks: one with its
  claws and one with its club.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 6 (2d4 + 1) slashing damage.
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Luring Song. The siren sings a magical melody. Every
  creature within 300 ft. of the siren that can hear the
  song must succeed on a DC 11 Wisdom saving throw
  or be charmed until the song ends. The siren must take
  a bonus action on its subsequent turns to continue
  singing. It can stop singing at any time. The song ends
  if the siren is incapacitated. While charmed by the
  siren, a target is incapacitated and ignores the songs of
  other sirens. If the charmed target is more than 5 ft.
  away from the siren, the must move on its turn toward
  the siren by the most direct route. It doesn't avoid
  opportunity attacks, but before moving into damaging
  terrain, such as lava or a pit, and whenever it takes
  damage from a source other than the siren, a target can
  repeat the saving throw. A creature can also repeat the
  saving throw at the end of each of its turns. If a
  creature's saving throw is successful, the effect ends
  on it. A target that successfully saves is immune to this
  siren's song for the next 24 hours.
  A THEROS BESTIARY | NYXBORN
  
  /
  Master of the Feast
  The master of the feast is a nyxborn demon that produces a
  banquet. Men who taste the food are unable to stop eating
  and eat themselves into a coma... or death.
  Any pleasure, when taken to excess, becomes
  torment. It’s a formula that demons have perfected.
  231
  Master of the Feast
  Large 3rd-level transmutation fiend (demon), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 17 (+3) 21 (+5) 12 (+1) 11 (+0) 16 (+3)
  Saving Throws Con +8, Cha +6
  Skills Deception +6, Intimidation +6, Persuasion +6
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, Common, Infernal
  Challenge 7 (2900 XP)
  Immortal. The demon can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Insatiable Greed. The demon can sense the presence of
  gold within 1,000 feet of itself. It can determine which
  location has the greatest amount of gold and can sense
  the direction to that site. If the gold is being moved, it
  knows the direction of the movement. It can’t locate
  gold if any thickness of clay or lead, even a thin sheet,
  blocks a direct path between it and the gold.
  Magic Resistance. The demon has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The demon's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the demon
  is a 3rd-level divine transmutation spell with no target.
  Starlight Form. The demon glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the demon was created by a god,
  then while the demon is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Actions
  Multiattack. The demon makes two attacks with its
  claws.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6)
  necrotic damage. Fiendish Feast (1/day). As an action on
  its turn, the demon can bring forth a great feast,
  including magnificent food and drink. The feast takes 6
  hours to consume and disappears at the end of that
  time, and the beneficial effects don’t set in until this
  hour is over. Up to twelve creatures can partake of the
  feast.
  For every hour a creature spends feasting, it gains 1
  level of exhaustion. A creature that reaches 4th-level
  exhaustion this way becomes diseased with infernal
  food poisoning (see "Appendix A: Diseases").
  If the demon is destroyed, the feast becomes normal
  food.
  Invite to the Feast. As an action on its turn, the demon
  may use words and/or gestures to invite creatures that
  can see or hear it to partake in its feast. Each invited
  creature must succeed on a DC 14 Wisdom check or
  become charmed. A creature charmed by the demon
  must spend its turns trying to partake in the feast until
  the feast is ended or the demon is destroyed.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Archon
  A nyxborn archon rides a celestial winged bull.
   
   
  232
  Nyxborn Archon
  Medium 5th-level transmutation celestial, lawful good
  Armor Class 18 (plate)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 17 (+3) 19 (+4) 15 (+2) 21 (+5) 19 (+4)
  Saving Throws Str +9, Con +8, Wis +9, Cha +8
  Skills Arcana +6, History +6, Insight +9, Perception +9
  Damage Immunities radiant
  Condition Immunities charmed, exhaustion, frightened
  Senses truesight 120 ft., passive Perception 19
  Languages All
  Challenge 12 (8400 XP)
  Immortal. The archon can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The archon's innate spellcasting
  ability is Wisdom (spell save DC 17, +9 to hit with spell
  attacks). It can innately cast the following spells,
  requiring no material components:
  At will: command, guiding bolt, spare the dying
  1/day: crusader's mantle, spirit guardians
  Magic Weapons. The archon's weapon attacks are
  magical.
  Mount. If the archon isn’t mounted, it can use a bonus
  action to magically teleport onto the creature serving
  as its mount, provided the archon and its mount are on
  the same plane of existence. When it teleports, the
  archon appears astride the mount, along with any
  equipment it is wearing or carrying. While mounted
  and not incapacitated, the archon can’t be surprised,
  and both it and its mount have advantage on Dexterity
  saving throws.
  Spell Nature. In addition to being a creature, the archon
  is a 7th-level divine transmutation spell with no target.
  Starlight Form. The archon glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the archon was created by a god,
  then while the archon is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Actions
  Multiattack. The archon makes two attacks with its
  radiant spear.
  Radiant Spear. Melee Weapon Attack: +9 to hit, reach
  10 ft., one target. Hit: 12 (2d6 + 5) piercing damage
  plus 10 (3d6) radiant damage.
  Legendary Actions
  The archon can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature’s turn. The archon regains spent
  legendary actions at the start of its turn.
  Attack. The archon makes a radiant spear attack or casts
  guiding bolt.
  Coordinated Assault (Costs 2 Actions). The archon
  makes a radiant spear attack, and then its mount can
  use its reaction to make a melee weapon attack.
  A THEROS BESTIARY | NYXBORN
  
  /
  Nyxborn Centaur
  Kruphix aids his centaur disciples by sending them nyxborn
  centaurs blessed with his divining sight.
   
   
  233
  Nyxborn Centaur
  Medium 3rd-level transmutation fey (centaur), chaotic
  neutral
  Armor Class 16 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 17 (+3) 10 (+0) 13 (+1) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +5, Perception +5, Survival +3, Nature
  +2
  Senses passive Perception 15
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Battle Readiness. The centaur has advantage on
  initiative rolls.
  Charge. If the centaur moves at least 30 feet straight
  toward a target and then hits it with a melee attack on
  the same turn, it can immediately follow that attack
  with a bonus action, making one attack against the
  target with its hooves.
  Equine Build. The centaur counts as one size larger
  when determining its carrying capacity and the weight
  it can push or drag.
  In addition, any climb that requires hands and feet is
  especially difficult for it because of its equine legs.
  When it makes such a climb, each foot of movement
  costs it 4 extra feet instead of the normal 1 extra foot.
  Gift of Kruphix. The centaur can innately see the shape
  and nature of terrain up to 4 miles away from itself,
  ignoring all obstructions.
  Immortal. The centaur can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Improved Critical. The centaur's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Magic Weapons. The centaur's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the centaur
  is a 3rd-level divine transmutation spell with no target.
  Starlight Form. The centaur glows with the soft light of
  the night sky, shedding dim light in a 15-foot radius.
  Telepathic Bond. If the centaur was created by a god,
  then while the centaur is in any of Theros's three
  realms, it can magically convey what it senses to that
  god.
  Actions
  Multiattack. The centaur makes two attacks.
  Hooves. Melee Weapon Attack: +5 to hit, one target.
  Hit: 5 (1d4 + 3) bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
  3) piercing damage, or 7 (1d8 + 3) piercing damage if
  used with two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5
  ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage.
  If the target is a Medium or smaller creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  THEROS NPCS | NYXBORN
  
  /
  Nyxborn Fire Elemental
  Xenagos's disciples were taught how to create nyxborn fire
  elementals so he could further his agenda.
  234
  Nyxborn Fire
  Elemental
  Medium 3rd-level transmutation elemental, lawful
  neutral
  Armor Class 17
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 13 (+1) 12 (+1) 13 (+1) 10 (+0)
  Saving Throws Con +3
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages Common
  Challenge 2 (450 XP)
  Battle Readiness. The creature has advantage on
  initiative rolls.
  Heated Body. A creature that touches the elemental
  or hits it with a melee attack while within 5 ft. of it
  takes 5 (1d10) fire damage.
  Heated Weapons. When the elemental hits with a
  metal melee weapon, it deals an extra 3 (1d6) fire
  damage (included in the attack).
  Illumination. The elemental sheds bright light in a
  10-foot radius and dim light for an additional 10 ft..
  Immortal. The elemental can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The elemental's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  elemental is a 3rd-level divine transmutation spell
  with no target.
  Starlight Form. The elemental glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Telepathic Bond. If the elemental was created by a
  god, then while the elemental is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Actions
  Unarmed Strike. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 bludgeoning damage,
  plus 3 (1d6) fire damage.
  THEROS NPCS | NYXBORN
  
  /
  Nyxborn Satyr
  Xenagos needed more than just fire to have his party. He
  needed party guests! The nyxborn satyrs were some of
  those.
  235
  Nyxborn Satyr
  Medium 1st-level transmutation fey (satyr), chaotic
  neutral
  Armor Class 16 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 16 (+3)
  Skills Acrobatics +5, Performance +6, Stealth +5
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Charge. If the satyr moves at least 15 feet straight
  toward a target and then hits it with its ram attack
  on the same turn, the target takes an extra 5 (2d4)
  slashing damage. If the target is a creature, it must
  succeed on a DC 12 Strength saving throw or be
  knocked prone.
  Immortal. The satyr can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The satyr's weapon attacks are
  magical.
  Mirthful Leaps. Whenever the satyr makes a long or
  high jump, it can cover an additional 1d8 feet, even
  when making a standing jump. This extra distance
  costs movement as normal.
  Sleepless Reveler. Magic can’t put the satyr to sleep.
  Spell Nature. In addition to being a creature, the
  satyr is a 1st-level divine transmutation spell with
  no target.
  Starlight Form. The satyr glows with the soft light of
  the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the satyr was created by a god,
  then while the satyr is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Multiattack. The satyr makes two ram attacks or two
  stick attacks.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) bludgeoning damage.
  Stick. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage,
  or 4 (1d6 + 1) bludgeoning damage if used with
  two hands to make a melee attack.
  THEROS NPCS | NYXBORN
  
  /
  Nyxborn Shieldmate
  An Akroan mosaic of a hoplite springs to life as a nyxborn
  shieldmate.
  In Meletis, the walls have ears. In Akros, they have
  blades.
  236
  Nyxborn Shieldmate
  Medium 1st-level transmutation humanoid
  (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +5, Dex +5
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Hold the Line. While the shieldmate is holding a
  spear, other creatures provoke an opportunity
  attack from the shieldmate when they move within
  5 feet of it. When the shieldmate hits a creature
  with an opportunity attack using its spear, the
  creature takes an extra 4 (1d8) piercing damage,
  and the creature’s speed becomes 0 for the rest of
  the turn.
  Immortal. The shieldmate can't die as long as at
  least one memory or record of it exists. If it would
  die, it falls unconscious instead.
  Magic Weapons. The shieldmate's weapon attacks
  are magical.
  Spell Nature. In addition to being a creature, the
  shieldmate is a 1st-level divine transmutation spell
  with no target.
  Starlight Form. The shieldmate glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Telepathic Bond. If the shieldmate was created by a
  god, then while the shieldmate is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Actions
  Multiattack. The shieldmate makes three melee
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 6
  (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
  damage if used with two hands to make a melee
  attack.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach
  5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  THEROS NPCS | NYXBORN
  
  /
  Nyxborn Soldier
  In battle, pray for reinforcements, and nyxborn soldiers
  might show up.
  Nyxborn Triton
  Kiora found out the hard way that not all tritons are created
  equal. The nyxborn triton is loyal to Thassa.
  "He is Thassa's. I could not sway him."
  —Kiora
  237
  Nyxborn Soldier
  Medium 3rd-level transmutation humanoid
  (human), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 13 (+1) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +3, Dex +3
  Senses passive Perception 12
  Languages Understands Common but can't speak
  Challenge 1 (200 XP)
  Hold the Line. While the shieldmate is holding a
  spear, other creatures provoke an opportunity
  attack from the shieldmate when they move within
  5 feet of it. When the shieldmate hits a creature
  with an opportunity attack using its spear, the
  creature takes an extra 4 (1d8) piercing damage,
  and the creature’s speed becomes 0 for the rest of
  the turn.
  Immortal. The soldier can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The soldier's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the
  soldier is a 3rd-level divine transmutation spell with
  no target.
  Starlight Form. The soldier glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the soldier was created by a god,
  then while the soldier is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Multiattack. The shieldmate makes three melee
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft., or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing
  damage if used with two hands to make a melee
  attack.
  Shield Bash. Melee Weapon Attack: +3 to hit, reach
  5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 11 Strength
  saving throw or be knocked prone.
  Nyxborn Triton
  Medium 3rd-level transmutation humanoid (triton),
  neutral evil
  Armor Class 14
  Hit Points 32 (5d8 + 10)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
  Skills Nature +4, Perception +4, Stealth +5
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Primordial
  Challenge 3 (700 XP)
  Amphibious. The triton can breathe air and water.
  Immortal. The triton can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Innate Spellcasting. The triton’s spellcasting ability is
  Wisdom (spell save DC 12). It can innately cast the
  following spells, requiring no material components:
  1/day each: fog cloud, gust of wind
  Magic Weapons. The triton's weapon attacks are
  magical.
  Nimble Escape. The triton can take the Disengage or
  Hide actions as a bonus action on each of its turns.
  Spell Nature. In addition to being a creature, the
  triton is a 3rd-level divine transmutation spell with
  no target.
  Starlight Form. The triton glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Telepathic Bond. If the triton was created by a god,
  then while the triton is in any of Theros's three
  realms, it can magically convey what it senses to
  that god.
  Actions
  Anchor Pierce. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 5 (2d4 + 0) piercing
  damage.
  Anchor Bash. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 5 (2d4 + 0) bludgeoning
  damage.
  THEROS NPCS | NYXBORN
  
  /
  Spiteful Returned
  The spiteful returned is Phenax's idea of a joke. He crafted
  these nyxborn minions in the form of one who escaped the
  realm of the dead, but the creature is programmed to kill.
  238
  Spiteful Returned
  Medium 2nd-level transmutation undead, chaotic
  evil
  Armor Class 15 (natural armor)
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 17 (+3) 13 (+1) 13 (+1) 12 (+1) 15 (+2)
  Skills Acrobatics +5, Athletics +3, Stealth +5
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages The languages it knew in life
  Challenge 1 (200 XP)
  Immortal. The returned can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The returned's weapon attacks are
  magical.
  Necrotic Aura. Any creature that starts its turn
  within 10 feet of the returned must succeed on a
  DC 14 Constitution saving throw or take 9 (2d8)
  necrotic damage. On a successful saving throw, the
  creature is immune to the Returned's stench for 24
  hours.
  Returned Nature. The returned is undead. It needs
  water and air but not food or sleep. It thinks and
  speaks and even feels emotions based on its new
  experiences, but given its circumstances, those
  emotions tend to be muted.
  Spell Nature. In addition to being a creature, the
  returned is a 2nd-level divine transmutation spell
  with no target.
  Starlight Form. The returned glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Telepathic Bond. If the returned was created by a
  god, then while the returned is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Turn Resistance. The returned has advantage on
  saving throws against any effect that turns undead.
  Unreadable Face. The returned is immune to any
  effect that would sense its emotions or read its
  thoughts. Wisdom (Insight) checks to ascertain the
  returned’s intentions or sincerity are made with
  disadvantage.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) piercing damage.
  THEROS NPCS | NYXBORN
  
  /
  Torment Herald
  A torment herald is a harbinger of painful decay.
  239
  Torment Herald
  Large 3rd-level necromancy fiend (demon), lawful
  evil
  Armor Class 17 (natural armor)
  Hit Points 76 (9d10 + 27)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 17 (+3) 16 (+3) 12 (+1) 11 (+0) 16 (+3)
  Saving Throws Con +6, Cha +6
  Skills Deception +6, Intimidation +6, Persuasion +6
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, Common, Infernal
  Challenge 5 (1800 XP)
  Better Things to Do. At the beginning of the
  demon's turn, it deals 1 necrotic damage to all non-
  hostile creatures within 30 feet of itself. If there are
  none, the demon spends its turns trying to isolate
  itself from as many creatures as possible.
  Immortal. The demon can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Insatiable Greed. The demon can sense the presence
  of gold within 1,000 feet of itself. It can determine
  which location has the greatest amount of gold and
  can sense the direction to that site. If the gold is
  being moved, it knows the direction of the
  movement. It can’t locate gold if any thickness of
  clay or lead, even a thin sheet, blocks a direct path
  between it and the gold.
  Magic Resistance. The demon has advantage on
  saving throws against spells and other magical
  effects.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the the
  demon is a 3rd-level divine necromancy spell with
  no target. Its weapon attacks are magical, and it
  glows with the soft light of the night sky, shedding
  dim light in a 15-foot radius.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The demon makes two attacks with its
  claws.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) slashing damage plus 7
  (2d6) necrotic damage.
  THEROS NPCS | DEMONS
  
  /
  Torment of Daxos
  The terrors of the Underworld travel alongside
  those who return to the mortal realm.
  Underworld Coinsmith
  As Athreos's passengers make their way into the Underworld,
  they carelessly discard their funerary masks, not realizing
  their value. An underworld coinsmith gathers these masks
  and might even try to con a neolus into giving him their mask.
  Coins of the Underworld are shaped from clay
  funerary masks.
  240
  Torment of Daxos
  Large 4th-level necromancy fiend (demon), lawful
  evil
  Armor Class 18 (natural armor)
  Hit Points 94 (9d10 + 45)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 20 (+5) 20 (+5) 12 (+1) 11 (+0) 16 (+3)
  Saving Throws Con +8, Cha +6
  Skills Deception +6, Intimidation +6, Persuasion +6
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, Common, Infernal
  Challenge 7 (2900 XP)
  Battle Readiness. The demon has advantage on
  initiative rolls.
  Immortal Nature. The demon doesn’t require food,
  drink, or sleep.
  Insatiable Greed. The demon can sense the presence
  of gold within 1,000 feet of itself. It can determine
  which location has the greatest amount of gold and
  can sense the direction to that site. If the gold is
  being moved, it knows the direction of the
  movement. It can’t locate gold if any thickness of
  clay or lead, even a thin sheet, blocks a direct path
  between it and the gold.
  Magic Resistance. The demon has advantage on
  saving throws against spells and other magical
  effects.
  Magic Weapons. The eidolon's weapon attacks are
  magical.
  Spell Nature. In addition to being a creature, the the
  demon is a 4th-level divine necromancy spell with
  no target. Its weapon attacks are magical, and it
  glows with the soft light of the night sky, shedding
  dim light in a 15-foot radius.
  Starlight Form. The eidolon glows with the soft light
  of the night sky, shedding dim light in a 15-foot
  radius.
  Actions
  Multiattack. The demon makes two attacks with its
  claws.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 9 (1d8 + 5) slashing damage plus 7
  (2d6) necrotic damage.
  Underworld Coinsmith
  Medium 2nd-level transmutation humanoid
  (human), lawful evil
  Armor Class 13 (padded)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 15 (+2) 11 (+0) 15 (+2) 12 (+1)
  Saving Throws Dex +4
  Skills Religion +2, History +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/2 (100 XP)
  Immortal. The coinsmith can't die as long as at least
  one memory or record of it exists. If it would die, it
  falls unconscious instead.
  Magic Weapons. The coinsmith's weapon attacks
  are magical.
  Spell Nature. In addition to being a creature, the
  coinsmith is a 2nd-level divine transmutation spell
  with no target.
  Starlight Form. The coinsmith glows with the soft
  light of the night sky, shedding dim light in a 15-
  foot radius.
  Telepathic Bond. If the coinsmith was created by a
  god, then while the coinsmith is in any of Theros's
  three realms, it can magically convey what it senses
  to that god.
  Actions
  Chisel. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) piercing damage.
  THEROS NPCS | DEMONS
  
  /
  Phoenix
  The phoenix is about the size of a hawk. Even with its tiny
  stature, it manages to cause a lot of property damage.
  Although it is immortal, the nature of its immortality differs
  from most immortals: rather than falling unconscious, its
  body bursts into flame and becomes a cinder egg.
  Phoenix cultists have discovered a ritual that makes the
  phoenix more powerful, although an unwanted (in their
  minds) side effect is that the phoenix loses its immortality.
  The plumes of a phoenix are worth a pretty penny, as the
  bird is exceedingly rare.
  Usage Notes
  Players familiar with this monster may find the choice too
  simple. In order to add greater relevance to the tribute,
  consider the following scenarios:
  One or more phoenix cultists might be nearby who will pay
  tribute to the phoenix.
  A valuable (but flammable) object might be positioned
  near the phoenix.
  A quest goal might involve securing a phoenix egg.
  A quest goal might involve vanquishing a phoenix that
  reincarnates itself every time it is killed.
  241
  Phoenix
  Tiny elemental, neutral
  Armor Class 18
  Hit Points 16 (3d4 + 9)
  Speed 5 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 18 (+4) 17 (+3) 2 (–4) 15 (+2) 14 (+2)
  Saving Throws Wis +5, Cha +5
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks, cold
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 8 (3900 XP)
  Expect Tribute. Immediately after initiative rolls in
  which the phoenix participates, it expects tribute from
  a creature within 60 feet that it can see, but does not
  reveal which one or indicate it expects the tribute.
  Tribute may be paid by bowing, genuflecting, saluting,
  or a similar gesture.
  If by the beginning of the phoenix's first turn in
  combat the creature it selected has paid it tribute, the
  phoenix's flames grow larger, brighter, and louder. Until
  the end of combat, the phoenix gains a +2 bonus to
  damage rolls and Strength and Dexterity checks, gains
  5 (2d4) temporary hit points, and loses its Rebirth trait.
  Fiery Death. When the phoenix dies, it explodes. Each
  creature within 10 feet of it must make a DC 20
  Dexterity saving throw, taking 5 (1d10) fire damage on
  a failed save, or half as much damage on a successful
  one. The fire ignites flammable objects in the area that
  aren't worn or carried.
  Flyby. The phoenix doesn't provoke opportunity attacks
  when it flies out of an enemy's reach.
  Illumination. The phoenix sheds bright light in a 30-foot
  radius and dim light for an additional 15 feet.
  Rebirth. The explosion from the Fiery Death trait
  destroys the phoenix's body and leaves behind an egg-
  shaped cinder that weighs 2 ounces. The cinder is
  blazing hot, dealing 21 (6d6) fire damage to any
  creature that touches it, though no more than once per
  round. The cinder is immune to all damage, and after
  1d6 hours, it hatches a new phoenix.
  Actions
  Multiattack. The phoenix makes two attacks: one with
  its beak and one with its fiery talons.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 2 (1d4) piercing damage and 10 (2d6 + 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.
  Fiery Talons. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 2 (1d4) piercing damage and 12
  (2d8 + 3) fire damage.
  Legendary Actions
  The phoenix can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The phoenix regains spent legendary
  actions at the start of its turn.
  Peck. The phoenix makes one beak attack.
  Move. The phoenix moves up to its speed.
  Swoop (Costs 2 Actions). The phoenix moves up to
  its speed and attacks with its fiery talons.
  A THEROS BESTIARY
  
  /
  Titans
  The titans are titanic deities. There are two types: the elder
  titans, which are ancient deities, and the lesser titans, which
  are much younger and less powerful.
   
   
   
   
  Elder Titans
  The elder titans once clashed with the gods of Nyx. As a
  punishment, they were bound for eternity in Agonas, with
  Klothys standing watch as their jailer.
  Uro
  Uro is the titan god of nature's wrath. Uro once slept beneath
  the ocean. His stirring was enough to slosh oceans out of
  their basins, and his breath could produce devastating winds.
  242
  Uro
  Gargantuan giant (titan), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 7750 (500d20 + 2500)
  Speed 120 ft., swim 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 16 (+3)
  Saving Throws Con +14, Wis +11
  Skills Intimidation +12, Perception +11
  Damage Resistances bludgeoning, cold
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 21
  Languages Titan
  Challenge 30 (155000 XP)
  Frightful Presence. Each creature within 120 feet of Uro
  and aware of it must succeed on a DC 17 Wisdom
  saving throw or become Frightened for 1 minute. A
  creature can repeat the saving throw at the end of each
  of its turns, with disadvantage if Uro is within line of
  sight, ending the Effect on itself on a success. If a
  creature's saving throw is successful or the Effect ends
  for it, the creature is immune to Uro's Frightful
  Presence for the next 24 hours.
  Magic Resistance. Uro has advantage on saving throws
  against spells and other magical effects.
  Siege Monster. Uro deals double damage to objects and
  structures.
  Titanic Nature. Unless provoked, Uro ignores all
  nonflying things that are Huge or smaller and all flying
  things that are Large or smaller.
  Tsunami Steps. When Uro moves, it creates a tsunami
  for every footstep taken, centered where that foot
  lands. Uro's stride is up to 40 feet. (Divide the number
  of feet moved by 40, and round up.)
  Uro's Tsunami. When Uro creates a tsunami, a wall of
  water springs into existence at the specified point. The
  wall is 300 feet long, 300 feet high, and 50 feet thick.
  The wall lasts for six rounds.
  When the wall appears, each creature within its area
  (except Uro) must make a Strength saving throw. On a
  failed save, a creature takes 6d10 bludgeoning damage,
  or half as much damage on a successful save.
  At the start of each of Uro's turns after the wall
  appears, the wall, along with any creatures in it, moves
  50 feet away from its epicenter. Any Huge or smaller
  creature inside the wall or whose space the wall enters
  when it moves must succeed on a Strength saving
  throw or take 5d10 bludgeoning damage. A creature
  can take this damage only once per round. At the end
  of the turn, the wall’s height is reduced by 50 feet, and
  the damage creatures take from the spell on
  subsequent rounds is reduced by 1d10. When the wall
  reaches 0 feet in height, the tsunami ends.
  A creature caught in the wall can move by swimming.
  Because of the force of the wave, though, the creature
  must make a successful DC 20 Strength (Athletics)
  check in order to move at all. If it fails the check, it
  can’t move. A creature that moves out of the area falls
  to the ground.
  Actions
  Unarmed Strike. Melee Weapon Attack: +13 to hit,
  reach 20 ft., one target. Hit: 95 (20d8 + 5)
  bludgeoning damage to all creatures, objects, and
  structures within a 50-foot radius, and Uro creates a
  tsunami centered on the target.
  Wind (Recharge 5-6). Uro blasts a line of strong wind
  600 feet long and 50 feet wide from its mouth in a
  direction it chooses until its next turn. Each creature
  that starts its turn in the line must succeed on a DC 20
  Strength saving throw or be pushed 50 feet away from
  Uro in a direction following the line.
  Any creature in the line must spend 10 feet of
  movement for every 1 foot it moves when moving
  closer to Uro.
  The gust disperses gas or vapor, and it extinguishes
  bonfires, wildfires, and similar unprotected flames in
  the area. It causes protected flames, such as those of
  lanterns, to dance wildly and has a 50 percent chance
  to extinguish them.
  At the beginning of Uro's turn, it may use an action to
  continue the attack, lasting up to 10 rounds.
  As a bonus action on each of Uro's turns before the
  attack ends, it can change the direction in which the
  line blasts from it.
  A THEROS BESTIARY | TITANS
  
  /
  Lesser Titans
  As punishment for attempting to dethrone the pantheon of
  gods, the elder titans were imprisoned for eternity in Agonas.
  The lesser titans were punished as well, but they were given
  different punishments.
  Bearer of the Heavens
  One of the lesser titans was assigned the role of bearer of
  the heavens as his punishment, though whether this is more
  of a suicide attempt by the gods is debatable. Thankfully, he
  understands the gravity of his role and takes his job very
  seriously.
  To hold the heavens from the earth is no curse, but
  a titanic responsibility.
  Warning
  This creature is intended to serve as an NPC, not as a boss.
  Engaging it could result in planar chaos. Knocking it out would
  most likely result in destroying Theros. If you do intend to kill
  it but do not want to destroy Theros, make sure first that the
  heavens are supported by at least two pillars.
  243
  Bearer of the Heavens
  Gargantuan giant (titan), lawful good
  Armor Class 18 (natural armor)
  Hit Points 2050 (100d20 + 1000)
  Speed 1 mi.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 20 (+5) 30 (+10) 13 (+1) 20 (+5) 20 (+5)
  Saving Throws Dex +19, Con +24, Wis +19, Str +24,
  Cha +19
  Skills Perception +19, History +15, Insight +19
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks, force
  Damage Immunities fire
  Senses passive Perception 29
  Languages Giant
  Challenge 30 (155000 XP)
  Divine Immunity. If the titan would die at the hands of a
  god, the titan falls unconscious instead.
  Immortal. The titan can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Legendary Resistance (3/Day). If the giant fails a saving
  throw, it can choose to succeed instead.
  Pillar of Heavens. The giant takes pride in its duty to
  suspend Nyx above the earth. If it drops Nyx, Nyx
  crashes down upon the earth, annihilating everything in
  the mortal realm. When this happens, Nyx, the
  underworld, and everything in them cease to exist and
  the plane of Theros becomes a dead waste.
  Siege Monster. The titan deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the titan ignores all
  creatures and objects.
  Actions
  Unarmed Strike. Melee Weapon Attack: +19 to hit,
  reach 1000 ft., one target. Hit: 2110 (200d20 + 10)
  bludgeoning damage plus 2100 (200d20) fire damage.
  Every creature, object, and structure in a 500-foot
  radius is dealt this damage.
  A THEROS BESTIARY | TITANS
  
  /
  Marshmist Titan
  The marshmist titan's punishment is unknown, but for
  rather obvious reasons, Erebos doesn't mind that it roams
  the swamps freely.
  A favorite of Erebos, for it has sent many to the
  Underworld.
  Sun Titan
  The sun titan is considered a hero of mortals, having battled
  Polukranos.
  A blazing sun that never sets.
  244
  Marshmist Titan
  Gargantuan giant (titan), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 21 (+5) 12 (+1) 14 (+2) 16 (+3)
  Saving Throws Con +11, Wis +8
  Skills Intimidation +9, Perception +8
  Damage Immunities necrotic, poison, acid
  Condition Immunities frightened, poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Titan
  Challenge 19 (22000 XP)
  Aura of Erebos. Any creature that starts its turn within
  10 feet of the titan must succeed on a DC 18
  Constitution saving throw, or it takes 10 (3d6)
  necrotic damage and can’t regain hit points until the
  start of its next turn. On a successful saving throw, the
  creature is immune to the titan's Aura of Erebos for 24
  hours.
  Divine Immunity. If the titan would die at the hands of a
  god, the titan falls unconscious instead.
  Immortal. The titan can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Magic Resistance. The titan has advantage on saving
  throws against spells and other magical effects.
  Siege Monster. The titan deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the titan ignores all
  creatures and objects.
  Actions
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
  10 ft., one target. Hit: 40 (8d8 + 4) bludgeoning
  damage plus 10 (3d6) necrotic damage.
  Noxious Gust (Recharge 5–6). The titan exhales a
  mighty gust that creates a blast of deadly mist in a 60-
  foot line that is 10 feet wide. Each creature in that line
  must make a DC 18 Constitution saving throw. On a
  failed save, the creature takes 36 (8d8) necrotic
  damage and is knocked prone. On a successful save, a
  creature takes half as much damage and isn’t knocked
  prone.
  Sun Titan
  Gargantuan giant (titan), lawful good
  Armor Class 18 (breastplate, shield)
  Hit Points 990 (60d20 + 360)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 16 (+3) 22 (+6) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +14, Dex +11
  Damage Immunities radiant
  Senses passive Perception 12
  Languages Titan
  Challenge 26 (90000 XP)
  Divine Immunity. If the titan would die at the hands of a
  god, the titan falls unconscious instead.
  Immortal. The titan can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Siege Monster. The titan deals double damage to
  objects and structures.
  Sun's Vitality. Whenever the titan becomes engaged, a
  dead creature of its choice that could be resurrected
  and has a challenge rating of 2 or lower is brought back
  to life.
  Titanic Nature. Unless provoked, the titan ignores all
  nonflying things that are Huge or smaller and all flying
  things that are Large or smaller.
  Vigilant. The creature can't be surprised.
  Actions
  Multiattack. The titan makes three melee attacks.
  Shortsword. Melee Weapon Attack: +14 to hit, reach
  20 ft., one target. Hit: 48 (12d6 + 6) piercing damage.
  A THEROS BESTIARY | TITANS
  
  /
  Titan of Erebos
  When someone escapes from the underworld, Erebos
  sometimes chooses to release the titan of Erebos into the
  mortal realm.
   
  245
  Titan of Erebos
  Gargantuan giant (titan), lawful evil
  Armor Class 16 (breastplate)
  Hit Points 775 (50d20 + 250)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 20 (+5) 20 (+5) 11 (+0) 14 (+2) 13 (+1)
  Saving Throws Str +13, Dex +13
  Damage Immunities necrotic
  Senses darkvision 60 ft., passive Perception 12
  Languages Titan
  Challenge 20 (25000 XP)
  Divine Immunity. If the titan would die at the hands of a
  god, the titan falls unconscious instead.
  Immortal. The titan can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Siege Monster. The titan deals double damage to
  objects and structures.
  Titanic Nature. Unless provoked, the titan ignores all
  nonflying things that are Huge or smaller and all flying
  things that are Large or smaller.
  Actions
  Flail. Melee Weapon Attack: +13 to hit, reach 20 ft.,
  one target. Hit: 50 (10d8 + 5) slashing damage.
  A THEROS BESTIARY | TITANS
  
  /
  Titan of Eternal Fire
  The titan of eternal fire stole fire from the gods and brought
  it to the people. As punishment, he was chained to a cliff
  where a nyxborn eagle fed on his liver daily, where he may
  have avoided the conflict between the gods and the titans.
  One of the Champions freed it from this torment, and it has
  since resumed bringing fire to the people of Theros.
  There is no gift more precious or more perilous
  than fire.
  246
  Titan of Eternal Fire
  Gargantuan elemental (titan), lawful evil
  Armor Class 14
  Hit Points 990 (60d20 + 360)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 15 (+2) 22 (+6) 7 (–2) 12 (+1) 20 (+5)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages Titan
  Challenge 27 (105000 XP)
  Death Burst. When the titan dies, it explodes in a burst
  of fire and rock. Each creature within 10 feet of it must
  make a DC 21 Dexterity saving throw, taking 7 (2d6)
  fire damage on a failed save, or half as much damage
  on a successful one. Flammable objects that aren't
  being worn or carried in that area are ignited.
  Divine Immunity. If the titan would die at the hands of a
  god, the titan falls unconscious instead.
  Fire Aura. At the start of each of the titan's turns, each
  creature within 5 feet of it takes 10 (3d6) fire damage,
  and flammable objects in the aura that aren't being
  worn or carried ignite. A creature that touches the titan
  or hits it with a melee attack while within 5 feet of it
  takes 10 (3d6) fire damage.
  Immortal. The titan can't die as long as at least one
  memory or record of it exists. If it would die, it falls
  unconscious instead.
  Siege Monster. The titan deals double damage to
  objects and structures.
  Stone Camouflage. The titan has advantage on Dexterity
  (Stealth) checks made to hide in rocky terrain.
  Titanic Nature. Unless provoked, the titan ignores all
  creatures and objects.
  Water Susceptibility. For every 5 feet the titan moves in
  water, or for every gallon of water splashed on it, it
  takes 1 cold damage.
  Actions
  Fireball. Ranged Spell Attack: spell save DC 21, +13 to
  hit with spell attacks, range 100 ft. The titan pulls a
  fireball from its chest and throws it at a point within
  range. Each creature in a 20-foot-radius sphere
  centered on that point must make a DC 21 Dexterity
  saving throw. A target takes 49 (14d6) fire damage on
  a failed save, or half as much damage on a successful
  one.
  The fire spreads around corners. It ignites flammable
  objects in the area that aren’t being worn or carried.
  A THEROS BESTIARY | TITANS
  
  /
  The Dead
  The Wanderers
  Left behind in the mortal realm, wandering dead can be
  found searching for redemption. Perhaps they didn't have a
  gold coin for Athreos and couldn't pay the toll. Perhaps they
  made a pact preventing them from entering the underworld.
  Perhaps they were resurrected before they could fully move
  on. Regardless, they occupy a sorry state of existence.
  Asphodel Wanderer
  A cursed hoplite who has rotted away but is still alive. He
  wanders Asphodel, trying to find a way into the Realm of the
  Dead and hating the living.
  He killed out of hate, so now only hate sustains
  him. He sought immortality, so the gods gave it to
  him.
  247
  Asphodel Wanderer
  Medium undead (skeleton), chaotic evil
  Armor Class 13 (armor scraps)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3)
  Saving Throws Str +2, Dex +4
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands Common but can't speak
  Challenge 1/4 (50 XP)
  Glazing. The wanderer suffers from glazing (see
  "Appendix A: Diseases").
  Hold the Line. While the wanderer is holding a
  shortsword, other creatures provoke an opportunity
  attack from the wanderer when they move within 5
  feet of it. When the wanderer hits a creature with
  an opportunity attack using its shortsword, the
  creature takes an extra 4 (1d8) piercing damage,
  and the creature’s speed becomes 0 for the rest of
  the turn.
  Undead Fortitude. If damage reduces the wanderer
  to 0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the wanderer drops to 1 hit point instead.
  Undead Nature. The wanderer doesn’t require air,
  food, drink, or sleep.
  Actions
  Multiattack. The wanderer makes three melee
  attacks or two ranged attacks.
  Shortsword. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach
  5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  A THEROS BESTIARY | WANDERING
  DEAD
  
  /
  Black Oak of Odunos
  Souls who pray to Phenax often get a cocky answer. The
  trees of the Odunos swamp are actually composed of rotting
  corpses.
  Phenax promised the newly dead souls they would
  be spared from Erebos. In this, he did not lie.
  248
  Black Oak of Odunos
  Huge undead, unaligned
  Armor Class 13
  Hit Points 66 (7d12 + 21)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Damage Immunities necrotic
  Condition Immunities poisoned, restrained
  Senses darkvision 60 ft., passive Perception 8
  Languages understands all languages it spoke in life
  but can't speak
  Challenge 1/2 (100 XP)
  Glazing. The oak suffers from glazing (see
  "Appendix A: Diseases").
  False Appearance. While the oak remains
  motionless, it is indistinguishable from a normal
  oak. A successful DC 10 Wisdom (Perception)
  check in sufficient lighting within 60 feet of the
  oak reveals it appears to be composed of human
  corpses.
  Necrotic Body. A creature that touches the oak or
  hits it with a melee attack while within 5 feet of it
  takes 5 (1d10) necrotic damage.
  Undead Fortitude. If damage reduces the oak to 0
  hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the oak drops to 1 hit point instead.
  Undead Nature. The oak doesn’t require air, food,
  drink, or sleep.
  Vigilant. The oak can't be surprised.
  A THEROS BESTIARY | WANDERING
  DEAD
  
  /
  Champion of Stray Souls
  Wandering spirits seeking a more complete return to life
  might seek out a champion of stray souls. The champion is
  able to assist them by channeling their soul into a corpse and
  resurrecting that corpse.
  Any creature might choose to take part in the champion's
  ritual, however. For example, a power-hungry madman could
  enlist the service of the champion to possess the dead body
  of a hydra or kraken.
   
   
   
   
   
   
  249
  Champion of Stray Souls
  Medium undead, any alignment
  Armor Class 13 (armor scraps)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  15 (+2)
  6 (–2)
  8 (–1)
  5 (–3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands the languages it knew in life,
  but can only speak certain phrases (see "Limited
  Vocabulary" below)
  Challenge 1 (200 XP)
  Cursed Rejuvenation. A dead champion of stray souls
  comes back to life with all its hit points in 1d10 days
  unless it dies holding a gold coin.
  Glazing. The skeleton suffers from glazing (see
  "Appendix A: Diseases").
  Limited Vocabulary. The skeleton is unable to speak
  except for the phrases "transfer soul" and "yes or no"
  and must use gestures extensively.
   
   
   
   
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8
  (1d10 + 3) slashing damage if used with two hands to
  make a melee attack.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage.
  Transfer Soul (3/day). The skeleton touches a willing
  living target and a dead target that has no soul but has
  all the other parts needed for resurrection. In the event
  the living target then changes its mind before the
  transference can take place, it may succeed on a DC 12
  Dexterity saving throw in order to escape the
  skeleton's touch.
  The living target becomes a dead and soulless corpse,
  but its soul remains living. The soul enters the dead
  target, which returns to life with hit points equal to
  amount the source target had.
  Once a soul is transferred to a new body, the owner of
  that soul controls the body. The elements retained by
  the soul from its old body include the Intelligence,
  Wisdom, and Charisma scores; alignment; and the
  benefit of class features. The new body does not retain
  any of these elements that its former soul had.
  If, prior to the transference, the new body had any
  wounds, conditions, or any type of decay, these persist.
  Depending on the nature of decay, the new body might
  have additional conditions at the DM's discretion, such
  as a fungal or parasitic disease.
  A THEROS BESTIARY | WANDERING
  DEAD
  
  /
  Rotted Hulk
  An awakened shipwreck rises from the sea as a rotted hulk.
  Amid its shipworm-infested planks are the bodies of dead
  crewmen.
  The hulk rose from the sea and loomed over the
  Champion. Pinned beneath the twisting, rotted
  planks of wood was the body of Kaliaros, the
  helmsman of her former crew, and beside him the
  captain, Photine.
  —The Theriad
  Servant of Tymaret
  The Returned demigod Tymaret kills mortals and recruits
  them to join his forces. The servant of Tymaret represents
  these individuals.
  Life is most precious to those who have already
  lost it.
  250
  Rotted Hulk
  Gargantuan elemental, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 775 (50d20 + 250)
  Speed 10 ft., swim 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 8 (–1) 20 (+5) 5 (–3) 11 (+0) 5 (–3)
  Damage Vulnerabilities fire
  Damage Resistances cold, bludgeoning, piercing,
  slashing, necrotic
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed,
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 15 (13000 XP)
  Horrific Appearance. Any humanoid that starts its
  turn within 30 feet of the hulk and can see the hulk
  must make a DC 10 Wisdom saving throw. On a
  failed save, the creature is frightened for 1 minute.
  A creature can repeat the saving throw at the end
  of each of its turns, with disadvantage if the hulk is
  within line of sight, ending the effect on itself on a
  success. If a creature's saving throw is successful or
  the effect ends for it, the creature is immune to the
  hulk's Horrific Appearance for the next 24 hours.
  Unless the target is surprised, the target can avert
  its eyes and avoid making the initial saving throw.
  Until the start of its next turn, a creature that averts
  its eyes has disadvantage on attack rolls against the
  hulk.
  Actions
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 24 (4d8+6) bludgeoning damage.
  Servant of Tymaret
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 16 (+3) 13 (+1) 12 (+1) 15 (+2)
  Skills Acrobatics +3, Athletics +3, Stealth +3
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Glazing. The servant suffers from glazing (see
  "Appendix A: Diseases").
  Inspired. At the beginning of the servant's turn, if
  Tymaret saw it bowing to him or his image at any
  point since the servant's last turn, all hostile
  creatures within 30 feet of the servant take 9 (2d8)
  necrotic damage. The servant regains hit points
  equal to the total damage dealt this way.
  Regeneration. The servant regains 8 hit points at the
  start of its turn. The servant dies only if it starts its
  turn with 0 hit points and doesn't regenerate.
  Undead Fortitude. If damage reduces the servant to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the servant drops to 1 hit point instead.
  Actions
  Trident. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing
  damage if used with two hands to make a melee
  attack.
  Bow. The servant bows down to any manifestation
  or statue of Tymaret that it can see. It remains in
  this position until a different action is used.
  A THEROS BESTIARY | WANDERING
  DEAD
  
  /
  Neoli
  Escaping Akroan Soldier Neolus
  Death isn't for everybody. An escaping Akroan soldier
  neolus represents a departed soldier planning his return.
  Suspended State. Whatever the deceased was doing
  when it died determines what it does while dead. If it died
  happily and relaxed, it remains happy and relaxed. If it died
  from decapitation, its body is forever separated from its head.
  If it died in bloody agony, it is forever bloody and agonized.
  A mask forged to avenge a death forgotten.
  Sentry of the Underworld
  Skeletal griffins are made sentries of the underworld.
  Suspended State. Whatever the deceased was doing
  when it died determines what it does while dead. If it died
  happily and relaxed, it remains happy and relaxed. If it died
  from decapitation, its body is forever separated from its head.
  If it died in bloody agony, it is forever bloody and agonized.
  When Athreos gathers the newly dead to be ferried
  across the Five Rivers That Ring the World, he
  sends skeletal griffins to fetch those who stray.
  251
  Escaping Akroan
  Soldier Neolus
  Medium undead (human), any alignment
  Armor Class 18 (chain mail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
  Skills Athletics +4, Perception +3
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Battle Readiness. The soldier has advantage on
  initiative rolls.
  Formation Tactics. The soldier has advantage on
  saving throws against being charmed, frightened,
  grappled, or restrained while it is within 5 feet of at
  least one ally.
  Glazing. The neolus suffers from glazing (see
  "Appendix A: Diseases").
  Neolus Nature. The soldier doesn't suffer
  exhaustion from lack of food, drink, or sleep.
  Actions
  Multiattack. The neolus makes two melee attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Sentry of the
  Underworld
  Large undead (griffon), unaligned
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 2 (–4) 13 (+1) 8 (–1)
  Skills Perception +5
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Glazing. The griffin suffers from glazing (see
  "Appendix A: Diseases").
  Keen Sight. The griffin has advantage on Wisdom
  (Perception) checks that rely on sight.
  Neolus Nature. The griffin doesn't suffer exhaustion
  from lack of food, drink, or sleep.
  Actions
  Multiattack. The sentry makes two attacks: one with
  its beak and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  A THEROS BESTIARY | NEOLI
  
  /
  Glazers
  Even the underworld isn't an escape from death. Die too
  many times in the underworld, and you become a pile of ash.
  The more you die, the less you resemble yourself.
  Cruel Centaur Feeder
  A centaur warped by multiple deaths, the cruel centaur
  feeder has arms like worms that feed on whatever they can
  reach.
  Suspended State. Whatever the deceased was doing
  when it died determines what it does while dead. If it died
  happily and relaxed, it remains happy and relaxed. If it died
  from decapitation, its body is forever separated from its head.
  If it died in bloody agony, it is forever bloody and agonized.
  252
  Cruel Centaur Feeder
  Medium undead, any alignment
  Armor Class 10
  Hit Points 10 (5d1 + 5)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 10 (+0)
  Skills Survival +2
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages Sylvan, Common
  Challenge 1 (200 XP)
  Equine Build. The centaur counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Glazing. The centaur suffers from glazing (see
  "Appendix A: Diseases"). Its exhaustion level is 6.
  Actions
  Multiattack. The centaur makes three attacks: one
  with its hooves and two with its feed attack.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 6 (1d4 + 4) bludgeoning
  damage.
  Feed. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) piercing damage. The
  centaur regains that much life.
  THEROS NPCS | GLAZERS
  
  /
  Returned
  Returned, in the most common sense of the word, refers to
  those who return to the mortal realm by means of the Path of
  Phenax, the most commonly exploited means for escaping
  the Underworld realm.
  The Returned are true zombies-- risen dead who have no
  recollection of who they are. They are sentient, able to think,
  learn, and react to stimuli with what is left of their brains, but
  are not sapient: They aren't self-aware. If an eidolon is like an
  ethereal jellyfish, a Returned is like a flesh robot.
  Path of Phenax. Erebos oversees the realm of the dead,
  and he uses his coiling whip to bring back any who try to
  escape. The clever Phenax bathed in the River Tartyx, which
  had several effects:
  The waters caused his face to disappear.
  With his face gone, his body was no longer able to contain
  his spirit.
  Requiring both body and spirit, his identity was dissolved.
  With no identity, Erebos could no longer scry him out.
  Today, this means of escaping the Underworld is named
  called the Path of Phenax. Souls who undertake this feat
  prepare by forging a mask of gold (gold is cheap and
  commonplace in the Underworld), with the hope it will help
  them remember anything at all following their tragic sacrifice
  in Tartyx's waters.
  An eidolon and a body are hopelessly separated. Even if
  they should be reunited somehow, even the wisest of
  philosophers are uncertain it would be beneficial at all in
  regaining one's identity.
  Returned Centaur
  Driven away by his living kin, he wanders mourning
  through the wilderness, seeking the dead city of
  Asphodel.
  253
  Returned Centaur
  Medium undead (returned, centaur), any alignment
  Armor Class 15 (natural armor)
  Hit Points 34 (4d8 + 16)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 18 (+4) 11 (+0) 13 (+1) 10 (+0)
  Skills Acrobatics +4, Perception +5, Survival +3
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 15
  Languages Common, Sylvan
  Challenge 1 (200 XP)
  Archer's Eye (3/Day). As a bonus action, the centaur
  can add 1d10 to its next attack or damage roll with
  a longbow or shortbow.
  Charge. If the centaur moves at least 30 feet
  straight toward a target and then hits it with a
  melee attack on the same turn, it can immediately
  follow that attack with a bonus action, making one
  attack against the target with its hooves.
  Equine Build. The centaur counts as one size larger
  when determining its carrying capacity and the
  weight it can push or drag.
  In addition, any climb that requires hands and feet
  is especially difficult for it because of its equine
  legs. When it makes such a climb, each foot of
  movement costs it 4 extra feet instead of the
  normal 1 extra foot.
  Returned Nature. The centaur doesn't need food or
  sleep. It thinks and speaks and even feels emotions
  based on its new experiences, but given its
  circumstances, those emotions tend to be muted.
  Turn Resistance. The centaur has advantage on
  saving throws against any effect that turns undead.
  Unreadable Face. The centaur is immune to any
  effect that would sense its emotions or read its
  thoughts. Wisdom (Insight) checks to ascertain the
  centaur’s intentions or sincerity are made with
  disadvantage.
  Actions
  Multiattack. The centaur makes two attacks with its
  longbow.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Hooves. Melee Weapon Attack: one target. Hit: 3
  (1d4 + 1) bludgeoning damage.
  BACK FROM THE DEAD | EIDOLONS
  
  /
  Returned Child
  Returned Merchant
  A Returned merchant buys goods from one polis at low
  prices and sells them in another polis at highway-robbery
  prices. At the end of the day, the merchant begins its journey
  back to Asphodel, with its sacks of gold slung over its
  shoulder.
  Due to its now-acharismatic disposition, it couldn't care
  less that there's a hole in its sack and that the money it
  worked all day to con falls on the ground behind it. Highway
  bandits camp out along the road to Asphodel, allowing the
  merchant to pass only because doing so ensures the stream
  of income continues.
  254
  Returned Child
  Medium undead (returned, human), any alignment
  Armor Class 10
  Hit Points 4 (1d8 + 0)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages The languages it knew in life
  Challenge 0 (10 XP)
  Returned Nature. The Returned doesn't need food or
  sleep. It thinks and speaks and even feels emotions
  based on its new experiences, but given its
  circumstances, those emotions tend to be muted.
  Turn Resistance. The Returned has advantage on
  saving throws against any effect that turns undead.
  Unreadable Face. The Returned is immune to any
  effect that would sense its emotions or read its
  thoughts. Wisdom (Insight) checks to ascertain the
  Returned’s intentions or sincerity are made with
  disadvantage.
  Actions
  Unarmed Strike. Melee Weapon Attack: +2 to hit,
  reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
  damage.
  Returned Merchant
  Medium undead (returned, human), neutral evil
  Armor Class 10 (14 while carrying gold sacks)
  Hit Points 76 (9d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 18 (+4) 11 (+0) 11 (+0) 11 (+0)
  Skills Insight +2, Persuasion +2
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages Common, Any two languages
  Challenge 1 (200 XP)
  Encumbered Flight. When returning to Asphodel
  from a market, the merchant carries its gold in .5-lb
  sacks that can hold up to 30 lb. of gold (1,500 gp).
  (The merchant can carry up to 75 lb., 150 with
  encumbrance, and 225 lb. with heavy
  encumbrance. Each level of encumbrance reduces
  the merchant's speed by 10 feet, and heavy
  encumbrance causes the merchant to have
  disadvantage on ability checks, attack rolls, and
  saving throws that use Strength, Dexterity, or
  Constitution.)
  Innate Spellcasting. The merchant's innate
  spellcasting ability is Charisma (spell save DC 10,
  +2 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: thaumaturgy
  3/day: calm emotions, enthrall, suggestion
  2/day: compulsion
  1/day: dominate person, mass suggestion
  Returned Nature. The merchant doesn't need food
  or sleep. It thinks and speaks and even feels
  emotions based on its new experiences, but given
  its circumstances, those emotions tend to be
  muted.
  Trail of Gold. Wherever the merchant walks, one of
  the sacks it carries steadily spills one gold coin at a
  time until it is empty, then falls to the ground.
  Turn Resistance. The merchant has advantage on
  saving throws against any effect that turns undead.
  Unreadable Face. The merchant is immune to any
  effect that would sense its emotions or read its
  thoughts. Wisdom (Insight) checks to ascertain the
  merchant’s intentions or sincerity are made with
  disadvantage.
  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 in melee, or 4 (1d4 + 2)
  piercing damage at range.
  BACK FROM THE DEAD | EIDOLONS
  
  /
  Returned Phalanx
  Five Returned hoplites have taken the phalanx formation to a
  whole new level as a Returned phalanx.
  They lived in different nations and fought in
  different eras, but as the Returned, they link arms
  as one.
  255
  Returned Phalanx
  Large undead (returned, human), any alignment
  Armor Class 12
  Hit Points 150 (20d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 11 (+0)
  Saving Throws Str +5, Dex +5
  Skills Perception +4
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 14
  Languages Common
  Challenge 8 (3900 XP)
  Hold the Line. While the phalanx is holding a a spear,
  javelin, or pike, other creatures provoke an opportunity
  attack from the phalanx when they move within 5 feet
  of it. When the phalanx hits a creature with an
  opportunity attack using its spear, javelin, or pike, the
  creature takes an extra 4 (1d8) piercing damage, and
  the creature’s speed becomes 0 for the rest of the
  turn.
  Multiple Heads. The phalanx has advantage on saving
  throws against being blinded, charmed, deafened,
  frightened, stunned, and knocked unconscious.
  Returned Nature. The phalanx doesn't need food or
  sleep. It thinks and speaks and even feels emotions
  based on its new experiences, but given its
  circumstances, those emotions tend to be muted.
  Turn Resistance. The phalanx has advantage on saving
  throws against any effect that turns undead.
  Unreadable Face. The phalanx is immune to any effect
  that would sense its emotions or read its thoughts.
  Wisdom (Insight) checks to ascertain the phalanx’s
  intentions or sincerity are made with disadvantage.
  Actions
  Multiattack. The phalanx makes ten melee attacks: one
  with its glaive, one with its halberd, one with its javelin,
  one with its maul, one with its morningstar, one with
  its pike, one with its rapier, one with its scimitar, one
  with its shortsword, and one with its spear.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 8 (1d10 + 3) slashing damage.
  Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 8 (1d10 + 3) slashing damage.
  Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage.
  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one
  target. Hit: 8 (1d10 + 3) piercing damage.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage.
  BACK FROM THE DEAD | EIDOLONS
  
  /
  Returned Pseudamma
  "More children taken. This is an evil we will track
  without mercy."
  —Anthousa of Setessa
  256
  Returned Pseudamma
  Medium undead (returned, human), any alignment
  Armor Class 10
  Hit Points 4 (1d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages The languages it knew in life
  Challenge 0 (10 XP)
  Mode of Operation. The pseudamma died while carrying
  out an act of vengeance on her cheating husband:
  killing the children they had together. In her undeath,
  she carries out this action at most once per day. She
  targets a pair of human children who fail on a DC 15
  Wisdom (Persuasion) saving throw. She leads them
  into the Tartyx River, where they drown. Exposure to
  the Tartyx's waters causes the children to become
  Returned children. Out of pity for the children, she gifts
  each with a Returned mask.
  Returned Nature. The pseudamma doesn't need food or
  sleep. It thinks and speaks and even feels emotions
  based on its new experiences, but given its
  circumstances, those emotions tend to be muted.
  Turn Resistance. The pseudamma has advantage on
  saving throws against any effect that turns undead.
  Unreadable Face. The pseudamma is immune to any
  effect that would sense its emotions or read its
  thoughts. Wisdom (Insight) checks to ascertain the
  pseudamma’s intentions or sincerity are made with
  disadvantage.
  Actions
  Knife. Melee or Ranged Weapon Attack: +4 to hit, reach
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage in melee, or 4 (1d4 + 2) piercing
  damage at range.
  Luring Song. The pseudamma sings a magical melody.
  Every human under the age of 18 within 300 feet of
  the pseudamma that can hear the song must succeed
  on a DC 12 Wisdom saving throw or be charmed until
  the song ends. The pseudamma must take a bonus
  action on its subsequent turns to continue singing. It
  can stop singing at any time. The song ends if the
  pseudamma is incapacitated.
  While charmed by the pseudamma, a target is
  incapacitated and ignores all other sounds. If the
  charmed target is more than 5 ft. away from the
  pseudamma, the target must move on its turn toward
  the pseudamma by the most direct route. It doesn't
  avoid opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and whenever it
  takes damage from a source other than the
  pseudamma, a target can repeat the saving throw. A
  creature can also repeat the saving throw at the end of
  each of its turns. If a creature's saving throw is
  successful, the effect ends on it.
  A target that successfully saves is immune to this
  pseudamma's song for the next 24 hours.
  Hold Hands. The pseudamma holds the hand of a target
  within reach that it has charmed. Until the pseudamma
  lets go of the hand, that target remains charmed and
  moves with her.
  BACK FROM THE DEAD | EIDOLONS
  
  /
  Returned Reveler
  The flesh is dead and the life forgotten, but old
  habits persist.
  257
  Returned Reveler
  Medium undead (returned, satyr), chaotic neutral
  Armor Class 13
  Hit Points 22 (3d8 + 9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 13 (+1) 16 (+3) 11 (+0) 10 (+0) 11 (+0)
  Skills Acrobatics +3, Performance +7, Stealth +3
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Careless Ramming. While the satyr bears a lit torch, its
  ram attacks deal an extra 4 (1d8) fire damage per lit
  torch.
  Charge. If the satyr moves at least 15 feet straight
  toward a target and then hits it with its ram attack on
  the same turn, the target takes an extra 5 (2d4)
  slashing damage. If the target is a creature, it must
  succeed on a DC 11 Strength saving throw or be
  knocked prone.
  Hedonism. As a bonus action, the satyr can ignite itself.
  Any objects within 5 feet also ignite, and the reveler
  drops to 0 hit points.
  Magic Resistance. The satyr has advantage on saving
  throws against spells and other magical effects.
  Mirthful Leaps. Whenever the satyr makes a long or high
  jump, it can cover an additional 1d8 feet, even when
  making a standing jump. This extra distance costs
  movement as normal.
  Returned Nature. The satyr doesn't need food or sleep.
  It thinks and speaks and even feels emotions based on
  its new experiences, but given its circumstances, those
  emotions tend to be muted.
  Sleepless Reveler. Magic can’t put the satyr to sleep.
  Siege Monster. The satyr deals double damage to
  objects and structures.
  Turn Resistance. The satyr has advantage on saving
  throws against any effect that turns undead.
  Unreadable Face. The satyr is immune to any effect that
  would sense its emotions or read its thoughts. Wisdom
  (Insight) checks to ascertain the satyr’s intentions or
  sincerity are made with disadvantage.
  Actions
  Multiattack. The satyr makes two ram attacks or two
  torch attacks.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 6 (2d4 + 1) bludgeoning damage.
  Torch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 10 (2d8 + 1) fire damage.
  BACK FROM THE DEAD | RETURNED
  
  /
  Returned Siren
  258
  Returned Siren
  Medium undead (returned), chaotic evil
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 12 (+1) 6 (–2) 11 (+0) 11 (+0)
  Skills Intimidation +2
  Damage Resistances necrotic
  Damage Immunities psychic, poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Dark Devotion. The harpy has advantage on saving
  throws against being charmed or frightened.
  Inspired. At the beginning of the siren's turn, if the
  siren is singing, every humanoid and giant within
  300 ft. of the siren that isn't deafened must
  succeed on a DC 12 Wisdom saving throw or take
  5 (2d4) psychic damage.
  Returned Nature. The Returned doesn't need food or
  sleep. It thinks and speaks and even feels emotions
  based on its new experiences, but given its
  circumstances, those emotions tend to be muted.
  Turn Resistance. The siren has advantage on saving
  throws against any effect that turns undead.
  Unreadable Face. The Returned is immune to any
  effect that would sense its emotions or read its
  thoughts. Wisdom (Insight) checks to ascertain the
  Returned’s intentions or sincerity are made with
  disadvantage.
  Actions
  Multiattack. The harpy makes two melee attacks:
  one with its bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  Silent Song. The siren sings a magical inaudible
  melody. Humans and Giants within 300 feet of the
  siren that aren't deafened do not hear the song, but
  instead experience a slight headache. The siren
  must take a bonus action on its subsequent turns
  to continue singing. It can stop singing at any time.
  The song ends if the siren is incapacitated.
  BACK FROM THE DEAD | RETURNED
  
  /
  Returned Trawler
  259
  Returned Trawler
  Medium undead (returned, human), any alignment
  Armor Class 10
  Hit Points 6 (1d8 + 2)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2) 11 (+0) 11 (+0) 11 (+0)
  Skills Insight +2, Nature +2
  Damage Resistances necrotic, cold
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages The languages it knew in life
  Challenge 0 (10 XP)
  Returned Nature. The trawler doesn't need food or
  sleep. It thinks and speaks and even feels emotions
  based on its new experiences, but given its
  circumstances, those emotions tend to be muted.
  Trawl. If the trawler is standing in water, it can spend 5
  minutes trawling. During this time, it cannot perform
  any other actions that require its hands to be removed
  from the trawling net. It drags its trawling net behind
  along the waterbed, and becomes full after 5 minutes.
  On coming ashore, the trawler has a creature in its net.
  Roll a d20 to select from this table:
  d20
  Summoned Creature
  1-5
  Hopeful eidolon
  6-10
  Baleful eidolon
  11-15
  Nyxborn eidolon
  16-17
  Spiteful returned
  18-19
  Ghostblade eidolon
  20
  Battle eidolon
  Once on land, the creature is hostile to the trawler
  and can escape from the net by moving 5 feet.
  Turn Resistance. The trawler has advantage on saving
  throws against any effect that turns undead.
  Unreadable Face. The trawler is immune to any effect
  that would sense its emotions or read its thoughts.
  Wisdom (Insight) checks to ascertain the trawler’s
  intentions or sincerity are made with disadvantage.
  Actions
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
  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 in melee, or 4 (1d4 + 2) piercing
  damage at range.
  BACK FROM THE DEAD | RETURNED
  
  /
  Appendix A: Diseases
  Acute Pancreatitis
  A creature poisoned by sedge scorpion venom may become
  diseased with acute pancreatitis.
  This inflammation lasts for 5 (1d10) days or until the
  creature is cured of the disease. A creature with this disease
  must make a DC 11 Constitution saving throw every 24
  hours; on a failed save, the it takes 1 acid damage.
  Glazing
  Because on Theros the soul is immortal, the dead suffer from
  a phenomenon known as glazing exists in the Underworld. If
  a dead body dies, it reanimates at the start of its next turn
  with 1 hit point per Hit Die it possesses, and it gains one level
  of exhaustion that can’t be removed unless the soul returns to
  life, at which point all exhaustion gained in this way vanishes.
  With each level of permanent exhaustion, the soul becomes
  faded and dull, its eyes glazing over more and more until they
  are blank, staring pools. A soul that suffers level 6 exhaustion
  from the continued application of this effect petrifies into a
  statue called a misera, and it doesn’t rise again.
  Infernal Food Poisoning
  A creature that reaches 4th-level exhaustion while consuming
  the feast of a master of the feast becomes poisoned for 24
  hours, taking 2 (1d4) poison damage per hour.
  260
  APPENDIX A: DISEASES
  
  /
  Appendix B: Poisons
  Poisons
  Here are a few poisons of Theros:
  Basilisk Fang Venom (Injury). This poison must be
  harvested from a dead or incapacitated basilisk. A non-
  basilisk creature subjected to this poison takes 7 (2d6)
  poison damage.
  Basilisk Fumes (Inhaled). This poison must be harvested
  from a basilisk. A non-basilisk creature subjected to this
  poison must succeed on a DC 14 Constitution saving throw
  or be poisoned until the start of its next turn, when it takes 36
  (8d8) poison damage.
  Basilisk Oil (Contact). This poison must be harvested
  from a basilisk. A non-basilisk creature subjected to this
  poison takes 10 (2d6 + 3) poison damage plus 7 (2d6) acid
  damage.
  Coastline Chimera Venom (Injury). This poison must be
  harvested from a dead or incapacitated coastline chimera. A
  creature subjected to this poison must make a DC 11
  Constitution saving throw, taking 10 (3d6) poison damage on
  a failed save, or half as much damage on a successful one.
  Fate Venom (Injury). This poison is used to tip the blades
  of an agent of the Fates. A creature subjected to this poison
  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.
  Gorgon Venom (Injury). This poison must be harvested
  from a gorgon. A creature subjected to this poison takes 14
  (4d6) poison damage.
  Graverobber Spider Venom (Injury). This poison must be
  harvested from a dead or incapacitated graverobber spider.
  A creature subjected to this poison must make a DC 14
  Constitution saving throw, taking 18 (4d8) poison damage on
  a failed save, or half as much damage on a successful one. If
  the poison damage reduces the target to 0 hit points, the
  target is stable but poisoned for 1 hour, even after regaining
  hit points, and is paralyzed while poisoned in this way.
  Grove Dracon Venom (Injury). This poison must be
  harvested from a dead or incapacitated grove dracon. A
  creature subjected to this poison must make a DC 16
  Constitution saving throw, taking 20 (6d6) poison damage on
  a failed save, or half as much damage on a successful one.
  Nessian Asp Venom (Injury). This poison must be
  harvested from a Nessian asp. A creature subjected to this
  poison must make a DC 11 Constitution saving throw, taking
  10 (3d6) poison damage on a failed save, or half as much
  damage on a successful one.
  Nessian Wilds Ravager Breath (Inhaled). This poison
  must be harvested from a Nessian wilds ravager. A creature
  subjected to this poison takes 7 (2d6) poison damage.
  Noxious Hydra Breath (Inhaled). This poison must be
  harvested from a hydra. A creature subjected to this poison
  takes 5 necrotic damage.
  Nyxborn Viper Venom (Injury). This poison must be
  harvested from a dead or incapacitated nyxborn viper. A
  creature subjected to this poison must make a DC 13
  Constitution saving throw, taking 7 (2d6) poison damage on a
  failed save, or half as much damage on a successful one.
  Riptide Chimera Sting Venom (Injury). This poison must
  be harvested from a dead or incapacitated riptide chimera. A
  creature subjected to this poison takes 5 (1d10) poison
  damage.
  Riptide Chimera Tentacle Venom (Injury). This poison
  must be harvested from a dead or incapacitated riptide
  chimera. A creature subjected to this poison takes 5 (1d10)
  poison damage and must make a DC 16 Constitution saving
  throw. On a failed save, it is paralyzed until the start of its
  next turn. On a successful save, it isn't paralyzed but its
  movement is halved until the start of its next turn.
  Sedge Scorpion Venom (Injury). This poison must be
  harvested from a dead or incapacitated sedge scorpion. A
  creature subjected to this poison takes 2 (1d4) poison
  damage each hour until cured of this poison.
  If a creature below its race's maturity age or having a
  Constitution modifier of +1 or less is subjected to this poison,
  roll a d10. On a 9 or less, the creature becomes diseased with
  acute pancreatitis.
  Spider Venom (Injury). This poison must be harvested
  from a dead or incapacitated nyx weaver or immortal
  spider. A creature subjected to this poison must make a DC
  11 Constitution saving throw, taking 9 (2d8) poison damage
  on a failed save, or half as much damage on a successful one.
  If the poison damage reduces the target to 0 hit points, the
  target is stable but poisoned for 1 hour, even after regaining
  hit points, and is paralyzed while poisoned in this way.
  Viper Venom (Injury). This poison must be harvested
  from a dead or incapacitated viper. A creature subjected to
  this poison takes 1 poison damage every minute until cured
  of this poison.
  261
  APPENDIX B: POISONS
  
  /
  Appendix C: Spells
  Buff
  1st-level abjuration
  Casting Time: 1 bonus action
  Range: 60 ft.
  Components: V, S
  Duration: Instantaneous
  A willing creature within range is imbued with power and
  toughness. Until the end of combat, the creature gains a +1
  bonus to damage rolls and Strength and Dexterity checks,
  and it gains 4 (1d8) temporary hit points.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the bonus increases by 1 for each
  slot level above 1st, and the temporary hit points increase by
  1d8 for each slot level above 1st.
  Exchange Secrets
  2nd-level divination (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a Returned mask)
  Duration: Concentration, up to 1 minute
  You and one willing creature both touch a Returned mask
  of that creature's choice. That creature speaks a secret to
  you.
  The revealed secret is erased entirely from the creature's
  memory and encoded into the Returned mask. You speak an
  equally valuable secret to the creature that would have been
  known by the soul who wore that mask before it lost its
  memories escaping the Underworld.
  False Conscription
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 ft.
  Components: V, S, M (a red crystal ball)
  Duration: 12 seconds
  The red crystal ball you are holding becomes wreathed
  with electricity, and you attempt to charm a creature you can
  see within range. It must make a Wisdom saving throw, and
  does so with advantage if you or your companions are
  fighting it. If it fails the saving throw, it is charmed by you
  until the spell ends or until you or your companions do
  anything harmful to it. The charmed creature regards you as
  a friendly acquaintance and has a +2 initiative bonus. When
  the spell ends, the creature knows it was charmed by you.
  The spell ends prematurely if the you lose contact with the
  ball.
  Limited Magic Immunity
  6th-level abjuration
  Casting Time: 1 action
  Range: 30 ft.
  Components: V, S, M (a shield)
  Duration: Instantaneous
  Choose a creature within range. Until the beginning of that
  creature's next turn, that creature can't be affected or
  detected by spells of 6th level or lower unless it wishes to be,
  and it has advantage on saving throws against all other spells
  and magical effects.
  Manifest at Random
  6th-level conjuration
  Casting Time: 1 action
  Range: 120 ft.
  Components: V, S
  Duration: Instantaneous
  You magically produce a random creature or item in an
  unoccupied space you can see within 120 feet of yourself.
  The DM determines at random what is produced. That
  creature or item, in addition to its other traits, has the
  following trait:
  Manifested Nature. This creature or item is a 6th-level
  arcane conjuration spell (in addition to its other types)
  with no target. Any damage it deals is magical.
  Reave Mind
  9th-level enchantment
  Casting Time: 1 action
  Range: Sight
  Components: V, S
  Duration: Instantaneous
  Chooses a creature you see and name a spell. That
  creature no longer has that spell prepared.
  Ritual of Vengeance
  9th-level necromancy (ritual)
  Casting Time: 1 minute
  Range: 500 miles
  Components: V, S, M (a piece of paper, a temple or stone
  altar consecrated to Phenax)
  Duration: Instantaneous
  You write the name of a person on a piece of paper, then
  drive a dagger through it, pinning it to a stone altar or temple
  consecrated to Phenax. That person must succeed on a DC 5
  Charisma saving throw or be killed instantly. A person whose
  name has been used in the last 30 days is immune to this
  ritual.
  262
  APPENDIX C: SPELLS
  
  /
  Appendix D: Vehicles
  Akroan Horse
  Vehicle (land)
  Type: Vehicle (land)
  Cost: 14,000 gp
  Weight: 8 tons
  Height: 25 ft.
  Length: 30 ft.
  Width: 7 ft.
  Creature Capacity: 2 crew (in head), 28 passengers (in
  body), totaling approximately 5 tons
  The Akroan horse is a large cart in the shape of a horse. It
  carries 30 Akroan horse soldiers: 2 in its head and 28 in its
  body. It is crafted from pine wood and iron and mounted on
  four wheels. It can be drawn using cables.
  263
  APPENDIX D: VEHICLES
  
  /
  Appendix E: Cardnames
  Cardnames
  Stat Block
  Cardname
  Acolyte of
  Karametra
  Karametra's Acolyte
  Adult mistcutter
  hydra
  Broodmaster Hydra
  Aerie worshiper
  Aerie Worshipper
  Afterparty reveler
  Wild Celebrants
  Agent of Kruphix
  Agent of Horizons
  Agent of the Fates
  Agent of the Fates
  Akroan crusade
  recruit
  Soldier Token created by Akroan
  Crusader
  Akroan horse
  soldier
  Soldier Token created by Akroan
  Horse
  Akroan irregular
  Akroan phalanx
  hoplite
  Akroan Phalanx
  Akroan phalanx
  leader
  Phalanx Leader
  Ancient mistcutter
  hydra
  Mistcutter Hydra
  Anima mundi
  Soul of Theros
  Anvilwrought
  Golem
  Golem Token created by Hammer of
  Purphoros
  Astronomer
  Meletis Astronomer
  Athlete
  Arena Athlete
  Badger
  Charging Badger
  Bant soldier
  Soldier token created by Elspeth,
  Sun's Champion
  Basilisk
  Time to Feed
  Battle eidolon
  Eidolon of Countless Battles
  Battlewise Meletian
  hoplite
  Battlewise Hoplite
  Blind brawler
  Sightless Brawler
  Bloodcrazed Akroan
  hoplite
  Bloodcrazed Hoplite
  Blossom eidolon
  Eidolon of Blossoms
  Captain of Kalemne
  Kalemne's Captain
  Celestial winged
  bull
  Celestial Archon's mount
  Centaur courser
  Nessian Courser
  Cerberus
  Wildfire Cerberus
  Champion of Iroas
  Iroas's Champion
  Cardnames
  Stat Block
  Cardname
  Cockatrice
  Fleetfeather Cockatrice
  Crackler
  Crackling Triton
  Cronemouth hag
  Inspired by a passage from Mythic
  Odysseys of Theros
  Cruel centaur feeder
  Cruel Feeding
  Cursed Pig
  Boar Token created by Curse of
  Swine
  Cursed cyclops
  Cyclops of Eternal Fury
  Cutthroat
  Cutthroat Maneuver
  Demolok
  Nessian Demolok
  Devourer
  Thassa's Devourer
  Disciple of Nylea
  Nylea's Disciple
  Disciple of Pharika
  Pharika's Disciple
  Dove
  Bird Token created by Ornitharch
  Eidolon of Daxos
  Spirit Token created by Daxos the
  Returned
  Eidolon reveler
  Eidolon of the Great Revel
  Elite Meletian
  skirmisher
  Elite Skirmisher
  Ephialtes
  Ashiok's Adept
  Escaping Akroan
  soldier neolus
  Ritual of the Returned
  Fanged-Coast siren
  Siren of the Fanged Coast
  Favored Akroan
  hoplite
  Favored Hoplite
  Flamespeaker
  Prophetic Flamespeaker
  Fleetscourge kraken
  Scourge of Fleets
  Flitterstepper
  Flitterstep Eidolon
  Flurrying Minotaur Minotaur Token created by Flurry of
  Horns
  Forgeborn ox
  Purphoros's Emissary
  Form artisan
  Artisan of Forms
  God-favored
  Meletian general
  God-Favored General
  Goreseeker
  Minotaur Goreseeker
  Grove dracon
  Guardian of the Grove
  Grovedancer
  Satyr Grovedancer
  Hag tongue
  Inspired by a passage from Mythic
  Odysseys of Theros
  264
  APPENDIX E: CARDNAMES
  
  /
  Cardnames
  Stat Block
  Cardname
  Hamadryad
  Booster version of Sylvan Caryatid (promo
  version uses the sylvan caryatid stat block)
  Harpy chick
  Inspired by Shrike Harpy
  Harpy
  cultist
  Harpy Token created by Abhorrent Overlord
  Hart
  Great Hart
  Harvest
  Guard
  Harvestguard Alseid
  Heroesbane
  hydra
  Heroes' Bane
  Hind
  Golden Hind
  Hope eater
  Eater of Hope
  Hydra body
  Face the Hydra rules, Disorienting Glower,
  Distract the Hydra, Grown from the Stump,
  Hydra's Impenetrable Hide, Neck Tangle,
  Noxious Hydra Breath, Strike the Weak
  Spot, Swallow the Hero Whole, Torn
  Between Heads, Unified Lunge
  Illusionist
  Meletis Charlatan
  Immortal
  astronomer
  Archetype of Imagination
  Immortal
  boar
  Archetype of Endurance
  Immortal
  general
  Archetype of Courage
  Immortal
  gorgon
  Archetype of Finality
  Immortal
  hulk
  Archetype of Aggression
  Immortal
  spider
  Spider Token created by Renowned Weaver
  Immortal
  war priest
  Cleric Token created by Heliod, God of the
  Sun
  Kiorist
  Kiora's Follower
  Labyrinth
  spirit
  Spirit of the Labyrinth
  Lagonna
  chronicler
  Chronicler of Heroes
  Lagonna
  elder
  Lagonna-Band Elder
  Lagonna
  trailblazer
  Lagonna-Band Trailblazer
  Lamia
  Thoughtrender Lamia
  Leina Tower
  hero
  Hero of Leina Tower
  Leonin
  ascetic
  Enlightened Ascetic
  Cardnames
  Stat Block
  Cardname
  Leucrocota
  Ravenous Leucrocota
  Magnificent
  chimera
  Inspired by Loathsome Chimera
  Marble caryatid
  Pillar of War
  Master thief
  Daring Thief
  Meadow piper
  Satyr Piper
  Meletian
  battlemage
  Battlefield Thaumaturge
  Mender
  Pharika's Mender
  Mistcutter
  hydra
  broodling
  Hydra Token created by Broodmaster
  Hydra
  Monster slayer
  Fabled Hero
  Monstrous
  octopus
  Sealock Monster
  Myriarch
  Majestic Myriarch
  Nemesis
  dracon
  Nemesis of Mortals
  Nessian wolf
  Wolf Token created by Raised By Wolves
  Nyxborn
  archon
  Celestial Archon
  Nyxborn
  centaur
  Centaur Token created by Pheres-Band
  Centaurs and Fated Intervention
  Nyxborn
  dracon
  Erebos's Emissary
  Nyxborn eagle Bird Token created by Aerie Worshippers
  Nyxborn giant
  crab
  Thassa's Emissary
  Nyxborn giant
  lynx
  Nylea's Emissary
  Nyxborn satyr
  Nyxborn Rollicker
  Nyxborn
  soldier
  Solider Token created by God-Favored
  General
  Nyxborn stag
  Heliod's Emissary
  Nyxborn
  unicorn
  Noble Quarry
  Nyxborn viper
  Snake Token created by Pharika, God of
  Affliction
  Nyxborn
  warhound
  Warhound of Mogis
  Ox
  Yoked Ox
  Pheres archer
  Pheres-Band Centaurs
  Pheres charger
  Pheres-Band Battlemaster
  Pheres raider
  Pheres-Band Raiders
  265
  APPENDIX E: CARDNAMES
  
  /
  Cardnames
  Stat Block
  Cardname
  Pheres reveler
  Pheres-Band Revelers
  Philosopher
  Wandering Philosopher
  Phoenix
  Flame-Wreathed Phoenix
  Pilgrim of Heliod
  Heliod's Pilgrim
  Polypharmakon
  Curse of Swine
  Priest of lies
  Disciple of Phenax
  Prosopeomancer
  Disciple of Deceit
  Raging satyr
  Satyr Token created by Revel of the
  Fallen God
  Returned child
  Zombie token created by Forlorn
  Pseudamma
  Returned
  merchant
  Gray Merchant of Asphodel
  Returned
  pseudamma
  Forlorn Pseudamma
  Returned siren
  Siren of the Silent Song
  Returned trawler
  Odunos River Trawler
  Revel piper
  Ecstatic Piper
  Rhetoric eidolon
  Eidolon of Rhetoric
  Satyr Voyager
  Voyaging Satyr
  Serpent dancer
  Serpent Dancers
  Setessan warrior
  Staunch-Hearted Warrior
  Shorethief
  Triton Shorethief
  Skullcleaver
  Minotaur Skullcleaver
  Skyspear griffin
  Skyspear Cavalry's mount
  Soldier of Brimaz Cat Soldier Token created by Vanguard
  of Brimaz
  Soldier of Heliod
  Soldier Token created by Evangel of
  Heliod
  Song swan
  Bird Token created by Swan Song
  Sphinx arbiter
  Arbiter of the Ideal
  Sphinx
  prognostic
  Prognostic Sphinx
  Sphinx scholar
  Scholar of Horizons
  Sphinx striver
  Striving Sphinx
  Spiritbinder
  Felhide Spiritbinder
  Stormcaller
  Stormcaller of Keranos
  Stub/maenad
  Rollicking Throng
  Sun guide
  Oreskos Sun Guide
  Sunchaser
  Impetuous Sunchaser
  Tide chorister
  Chorus of the Tides
  Cardnames
  Stat Block
  Cardname
  Titan of Erebos
  Erebos's Titan
  Torment herald
  Herald of Torment
  Torment of Daxos
  Daxos's Torment
  Tromper
  Pheres-Band Tromper
  Viper
  Pharika's Chosen
  Volcano oread
  Maddened Oread
  Warden
  Ephara's Warden
  Watch eagle
  Eagle of the Watch
  Watcher alseid
  Observant Alseid
  Wave elemental
  Elemental Token created by Master
  of Waves
  Wavecrasher
  Wavecrash Triton
  Wild stub/wild
  maenad
  Wild Maenads
  Younghorn
  Minotaur Younghorn
  Zendikar kraken
  hatchling
  Kraken Hatchling
  Zendikar kraken
  Kraken Token created by Kiora, the
  Crashing Wave
  266
  APPENDIX E: CARDNAMES
  
  /
  Appendix F: Monsters and NPCs by
  Challenge Rating
  CR 0
  Aerie worshiper
  Akroan mastiff
  Badger
  Blossom eidolon
  Brain maggot
  Cursed pig
  Dove
  Grovedancer
  Hag tongue
  Harpy chick
  Harpy cultist
  Immortal spider
  Kiorist
  Maenad
  Meadow piper
  Prosopeomancer
  Raging satyr
  Returned child
  Returned pseudamma
  Returned trawler
  Rhetoric eidolon
  Sage of hours
  Sedge scorpion
  Serpent dancer
  Shrike harpy
  Sigiled skink
  Sigiled starfish
  Squelching leeches
  Stub
  CR 1/8
  Cutthroat
  Eidolon of Daxos
  Gnarled Scarhide
  Pheres reveler
  Renowned weaver
  Satyr rambler
  Shorethief
  Song swan
  Stormcaller
  CR 1/4
  Asphodel wanderer
  Hero of Iroas
  Hind
  Insatiable harpy
  Lagonna chronicler
  Leonin snarecaster
  Nessian wolf
  Nyxborn eagle
  Ox
  Philosopher
  Satyr nyx-smith
  Satyr wayfinder
  Soldier of Brimaz
  Warden
  Watch eagle
  Younghorn
  CR 1/2
  Black oak of Odunos
  Deepwater hypnotist
  Felhide brawler
  Felhide minotaur
  Fleshmad steed
  Forgeborn ox
  Lagonna elder
  Marauder of Mogis
  Nyxborn viper
  Oreskos explorer
  Phoberos reaver
  Priest of lies
  Ragemonger
  Returned siren
  Revel piper
  Satyr hedonist
  Scholar of Athreos
  Tormented hero
  Triton fortune hunter
  Underworld coinsmith
  CR 1
  Agent of Kruphix
  Akroan skyguard
  Baleful eidolon
  Bant soldier
  Battle eidolon
  Cavalry pegasus
  Champion of Iroas
  Champion of stray souls
  Cloaked siren
  Cruel centaur feeder
  Dakra mystic
  Deathbellow raider
  Ephialtes
  Evangel of Heliod
  Firedrinker satyr
  Goreseeker
  Hopeful eidolon
  Hypnotic siren
  Illusionist
  Lagonna trailblazer
  Leafcrown dryad
  Nyxborn eidolon
  Nyxborn shieldmate
  Nyxborn soldier
  Nyxborn stag
  Nyxborn warhound
  Nyxborn wolf
  Oakheart dryad
  Oracle of bones
  Pain seer
  Pensive minotaur
  Prescient chimera
  Returned centaur
  Returned merchant
  Reverent hunter
  Satyr hoplite
  Satyr voyager
  Shipwreck singer
  Skullcleaver
  Skyspear cavalry
  Soldier of Heliod
  Spiritbinder
  Spiteful returned
  Stonewise fortifier
  Sunchaser
  Tide chorister
  Vanguard of Brimaz
  Viper
  CR 2
  Acolyte of Karametra
  Afterparty reveler
  Akroan conscriptor
  Akroan crusade recruit
  Akroan horse soldier
  Akroan jailer
  Bassara Tower archer
  Bladetusk boar
  Blind brawler
  Boon satyr
  Cavern lampad
  Chosen of Mogis
  Coastline chimera
  Cronemouth hag
  Dawnbringer charioteer
  Decorated griffin
  Disciple of Nylea
  Dreadbringer lampad
  Elite Meletian skirmisher
  Escaping Akroan soldier
  neolus
  Fanatic of Mogis
  Fanged-Coast siren
  Flurrying minotaur
  Form artisan
  God-favored Meletian general
  Griffin dreamfinder
  Griffin guide
  Grim guardian
  Harvest guard
  Hydra head
  Kragma butcher
  Kragma warcaller
  Leina Tower hero
  Leonin ascetic
  Leonin iconoclast
  Nessian asp
  Nyx weaver
  Nyxborn fire elemental
  Nyxborn satyr
  Nyxborn unicorn
  Pheres archer
  Pheres raider
  Pilgrim of Heliod
  Priest of Iroas
  Reckless minotaur
  Reckless reveler
  Returned reveler
  Sentry of the underworld
  Setessan griffin
  Setessan oathsworn
  Shimmerwing chimera
  Skyspear griffin
  Soldier of the pantheon
  Spearpoint oread
  Spirespine
  Sun guide
  Swiftclaw
  Swordwise centaur
  Thunderhoof
  Triton cavalry
  Tromper
  Warchanter of Mogis
  Watcher alseid
  Wingsteed rider
  267
  APPEDIX F: CHALLENGE RATINGS
  
  /
  CR 3
  Aegis of the gods
  Akroan phalanx hoplite
  Akroan phalanx leader
  Akroan sergeant
  Basilisk
  Battlewise Meletian hoplite
  Bloodcrazed Akroan hoplite
  Borderland minotaur
  Centaur courser
  Courser of Kruphix
  Crackler
  Eidolon reveler
  Fanatic of Xenagos
  Flitterstepper
  Hart
  Immortal boar
  Immortal hulk
  Leucrocota
  Loyal pegasus
  Magnificent chimera
  Master thief
  Mender
  Nimbus naiad
  Nyxborn centaur
  Nyxborn giant lynx
  Nyxborn triton
  Omenspeaker
  Pheres charger
  Prickleboar
  Ravenous brute head
  Savage vigor head
  Scourge of Skola Vale
  Servant of Tymaret
  Setessan starbreaker
  Shrieking titan head
  Stormchaser chimera
  Tethmos high priest
  Vulpine goliath
  War-wing siren
  Wave elemental
  Whitewater naiad
  Wild stub
  Wild maenad
  CR 4
  Akroan crusader
  Akroan irregular
  Cerberus
  Devourer
  Everflame eidolon
  Favored Akroan hoplite
  Flamespeaker adept
  Fleecemane lion
  Goldenhide ox
  Immortal general
  Labyrinth champion
  Lamia
  Nemesis dracon
  Nyxborn dracon
  Perplexing chimera
  Prophet of Kruphix
  Rageblood shaman
  Setessan warrior
  CR 5
  Akroan line breaker
  Anvilwrought raptor
  Celestial winged bull
  Chromanticore
  Disciple of Pharika
  Felhide petrifier
  Flamespeaker
  Ghostblade eidolon
  Keepsake gorgon
  Labyrinth spirit
  Lifeblood hydra
  Marble caryatid
  Mindreaver
  Monster slayer
  Nighthowler
  Nyxborn giant crab
  Opaline unicorn
  Ornitharch
  Riptide chimera
  Snapping fang head
  Torment herald
  War oracle
  CR 6
  Astronomer
  Ember swallower
  Monstrous octopus
  Nessian game warden
  Reaper of the wilds
  Sphinx's disciple
  CR 7
  Forgeborn oread
  Immortal astronomer
  Immortal gorgon
  Master of the feast
  Meletian battlemage
  Sphinx striver
  Torment of Daxos
  Treeshaker chimera
  Volcano oread
  Wavecrasher 
   
   
  CR 8
  Agent of Erebos
  Athlete
  Mistcutter hydra broodling
  Phoenix
  Returned phalanx
  Silent sentinel
  Sphinx scholar
  CR 9
  Abhorrent overlord
  Agent of the Fates
  Daybreak chimera
  Hamadryad
  Sphinx prognostic
  Sylvan caryatid
  CR 10
  Hydra body
  Immortal war priest
  Setessan battle priest
  CR 11
  Satyr firedancer
  Sphinx arbiter
  CR 12
  Anvilwrought golem
  Nyxborn archon
  Polypharmakon
  CR 13
  Zendikar kraken hatchling
  CR 14
  Crystalline nautilus
  Hope eater
  Rotted hulk
  Strait kraken
  Vortex elemental
  CR 15
  Floodtide serpent
  Graverobber spider
  Pharagax giant
  CR 16
  Cursed cyclops
  Grove dracon
  Ill-tempered cyclops
  CR 17
  Cockatrice
  Quarry colossus 
   
  CR 18
  Shoal serpent
  Silent artisan
  CR 19
  Benthic giant
  Captain of Kalemne
  Marshmist titan
  CR 20
  Arbor colossus
  Doomwake giant
  Nessian wilds ravager
  Titan of Erebos
  CR 21
  Fleetscourge kraken
  Outland colossus
  CR 22
  Demolok
  Heroesbane hydra
  CR 23
  Forgestoker dragon
  Gluttonous cyclops
  Godhunter octopus
  Stormbreath dragon
  Thunder brute
  CR 24
  Spawn of Thraxes
  Swarmborn giant
  CR 25
  Hundred-handed one
  Shipbreaker kraken
  CR 26
  Sun titan
  CR 27
  Anima mundi
  Humbler of mortals
  Titan of eternal fire
  CR 28
  Stormsurge kraken
  Zendikar kraken
  CR 29
  Adult mistcutter hydra
  Ancient mistcutter hydra
  CR 30
  Bearer of the heavens
  268
  APPEDIX F: CHALLENGE RATINGS
  
SOURCE: textdata/thevault/A Theros Bestiary - A Guide To The Mortals, Immortals, and Mortified Beings Of Theros.pdf