TEXT:  
   
   
   
   
  
   
   
   
  CONTENTS 
   
   
   
  Achaierai ................................. 4 
  Archons ................................... 5 
  Hound Archon ..................... 5 
  Hound Archon Hero ............ 6 
  Lantern Archon ................... 7 
  Owl Archon ......................... 8 
  Sword Archon ..................... 8 
  Throne Archon .................... 9 
  Trumpet Archon ................ 10 
  Warden Archon ................. 11 
  Bariaur ................................... 12 
  Bariaur ............................... 12 
  Bariaur Ranger .................. 13 
  Bladelings .............................. 14 
  Bladeling ........................... 14 
  Bladeling Captain .............. 15 
  Bladeling Slavedriver ........ 15 
  Dabus ..................................... 16 
  Demons .................................. 17 
  Armanite ............................ 17 
  Babau ................................ 18 
  Bebilith .............................. 19 
  Bulezau .............................. 20 
  Jovoc ................................. 21 
  Molydeus ........................... 22 
  Nabassu, Juvenile .............. 23 
  Nabassu, Mature ................ 23 
  Rutterkin ............................ 24 
  Uridezu .............................. 25 
  Devils ..................................... 26 
  Abishai, Black ................... 26 
  Abishai, Blue ..................... 27 
  Abishai, Green .................. 27 
  Abishai, Red ...................... 28 
  Abishai, White .................. 28 
  Ayperobos Swarm ............. 29 
  Cavalry Devil (Narzugon) . 30 
  Legion Devil (Merregon) .. 31 
  Nupperibo .......................... 32 
  Xerfilstyx .......................... 33 
  Eladrin ................................... 34 
  Bralani ............................... 34 
  Coure ................................. 35 
  Firre ................................... 36 
  Ghaele ............................... 37 
  Noviere .............................. 38 
  Shiere ................................ 39 
  Shiradi ............................... 40 
  Tulani ................................ 41 
  Elder Elementals ................... 42 
  Elder Air Elemental .......... 42 
  Elder Earth Elemental ....... 43 
  Elder Fire Elemental ......... 44 
  Elder Water Elemental ...... 45 
  Elemental Grues .................... 46 
  Chaggrin (Earth Grue) ...... 46 
  Harginn (Fire Grue) .......... 46 
  Ildriss (Air Grue) .............. 47 
  Varrdig (Water Grue) ........ 47 
  Energons ................................ 48 
  Xag-Ya (Positive      
  Energon) ............................ 48 
  Xeg-Yi (Negative     
  Energon) ............................ 48 
  Fallen Celestials .................... 49 
  Fallen Bralani .................... 49 
  Fallen Deva ....................... 50 
  Fallen Lillend .................... 51 
  Fallen Musteval ................. 51 
  Fallen Planetar .................. 52 
  Fallen Solar ....................... 53 
  Fallen Trumpet Archon ..... 54 
  Formians ................................ 55 
  Formian Myrmarch ........... 55 
  Formian Queen ................. 56 
  Formian Warrior ............... 57 
  Formian Worker ................ 57 
  Formian Taskmaster.......... 58 
  Gehreleths (Demodands) ....... 59 
  Farastu ...............................60 
  Kelubar ..............................61 
  Shator .................................62 
  Guardinals ..............................63 
  Avoral ................................64 
  Cervidal .............................65 
  Equinal ...............................66 
  Leonal ................................67 
  Lupinal ...............................68 
  Musteval ............................69 
  Ursinal ...............................70 
  Hordlings ................................71 
  Hordling, Small .................71 
  Hordling, Medium .............72 
  Hordling, Large .................73 
  Hordling, Huge ..................74 
  Inevitables ..............................75 
  Kolyarut .............................76 
  Marut .................................77 
  Quarut ................................78 
  Varakhut ............................79 
  Zelekhut .............................80 
  Lammasu ................................81 
  Lammasu ...........................81 
  Lammasu Golden     
  Protector .............................81 
  Lillendi ...................................82 
  Lillend ................................82 
  L Illend Muse .....................82 
  Modron Hierarchs ..................83 
  Decaton ..............................83 
  Nonaton .............................84 
  Octon .................................84 
  Septon ................................85 
  Hexton ...............................85 
  Quinton ..............................86 
  Quarton ..............................87 
  Tertian ................................88 
  Secundus ............................89 
  
   
   
   
  Noble Salamanders ................ 90 
  Noble Salamander ............. 90 
  Noble Salamander Mage ... 91 
  Ratatosk ................................. 92 
  Retriever ................................ 93 
  Rilmani .................................. 94 
  Abiorach ............................ 95 
  Argenach ........................... 96 
  Aurumach .......................... 97 
  Cuprilach ........................... 98 
  Ferrumach ......................... 99 
  Plumach ........................... 100 
  Steel Predator ...................... 101 
  Thoqqua ............................... 102 
  Wemics ................................ 103 
  Wemic ............................. 103 
  Wemic Pride Leader ........ 104 
  Xill ....................................... 105 
  Yeth Hound ......................... 106 
  Yugoloths ............................ 107 
  Baernaloth ....................... 108 
  Canoloth .......................... 109 
  Dergholoth ...................... 110 
  Gacholoth ........................ 111 
  Guardian Yugoloth,        
  Least ................................ 112 
  Guardian Yugoloth,      
  Lesser .............................. 113 
  Guardian Yugoloth,     
  Greater ............................ 113 
  Hydroloth ........................ 114 
  Marreanoloth ................... 115 
  Piscoloth .......................... 116 
  Skeroloth ......................... 117 
  Yagnoloth ........................ 118 
  NPCs ................................... 119 
  Anarchist Revolutionary . 119 
  Athar Prophet Hunter ...... 119 
  Bleaker Surgeon .............. 120 
  Cipher Ascetic .................120 
  Doomguard Entropy   
  Warrior .............................121 
  Dustman Apprentice ........121 
  Fated Sorcerer ..................122 
  Godsman Mediator ..........122 
  Guvner Lawmage.............123 
  Harmonium Officer .........123 
  Indept Bodyguard ............124 
  Mercykiller Justiciar ........125 
  Signer Illusionist ..............126 
  Sensate Zookeeper ...........126 
  Xaositect Chaos Speaker .127 
  Appendix I: Creatures By 
  Challenge .............................128 
  Appendix II: Creatures By 
  Outer Plane ...........................129 
    
  . 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, 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.  
   
  All other original material in this work is copyright 2016 
  by Christopher Ramsley and published under the 
  Community Content Agreement for Dungeon Masters 
  Guild 
  Version 1.02 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only                                                 Planar Bestiary | 4  
  ACHAIERAI 
  Found almost exclusively in the layers of Avalas and 
  Thuldanin on the plane of Acheron, achaierai have on 
  occasion been spotted on the material plane, loitering in 
  dark caverns and tunnels. They are carnivorous birds, 
  though they supplement their diet with a considerable 
  amount of iron. 
   
  Viciously Organized. A flock of Achaierai will attack 
  in an organized manner, often attacking first those 
  opponents they deem to be the most dangerous. But 
  though they organize into small flocks and mating pairs, 
  achaierai have no true society and will turn on each 
  other in hard times, attacking weaker members of the 
  flock and devouring them. 
   
   
   
   
   
   
   
   
   
   
   
  ACHAIERAI 
  Large monstrosity, lawful evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  19 (+4) 13 (+1)  14 (+2)  11 (+0)  14 (+2)  13 (+1) 
   
   
  Skills Acrobatics +3, Athletics +6, Perception +4, 
  Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Infernal 
  Challenge 3 (700 XP) 
   
   
  Magic Resistance. The achaierai has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The achaierai makes three attacks: one with 
  its beak and two with its claws. 
   
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. 
   
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage. 
   
  Black Cloud (Recharge 5-6). The achaierai produces a 
  cloud of dark gas in a 10-foot radius around itself that 
  spreads around corners. The area is lightly obscured 
  until the end of the achaierai’s next turn or until 
  dispersed by wind. Any creature other than an achaierai 
  that enters the cloud or begins its turn there must make 
  a DC 12 Constitution saving throw, taking 7 (2d6) 
  poison damage on a failed save, or half as much on a 
  successful one. A creature that fails this save is also 
  affected as if by a confusion spell for 1 minute. An 
  affected creature can repeat the save at the end of each 
  of its turns, ending the confusion effect on itself on a 
  successful save. 
   
   
   
   
  
   
   
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  ARCHONS 
  Archons are the lawful good guardians of the Sevens 
  Heavens of Mount Celestia. They work tirelessly to 
  protect their home, and root our chaos and evil 
  throughout the multiverse. 
  Accoutrements and Station. Although you can 
  guess an archon’s station merely by its appearance, 
  there’s an equally simple way to judge it: by which metal 
  accoutrements adorn the archon. This ornamentation 
  serves a twofold purpose. 
  First, the items worn indicate what sort of archon it 
  is: hound, warden, etc. Each individual entry describes 
  what accoutrements an archon wears. 
  Second, the quality of the metal shows an archon’s 
  virtue within its station. From lowest to highest, the 
  order is lead, tin, brass, bronze, silver, gold, and 
  platinum. For example, platinum rather than brass 
  accoutrements on a warden archon signify its greater 
  obedience to the higher order – its virtue, if you will – 
  and its greater willingness to serve Law and Good. Once 
  it reaches a still higher stage of goodness, it will be 
  transformed into a sword archon wearing lead 
  appointments; it will start the process of advancement 
  all over again in its new station. A visitor to Mount 
  Celestia is likely to see any number of archons of a given 
  station, each wearing different metals. 
  When an archon reaches the next state of 
  goodness, it is not fitted with new metal accoutrements; 
  rather, the metal simply transmogrifies into the next 
  state. Because the metal is actually part of an archon’s 
  body and cannot be removed, it’s unaffected by 
  anything that might change normal metal – including 
  metal-altering spells. The purpose of the metal 
  appointments isn’t to confine or hinder or even protect, 
  but to remind the archon of its station so that it might 
  strive to its next level. 
  All archons of a given station are equal, regardless 
  of whether they have lead or gold accoutrements. The 
  especially virtuous (those with precious metals) 
  command just as many lower archons as do the new or 
  less virtuous (those with base metals). There’s no 
  difference within a station except that a more virtuous 
  member rises to the next rank (or metal) faster. There’s 
  also no jealousy among archons, and there’s almost 
  never been a recorded instance of one turning stag on 
  its brethren in order to advance. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HOUND ARCHON 
  Medium celestial (archon), lawful good 
   
   
  Armor Class 17 (splint) 
  Hit Points 52 (6d8 + 21) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  17 (+3) 10 (+0)  16 (+3)  10 (+0)  13 (+1)  12 (+1) 
   
   
  Saving Throws Str +5, Wis +3 
  Skills Intimidation +3, Perception +3 
  Damage Resistances lightning, poison 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Celestial 
  Challenge 4 (1,100 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the hound 
  archon have disadvantage on attack rolls against it. A 
  creature that hits the hound archon with an attack is 
  immune to this effect for the next 24 hours. A creature 
  that cannot be frightened is immune to this effect. 
   
  Good Health. The hound archon has advantage on 
  saving throws against poison. 
   
  Magic Resistance. The hound archon has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The hound archon makes two attacks: one 
  with its greatsword and one with its bite. 
   
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
   
  Hound archons are powerfully muscled humans who 
  have canine heads. Their broad shoulders and large fists 
  mark them as able hand-to-hand combatants. Likewise, 
  their strong legs indicate that fleeing enemies might not 
  get very far before being brought down. The hounds are 
  the guardians of the first and second layers, and they 
  command the lantern archons in the defense of Mount 
  Celestia. They wear simple metal collars. 
  Guardians of the lanterns and of the first and 
  second layers of Mount Celestia, hounds also serve as 
  planar hosts. Much like the helpful lanterns, the hound 
  archons welcome travelers to Mount Celestia. 
   
   
   
  
   
   
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  HOUND ARCHON HERO 
  Medium celestial (archon), lawful good 
   
   
  Armor Class 18 (plate) 
  Hit Points 82 (11d8 + 33) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  18 (+4) 10 (+0)  17 (+3)  10 (+0)  13 (+1)  12 (+1) 
   
   
  Saving Throws Str +7, Wis +4 
  Skills Intimidation +4, Perception +4 
  Damage Resistances lightning, poison 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Celestial 
  Challenge 8 (3,900 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the hound 
  archon hero have disadvantage on attack rolls against it. 
  A creature that hits the hound archon hero with an 
  attack is immune to this effect for the next 24 hours. A 
  creature that cannot be frightened is immune to this 
  effect. 
   
  Divine Smite. The hound archon hero’s weapon attacks 
  are magical and deal an additional 2d8 points of radiant 
  damage (already factored in to its attacks). 
   
  Good Health. The hound archon hero has advantage on 
  saving throws against poison. 
   
  Magic Resistance. The hound archon hero has advantage 
  on saving throws against spells and other magical 
  effects. 
   
  ACTIONS 
   
  Multiattack. The hound archon hero makes two attacks: 
  one with its greatsword and one with its bite. 
   
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage plus 9 
  (2d8) radiant damage. 
   
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) 
  radiant damage. 
   
   
  This hound archon has left Celestia to become a 
  champion of the people. It has given up its station and 
  accoutrements, but it is no fallen archon; its cause is 
  just, and though it may never return home, other 
  archons it encounters have great respect for its 
  sacrifice. 
   
   
   
   
   
  
   
   
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  LANTERN ARCHON 
  Small celestial (archon), lawful good 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 13 (3d8) 
  Speed 0 ft., fly 60 ft. (hover) 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
   CHA 
   4 (-3) 11 (+0)  10 (+0)  6 (-2)   15 (+2)   10 (+0) 
   
   
  Skills Perception +4 
  Damage Resistances lightning, poison 
  Condition Immunities charmed, frightened, prone 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Celestial 
  Challenge 1 (200 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the lantern 
  archon have disadvantage on attack rolls against it. A 
  creature that hits the lantern archon with an attack is 
  immune to this effect for the next 24 hours. A creature 
  that cannot be frightened is immune to this effect. 
   
  Good Health. The lantern archon has advantage on 
  saving throws against poison. 
   
  Illumination. The lantern archon sheds bright light in a 
  20-foot radius and dim light in an additional 20 feet. It 
  can suppress or resume this ability as a bonus action. 
   
  ACTIONS 
   
  Multiattack. The lantern archon makes two light ray 
  attacks. 
   
  Light Ray. Ranged Spell Attack: +4 to hit, range 30 ft., 
  one target. Hit: 6 (1d8 + 2) radiant damage. 
   
   
  Lanterns, lowest of archons, appear as floating balls of 
  light. They are the equivalent of the infantry in prime-
  material armies. Newly arrived to Mount Celestia, these 
  petitioners struggle to prove their worth in order to 
  advance in station. However, their desire is not so much 
  advancement as a longing to help those in need. Unlike 
  the archons above them, they bear no metal 
  appointments. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  VARIANT: LANTERN ARCHON FAMILIARS 
   
  Optionally, lantern archons are available as an additional 
  option to a warlock that selects the Pact of the Chain. 
  This is especially appropriate for a warlock that selects 
  an Archon Patron. 
   
  If you are using the Companion Card System, a lantern 
  archon familiar has the following abilities: 
   
  Lantern Archon 
  Illumination. The lantern archon can sheds bright light in 
  a 20-foot radius and dim light in an additional 20 feet. 
  You have advantage on Wisdom (Perception) checks 
  that rely on sight within the light. You can have the 
  lantern archon suppress or resume this ability freely 
  during your turn. 
  Menace (1/Short Rest). The lantern archon can cause an 
  attack made against you to suffer disadvantage. This 
  ability has no effect on an attack made by a creature that 
  cannot be frightened, and you must be aware of the 
  attack. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  OWL ARCHON 
  Medium celestial (archon), lawful good 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 67 (9d8 + 29) 
  Speed 30 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  14 (+2) 17 (+3)  16 (+3)  16 (+3)  17 (+3)  15 (+2) 
   
   
  Skills History +6, Nature +6, Perception +6, Religion +6 
  Damage Resistances lightning, poison 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Celestial 
  Challenge 5 (1,800 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the owl 
  archon have disadvantage on attack rolls against it. A 
  creature that hits the owl archon with an attack is 
  immune to this effect for the next 24 hours. A creature 
  that cannot be frightened is immune to this effect. 
   
  Good Health. The owl archon has advantage on saving 
  throws against poison. 
   
  Magic Resistance. The owl archon has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The owl archon makes three attacks: one 
  with its beak and two with its claws. Alternatively, it can 
  use Light Ray twice. 
   
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage. 
   
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
   
  Light Ray. Ranged Spell Attack: +6 to hit, range 30 ft., 
  one target. Hit: 12 (2d8 + 3) radiant damage. 
   
   
  Owl archons appear much like normal owls, though they 
  stand over 9 feet tall, and they wear metal-buckled 
  harnesses. They have a mixture of snow-white and 
  charcoal-gray feathers, and their wicked talons, sharp 
  beaks, and wide eyes all possess a silvery gleam. 
  Owl archons serve primarily as messengers, scouts, 
  and spies, but also as guardians of the lesser creatures 
  of the upper planes, such as celestial animals. 
   
   
   
   
   
   
   
  SWORD ARCHON 
  Medium celestial (archon), lawful good 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 110 (13d8 + 52) 
  Speed 30 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  21 (+5) 15 (+2)  19 (+4)  12 (+1)  14 (+2)  17 (+3) 
   
   
  Saving Throws Dex +6, Wis +6, Cha +7 
  Skills Insight +6, Investigation +5, Perception +6 
  Damage Resistances lightning, poison; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 16 
  Languages Common, Celestial 
  Challenge 9 (5,000 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the sword 
  archon have disadvantage on attack rolls against it. A 
  creature that hits the sword archon with an attack is 
  immune to this effect for the next 24 hours. A creature 
  that cannot be frightened is immune to this effect. 
   
  Discorporating Dive (1/Turn). If the sword archon flies 
  at least 20 feet straight toward a target and then hits it 
  with an arm blade attack on the same turn, the target 
  takes an extra 28 (8d6) force damage. A creature 
  reduced to 0 hit points by this attack is disintegrated. 
   
  Divine Wrath. The sword archon’s weapon attacks are 
  magical and deal an additional 3d8 points of fire 
  damage (already factored in to its attacks). 
   
  Good Health. The sword archon has advantage on saving 
  throws against poison. 
   
  Magic Resistance. The sword archon has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The sword archon makes two wing blade 
  attacks. 
   
  Wing Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage plus 13 
  (3d8) fire damage. 
   
   
  Sword archons appear as mostly ordinary humans – 
  except most ordinary humans don’t have bladed wings 
  in place of arms. Their hair is silvery, and their eyes glow 
  with inner light. They wear collars, leg greaves, and 
  breastplates.  
   
  
   
   
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  THRONE ARCHON 
  Large celestial (archon), lawful good 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 230 (20d10 + 120) 
  Speed 40 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  24 (+7) 22 (+6)  22 (+6)  20 (+5)  24 (+7)  24 (+7) 
   
   
  Saving Throws Con +12, Wis +13, Cha +13 
  Skills Insight +13, Intimidation +13, Perception +13, 
  Religion +11 
  Damage Resistances lightning, poison; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 23 
  Languages Celestial, telepathy 120 ft. 
  Challenge 17 (13,000 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the throne 
  archon have disadvantage on attack rolls against it. A 
  creature that hits the throne archon with an attack is 
  immune to this effect for the next 24 hours. A creature 
  that cannot be frightened is immune to this effect. 
   
  Divine Power. The throne archon’s weapon attacks are 
  magical and deal an additional 2d8 points of fire 
  damage and 2d8 points of radiant damage (already 
  factored in to its attacks). 
   
  Good Health. The throne archon has advantage on 
  saving throws against poison. 
   
  Innate Spellcasting. The throne archon’s innate 
  spellcasting ability is Wisdom (save DC 21, +13 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: command, daylight, detect evil and good, flame 
  strike, message 
  3/day each: divine word 
   
  Magic Resistance. The throne archon has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The throne archon makes two greatsword 
  attacks. 
   
  Greatsword. Melee Weapon Attack: +13 to hit, reach 5 
  ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 9 
  (2d8) fire damage and 9 (2d8) radiant damage. 
   
  Teleport. The throne archon magically teleports, along 
  with any equipment it is holding or carrying, to an 
  unoccupied space within 120 feet. 
   
   
   
   
   
  A metal-clad human, with golden skin and fair hair, best 
  describes the appearance of a typical throne archon. 
  These archons wear helmets and carry swords, and they 
  are protected by breastplates that radiate light. 
   
  These archons rule the cities and realms of Mount 
  Celestia; as such, they’ve got considerable influence, 
  both spiritual and temporal. Indeed, they are said to be 
  the true rulers of the archons, though the tome archons 
  technically rule over more area as each is assigned to a 
  single layer. However, the thrones are more involved 
  with the day-to-day cares of a lawful reign, mediating 
  disputes, resolving conflicts, and exemplifying 
  goodness. Thrones do not politically squabble, instead 
  gathering peacefully to negotiate differences. They can 
  command any archon who falls into their purview. 
   
  
   
   
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  TRUMPET ARCHON 
  Medium celestial (archon), lawful good 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 123 (13d8 + 65) 
  Speed 30 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  19 (+4) 18 (+4)  21 (+5)  18 (+4)  22 (+6)  18 (+4) 
   
   
  Saving Throws Wis +10, Cha +8 
  Skills Intimidation +8, Perception +10, Religion +8 
  Damage Resistances lightning, poison; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 20 
  Languages Celestial, telepathy 120 ft. 
  Challenge 12 (8,400 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the trumpet 
  archon have disadvantage on attack rolls against it. A 
  creature that hits the trumpet archon with an attack is 
  immune to this effect for the next 24 hours. A creature 
  that cannot be frightened is immune to this effect. 
   
  Good Health. The trumpet archon has advantage on 
  saving throws against poison. 
   
   
   
  Innate Spellcasting. The trumpet archon’s innate 
  spellcasting ability is Wisdom (save DC 18, +10 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: command, daylight, detect evil and good, 
  message 
  3/day each: flame strike 
   
  Magic Resistance. The trumpet archon has advantage on 
  saving throws against spells and other magical effects. 
   
  Trumpet Sword. The trumpet archon can transform its 
  trumpet into a greatsword. Attacks with this greatsword 
  are magical, add +1 to attack and damage, and deal an 
  additional 4d8 radiant damage (all factored in below). 
   
  ACTIONS 
   
  Multiattack. The trumpet archon makes two greatsword 
  attacks. 
   
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 18 
  (4d8) radiant damage. 
   
  Trumpet (Recharge 6). The trumpet archon lets out a 
  blast from its trumpet. Enemies that hear the trumpet 
  must make a DC 18 Constitution saving throw or be 
  stunned for 1 minute. An affected creature can repeat 
  the save at the end of each of its turns, ending the effect 
  on itself on a success. 
   
   
  Trumpet archons look much like winged elves, save that 
  trumpets are even more fair. Each archon of this type 
  wears a collar and breastplate. Each also carries a single 
  silver trumpet, which it blows to announce its arrival 
  upon reaching any destination and upon its return to 
  Mount Celestia. The sound emitted from this trumpet is 
  one of utter clarity and piercing beauty. 
   
  Trumpet archons serve as the messengers of higher 
  archons, but they also have a far more dangerous duty: 
  They escort the spirit of a newly dead being back to its 
  body if it’s resurrected or raised. 
  Interestingly, trumpets are the only archon group in 
  which one rules over others of the same station. Israfel, 
  a trumpet, is known as the Lord of Heralds. He assigns 
  the other trumpets to their duties. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  WARDEN ARCHON 
  Medium celestial (archon), lawful good 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  22 (+6) 11 (+0)  17 (+3)  16 (+3)  14 (+2)  12 (+1) 
   
   
  Saving Throws Int +6, Wis +5 
  Skills Intimidation +4, Perception +5 
  Damage Resistances lightning, poison; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 15 
  Languages telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Alert. The warden archon has advantage on initiative 
  checks and cannot be surprised. 
   
  Aura of Menace. Creatures within 20 feet of the warden 
  archon have disadvantage on attack rolls against it. A 
  creature that hits the warden archon with an attack is 
  immune to this effect for the next 24 hours. A creature 
  that cannot be frightened is immune to this effect. 
   
  Good Health. The warden archon has advantage on 
  saving throws against poison. 
   
  Innate Spellcasting. The warden archon’s innate 
  spellcasting ability is Wisdom (save DC 13, +5 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: clairvoyance, locate creature, locate object, 
  scrying 
   
  Magic Resistance. The warden archon has advantage on 
  saving throws against spells and other magical effects. 
   
  Speak With Bears. The warden archon can speak with 
  ursine creatures as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The warden archon makes three attacks: 
  one with its bite and two with its claws. 
   
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) piercing damage. 
   
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) slashing damage. 
   
   
  Wardens are best described as hulking humans with 
  grizzly-bear heads. Their hands, though human-shaped, 
  end in claws. Their eyes, tiny and bright like a bear’s, 
  reflect extreme intelligence. They have the great 
  strength and acute senses of a grizzly bear, though not 
  its unpredictable nature. Wardens converse via 
  telepathy, though they can (and often do) communicate 
  vocally with ursine animals. They wear collars and arm 
  bracers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  BARIAUR 
  Bariaurs, probably a hardy relative of the centaur, have 
  the body of a large ram or ewe, the torso of a muscular 
  human, and a human-like head that sports ram horns. 
  Life in Flocks. Like most natives of Ysgard, bariaurs 
  are carefree and wild. Their powerful wanderlust keeps 
  the entire flock constantly on the move. 
  Bariaurs are herbivores, feeding on berries, nuts, 
  leaves and other foods gathered in the forests. They do 
  not usually travel from one layer of Ysgard to another, 
  but do so if the food supply in an area warrants a move. 
  A flock of bariaurs follows a single leader, stronger 
  or more charismatic than others in the flock. A leader’s 
  rule is absolute, but younger bariaurs who think 
  themselves ready for leadership may challenge them. 
  Such challenges, though, are formal and ritualized, never 
  reckless; bariaurs’ chaotic nature is directed outside of 
  the flock, rather than within it. The loss of a duel or 
  challenge brings no disgrace nor dishonor. 
  Intense Playfulness. An under-reported aspect of 
  bariaur life is their robust playfulness. They believe that 
  that the two great goods are the advancing of their 
  strong sense of honor and the need to have a good 
  time. The bariaur often meet in shows of friendly rivalry 
  on the great grassy plains of Ysgard. At these festivals 
  they stage singing contests, tell tales, and play an 
  intricate game not unlike polo. Human observers often 
  mistake the rivalry for pride or pettiness, and are often 
  completely flabbergasted when, at the end of a festival, 
  the bariaur depart on the friendliest terms. 
  Even bariaur adventurers on a hard quest may 
  arrange simple contests to remind them of the joy of 
  life. It is a magical moment when a grimly determined 
  bariaur happens on one of his fellows and puts aside his 
  honor-driven quest for a few minutes (or hours) of race 
  and sport. Such events often do them as much good as 
  a night’s sleep. Then they return to their quests. 
  Nothing saddens a bariaur like learning that a 
  companion is sad. These brave ones fear neither death 
  nor the most monstrous manifestation of the powers of 
  darkness; yet they have been known to journey across 
  the most dangerous planar barriers to visit the sickbed 
  of a valued friend. 
  Giant Enemies. Bariaurs have few natural enemies in 
  Ysgard, although they battle the giants there. Flocks 
  even attack giant lairs all-out, trying to wipe out the 
  beasts. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BARIAUR 
  Medium humanoid, chaotic good 
   
   
  Armor Class 15 (scale mail barding) 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 12 (+1)  13 (+1)  10 (+0)  12 (+1)   9 (-1) 
   
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages Common, Celestial 
  Challenge 1/2 (100 XP) 
   
   
  Powerful Charge. If the bariaur moves at least 10 feet 
  straight toward a target and then hits it with a ram attack 
  on the same turn, the target takes an extra 7 (2d6) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 12 Strength saving throw or be 
  knocked prone. 
   
  ACTIONS 
   
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if wielded in two hands. 
   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage. 
   
   
   
  
   
   
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  BARIAUR RANGER 
  Medium humanoid, chaotic good 
   
   
  Armor Class 16 (scale mail barding) 
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 14 (+2)  15 (+2)  10 (+0)  15 (+2)   9 (-1) 
   
   
  Skills Nature +2, Perception +4, Survival +4 
  Senses passive Perception 14 
  Languages Common, Celestial, Sylvan 
  Challenge 2 (450 XP) 
   
   
  Powerful Charge. If the bariaur ranger moves at least 10 
  feet straight toward a target and then hits it with a ram 
  attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 13 Strength saving throw or be 
  knocked prone. 
   
  Spellcasting. The bariaur ranger is a 3rd-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). It knows the following ranger 
  spells: 
   
  1st level (3 slots): beast bond, ensnaring strike, hunter’s 
  mark 
   
  ACTIONS 
   
  Multiattack. The bariaur ranger makes two weapon 
  attacks, only one of which can be a ram attack. 
   
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
   
  This bariaur is an expert tracker and warrior. It might be 
  the right hand of a flock leader, or maybe it leads its 
  own flock. Or it could be an outcast or hermit living on 
  its own in the wilderness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  BLADELINGS 
   
   
  BLADELING 
  Medium humanoid, lawful neutral 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 14 (+2)  12 (+1)  10 (+0)  13 (+1)   9 (-1) 
   
   
  Skills Athletics +4 
  Damage Resistances acid 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Infernal 
  Challenge 1/2 (100 XP) 
   
   
  ACTIONS 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if wielded in two hands. 
   
  Spine. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage. 
   
  Razor Storm (Recharge 5-6). The bladeling expels 
  shrapnel in a 15-foot cone. Each creature in the area 
  must make a DC 11 Dexterity saving throw, taking 7 
  (2d6) piercing damage on a failed save, or half as much 
  on a successful one. The bladeling’s Armor Class is then 
  reduced by 2 until this ability recharged. 
   
  REACTIONS 
   
  Spines. If a creature misses it with a melee attack while 
  within 5 feet of it, the bladeling can use its reaction to 
  make a Spine attack against that creature. 
   
   
  Bladelings were once rumored to be tieflings, the spawn 
  of fiends and humanoids. Unlike the other castoffs of 
  the Lower Planes, however, bladelings are a distinct race 
  unto themselves. 
  Human-shaped, the average bladeling stands about 
  6 feet tall. The resemblance to humankind ends there. 
  Bladeling eyes glow like translucent chips of glacial ice 
  tinged with purple. Skin and bones protrude in the form 
  of sharp blades of wood and ice and steel, jutting out at 
  all angles; bladelings have no soft flesh. They have blood 
  the color and consistency of oil. 
  Xenophobia. Not much is known about the 
  bladelings, for they discourage any investigation into 
  their lives – harshly. They are highly superstitious, and 
  most are exceedingly xenophobic. Though they are 
  courteous to strangers encountered outside their home, 
  they tend to administer swift death to those who invade 
  their territory. 
  Acheron “Natives.” Though not originally from 
  Acheron, bladelings have established themselves on the 
  plane and are now considered native. Most live in 
  Ocanthus, the fourth layer of Acheron, amidst the 
  whirling blades of ice and iron. Their city, Zoronor, lies 
  in the Blood Forest. This pulpy mass of wood (and other 
  less savory, unidentifiable material) protects the 
  residents from the whirling blades that are the main 
  feature of this layer. 
  Zoronor is the only known bladeling city. Here, 
  bladelings obey their priest-king fanatically, having 
  followed his tenets and gained some measure of 
  security, which they will defend with their lives. The city 
  itself yields little except assassins and travelers. 
  Life in Ocanthus is difficult at best. For this reason, 
  bladelings learn to trust in their neighbors and to 
  protect them as well. Though they are prone to internal 
  strife, bladelings pull together quickly when faced with 
  outside threats. 
   
   
  
   
   
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  BLADELING CAPTAIN 
  Medium humanoid, lawful neutral 
   
   
  Armor Class 18 (natural armor, shield) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 14 (+2)  15 (+2)  12 (+1)  15 (+2)  11 (+0) 
   
   
  Skills Athletics +7, Intimidation +5 
  Damage Resistances acid 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Abyssal 
  Challenge 3 (700 XP) 
   
   
  ACTIONS 
   
  Multiattack. The bladeling captain makes two weapon 
  attacks. 
   
  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 wielded in two hands. 
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage. 
   
  Spine. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
   
  Razor Storm (Recharge 5-6). The bladeling captain 
  expels shrapnel in a 15-foot cone. Each creature in the 
  area must make a DC 12 Dexterity saving throw, taking 
  21 (6d6) piercing damage on a failed save, or half as 
  much on a successful one. The bladeling captain’s 
  Armor Class is then reduced by 2 until this ability 
  recharged. 
   
  REACTIONS 
   
  Spines. If a creature misses it with a melee attack while 
  within 5 feet of it, the bladeling captain can use its 
  reaction to make a Spine attack against that creature. 
   
   
  A military commander of middling rank, this captain 
  organizes and protects their underlings with great skill. 
   
  BLADELING SLAVEDRIVER 
  Medium humanoid, lawful evil 
   
   
  Armor Class 18 (natural armor, shield) 
  Hit Points 90 (12d8 + 36) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 14 (+2)  17 (+3)  10 (+0)  13 (+1)  14 (+2) 
   
   
  Skills Athletics +7, Intimidation +5 
  Damage Resistances acid 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Infernal 
  Challenge 5 (1,800 XP) 
   
   
  Sneak Attack (1/Turn). The bladeling slavedriver 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 feet of an ally that isn't 
  incapacitated and the bladeling slavemaster doesn't 
  have disadvantage on the attack roll. 
   
  ACTIONS 
   
  Multiattack. The bladeling slavedriver makes two attacks 
  with its razor lash. 
   
  Razor Lash. Melee Weapon Attack: +7 to hit, reach 15 
  ft., one target. Hit: 8 (1d6 + 5) slashing damage. 
   
  Spine. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d4 + 5) piercing damage. 
   
  Razor Storm (Recharge 5-6). The bladeling slavedriver 
  expels shrapnel in a 15-foot cone. Each creature in the 
  area must make a DC 14 Dexterity saving throw, taking 
  35 (10d6) piercing damage on a failed save, or half as 
  much on a successful one. The slavedriver’s Armor Class 
  is then reduced by 2 until this ability recharged. 
   
  REACTIONS 
   
  Spines. If a creature misses it with a melee attack while 
  within 5 feet of it, the slavedriver can use its reaction to 
  make a Spine attack against that creature. 
   
   
  Having left its people, this bladeling whips the troops of 
  mercenary armies into shape as they march aimlessly 
  across Acheron. 
   
  
   
   
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  DABUS 
  Tall, slender, and looking like the riddles they speak, the 
  dabus are feared by some to be the true masters of Sigil. 
  For others they are nothing but slaves that maintain 
  Sigil’s mighty engines. Their thoughts literally fill the air 
  when they pass, for the dabus’s speech is illusion 
  shaped into pictures that mortals can then reshape into 
  sounds – the dabus communicate not by word, but by 
  the complicated structures of the rebus. These are the 
  ultimate in thought-pictures, where symbols are chosen 
  for the sounds made in a language, and the sounds are 
  strung together to form words. 
   
  Workers of Sigil. Sigil is the sole habitat of the 
  dabus, which they constantly build, cannibalizing one 
  part to construct another. It is known their homes are in 
  substructures far beneath the city, but few have seen 
  them. They don’t care for visitors in their cramped 
  workshops, and they mislead those who try to follow 
  them home without permission. 
   
  The dabus claim to be organized into cells (if their 
  rebuses are read correctly). Each cell has a duty in the 
  city, though it is not tied to one place or skill. One day a 
  member of a cell gathers the trash that blows out of the 
  Great Bazaar. The next, it might be resetting cobbles 
  near the Hive. Whatever guides them in their tasks, the 
  dabus seem to always know what is expected of them. 
  Each cell has 2d6 members. 
   
  Sexless. All dabus are of the same sex, for the race 
  appears to have no sex at all. There are no dabus young, 
  yet they do seem to be able to replace those lost to 
  accident or misadventure. No one is sure how they do 
  so, but the best guess is that a new member is 
  constructed from the merged illusions of the others, 
  that the word-pictures take on real form, that what is 
  written/spoken has reality for these creatures that 
  translates into reality for others. 
   
  The Rebus. That leads to their strange speech, the 
  most puzzling aspect of the dabus race. They have 
  mouths and seem perfectly capable of speaking, but 
  they never do. Instead, should they desire to 
  communicate with someone not of their race, images of 
  appear in the air. The images are the picture equivalents 
  of sounds that match whatever language the onlooker 
  speaks. When a dabus is excited, the rebuses can flicker 
  by with dazzling speed. 
   
  Why do they not speak? Have they surrendered 
  speech, cutting away the abstractions that bind the flesh 
  to a false image of the world, or is language a mystery to 
  them, an art they haven’t learned? Are they a race unable 
  to seize upon words and letters? Perhaps they are like 
  some idiot savant, brilliant at their own chores but blind 
  to the talents common to others. 
   
  There is no doubt the dabus have a role in Sigil. 
  They are its cells, constantly repairing the body of the 
  city. It is hard to imagine what would happen to Sigil 
  without them, for no one really knows the full extent 
  and workings of Sigil’s streets and furnaces. 
   
  DABUS 
  Medium humanoid, neutral 
   
   
  Armor Class 13 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  11 (+0) 16 (+3)  12 (+1)  14 (+2)  12 (+1)  12 (+1) 
   
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands all, but speaks only in images 
  Challenge 1/4 (50 XP) 
   
   
  Hovering Movement. The dabus does not fly, but it is 
  immune to any effect that requires it to be touching the 
  ground, and it ignores the first 10 points of falling 
  damage that it would take each time it falls. 
   
  Rebus. The dabus speaks in illusionary pictograms called 
  rebus. It can also cast the minor illusion spell at will, but 
  the effect is always obviously illusory. 
   
  ACTIONS 
   
  Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  DEMONS 
  In addition to the demons found in the Monster Manual, 
  these additional types of demon can be found spilling 
  forth from the Abyss. 
   
   
  ARMANITE 
  Large fiend (demon), chaotic evil 
   
   
  Armor Class 17 (half plate barding) 
  Hit Points 114 (12d10 + 48) 
  Speed 60 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
   WIS 
   CHA 
  19 (+4) 16 (+3)  18 (+4)   8 (-1)  12 (+1)  13 (+1) 
   
   
  Saving Throw Str +7, Wis +4, Cha +4 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Cavalry Charge (1/Turn). If the armanite moves at least 
  10 feet straight toward a target and then hits it with a 
  lance attack on the same turn, the target takes an extra 
  13 (2d12) piercing damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
   
  Magic Resistance. The armanite has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The armanite makes two lance attacks. 
   
  Lance. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) piercing damage. 
   
  Sparkbolt Longbow. Ranged Weapon Attack: +6 to hit, 
  range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage plus 18 (4d8) lightning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armanites resemble pale, undead centaurs with the 
  horns of rams or bulls. They wear the full armor of 
  knights. Their tails and the manes down their spines are 
  stiff bristles, and the flesh on their bellies sags so much 
  that older armanites sometimes look like gutted half-
  horses, dragging their entrails beneath them. 
  Armanites are the mercenaries and scavengers of 
  the Blood War, living by devouring the flesh and spirits 
  of the fallen. They serve their masters well but expect 
  plunder in return; failure to provide it results in 
  desertion or rebellion, even on the eve of battle. Most 
  herds of armanites specialize in a particular battlefield 
  duty, such as scouting, foraging for quartermasters, 
  skirmishing, archery, or the like. 
   
  Each armanite troupe carries an individual troupe 
  banner and the banner of their current master or 
  mistress, such as Graz’zt’s diagonal black-and-white 
  slash or Pazuzu’s golden talon on dark red. If the banner 
  is lost in battle, the troupe disbands to take up service 
  in the household of one of the lords of the Plain of 
  Infinite Portals or attempt to join another troupe. The 
  banner is the symbol and unifying principle of each 
  warband; without it, the armanites feud among 
  themselves and soon their group falls apart. 
  Because they operate well as independent groups, 
  armenites are often selected to undertake special 
  missions for the Abyssal lords. They are called the Dark 
  Horsemen or the Dark Riders in the Upper Planes and 
  are feared there. They are a common sight in Sigil as 
  well, where they sometimes serve as bloodthirsty 
  bodyguards. 
   
  VARIANT: DEMON SUMMONING 
   
  Some demons can have an action option that allows 
  them to summon other demons. 
  Summon Demon (1/Day). The demon chooses what 
  to summon and attempts a magical summoning. 
   
   An armanite has a 30% chance of summoning a 1d10 
  dretches or another armanite. 
   A babau has a 40% chance to summon another 
  babau. 
   A bulezau has a 50% chance to summon 2d6 
  dretches or 1d6 rutterkin. 
   A jovoc has a 25% chance of summoning another 
  jovoc. 
   A mature nabassu has a 30% chance of summoning a 
  1d4 hezrous or 1 glabrezu. 
   A molydeus has a 35% chance of summoning another 
  molydeus, 1d3 chasmes, or 1d4 babaus. 
   A rutterkin has a 10% chance of summoning a 
  chasme.  
   An urdezu has a 40% chance of summoning 
  another urdezu. 
   
  A summoned demon appears in an unoccupied space 
  within 60 feet of its summoner, acts as an ally of its 
  summoner, and can't summon other demons. It remains 
  for l minute, until it or its summoner dies, or until its 
  summoner dismisses it as an action. 
   
  
   
   
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  BABAU 
  Medium fiend (demon), chaotic evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  19 (+4) 12 (+1)  17 (+3)  14 (+2)  13 (+1)  16 (+3) 
   
   
  Saving Throw Dex +4, Wis +4 
  Skills Perception +4, Stealth +4 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
   
   
  Magic Resistance. The babau has advantage on saving 
  throws against spells and other magical effects. 
   
  Protective Slime. A creature that touches the babau or 
  hits it with a melee attack while within 5 feet of it takes 
  5 (1d10) acid damage. 
   
  ACTIONS 
   
  Multiattack. The babau makes three attacks: two with its 
  claws, and one with its bite. 
   
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, plus 3 (1d6) 
  acid damage. 
   
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage, plus 3 (1d6) 
  acid damage. 
   
   
  Babau look like tall skeletons covered with dark, form-
  fitting leather and dripping with vicious fluid. A great 
  horn protrudes from the back of their skulls. Babaus 
  have long, wicked claws covered with dirt, blood, and 
  decaying flesh. Their movements are very quick, sharp, 
  and mechanical, emphasizing their alien nature. 
   
  Other tanar’ri hate babaus because they roam 
  around recruiting for the vast Abyssal armies, forcing 
  lesser demons into service in the Blood War. To escape 
  service, numbers of lesser tanar‘ri sometimes gang up 
  on a pursuing babau and try to kill it. However, the 
  babau defend themselves well. 
   
   
  
   
   
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  BEBILITH 
  Huge fiend (demon), chaotic evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 187 (15d12 + 90) 
  Speed 40 ft., climb 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  24 (+7) 18 (+4)  22 (+6)  11 (+0)  13 (+1)  13 (+1) 
   
   
  Saving Throw Str +11, Con +10, Wis +5 
  Skills Perception +5, Stealth +8 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 15 
  Languages understands Abyssal, but cannot speak; 
  telepathy 120 ft. 
  Challenge 12 (8,400 XP) 
   
   
  Spider Climb. The bebilith 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 bebilith 
  knows the exact location of any other creature in 
  contact with the same web. 
   
  Web Walker. The bebilith ignores movement restrictions 
  caused by webbing. 
   
  ACTIONS 
   
  Multiattack. The bebilith makes three attacks: two with 
  its claws, and one with either its bite or its web. 
   
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 16 (2d8 + 7) piercing damage, and the 
  target must make a DC 17 Constitution saving throw, 
  taking 31 (7d8) poison damage on a failed save, or half 
  as much on a successful one. The body of a creature 
  killed by this attack bursts into flames and disintegrates 
  one round after death. 
   
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage. If the bebilith 
  has already hit the target with a claw attack this turn, 
  and the target is wearing nonmagical armor, the target’s 
  armor is damaged and takes a permanent and 
  cumulative -1 penalty to the AC it offers. The armor is 
  destroyed if the penalty reduces its AC to 10. 
   
  Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, 
  range 30/60 ft. , one Large or smaller creature. Hit: The 
  creature is restrained by webbing. As an action, the 
  restrained creature can make a DC 17 Strength check, 
  escaping from the webbing on a success. The effect 
  ends if the webbing is destroyed. The webbing has AC 
  10, 10 hit points, resistance to bludgeoning damage, 
  and immunity to poison and psychic damage. 
   
  Plane Shift. The bebilith casts the plane shift spell, with 
  no need for a material component, but can travel only to 
  the Astral plane, or back to the layer of the Abyss it was 
  last on. 
   
  Also known as creepers of the Abyss and barbed 
  horrors, bebiliths are huge arachnids that roam the 
  Abyss, preying on the tanar’ri. Though native to the 
  Abyss, and thus classified as demons, bebiliths are not 
  of the tanar’ri race. 
   
  Cruel, unwavering harbingers of death and torture, 
  bebiliths are hideous, misshapen spiders with hard, 
  chitinous shells. Their two forelegs each end in a brutal 
  barb, and their mouths are filled with fangs that drip 
  poisonous liquid. 
   
  Bebiliths prey on, or by some accounts punish, the 
  tanar’ri of the Abyss. They seem to select, by unknown 
  means, certain groups of the major tanar’ri and 
  exterminate them completely, in brief but horrible wars 
  of annihilation. Of equal mystery is the precise way a 
  tanar’ri, one of the cruelest and most chaotic creatures 
  in existence, incurs the wrath of these assassins. 
   
  Although creatures roam the Abyss that could 
  destroy a bebilith as a matter of course, nothing ever 
  does. The bebiliths have developed an uncanny 
  mystique, and among the denizens of the Abyss, 
  destroying one is taboo. Some visitors to the Abyss 
  report constructive use of this taboo, such as by 
  entering a bebilith’s vicinity to escape pursuing tanar’ri. 
  Of course, the clever escapees then must escape the 
  bebilith. Conjuring an illusory bebilith would seem a 
  natural idea for the resourceful traveler, but recorded 
  accounts show mixed results. Apparently even the 
  tanar’ri that lack truesight recognize bebiliths not only 
  by sight and sound, but by odor and perhaps spiritual 
  aura. These qualities test the capacity of most 
  illusionists. 
   
  Scholars proposed the spiritual aura idea because 
  those who have been in the vicinity of the bebilith 
  report a general malaise and sense of futility. However, 
  given the creature’s power, this feeling could be just as 
  easily attributed to sheer terror.
   
   
   
  
   
   
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  BULEZAU 
  Large fiend (demon), chaotic evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 137 (11d10 + 77) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
   CHA 
  22 (+6) 14 (+2)  24 (+7)   6 (-2)  12 (+1)  10 (+0) 
   
   
  Saving Throw Str +10, Dex +6, Wis +5 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
   
   
  Charge. If the bulezau moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on the 
  same turn, the target takes an extra 21 (6d6) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 18 Strength saving throw or be knocked prone. 
   
  Magic Resistance. The bulezau has advantage on saving 
  throws against spells and other magical effects. 
   
  Reckless. At the start of its turn, the Bulezau 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. 
   
  ACTIONS 
   
  Multiattack. The babau makes three attacks: one with its 
  core, one with its pike, and one with its tail. 
   
  Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) piercing damage. 
   
  Pike. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 19 (2d12 + 6) piercing damage. 
   
  Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 13 (2d6 + 6) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bulezau tanar’ri are born and bred to fight in the Blood 
  War. Bulezau are used as heavy infantry, assault leaders, 
  and personal guards; they lack the mobility of a similar 
  band of vrocks, but they’re strong and fearless creatures 
  who’re too stubborn and stupid to ever give up. 
   
  A bulezau resembles a minotaur, but it’s gaunt and 
  skeletal, and its flesh is filthy and diseased. The creature 
  isn’t covered with fur, but instead with patches of wiry 
  bristles over battered, boil-covered skin. Its feet are 
  clawed, not hoofed, and it has a long, serpentine tail 
  with a clump of iron-hard spines at its end. The 
  bulezau’s horns and head are more ramlike than bull-
  like, and its mouth is filled with small, needle-sharp 
  fangs. 
   
  Bulezau are quarrelsome, bullying creature that 
  often fall into lethal disagreements with each other. 
  Only the authority of a more powerful demon can keep 
  them from each other’s throats, and even then only if 
  the promise of battle is near. Bulezau live for combat, 
  and regard all other activities as a waste of time. They 
  make poor pickets, sentries, or scouts since they’ve got 
  no patience for waiting around or attempts at stealth – if 
  a bulezau sees an enemy, it charges, and if it doesn’t see 
  an enemy, it goes looking for one. 
  Bulezau may be difficult troops to keep control of, 
  but they’re very good at what they do. Once committed 
  to a battle, they hold nothing back and plunge into the 
  thick of the fight with reckless abandon. For a tanar’ri 
  commander, the bulezau are a slavering band of maniacs 
  that’ll attempt any attack and never retreat, no matter 
  how long the odds are. Loyalty of that kind is hard to 
  find in the Abyss, even if it’s uncontrollable bloodlust 
  instead of iron discipline. 
  Tanar’ri commanders’ve long recognized that it’s a 
  good idea to keep bulezau near the war front. They’re 
  just too stupid and aggressive to remain in a noncombat 
  situation for long. 
  With a strong and charismatic commander, bulezau 
  can hold themselves in check – just barely. High-ups in 
  the Abyss sometimes create a ruthless and fanatical 
  guard of bulezau, deciding that it’s worth the headaches 
  to have such capable and loyal (for tanar’ri) fighters at 
  their back and call. 
   
   
  
   
   
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  JOVOC 
  Small fiend (demon), chaotic evil 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 45 (7d6 + 21) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
   WIS 
   CHA 
  12 (+1) 15 (+2)  16 (+3)   7 (-2)  10 (+0)   7 (-2) 
   
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, telepathy 60 ft. 
  Challenge 4 (1,100 XP) 
   
   
  Aura of Retribution. Whenever the jovoc takes damage, 
  each non-demon creature within 30 feet of it must 
  make a DC 13 Constitution saving throw, taking an 
  amount of necrotic damage equal to the total damage 
  the jovoc took on a failed save, or half as much on a 
  successful one. 
   
  Magic Resistance. The jovoc has advantage on saving 
  throws against spells and other magical effects. 
   
  Regeneration. The jovoc regains 5 hit points at the start 
  of its turn if it has at least 1 hit point. 
   
  ACTIONS 
   
  Multiattack. The jovoc makes two claw attacks. 
   
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vicious little black-hearted fiends, the jovocs were born 
  to cause strife. Their ability to inflict the damage they 
  take on others makes them invaluable in the front lines 
  of tanar’ri armies. 
   
  A jovoc is a 4-foot tall, bloated, hairless creature of 
  humanoid shape. It resembles the bruised and battered 
  corpse of a gnome left too long to decay in the heat of 
  summer, and the stench that emanates from its rough 
  skin lends credence to this impression. Its skin is dark 
  blue or black, and its eyes are vacant, black pools. Each 
  of the creature’s long arms ends in a three-fingered 
  hand with long red fingernails, forever stained the color 
  of blood. 
   
  Jovocs are not especially intelligent, but they are 
  quick and experienced ambushers, and years of training 
  and experience have taught them how to take advantage 
  of their aura of retribution and regeneration. They often 
  adopt a hit-and-run strategy, jumping into a group of 
  enemies to do as much damage as possible, then 
  dashing off to heal. 
   
  Alternatively, groups of two or three jovocs might 
  lurk just out of reach of their enemies, where they 
  repeatedly strike each other, wait to regenerate, then 
  repeat the process. 
   
   
  
   
   
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  MOLYDEUS 
  Large fiend (demon), chaotic evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 252 (25d10 + 125) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
   CHA 
  26 (+8) 14 (+2)  20 (+5)  15 (+2)  14 (+2) 20 (+5) 
   
   
  Saving Throw Dex +8, Con +11, Wis +6, Cha +11 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 12 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 18 (20,000 XP) 
   
   
  Innate Spellcasting. The molydeus’s innate spellcasting 
  ability is Charisma (save DC 19, +11 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: blindness/deafness, charm monster, lightning 
  bolt, polymorph, suggestion 
  3/day each: Evard’s black tentacles 
  Magic Resistance. The molydeus has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The molydeus’s weapon attacks are 
  magical. 
   
  ACTIONS 
   
  Multiattack. The molydeus makes three attacks: one 
  with its greataxe, its bite, one with is viper bite. 
   
  Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 21 (2d12 + 8) slashing damage. 
   
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 17 (2d8 + 8) piercing damage. 
   
  Viper Bite. Melee Weapon Attack: +14 to hit, reach 10 
  ft., one target. Hit: 12 (1d8 + 8) piercing damage, and 
  the target must make a DC 19 Constitution saving 
  throw, taking 28 (8d6) poison damage on a filed save, 
  or half as much on a successful one. A creature brought 
  to 0 hit points by this attack is transformed into a 
  manes. Only a wish spell can reverse this 
  transformation. 
   
  Teleport. The molydeus magically teleports, along with 
  any equipment it is holding or carrying, to an 
  unoccupied space within 120 feet. 
   
   
   
  Molydei are powerful, muscular humanoids with dark 
  red skin. They could be mistaken for giant red men, 
  except for their two grotesque heads. One is a 
  snarling dog’s head that misses nothing in 
  front of it. The other, a long prehensile 
  snake head, observes everything that 
  happens behind it. These creatures carry 
  ornate twin-bladed battleaxes. 
   
  The molydei are the greatest enigma 
  in the Abyss. These powerful police 
  wander the layers of the Abyss and search 
  for tanar’ri that stray from the cause of the 
  Blood War. They report directly to the 
  balors, but even balors are not above 
  reproach, and the molydei would turn 
  against one that strays. 
   
  By enforcing the loyalty of the true 
  tanar’ri, the molydei play an important role in 
  the Blood War. These creatures exist only to 
  serve the cause. They have no loyalty towards 
  any tanar’ri and will try to destroy any of them at 
  the slightest sign of infidelity. 
   
   
  
   
   
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  NABASSU, JUVENILE 
  Medium fiend (demon), chaotic evil 
   
   
  Armor Class 13 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 40 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 14 (+2)  16 (+3)  14 (+2)  15 (+2)  17 (+3) 
   
   
  Skills Stealth +6 
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, telepathy 60 ft. 
  Challenge 3 (700 XP) 
   
   
  Sneak Attack (1/Turn). The juvenile nabassu 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 feet of an ally that isn't 
  incapacitated and the juvenile nabassu doesn't have 
  disadvantage on the attack roll. 
   
  ACTIONS 
   
  Multiattack. The juvenile nabassu makes two attacks: 
  one with its claws and one with its bite. 
   
  Bite. 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. 
   
  Feed. The juvenile nabassu consumes the life energy of 
  an incapacitated but living humanoid adjacent to it. The 
  humanoid is immediately slain, feeding the power of the 
  juvenile nabassu. 
   
  For every five humanoids the juvenile nabassu feeds 
  upon in this way, it permanently and cumulatively gains 
  5 maximum hit points, as well as a +1 bonus to all 
  attack rolls, saving throws ability checks, and damage 
  rolls, as well as a +1 bonus to its Armor Class. 
  Once the juvenile nabassu has consumed 15 
  humanoids in this way, it’s Challenge become 4 (1,100 
  XP). Once it has consumed 30 humanoids, it loses the 
  above benefits and instead transforms into a mature 
  nabassu. 
   
   
  Nabassu are creatures spawned in the Abyss but 
  nurtured on other planes, where they grow and gain 
  power by slaying and devouring humanoids. 
   
  Unlike other tanar’ri, nabassu seem to have no place 
  in the Blood War. What role these monsters play is 
  unknown. Perhaps the slaying of humans and spilling of 
  innocent blood somehow bring the tanar’ri power. 
   
  NABASSU, MATURE 
  Medium fiend (demon), chaotic evil 
   
   
  Armor Class 20 (natural armor) 
  Hit Points 142 (15d8 + 75) 
  Speed 40 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  22 (+6) 12 (+1)  21 (+5)  18 (+4)  17 (+3)  19 (+4) 
   
   
  Saving Throw Dex +5, Con +9, Wis +7, Cha +8 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 10 (5,900 XP) 
   
   
  Death-Stealing Gaze. If a humanoid dies while it can see 
  the mature nabassu, or if it is killed by the nabassu’s 
  Feed ability, the humanoid immediately rises as ghoul 
  under the nabassu’s command. 
   
  Magic Resistance. The mature nabassu has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The mature nabassu makes three attacks: 
  two with its claws and one with its bite. 
   
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) piercing damage. 
   
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage. 
   
  Feed. The mature nabassu consumes the life energy of 
  an incapacitated but living humanoid adjacent to it. The 
  humanoid is immediately slain, and the mature nabassu 
  gains 30 temporary hit points. 
   
   
   
  
   
   
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  RUTTERKIN 
  Medium fiend (demon), chaotic evil 
   
   
  Armor Class 13 (natural armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 20 ft. 
   
   
    STR 
    DEX 
    CON    INT 
   WIS 
   CHA 
  14 (+2) 13 (+1)  14 (+2)   9 (-1)  12 (+1)   5 (-3) 
   
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, telepathy 60 ft. 
  Challenge 1/2 (100 XP) 
   
   
  ACTIONS 
   
  Multiattack. The rutterkin makes two weapon attacks. 
   
  Snap-Tong. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, and the 
  target is grappled (escape DC 12). The rutterkin cannot 
  makes snap-tong attacks against any other target until 
  this grapple ends. 
   
  Three-Armed Blade. Ranged Weapon Attack: +4 to hit, 
  range 20/80 ft., one target. Hit: 5 (1d6 + 2) slashing 
  damage. 
   
   
  The rutterkin are pathetic, malformed tanar’ri. They 
  wander the planes of the Abyss, outcasts in their own 
  deranged society. Rutterkin resemble terribly ugly 
  humans. They are hairless or nearly so, with pointed 
  skulls, distorted features, and backward-pointing ears. 
   
  Rutterkin are tanar’ri mutated by energies unknown. 
  They are complete outcasts, not even cannon fodder in 
  the Blood War. 
  However, rutterkin do unwittingly serve the tanar’ri. 
  Rutterkin so hate their position that they wander the 
  Abyss in solitude. There, they do not attack any but the 
  weakest demons. However, they savagely attack non-
  demon they see. Although the rutterkin are usually far 
  too weak to stop intruders, these pathetic creatures can 
  at least raise the alarm. 
   
   
  
   
   
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  URIDEZU 
  Medium fiend (demon), chaotic evil 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
   WIS 
   CHA 
  13 (+1) 15 (+2)  13 (+1)   8 (-1)  14 (+2)   9 (-1) 
   
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, telepathy 60 ft. 
  Challenge 1 (200 XP) 
   
   
  Rat Master. The uridezu can speak to rats as if they 
  shared a language. Rats with an intelligence score of 5 
  or lower obey the urdezu’s commands, even if they are 
  suicidal. 
   
  ACTIONS 
   
  Multiattack. The uridezu makes two attacks: one with its 
  bite and one with its whip tail. 
   
  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 11 Constitution 
  saving throw or be paralyzed for 1 minute. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
  Whip Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage and if the 
  target is a creature, it must make a DC 11 Strength 
  saving throw or be knocked prone. 
   
   
   
   
   
   
  Uridezu, also called rat-fiends are hulking, man-sized 
  creatures resembling leprous, muscular hunch-backed 
  rodents walking on two short legs. They inhabit the 
  Abyss, where they serve the various tanar’ri. Rat-fiends 
  are often sent on errands by powerful tanar’ri. Their 
  services may also be awarded to favored allies on other 
  planes, or they may be compelled to service by powerful 
  wizards. On occasion, they are stranded on the Material 
  Plane, where they can terrorize entire communities. 
   
  Rat-fiends serve higher-level tanar’ri such as balors 
  and glabrezu as slaves, servitors, messengers, and 
  assassins. They are very low on the Abyss’s social ladder, 
  abused and tormented by other tanar’ri. Particularly 
  accomplished rat-fiends are treated well by powerful 
  tanar’ri lords as long as they continue to be useful. Old 
  or unsuccessful rat-fiends often find themselves served 
  up as dinner by their masters. 
   
  Because they are so ill-treated on their home plane, 
  rat-fiends prefer traveling to other locales such as the 
  Material Plane, where they are sometimes found as 
  familiars or servants of powerful spellcasters. Tanar’ri 
  sometimes loan rat-fiends to mortal servants or allies, 
  but such individuals are often incompetent or 
  quarrelsome. 
  Rat-fiends are unnatural creatures, and act as 
  predators or scavengers when on the Material Plane, 
  sometimes setting up lairs in urban areas and preying on 
  local animals and unfortunate inhabitants. In such cases, 
  they usually dwell in ruins, cellars, slums, or other 
  regions with large numbers of rats, using their rodent-
  control abilities to command local creatures to do their 
  bidding. Such rats act as scouts and bodyguards for their 
  masters, scavenging for their own food. 
  In the Abyss, rat-fiends who do not serve other 
  tanar’ri are scavengers by nature, filling a niche similar to 
  that of ordinary rats on the Material Plane. They are a 
  constant nuisance, lurking in shadows, grabbing scraps 
  of food and attacking rutterkin, dretches, and other low-
  level tanar’ri. 
   
   
   
   
   
   
   
   
   
  
   
   
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  DEVILS 
  In addition to those in the Monster Manual, the 
  following baatezu can also be found among the armies 
  of Hell. 
   
   
  VARIANT: DEVIL SUMMONING 
   
  Some devils can have an action option that allows them 
  to summon other devils. 
  Summon Devil (1/Day). The devil chooses what to 
  summon and attempts a magical summoning. 
   
   An abishai of any color has a 20% chance of 
  summoning an abishai of a random color. 
   A cavalry devil has a 30% chance of summoning 1d4 
  spined devils or another cavalry devil. 
   A xerfilstyx has a 50% change of summoning another 
  xerfilstyx. 
   
  A summoned devil appears in an unoccupied space 
  within 60 feet of its summoner, acts as an ally of its 
  summoner, and can't summon other devils. It remains 
  for l minute, until it or its summoner dies, or until its 
  summoner dismisses it as an action. 
   
   
  Abishai are common to the first and second layers of 
  Baator, and are usually in the service of Tiamat, goddess 
  of evil dragons. They look like gothic gargoyles, thin and 
  reptilian, with long, prehensile tails and large wings. The 
  five varieties of abishai have different skin colors – in 
  ascending order of station, white, black, green, blue, and 
  red. All have a vinegary smell and rasping voices. The air 
  seems to warm perceptibly in their presence. 
   
  The abishai make up large, evil armies that fight the 
  tanar’ri and intruders into Baator. In some cases, a red 
  abishai may prove worthy enough to command a force 
  of lemures. If successful, the red abishai may be 
  promoted to a higher form of baatezu. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABISHAI, BLACK 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  14 (+2) 15 (+2)  16 (+3)  10 (+0)  12 (+1)  12 (+1) 
   
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, telepathy 120 ft. 
  Challenge 3 (700 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the black 
  abishai’s darkvision. 
   
  Magic Resistance. The black abishai has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The black abishai makes two attacks: one 
  with its claws and one with its tail. 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
   
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) 
  acid damage. 
   
   
   
   
  
   
   
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  ABISHAI, BLUE 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., fly 50 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 16 (+3)  16 (+3)  11 (+0)  13 (+1)  15 (+2) 
   
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the blue 
  abishai’s darkvision. 
   
  Magic Resistance. The blue abishai has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The blue abishai makes two attacks: one 
  with its claws and one with its tail. 
   
  Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
   
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage plus 14 (4d6) 
  lightning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABISHAI, GREEN 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft., fly 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 16 (+3)  16 (+3)  11 (+0)  13 (+1)  14 (+2) 
   
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the 
  green abishai’s darkvision. 
   
  Magic Resistance. The green abishai has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The green abishai makes two attacks: one 
  with its claws and one with its tail. 
   
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. 
   
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) 
  poison damage. 
   
   
  
   
   
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  ABISHAI, RED 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft., fly 50 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 17 (+3)  17 (+3)  12 (+1)  14 (+2)  16 (+3) 
   
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, telepathy 120 ft. 
  Challenge 6 (1,800 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the red 
  abishai’s darkvision. 
   
  Magic Resistance. The red abishai has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The red abishai makes two attacks: one with 
  its claws and one with its tail. 
   
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage plus 17 (5d6) 
  fire damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABISHAI, WHITE 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft., fly 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 15 (+2)  15 (+2)  10 (+0)  12 (+1)  12 (+1) 
   
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, telepathy 120 ft. 
  Challenge 2 (450 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the 
  white abishai’s darkvision. 
   
  Magic Resistance. The white abishai has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The white abishai makes two attacks: one 
  with its claws and one with its tail. 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
   
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) 
  cold damage. 
   
   
   
  
   
   
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  AYPEROBOS SWARM 
  Medium swarm of Tiny fiends (devil), lawful evil 
   
   
  Armor Class 14 
  Hit Points 78 (12d8 + 24) 
  Speed 10 ft., fly 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  12 (+1) 19 (+4)  15 (+2)   8 (-1)  15 (+2)  13 (+1) 
   
   
  Damage Resistances bludgeoning, cold, piercing, 
  slashing 
  Damage Immunities fire, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, poisoned, prone, restrained, stunned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the 
  ayperobos swarm’s darkvision. 
   
  Magic Resistance. The ayperobos swarm has advantage 
  on saving throws against spells and other magical 
  effects. 
   
  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 ayperobos. The swarm 
  can't regain hit points or gain temporary hit points. 
   
  ACTIONS 
   
  Multiattack. The ayperobos swarm makes two attacks 
  with its bites. 
   
  Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 34 (8d6) piercing 
  damage, or 14 (4d6) piercing damage if the swarm has 
  half its hit points or fewer. 
   
  Control Body (Recharge 6). One creature in the 
  ayperobos’s space must make a DC 15 Constitution 
  saving throw or the swarm magically burrows into it. The 
  swarm disappears, and the target is incapacitated and 
  loses control of its body. The swarm now controls the 
  body but doesn't deprive the target of awareness. The 
  swarm can't be targeted by any attack, spell, or other 
  effect, and it retains its alignment, Intelligence, Wisdom, 
  Charisma, and immunity to being charmed and 
  frightened . It otherwise uses the possessed target's 
  statistics, but doesn't gain access to the target's 
  knowledge, class features, or proficiencies. 
   
  The effect lasts until the body drops to 0 hit points, 
  the swarm ends it as a bonus action, or the swarm is 
  forced out by an effect like the dispel evil and good 
  spell. When the effect ends, the swarm reappears in an 
  unoccupied space within 5 feet of the host. The target 
  is immune to this swarm's Control Body for 24 hours 
  after succeeding on the saving throw or after the effect 
  ends. 
   
   
  Ayperobos are tiny, hateful devils that work together to 
  bring down larger foes. Ayperobos look like minuscule 
  fat hairy humanoids with crimson skin, horns, and 
  disproportionately large mouths. They flutter on sparrow 
  wings, moving together in unison, as if they were one 
  creature. 
   
  Products of Baalzebul’s foul imagination, ayperobos 
  swarms are akin to clouds of mosquitoes found in the 
  swamps and mires on the Material Plane. They prowl the 
  misty reaches of the plane, setting upon anyone or 
  anything less powerful. They are especially fond of 
  lemures and nupperibos, and they tear apart these 
  wretches with relish. 
   
  On some layers, the tiny devils are considered 
  delicacies by larger fiends – popular for their squeals 
  and the sudden rush of blood when crunched between 
  teeth. 
   
  Though individually quite small and harmless, when 
  gathered into a swarm, ayperobos are tenacious 
  opponents with the ability to burrow into their prey’s 
  flesh and force it to do as the swarm wills, attacking its 
  comrades or simply looking like a fool. 
   
   
   
   
   
   
   
  
   
   
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  CAVALRY DEVIL (NARZUGON) 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 20 (plate, shield) 
  Hit Points 104 (16d8 + 32) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 14 (+2)  15 (+2)  12 (+1)  13 (+1)  19 (+4) 
   
   
  Saving Throw Str +7, Con +5, Wis +4 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the 
  cavalry devil’s darkvision. 
   
  Magic Resistance. The cavalry devil has advantage on 
  saving throws against spells and other magical effects. 
   
  Mounted Combat. The cavalry devil has advantage on 
  melee weapon attack rolls made against creatures 
  smaller than its mount. In addition, the cavalry devil can 
  force any attack made against its mount to target the 
  cavalry devil instead. 
   
  ACTIONS 
   
  Multiattack. The cavalry devil makes three lance attacks. 
   
  Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 10 (1d12 + 4) piercing damage. 
   
  Armor Spike. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d4 + 4) piercing damage. 
   
  Baleful Gaze. The cavalry devil raises its visor in order to 
  cast the phantasmal killer spell with a save DC of 15, but 
  the target must be able to see the cavalry devil.  
   
  REACTIONS 
   
  Spiked Plate. If a creature misses it with a melee attack 
  while within 5 feet of it, the cavalry devil can use its 
  reaction to make an armor spike attack against that 
  creature. 
   
   
   
   
   
   
   
   
  Cavalry devils, also known as narzugons, are human-
  sized and shaped, but are always entirely encased within 
  spiked plate armor. Narzugon are the elite cavalry of the 
  baatezu, and they are usually found sitting astride a 
  powerful mount, most commonly a nightmare. They ride 
  across the planes on errands of evil. 
   
  Cavalry devils are attached to infernal companies. 
  Many serve as standard bearers, but when organized into 
  greater numbers, they sweep in to wreak havoc in the 
  enemy lines. 
  A curious breed, narzugons are honorable warriors 
  that prize forthright action and bravery over treacherous 
  scheming. They are easily the most reliable troops in 
  Hell’s legions. A narzugon sworn to serve a lord of Hell 
  honors its vow until death. Stories persist of narzugons 
  that allows their enemies the opportunity to surrender, 
  or that stand aside while a disarmed opponent retrieves 
  their weapon. 
   
  Their honorable streak make cavalry devils valuable 
  within the ranks of Hell. The staggering majority of them 
  are sword to Asmodeus, and he attempts to prevent 
  other devils from gathering these knights of Hell to their 
  own banners. 
   
  Their reliability makes cavalry devils ideal agents to 
  send to the Material Plane. Dispatched on unholy quests 
  to recover evil items, destroy temples of good, and lead 
  the legions of evil into battle, narzugons take on 
  missions in a similar manner to adventurers. They are 
  reliable enough to trust with long-term, important tasks 
  far from Hell. A diabolical cult that receives a narzugon 
  is favored indeed by a duke of Hell. 
   
    
   
   
  
   
   
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  LEGION DEVIL (MERREGON) 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 17 (scale mail, shield arm) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  14 (+2) 12 (+1)  15 (+2)   6 (-2)  10 (+0)  10 (+0) 
   
   
  Damage Resistances cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Infernal, telepathy 60 ft. 
  Challenge 1/4 (50 XP); special (see sidebar) 
   
   
  Devil's Sight. Magical darkness doesn't impede the 
  legion devil’s darkvision. 
   
  Legion. Legion devils typically form “legions.” Legion 
  devils in a legion share one hit point pool, which is a 
  combination of all of their hit points put together. 
  Damage dealt to any one of them is removed from this 
  pool instead of their own hit points. Likewise, healing 
  any devil in the legion receives is instead applied to the 
  legion’s hit point total. When the pool reaches 0, all of 
  the legion devils in the legion die. 
  If a legion devil moves beyond 100 feet from all of 
  the others in its legion, it keeps a share of the hit point 
  pool equal to the hit point pool’s current hit points 
  divided by the number of devil’s in the legion, including 
  it, rounded down. The legion loses and equal number of 
  hit points. If this share is 0, the legion devil dies 
  immediately. 
   
  Legion’s Defense. If at least one legion devil in a legion 
  succeeds on a saving throw against an effect, all of the 
  devil’s in the legion succeed. 
   
  Legion’s Mind. If one or more legion devils in a legion 
  receive a saving throw against being charmed, 
  frightened, possessed, or otherwise compelled, all of the 
  devils in the legion can make a saving throw. If any one 
  of them succeeds, the targeted devil(s) succeed(s). If 
  they all fail, all of the devils in the legion are affected, 
  even if they were not all targeted. 
   
  Legion’s Tactics. The legion devil has advantage on an 
  attack roll against a creature if at least one other 
  member of the devil's legion is within 5 feet of the 
  creature and the other member isn't incapacitated. 
   
  ACTIONS 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. 
   
  Legion’s Advance. The legion devil teleports to an 
  unoccupied space within 5 feet of another devil in its 
  legion. 
   
   
  Legion devils, also called merregons, are humanoid in 
  shape, with deep red skin and sporting a vicious snarl 
  that reveals sharp teeth. A merregon carries a weapon in 
  one hand, but its other arm ends in a bloated, iron-
  studded forearm with a small, withered hand hanging 
  from its end. 
   
  Individually, legion devils are some of the weakest 
  soldiers of Hell. But when they serve in battle together, 
  they are formidable opponents who can easily 
  overwhelm powerful foes. While legion devils are dim-
  witted brutes, they seem to form a sort of group mind 
  when gathered together for battle. They fight with 
  uncanny cunning, coordination, and tactical insight. 
   
  On Avernus, the first layer of Baator, thousands of 
  legion devil barracks stretch from horizon to horizon. At 
  the first sight of an attack, or before a major incursion 
  from Hell, the ranks of legion devils pour forth from 
  their barracks in uncountable masses. 
   
  Legion devils are relentless in their duty and rarely 
  stray from their encampments. If a legion devil isn’t on 
  guard duty, it is practicing its weapon skills, studying 
  tactics, cleaning the barracks, or performing some other 
  assignment. 
   
   
   
   
   
   
  LEGION DEVIL CHALLENGE 
   
  Legions devils are special in that they share their hit 
  point pool with others of their legion. This means that 
  the normal rules for adjusting the difficulty of an 
  encounter based on the number of enemies doesn’t 
  quite suffice, since none of them die until all of them 
  do. 
   
  When multiplying difficulty based on the number of 
  enemies, count each legion devil beyond the first twice. 
  For example, in an encounter with only legion devils, the 
  numbers would become: 
   
  1: x1 
  2-3: x2 
  4-5: x3 
  6-7: x4 
  8+: x5.  
   
  You may also want to continue multiplying as you add 
  more: another x1 for every two devils beyond 8. 
   
   
   
   
   
   
  
   
   
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  NUPPERIBO 
  Medium fiend (devil), lawful evil 
   
   
  Armor Class 12 (natural armor) 
  Hit Points 26 (3d8 + 8) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 10 (+0)  14 (+2)   4 (-3)   7 (-2)   3 (-4) 
   
   
  Damage Resistances cold, thunder 
  Damage Immunities fire, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages – 
  Challenge 1/2 (100 XP) 
   
   
  Deaf. The nupperibo automatically fails any Wisdom 
  (Perception) check that relies on hearing, and is immune 
  to any effect that requires it to hear. 
   
  Fear Aura. Any creature besides a devil that begins its 
  turn within 10 feet of the nupperibo must make a DC 
  11 Wisdom saving throw or be frightened until the start 
  of its next turn. 
   
  ACTIONS 
   
  Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 7 (1d10 + 2) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nupperibos are tormented devils forced to take on 
  pathetic, weak forms for their failures. They appear as 
  waddling, enormously bloated humanoids, their eyes 
  and mouths sown shut. 
   
  A common belief among baatezu is if a devil cannot 
  perform its task to the satisfaction of its betters, a 
  demotion best serves to hammer home the importance 
  of duty. Some such devils are sent to the chain devils for 
  instruction in the virtue of obedience. These torturers 
  subject their victims to maddening torments, carving 
  bits of flesh, sewing shut their eyes and mouths, sealing 
  their ears with lead, filling their bodies with corruption, 
  and essentially removing all evidence of their former 
  form. The process of this transformation is complete 
  once the chain devils extract the fiend’s brain, drawing 
  the organ out through its nostrils. The new creature is a 
  shuddering wreck, a nearly mindless entity trapped in a 
  hellish state of absolute horror. 
   
  Nupperibos have little independent will aside from 
  an instinctual urge to hurt those around them. They 
  respond to the telepathic commands of other devils, 
  making them ideal soldiers for fighting in the Blood 
  War. Most groups of nupperibos have a spined devil 
  leader. But even when directed, nupperibo don’t fight 
  with finesse or any sense of strategy. They simply amble 
  forward, lashing out blindly with whatever weapon they 
  have in hand. 
   
  It is possible for a lucky nupperibo to regain its 
  status, though it is rare. Few devils survive combat while 
  being both blind and deaf, so most wind up lining the 
  gullet of a rampaging demon. Still, a devil might hold a 
  lieutenant that failed an important task – yet could still 
  prove useful – in nupperibo form until such time as the 
  master feels its minion could be productive again. Or a 
  devil might steal the nupperibo form of a onetime 
  advisor or general to an enemy. By reversing the 
  process, the devil can extract useful intelligence or even 
  find a willing ally. 
   
   
  
   
   
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  XERFILSTYX 
  Large fiend (devil), lawful evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 210 (20d10 + 100) 
  Speed 40 ft., fly 50 ft., swim 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  22 (+6) 12 (+1)  21 (+5)  16 (+3)  11 (+0)  21 (+5) 
   
   
  Saving Throws Dex +6, In +8, Wis +5 
  Skills Athletics +11 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, Abyssal, telepathy 120 ft. 
  Challenge 15 (2,900 XP) 
   
   
  Devil's Sight. Magical darkness doesn't impede the 
  xerfilstyx’s darkvision. 
   
  Innate Spellcasting. The xerfilstyx’s innate spellcasting 
  ability is Charisma (save DC 18, +10 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: confusion, modify memory 
  1/day each: feeblemind 
   
   
  Magic Resistance. The xerfilstyx has advantage on saving 
  throws against spells and other magical effects. 
   
  Styxborn. The xerfilstyx is immune to the effects of the 
  River Styx. 
   
  ACTIONS 
   
  Multiattack. The xerfilstyx makes three attacks, two with 
  its gore and one with its tail. It can replace one of these 
  attacks with a bite if able. 
   
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by the 
  xerfilstyx, incapacitated, or restrained.. Hit: 10 (1d8 + 6) 
  piercing damage plus 21 (6d6) necrotic damage. The 
  target's hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the xerfilstyx 
  regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
   
  Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 19 (2d12 + 6) piercing damage. 
   
  Tail. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage and the 
  target is grappled (escape DC 21). Until this grapple 
  ends, the target is restrained, the xerfilstyx can 
  automatically hit the target with its tail, and the 
  xerfilstyx can't make tail attacks against other targets. 
   
  Teleport. The xerfilstyx magically teleports, along with 
  any equipment it is holding or carrying, to an 
  unoccupied space within 120 feet. 
   
  A xerfilstyx blends the form of a devil with that of a slug. 
  It’s human-like arms and torso are thick, rippling with 
  powerful muscles. Its head is terrifying, equipped with a 
  toothy maw and a pair of large horns that curl out and 
  up from the skull, and from its back two massive leather 
  wings spread wide. Its lower half is a pulsing sack of 
  purple-blue flesh, similar in appearance and shape to 
  that of a slug. 
   
  Xerfilstyxes live in the depths of the River Styx. 
  They swim through the currents, sampling the 
  frightened memory fragments leached from the souls 
  exposed to the river’s mind-numbing cold. They seem 
  to care little for what happens in the world around them 
  and exist only to snatch and destroy those they come 
  across. 
   
   
  Though native to the Nine Hells of Baator, the 
  Xerfilstyxes can be found anywhere the River Styx flows, 
  even on other planes. Though comfortable at any depth, 
  they tend to stay near the shore, ready to snatch the 
  unwary and drag them into the river. 
   
  Constant exposure to the Styx has driven these 
  devils insane. The memories of the lost bombard them 
  whenever they swim through the river, something from 
  which they derive great pleasure even though it 
  dissolves their minds. In their madness, they believe all 
  creatures should sample the water, and that it is their 
  duty to help reveal this to those they meet. 
   
   
   
  
   
   
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  ELADRIN 
  The eladrin are the native race of Arborea, just as the 
  devils are associated with Baator and the demons with 
  the Abyss. Eladrin are wild and free beings who exult in 
  their own existence and live a life of song and 
  celebration. They aid all people of good hearts against 
  the forces of evil, but seek to do so with individual acts 
  of kindness or heroism. 
   
  In Arborea, the eladrin move from place to place 
  constantly, reveling in the natural beauty of the plane 
  and seeking adventure. They act as defenders of 
  goodness and freedom wherever it is threatened, and 
  seek to counter the influences of fiends among mortals. 
  To the eladrin, mortals should be free to choose their 
  own destinies without fiendish interference; many of 
  the more powerful eladrin constantly roam the planes 
  and Material Plane, working against the extraplanar evils 
  that seek to dominate these realms. 
   
  The magical and mysterious heart of the eladrin lies 
  in the Court of Stars, where the beautiful Queen Morwel 
  reigns over her people. Morwel is sometimes called the 
  Faerie Queen, the Lady of the Lake, or the Lady of Stars, 
  and she’s surrounded by the brightest and most 
  gracious of the eladrin. The Court moves from place to 
  place throughout Arborea, existing only where night falls 
  over the realm. The Court of Stars isn’t really the 
  government of the eladrin as much as it is the heart or 
  spirit of the race.
   
   
  BRALANI 
  Medium celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 16 (studded leather) 
  Hit Points 82 (11d8 + 33) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  18 (+4) 18 (+4)  17 (+3)  13 (+1)  14 (+2)  16 (+3) 
   
   
  Saving Throws Dex +7 
  Skills Acrobatics +7, Nature +4, Perception +5, 
  Survival +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Celestial, Sylvan 
  Challenge 6 (2,300 XP) 
   
   
  Innate Spellcasting. The bralani’s innate spellcasting 
  ability is Charisma (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: dancing lights, gust of wind 
  1/day each: lightning bolt, wind wall 
   
   
   
  Magic Resistance. The bralani has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. The bralani’s weapon attacks are 
  magical. 
   
  ACTIONS 
   
  Multiattack (True Form Only). The bralani makes three 
  weapon attacks. 
   
  Scimitar (True Form Only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing 
  damage. 
   
  Longbow (True Form Only). Ranged Weapon Attack: +7 
  to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage. 
   
  Change Shape. The bralani magically polymorphs into an 
  air elemental or back into its true form. It reverts to its 
  true form if it dies. Any equipment it is wearing or 
  carrying is absorbed or borne by the new form (the 
  bralani's choice). In air elemental form, the bralani 
  retains its game statistics and ability to speak, but its 
  AC, movement modes, Strength, Dexterity, and special 
  senses are replaced by those of the new form, and it 
  gains any statistics and capabilities (except class 
  features, legendary actions, and lair actions) that the 
  new form has but that it lacks. 
  The snowy, sandy wastes of Mithardir are home to the 
  bralani eladrin. They’re the wildest and most feral of 
  their kind, existing from heartbeat to heartbeat in a 
  glorious, never-ending passion. No eladrin can match 
  the fury of an angry bralani, or the keening depths of her 
  grief or sorrow, or the blissful heights of her joy. Bralani 
  are tied to the plains of Pelion, but may occasionally be 
  found dancing in the desert winds or arctic wastes of 
  other realms, exulting in their freedom and the beauty of 
  the open land. 
   
  Bralani resemble short, stocky elves, broad in the 
  shoulders but graceful nonetheless. Their hair is usually 
  a bright silvery-white, and their eyes are an ever-
  changing rainbow of hues that flicker and shift with the 
  vagaries of the bralani’s mood. Bralani can also take the 
  shape of a whirlwind of dust, sand, or snow, racing 
  across their beloved plains like living zephyrs. 
   
  Bralani are the most distant and fey of the eladrin, 
  dangerous to approach and fickle in temperament. 
  Strangers might be greeted with wild celebration or 
  attacked in a towering rage. Although the bralani’s 
  purpose seems to be to dance and race about in the 
  wastes, they’ll drop their endless dance in a moment if 
  they come across evil in their domain. A few rare and 
  unusual bralani sojourning in other worlds ally 
  themselves with the local forces of good, siding with a 
  tribe of noble desert savages or aiding a group of 
  northern herdsmen. 
  
   
   
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  COURE 
  Tiny celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 17 (5d4 + 5) 
  Speed 20 ft., fly 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
   6 (-2) 17 (+3)  12 (+1)  12 (+1)  10 (+0)  14 (+2) 
   
   
  Skills Nature +3, Survival +2 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Celestial, Sylvan 
  Challenge 1/2 (100 XP) 
   
   
  Dancing Lights. The coure can cast the dancing lights 
  spell at will, requiring no material components. 
   
  Silvered Weapons. The coure’s weapon attacks are 
  silvered. 
   
  ACTIONS 
   
  Dagger (True Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage. 
   
  Tiny Bow (True Form Only). Ranged Weapon Attack: +5 
  to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage. 
   
  Magic Dart (3/Long Rest). The coure casts the magic 
  missile spell, but fires only one missile. 
   
  Change Shape. The coure magically polymorphs into a 
  floating globe of light or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed by the new form. In 
  globe form, the coure retains its game statistics, but its 
  flying speed becomes 60 feet, it can hover, it sheds 
  bright light in a 20-foot radius and dim light for an 
  additional 20 feet, and it cannot be knocked prone. 
   
   
  The smallest eladrin are the coures, tiny, sprite-like 
  creatures who can be found throughout Arborea. They 
  are messengers, scouts, pranksters, and mischief-
  makers who pester and annoy any travelers or more 
  serious eladrin they run across. The coures’ jests are not 
  meant maliciously; in fact, it’s hard for even the most 
  dour traveler to hang on to a frown when a flock of 
  coure is dancing around their head. 
   
  Despite their senses of humor and boundless 
  energy for song, dance, and jest, coure take a definite 
  turn for the serious when confronting evil creatures. 
  Harmless pranks develop into skilled guerilla tactics of 
  hit-and-run nuisance attacks while messengers are sent 
  to summon more suitable opposition to the threat. 
   
  Coure eladrin resemble tiny, slender elves with long 
  gossamer wings trailing from their shoulders. They 
  appear in a variety of improbable colors and are fond of 
  wearing bright apparel of questionable taste. A coure 
  can also assume the shape of a tiny ball of faerie-light. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  VARIANT: COURE FAMILIARS 
   
  Optionally, coure are available as an additional option to 
  a warlock that selects the Pact of the Chain. This is 
  especially appropriate for a warlock that selects an 
  Archfey patron. 
   
  If you are using the Companion Card System, a coure 
  familiar has the following abilities: 
   
  Coure 
  Dancing Lights. The coure can cast dancing lights at will. 
  Light Globe. The coure can become a ball of light, or 
  return to its normal form. In globe form, it sheds bright 
  light in a 20-foot radius and dim light in an additional 
  20 feet. You have advantage on Wisdom (Perception) 
  checks that rely on sight within the light. 
  Magic Dart (1/Short Rest). The coure casts magic 
  missile, but fires only one missile. 
   
   
   
   
   
  
   
   
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  FIRRE 
  Medium celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 130 (20d8 + 40) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  20 (+5) 12 (+1)  14 (+2)  17 (+3)  16 (+3)  18 (+4) 
   
   
  Saving Throws Dex +5, Wis +7 
  Skills Nature +7, Perception +7, Performance +8, 
  Survival +7 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities fire, lightning 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Celestial, Sylvan 
  Challenge 10 (5,900 XP) 
   
   
  Gaze (True Form Only). An enemy that begins its turn 
  within 30 feet of the firre that can see it must make a 
  DC 16 Wisdom saving throw or be blinded 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 
  successful save. 
   
  Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the ghaele until the start of 
  its next turn, when it can avert its eyes again. If the 
  creature looks at the firre in the meantime, it must 
  immediately make the save. 
   
  Innate Spellcasting. The firre’s innate spellcasting ability 
  is Charisma (save DC 16, +8 to hit with spell attacks). It 
  can innately cast the following spells, requiring no 
  material components. 
   
  At will: charm person, dancing lights, flaming sphere, 
  hold person, produce flame, sleep, suggestion 
  3/day each: fireball 
  1/day each: major image, wall of fire 
   
  Flaming Weapons. The firre’s weapon attacks are 
  magical and inflict an additional 4d6 fire damage 
  (already factored into the attacks). 
   
  Magic Resistance. The firre has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The firre makes two weapon attacks. 
   
  Greatsword (True Form Only). Melee Weapon Attack: +9 
  to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing 
  damage plus 14 (4d6) fire damage. 
   
  Javelin (True Form Only). Melee or Ranged Weapon 
  Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) 
  fire damage. 
   
  Change Shape. The firre magically polymorphs into a fire 
  elemental or back into its true form. It reverts to its true 
  form if it dies. Any equipment it is wearing or carrying is 
  absorbed or borne by the new form (the firre's choice). 
  In fire elemental form, the firre retains its game 
  statistics and ability to speak, but its AC, movement 
  modes, Strength, Dexterity, and special senses are 
  replaced by those of the new form, and it gains any 
  statistics and capabilities (except class features, 
  legendary actions, and lair actions) that the new form 
  has but that it lacks.
   
   
  It shouldn’t be any surprise that there are eladrin who 
  devote themselves to art, music, and magic. The firres 
  (pronounced feers) are creatures who live for beauty; 
  their lives are consumed by a fiery passion for art of any 
  kind, and they strive to make their own existence a 
  living image of wonder and delight. 
   
  The firres live as wandering minstrels and bards in 
  Arborea, attending the courts of more powerful eladrin 
  or tarrying to entertain a circle of coures in a forgotten 
  dell. Their pursuit of beauty leads them to any place 
  where art, skill, or grace is held in high esteem. A body 
  could run across a firre traveling the Outlands or visiting 
  the palaces of neutral-aligned powers just as easily as 
  they would find one in Arborea. Firres have a deep love 
  and appreciation of mortal art, and often embark on 
  lengthy sojourns on the Material Plane to seek out 
  works of excellence. 
   
  In their natural form, firre eladrin resemble stocky 
  elves with brilliant red hair and fiery red eyes. At first 
  glance, a firre might be taken for a half-elf, but their eyes 
  give them away; they have no iris or pupil, and glow 
  brightly with the firre’s inner flame. Firres can also 
  transform themselves into man-size pillars or balls of 
  fire. 
   
   
   
  
   
   
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  GHAELE 
  Medium celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 17 (half plate) 
  Hit Points 165 (22d8 + 66) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  21 (+5) 14 (+2)  17 (+3)  16 (+3)  16 (+3)  19 (+4) 
   
   
  Saving Throws Dex +7, Wis +8 
  Skills Acrobatics +7, Nature +8, Perception +8, 
  Survival +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities lightning 
  Senses truesight 120 ft., passive Perception 18 
  Languages Celestial, Sylvan, telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
   
   
  Gaze (True Form Only). An enemy that begins its turn 
  within 30 feet of the ghaele that can see it must make a 
  DC 16 Wisdom saving throw or be frightened until the 
  start of its next turn. If the creature is a fiend or undead 
  with 25 or fewer hit points and fails the saving throw, it 
  is instead destroyed. 
   
  Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the ghaele until the start of 
  its next turn, when it can avert its eyes again. If the 
  creature looks at the ghaele in the meantime, it must 
  immediately make the save. 
   
   
  Holy Weapons. The ghaele’s weapon attacks are magical 
  and deal an additional 2d8 radiant damage (already 
  factor into its attacks). 
   
  Innate Spellcasting. The ghaele’s innate spellcasting 
  ability is Charisma (save DC 17, +9 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: change self, charm monster, dancing lights 
  3/day each: lesser restoration 
  1/day each: chain lightning, conjure animals 
   
  Magic Resistance. The ghaele has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The ghaele makes either three greatsword 
  attacks or two light ray attacks. 
   
  Greatsword (True Form Only). Melee Weapon Attack: 
  +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) 
  slashing damage plus 9 (2d8) radiant damage. 
   
  Light Ray (Globe Form Only). Ranged Spell Attack: +9 to 
  hit, range 100 ft., one target. Hit: 26 (5d8 + 4) radiant 
  damage. 
   
  Change Shape. The ghaele magically polymorphs into a 
  floating globe of light or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed by the new form. In 
  globe form, the ghaele retains its game statistics, but it 
  gains a flying speed of 90 feet and can hover, it sheds 
  bright light in a 20-foot radius, and dim light for an 
  additional 20 feet, and it cannot be knocked prone.
   
   
  The ghaeles are the knights errant of the eladrin. 
  Wherever evil and tyranny raise their ugly heads, the 
  ghaeles respond. Working behind the scenes, they 
  quietly muster resistance and offer guidance to any 
  creatures of good heart with the courage to stand 
  against their oppressors. More than any other eladrin, 
  the ghaeles are accustomed to working from behind the 
  veil. 
   
  Ghaeles resemble tall, athletic high elves. They 
  might easily be taken noble elves if not for their pearly, 
  opalescent eyes and radiant aura. Of course, a ghaele 
  may be wearing any manner of mortal guise when 
  encountered away from Arborea. Ghaele eladrin can also 
  take the form of an incorporeal globe of eldritch colors. 
   
  The ghaeles are advisers and counselors to the great 
  tulani eladrin, lords of the eladrin courts. It is quite rare 
  to find two or more ghaeles gathered together, but on 
  rare occasions several may be in the service of one 
  tulani. A ghaele is kind-hearted and compassionate, but 
  its mission against evil weighs on its mind; even in 
  blissful Arborea. Their frequent work with mortals and 
  use of mortal veils makes ghaeles the most serious and 
  heavy-hearted of the eladrin. Better than any others of 
  their kind, they know how hard it is to be human. 
   
  
   
   
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  NOVIERE 
  Medium celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft., swim 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  18 (+4) 16 (+3)  15 (+2)  14 (+2)  15 (+2)  16 (+3) 
   
   
  Skills Nature +3, Survival +2 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Celestial, Sylvan 
  Challenge 3 (700 XP)
   
   
  Innate Spellcasting. The noviere’s innate spellcasting 
  ability is Charisma (save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: charm person, dancing lights, water breathing 
  1/day each: phantasmal force, mirror image 
   
  Magic Weapons. The noviere’s weapon attacks are 
  magical. 
   
   
   
   
  ACTIONS 
   
  Multiattack. The noviere makes two weapon attacks, 
  only one of which can be a net attack. 
   
  Trident (True Form Only). Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) 
  piercing damage if wielded in two hands to make a 
  melee attack. 
   
  Net (True Form Only). Melee or Ranged Weapon Attack: 
  +6 to hit, reach 5 ft. or range 15 ft., one Large or smaller 
  creature. Hit: The creature is restrained until freed. A 
  creature can use its action to make a DC 10 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. 
   
  Slam (Dolphin Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) 
  bludgeoning damage. 
   
  Change Shape. The noviere magically polymorphs into a 
  golden dolphin or back into its true form. It reverts to its 
  true form if it dies. Any equipment it is wearing or 
  carrying is absorbed by the new form. In dolphin form, 
  the noviere retains its game statistics, but its size 
  becomes large and its swimming speed becomes 60 
  feet. 
  The seas and islands of Aquallor, the second layer of 
  Arborea, are the home of the noviere eladrin. Like the 
  bralani, the novieres are a people who celebrate the 
  beauty of the lands and emerald waters around them. 
  They’re the most straightforward and approachable of 
  the eladrin. The shieres are blocks of ice to the typical 
  mortal traveling in Arborea, the bralani are fickle and 
  flighty, and trying to talk seriously to a coure can drive 
  you mad – but the novieres are willing to take a person 
  at their word and deal with them reasonably. 
   
  The novieres appear to be aquatic elves or nixies. 
  Their skins are greenish, blue, or golden in hue, and their 
  hair ranges from deep blue-green to pale blond. They’re 
  equally at home in the water or on land. The novieres are 
  somewhat more human in appearance than a full-
  blooded aquatic elf; they’re stockier, and have no 
  prominent gills or webbing in their fingers. Their eyes 
  mirror the color of the seas around them. Novieres can 
  also take on the shape of golden dolphins made entirely 
  of shimmering water. 
   
  Novieres prefer to remain in the seas of Aquallor, 
  but sometimes journey to other planes or  the Material 
  Plane to visit with ocean nymphs or merfolk. They love 
  exploring a new coastline or listening to the sound of 
  the surf on a strange shore. Of all eladrin, the novieres 
  are most likely to be interested in trade or material 
  things; they’re fascinated by gemstones and jewelry.
   
   
  
   
   
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  SHIERE 
  Medium celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 20 (plate, shield) 
  Hit Points 90 (12d8 + 36) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  20 (+5) 13 (+1)  16 (+3)  14 (+2)  16 (+3)  17 (+3) 
   
   
  Saving Throws Dex +4, Wis +6 
  Skills Athletics +9, Nature +5, Perception +6, 
  Survival +6 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Celestial, Sylvan 
  Challenge 8 (3,900 XP) 
   
   
  Flying Mount. So long as the sun is not in the sky, any 
  mount the shiere rides gains a flying speed of 60 feet 
  and can hover. 
   
  Innate Spellcasting. The shiere’s innate spellcasting 
  ability is Charisma (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
   
   
   
  At will: charm monster, dancing lights 
  1/day each: cone of cold, lesser restoration 
   
  Magic Resistance. The shiere has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. The shiere’s weapon attacks are 
  magical. 
   
  Mounted Combat. The shiere has advantage on melee 
  weapon attack rolls made against creatures smaller than 
  its mount. In addition, the shiere can force any attack 
  made against its mount to target the shiere instead. 
   
  ACTIONS 
   
  Multiattack. The shiere makes two weapon attacks. 
   
  Lance (True Form Only). Melee Weapon Attack: +8 to 
  hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing 
  damage. 
   
  Javelin (True Form Only). Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage. 
   
  Change Shape. The shiere magically polymorphs into a 
  floating globe of light or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed by the new form. In 
  globe form, the shiere retains its game statistics, but it 
  gains a flying speed of 60 feet, it can hover, and it 
  cannot be knocked prone. 
   
   
  The warriors of Arborea are the shieres, graceful eladrin 
  knights who fight with skill, strength, and honor. They 
  are the defenders of the eladrin courts, a shining host 
  that seeks out evil intruders and ensures that no 
  darkness will trouble the Queen of Stars or her people. 
  By night the shieres gather together in bright companies 
  to ride the wilds of Arvandor and drive away any who 
  would do the folk of Arborea harm. 
   
  The shieres appear to be exceptionally tall high 
  elves of some kind. They’re long-limbed and slender, 
  with lanky frames and long, narrow faces and hands. A 
  shiere’s as strong as the mightiest mortal warrior 
  despite his slender build. All shieres are very fair-
  skinned, with pale golden or silver hair and piercing eyes 
  of blue, green, or violet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Unlike the other eladrin, shieres are bound more 
  permanently into their humanoid form and can change 
  shape only into a harmless ball of faerie-light. 
   
  The shieres are the most numerous eladrin that 
  regularly inhabit the tulani courts. Shieres of unusual 
  wisdom or experience are often acknowledged as hunt 
  leaders or captains in the service of a tulani lord, but 
  when the battle is over all shiere companies share the 
  same rank. Shieres are exceptionally honorable and 
  courageous creatures who celebrate similar qualities in 
  others, though they can be cold as ice when dealing 
  with those who don’t measure up to their own high 
  standards of behavior. 
   
  
   
   
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  SHIRADI 
  Large celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 50 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  24 (+7) 16 (+3)  20 (+5)  16 (+3)  16 (+3)  22 (+6) 
   
   
  Saving Throws Dex +8, Wis +8 
  Skills Athletics +12, Nature +8, Perception +8, 
  Survival +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities lightning 
  Senses truesight 120 ft., passive Perception 18 
  Languages Celestial, Sylvan, telepathy 120 ft. 
  Challenge 15 (13,000 XP) 
   
   
  Holy Weapons. The shiradi’s weapon attacks are magical 
  and deal an additional 2d8 radiant damage (already 
  factor into its attacks). 
   
  Innate Spellcasting. The shiradi’s innate spellcasting 
  ability is Charisma (save DC 19, +11 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
   
  At will: charm monster, dancing lights, lesser restoration 
  3/day each: conjure animals, destructive wave (radiant 
  only), greater restoration 
  1/day each: chain lightning, heal 
   
  Magic Resistance. The shiradi has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The shiradi makes either three spiked chain 
  attacks or two light shard attacks. 
   
  Spiked Chain (True Form Only). Melee Weapon Attack: 
  +12 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 7) 
  slashing damage plus 9 (2d8) radiant damage. 
   
  Light Shard (Light Shard Form Only). Melee Spell Attack: 
  +11 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) 
  slashing damage plus 17 (4d8) radiant damage, and the 
  target is affected as if by a dispel magic spell (casting 
  ability modifier +6). 
   
  Change Shape. The shiradi magically polymorphs into a 
  cloud of floating shards of light or back into its true 
  form. It reverts to its true form if it dies. Any equipment 
  it is wearing or carrying is absorbed by the new form. In 
  light shard form, the shiradi retains its game statistics, 
  but it gains a flying speed of 90 feet and can hover, it 
  sheds bright light in a 20-foot radius, and dim light for 
  an additional 20 feet, and it cannot be knocked prone.
  Shiradi eladrin battle for freedom across the planes, 
  helping the oppressed, deceived, and less fortunate 
  wherever they travel. They in some ways the most 
  morally flexible of all celestials, believing that all 
  creatures are free to act as they see fit so long as their 
  actions do not infringe on the freedoms of others. Still, 
  shiradis fight tirelessly on the side of good, seeking out 
  those conflicts and areas where good creatures cannot 
  act or think freely. 
   
  Standing 11 feet tall, shiradis are heavily muscled, 
  with statuesque forms, bronze skin, wild black hair that 
  seemingly moves of its own accord, pointed ears, and 
  piercing black eyes. Their features are bold and striking, 
  and their twin bronze wings shine brightly even in faint 
  light. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  TULANI 
  Medium celestial (eladrin, shapechanger), chaotic good 
   
   
  Armor Class 20 (natural armor) 
  Hit Points 187 (18d8 + 108) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  20 (+5) 24 (+8)  22 (+6)  21 (+5)  23 (+6)  27 (+8) 
   
   
  Saving Throws Dex +14, Con +12, Wis +12 
  Skills Acrobatics +14, Nature +11, Perception +12, 
  Survival +12 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities lightning 
  Senses truesight 120 ft., passive Perception 22 
  Languages Celestial, Sylvan, telepathy 120 ft. 
  Challenge 19 (22,000 XP) 
   
   
  Fairy Weapons. The tulani can conjure any weapon it 
  desires, which disappear is they leave the tulani’s grip. 
  Its weapon attacks are magical and deal an additional 
  3d8 radiant damage (already factor into its attacks). 
   
  Gaze (True Form Only). An enemy that begins its turn 
  within 30 feet of the tulani that can see it must make a 
  DC 22 Wisdom saving throw or be blinded until the 
  start of its next turn. If the creature is a fiend or undead 
  with 50 or fewer hit points and fails the saving throw, it 
  is instead destroyed. 
   
  Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the tulani until the start of 
  its next turn, when it can avert its eyes again. If the 
  creature looks at the tulani in the meantime, it must 
  immediately make the save. 
   
   
  Innate Spellcasting. The tulani’s innate spellcasting 
  ability is Charisma (save DC 22, +14 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: charm monster, conjure animals, dancing lights, 
  invisibility (self only), lesser restoration, major image, 
  polymorph 
  3/day each: chain lightning, greater restoration 
  1/day each: heal, power word stun 
   
  Magic Resistance. The tulani has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack (True Form Only). The tulani makes three 
  weapon attacks. 
   
  Rapier (True Form Only). Melee Weapon Attack: +14 to 
  hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) piercing 
  damage plus 13 (3d8) radiant damage. 
   
  Longbow (True Form Only). Ranged Weapon Attack: 
  +14 to hit, range 150/600 ft., one target. Hit: 12 (1d8 + 
  8) piercing damage plus 13 (3d8) radiant damage. 
   
  Change Shape. The tulani magically polymorphs into an 
  elder elemental or back into its true form. It reverts to 
  its true form if it dies. Any equipment it is wearing or 
  carrying is absorbed by the new form. In this new form, 
  the tulani retains its game statistics and ability to speak, 
  but its AC, movement modes, Strength, Dexterity, and 
  special senses are replaced by those of the new form, 
  and it gains any statistics and capabilities (except class 
  features, lair actions, and legendary resistance; it gains 
  their legendary actions, however) that the new form has 
  but that it lacks.
   
  The greatest of the eladrin are the tulani, or faerie lords. 
  Their courts are scattered throughout Arvandor, never 
  staying in the same place more than one night. The 
  tulani are peaceful in nature and take up arms only when 
  Arborea itself is threatened or the direst of emergencies 
  requires their attention. 
   
  Tulani are creatures of unearthly beauty and grace; 
  their voices are living music, and their faces shine so 
  brightly that mortals find it difficult to look at them. In 
  form they’re tall, stately elven lords dressed in 
  shimmering robes of shifting color. 
   
  Visitors to Arborea who seek out the tulani courts 
  soon find out that the eladrin aren’t easy to find when 
  they want to avoid someone. When a cutter finally gets 
  to meet with a tulani, he’s wise to keep his bone-box 
  shut and mind his manners. The tulani don’t tolerate 
  insolence or disrespect from mortals, but are gracious 
  hosts when their guests behave themselves. 
   
  As rulers over the lesser eladrin, tulani are rarely 
  encountered. The tulani watch over Arborea and act as 
  stewards over the realms of the eladrin. Typically, a 
  tulani will have a host of shiere warriors, several ghaeles 
  and firres, and uncounted numbers of coures in its 
  domain. 
   
  The tulani answer only to the Queen of Stars, who 
  shares Arborea with them. Within their own realms, 
  tulani are free to rule as they see fit; generally, they’re 
  compassionate but distant overlords who allow their 
  subjects to do as they please.
   
   
  
   
   
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  ELDER ELEMENTALS
  Though powerful and wise, elder elementals do not rule 
  over their lesser kin in any greater capacity than larger or 
  smarter animals rule over the woodlands. 
   
  Elemental Nature. Elder elementals do not require 
  air, food, drink, or sleep. 
   
   
   
   
   
   
   
  ELDER AIR ELEMENTAL 
  Huge elemental, neutral 
   
   
  Armor Class 18 
  Hit Points 168 (16d12 + 64) 
  Speed 0 ft., fly 120 ft. (hover) 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  20 (+5) 26 (+8)  18 (+4)  11 (+0)  15 (+2)  11 (+0) 
   
   
  Saving Throws Dex +13, Wis +7, Cha +5 
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Auran 
  Challenge 13 (10,000 XP) 
   
   
  Air Form. The elemental can enter a hostile creature's 
  space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Legendary Resistance (3/Day). If the elemental fails a 
  saving throw, it can choose to instead succeed. 
   
  ACTIONS 
   
  Multiattack. The elder air elemental makes two slam 
  attacks then uses its Whirlwind ability if able. 
   
   
   
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 26 (4d8 + 8) bludgeoning damage. 
   
  Whirlwind (Recharge 4-6). Each creature in the elder air 
  elemental's space must make a DC 18 Strength saving 
  throw. On a failure, a target takes 32 (6d8 + 5) 
  bludgeoning damage and is flung up to 50 feet away 
  from the elemental in a random direction and knocked 
  prone. If a thrown target strikes an object, such as a wall 
  or floor, 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 
  18 Dexterity saving throw or take the same damage and 
  be knocked prone. If the saving throw is successful, the 
  target takes half the bludgeoning damage and isn't flung 
  away or knocked prone. 
   
  LEGENDARY ACTIONS 
   
  The elder air elemental 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 elemental  regains spent 
  legendary actions at the start of its turn. 
   
  As The Wind. The elder air elemental flies up to 60 feet. 
  This movement does not provoke opportunity attacks. 
  Gust. One creature within 10 feet of the elder air 
  elemental must make a DC 18 Strength saving throw 
  or take 9 (2d8) bludgeoning damage and be pushed 
  away from the elemental 20 feet and knocked prone. 
  Slam (Costs 2 Actions). The elder air elemental makes a 
  slam attack. 
   
   
   
   
   
   
   
  
   
   
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  ELDER EARTH ELEMENTAL 
  Huge elemental, neutral 
   
   
  Armor Class 20 (natural armor) 
  Hit Points 216 (16d12 + 112) 
  Speed 40 ft., burrow 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  26 (+8) 10 (+0)  24 (+7)  11 (+0)  15 (+2)  11 (+0) 
   
   
  Saving Throws Str +13, Wis +7, Cha +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Terran 
  Challenge 13 (10,000 XP) 
   
   
  Brittle. If the elder earth elemental takes at least 20 
  points of thunder damage during a single turn, its Armor 
  Class it reduced by 2 until the end of its next turn. 
  Additional thunder damage before the end of the 
  elemental’s next turn does not reduce the its Armor 
  Class further. 
   
  Earth Glide. The elemental can burrow through non 
  magical, unworked earth and stone. While doing so, the 
  elemental doesn't disturb the material it moves through.  
   
  Siege Monster. The elemental deals double damage to 
  objects and structures. 
   
  Legendary Resistance (3/Day). If the elemental fails a 
  saving throw, it can choose to instead succeed. 
   
  ACTIONS 
   
  Multiattack. The elder earth elemental uses its Tremor 
  ability if able  then makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 35 (6d8 + 8) bludgeoning damage. 
   
  Tremor (Recharge 4-6). Each creature touching the 
  ground within 120 feet of the elder earth elemental 
  must make a DC 21 Strength saving throw or take 35 
  (6d8 + 8) bludgeoning damage and be knocked prone. 
   
  LEGENDARY ACTIONS 
   
  The elder earth elemental 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 elemental  regains spent 
  legendary actions at the start of its turn. 
   
  Aftershock. Each creature within 10 feet of the elder 
  earth elemental must make a DC 21 Strength saving 
  throw or take 9 (2d8) bludgeoning damage and be 
  knocked prone. 
  Slam (Costs 2 Actions). The elder earth elemental makes 
  a slam attack. 
  Stone’s Throw (Costs 2 Actions). The elder earth 
  elemental launches a stone at a creature within 120 
  feet. Treat this at a slam attack, but it is a ranged 
  weapon attack. 
   
   
   
   
   
  
   
   
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  ELDER FIRE ELEMENTAL 
  Huge elemental, neutral 
   
   
  Armor Class 17 
  Hit Points 184 (16d12 + 80) 
  Speed 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 24 (+7)  20 (+5)  11 (+0)  15 (+2)  11 (+0) 
   
   
  Saving Throws Dex +12, Wis +7, Cha +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities: fire, poison 
  Condition Immunities: exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Ignan 
  Challenge 13 (10,000 XP) 
   
   
  Fire Form. The elder fire elemental can move through a 
  space as narrow as 1 inch wide without squeezing. A 
  creature that touches the elemental or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) fire 
  damage. In addition, the elder fire elemental can enter a 
  hostile creature’s space and stop there. The first time it 
  enters a creature’s space on a turn, that creature takes 5 
  (1d10) fire damage and catches fire; until someone 
  takes an action to douse the fire, the creature takes 5 
  (1d10) fire damage at the start of each of its turns. 
   
  Illumination. The elder fire elemental sheds bright light 
  in a 40-foot radius and dim light for an additional 40 
  feet. 
   
  Legendary Resistance (3/Day). If the elder fire elemental 
  fails a saving throw, it can choose to instead succeed. 
   
  Water Susceptibility. For every 5 feet the elder fire 
  elemental moves in water, or for every gallon of water 
  splashed on it, it takes 1 cold damage. 
   
  ACTIONS 
   
  Multiattack. The elder fire elemental makes two touch 
  attacks and uses its Combust ability if able. 
   
  Touch. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 19 (3d8 + 6) 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 creature 
  takes 5 (1d10) fire damage at the start of each of its 
  turns. 
   
  Combust (Recharge 6). The elder fire elemental releases 
  a massive burst of fire in a 20-foot radius centered on it. 
  Each creature in the burst must makes a DC 20 
  Dexterity saving throw, taking 54 (12d8) fire damage on 
  a failed save, or half as much damage on a successful 
  one. 
   
  LEGENDARY ACTIONS 
   
  The elder fire elemental 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 elemental  regains spent 
  legendary actions at the start of its turn. 
   
  Spread. The elder fire elemental moves up to 20 feet. 
  This movement does not provoke opportunity attacks. 
  Touch (Costs 2 Actions). The elder fire elemental makes 
  a touch attack. 
  Rekindle (Costs 2 Actions). The elder fire elemental’s 
  Combust ability recharges. 
   
   
   
   
   
  
   
   
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  ELDER WATER ELEMENTAL 
  Huge elemental, neutral 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 200 (16d12 + 96) 
  Speed 40 ft., swim 120 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  24 (+7) 18 (+4)  22 (+6)  11 (+0)  15 (+2)  11 (+0) 
   
   
  Saving Throws Con +11, Wis +7, Cha +5 
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities: poison 
  Condition Immunities: exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan 
  Challenge 13 (10,000 XP) 
   
   
  Water Form. The elder water elemental can enter a 
  hostile creature's space and stop there. It can move 
  through a space as narrow as 1 inch wide without 
  squeezing. 
   
  Freeze. If the elder water elemental takes at least 20 
  points of cold damage during a single turn, it partially 
  freezes; its speed is reduced by 20 feet until the end of 
  its next turn. Additional cold damage before the end of 
  the elemental’s next turn does not reduce the its speed 
  further. 
   
  Legendary Resistance (3/Day). If the elder water 
  elemental fails a saving throw, it can choose to instead 
  succeed. 
   
  ACTIONS 
   
  Multiattack. The elder water elemental uses its Whelm 
  ability if able and then makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 26 (4d8 + 8) bludgeoning damage. 
   
  Whelm (Recharge 4-6). Each creature in the elder water 
  elemental's space must make a DC 20 Strength saving 
  throw. On a failure, a target takes 34 (6d8 + 7) 
  bludgeoning damage. If it is Huge or smaller, it is also 
  grappled (escape DC 20). 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 elemental's space. 
   
  The elder water elemental can grapple one Huge 
  creature, or up to two Large creatures, or up to eight 
  Medium or smaller creatures at one time. At the start of 
  each of the elemental's turns, each target grappled by it 
  takes 34 (6d8 + 7) bludgeoning damage. A creature 
  within 5 feet of the elemental can pull a creature or 
  object out of it by taking an action to make a DC 20 
  Strength check and succeeding. 
   
  LEGENDARY ACTIONS 
   
  The elder water elemental 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 elemental  regains spent 
  legendary actions at the start of its turn. 
   
  Crashing Wave. The elder water elemental moves up to 
  20 feet. This movement does not provoke 
  opportunity attacks. Each creature whose space the 
  elemental passes through must make a DC 20 
  Strength saving throw or be knocked prone. 
  Slam (Costs 2 Actions). The elder water elemental 
  makes a slam attack. 
  Drown (Costs 3 Actions). One creature that the elder 
  water elemental is grappling that cannot breathe water 
  must make a DC 20 Constitution save or it runs out of 
  breath. 
   
   
   
   
   
   
  
   
   
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  ELEMENTAL GRUES 
  Elemental grues are loosely connected species of 
  elemental, each hailing from a different elemental plane. 
   
   
   
   
   
  CHAGGRIN (EARTH GRUE) 
  Small elemental, neutral evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 37 (5d8 + 15) 
  Speed 30 ft., burrow 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 10 (+0)  17 (+3)    8 (-1)  12 (+1)   8 (-1) 
   
   
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Terran 
  Challenge 2 (450 XP) 
   
   
  Earth Glide. The chaggrin can burrow through non 
  magical, unworked earth. While doing so, the chaggrin 
  doesn't disturb the material it moves through. It can also 
  burrow through stone, but at half speed, and it leaves a 
  tunnel large enough for a small creature behind when it 
  does so. 
   
  Earth Negation. Magically created earth or stone, or 
  effects that move earth, within 40 feet of the chaggrin 
  are immediately and automatically dispelled, as with the 
  dispel magic spell. A spell with an instantaneous 
  duration that creates or moves earth or stone has no 
  effect within the same radius. 
   
  ACTIONS 
   
  Multiattack. The chaggrin makes two attacks: one with 
  its bite and one with its claws. 
   
  Bite. 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: 6 (1d6 + 3) slashing damage. 
   
   
  The chaggrin, or soil beast, is a creature from the 
  elemental plane of Earth. It looks like a yellowish 
  hedgehog, although its skull-like head readily 
  distinguishes it from a normal animal of that sort. 
  Although only 2 or 3 feet long, a chaggrin weighs over 
  140 pounds, with some reaching as much as 210 
  pounds. 
   
   
   
   
  HARGINN (FIRE GRUE) 
  Small elemental, neutral evil 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  12 (+1) 17 (+3)  13 (+1)  10 (+0)  12 (+1)   8 (-1)
   
   
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Ignan 
  Challenge 2 (450 XP) 
   
   
  Heated Body. A creature that touches the harginn or hits 
  it with a melee attack while within 5 feet of it takes 5 
  (1d10) fire damage. 
   
  Heated Weapons. When the harginn hits with a weapon, 
  it deals an extra 3 (1d6) fire damage (included in its 
  attacks). 
   
  Illumination. The harginn sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
   
  Fire Negation. Magically created fire within 20 feet of 
  the harginn is immediately and automatically dispelled, 
  as with the dispel magic spell. A spell with an 
  instantaneous duration that creates fire has no effect 
  within the same radius. 
   
  ACTIONS 
   
  Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage, plus 3 (1d6) 
  fire damage. 
   
  Light Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, plus 3 (1d6) fire damage. 
   
   
  The harginn, or flame horror, is a creature from the 
  elemental plane of Fire. It appears in the form of a 
  human with flames where its lower torso and legs would 
  be. Harginn express leering evil and great cruelty. Their 
  eyes are glowing black, and their body colors are 
  typically combinations of fiery hues such as scarlet and 
  orange, crimson and purple-blue, or yellow and orange. 
   
   
  
   
   
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  ILDRISS (AIR GRUE) 
  Small elemental, neutral evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 26 (4d8 + 8) 
  Speed 0 ft., fly 60 ft. (hover) 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
   8 (-1) 18 (+4)  14 (+2)    9 (-1)  12 (+1)   8 (-1) 
   
   
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Auran 
  Challenge 2 (450 XP) 
   
   
  Air Negation. Magically created air, or effects that move 
  air, within 50 feet of the ildriss are immediately and 
  automatically dispelled, as with the dispel magic spell. A 
  spell with an instantaneous duration that creates or 
  moves air has no effect within the same radius. 
   
  ACTIONS 
   
  Abrasive Wind. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Invisibility. The ildriss turns invisible until it attacks or 
  casts a spell. 
   
   
  The ildriss, or wind terror, is a creature from the 
  elemental plane of Air. An ildriss is either as invisible as 
  the wind or it is seen as a fog-like cloud with vaporous 
  tentacles and three faintly gleaming red eyes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  VARRDIG (WATER GRUE) 
  Small elemental, neutral evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 20 ft., swim 60 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  16 (+3) 15 (+2)  15 (+2)   8 (-1)  12 (+1)   8 (-1)
   
   
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Aquan 
  Challenge 2 (450 XP) 
   
   
  Amphibious. The varrdig can breathe air and water. 
   
  Water Negation. Magically created water, or effects that 
  move water, within 30 feet of the varrdig are 
  immediately and automatically dispelled, as with the 
  dispel magic spell. A spell with an instantaneous 
  duration that creates or moves water has no effect 
  within the same radius. 
   
  ACTIONS 
   
  Multiattack. The varrdig makes two slam attacks. It can 
  only take this action while in the water. 
   
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage. 
   
  Water Jet. Ranged Weapon Attack: +4 to hit, range 60 
  ft., one target that is outside of the water. Hit: 9 (2d6 + 
  2) piercing damage, and the target must make a DC 12 
  Constitution saving throw or be blinded until the end of 
  its next turn. 
   
   
  The varrdig, or fluid brute, is a creature from the 
  elemental plane of Water. A varrdig is a globular, jelly-
  like blob. It is translucent, with a lower fringe of small, 
  clawed legs and pipe-like protrusions radiating from its 
  middle. These flexible hoses provide propulsion by 
  jetting water when the creature is in its element. 
   
   
   
   
  
   
   
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  ENERGONS 
  Energons are faintly glowing coalescences of energy 
  inhabited by alien intelligence. Native to the Energy 
  Planes, they wander elsewhere to satisfy curiosity or 
  fulfill some unknown plan. 
   
  Xag-yas hail from the Positive Energy Plane, while 
  xeg-yis come from the Negative Energy Plane. Either 
  type of energon is a translucent globe about 2 feet 
  across that floats and shimmers in the air, giving off a 
  warm (xag-ya) or cold (xeg-yi) glow. Emerging from the 
  lower hemisphere of the globe are six to twelve 
  tentacles. The only other feature is a pair of spots on the 
  upper hemisphere that suggest eyes. 
   
   
  XAG-YA (POSITIVE ENERGON) 
  Small elemental, neutral 
   
   
  Armor Class 12 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 30 ft. (hover) 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  6 (-2) 
  15 (+2)  16 (+3)    7 (-2)  14 (+2)  16 (+3) 
   
   
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison, radiant 
  Condition Immunities blinded, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses passive Perception 12 
  Languages – 
  Challenge 3 (700 XP) 
   
   
  Explosion. If a Xag-Ya and a Xeg-Yi touch, they are both 
  destroyed in an explosion. Each creature within 30 feet 
  of either must make a DC 13 Dexterity saving throw, 
  taking 9 (2d8) radiant and 9 (2d8) necrotic damage on a 
  failed save, or half as much on a successful one. 
   
  Illumination. The xag-ya sheds bright light in a 20-foot 
  radius and dim light in an additional 20 feet. 
   
  Incorporeal Movement. The xag-ya 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. 
   
  Light Adaptation. The xag-ya’s vision cannot be impaired 
  by bright light, such as that found on the positive energy 
  plane. 
   
  ACTIONS 
   
  Positive Shock. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 21 (4d8 + 3) radiant damage. 
   
  Positive Touch (3/Long Rest). A living creature the xag-
  ya touches heals 12 (2d8 + 3) hit points. 
   
  Incorporeal creatures, xag-yas and xeg-yis take no 
  notice of features such as doors, walls, and furniture, 
  silently gliding from place to place on unknowable 
  errands. They often pause to observe other creatures, 
  tending to favor places where birth or death is 
  occurring. Energons rarely start fights, but their mere 
  touch is dangerous, so many creatures consider them a 
  threat and try to drive them off. 
   
  Some powerful necromancers and clerics capture 
  energons, using them to guard a location, assist in a 
  ritual, or strengthen undead minions. When freed, xag-
  yas and xeg-yis express gratitude by healing their 
  rescuers or fighting on their behalf. 
   
  Xag-yas and xeg-yis do not speak, even among 
  themselves. Their feeding and reproductive habits 
  remain unknown. 
   
  Elemental Nature. Energons do not require air, food, 
  drink, or sleep. 
   
   
  XEG-YI (NEGATIVE ENERGON) 
  Small elemental, neutral 
   
   
  Armor Class 12 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 30 ft. (hover) 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  6 (-2) 
  15 (+2)  16 (+3)    7 (-2)  14 (+2)  16 (+3) 
   
   
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities blinded, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses Darkvision 120 ft., passive Perception 12 
  Languages – 
  Challenge 3 (700 XP) 
   
   
  Explosion. If a Xag-Ya and a Xeg-Yi touch, they are both 
  destroyed in an explosion. Each creature within 30 feet 
  of either must make a DC 13 Dexterity saving throw, 
  taking 9 (2d8) radiant and 9 (2d8) necrotic damage on a 
  failed save, or half as much on a successful one. 
   
  Incorporeal Movement. The xeg-yi 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. 
   
  ACTIONS 
   
  Negative Shock. Melee Spell Attack: +5 to hit, reach 5 
  ft., one target. Hit: 21 (4d8 + 3) necrotic damage. 
   
  Negative Touch (3/Long Rest). An undead or other xeg-
  yi the xeg-yi touches heals 12 (2d8 + 3) hit points
  
   
   
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  FALLEN CELESTIALS
  Sometimes, celestials grow tired of their station, or they 
  become obsessed with one aspect of their duty. Other 
  times, they become corrupted or mad due to exposure 
  to a great deal of evil, or after suffering a terrible trauma. 
   
  Whatever the case, these celestials “fall.” In the 
  case of angels, this fall is quite literal; as they are cast 
  from the heavenly hosts, their wings are burned, leaving 
  behind either nothing but small stumps, or useless bone 
  protrusions. 
   
  Other celestials usually fall in a more subdued 
  manner, though they’re nature does still experience a 
  sudden snap when their form can no longer 
  accommodate the evil within. They may be banished or 
  attacked when they display their corruption, or they 
  might simply leave their former stations quietly in the 
  night. 
  Some fallen celestials join forces with fiends to 
  fight against the forces of good, some pursue their 
  wickedness alone, and still others, though wholly 
  corrupt, still combat their ancient enemies, now with 
  unrelenting hatred rather than noble justice. 
   
   
   
  FALLEN BRALANI 
  Medium celestial (eladrin, shapechanger), chaotic evil 
   
   
  Armor Class 16 (studded leather) 
  Hit Points 82 (11d8 + 33) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  18 (+4) 18 (+4)  17 (+3)  13 (+1)  14 (+2)  16 (+3) 
   
   
  Saving Throws Dex +7 
  Skills Acrobatics +7, Nature +4, Perception +5, 
  Survival +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities lightning, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Celestial, Sylvan, Abyssal 
  Challenge 6 (2,300 XP) 
   
   
  Innate Spellcasting. The fallen bralani’s innate 
  spellcasting ability is Charisma (save DC 14, +6 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: gust of wind, poison spray 
  1/day each: stinking cloud, wind wall 
   
  Magic Resistance. The fallen bralani has advantage on 
  saving throws against spells and other magical effects. 
   
   
  Magic Weapons. The fallen bralani’s weapon attacks are 
  magical. 
   
  Poison Wind (Air Elemental Form Only). The fallen 
  bralani deals poison damage rather than bludgeoning, 
  piercing, or slashing damage with its weapon attacks. 
   
  ACTIONS 
   
  Multiattack (True Form Only). The fallen bralani makes 
  three weapon attacks. 
   
  Scimitar (True Form Only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing 
  damage. 
   
  Longbow (True Form Only). Ranged Weapon Attack: +7 
  to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage. 
   
  Change Shape. The fallen bralani magically polymorphs 
  into an air elemental or back into its true form. It reverts 
  to its true form if it dies. Any equipment it is wearing or 
  carrying is absorbed or borne by the new form (the 
  bralani's choice). In a new form, the fallen bralani retains 
  its game statistics and ability to speak, but its AC, 
  movement modes, Strength, Dexterity, and special 
  senses are replaced by those of the new form, and it 
  gains any statistics and capabilities (except class 
  features, legendary actions, and lair actions) that the 
  new form has but that it lacks. 
   
   
  This bralani eladrin has been tainted by fel winds while 
  traveling the lower planes. It now takes on the form of 
  poison mist rather than swirling dust or snow, and seeks 
  to destroy all life it encounters. 
   
   
   
   
   
   
   
   
  
   
   
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  FALLEN DEVA 
  Medium celestial, chaotic evil 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 136 (16d8 + 64) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  18 (+4) 18 (+4)  18 (+4)  17 (+3)  20 (+5)  20 (+5) 
   
   
  Saving Throws Wis +9, Cha +9 
  Skills Insight +7, Perception +7 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened 
  Senses darkvision 120 ft., passive Perception 17 
  Languages all, telepathy 120 ft. 
  Challenge 10 (5,900 XP) 
   
   
  Corrupt Weapons. The fallen deva's weapon attacks are 
  magical. When the deva hits with any weapon, the 
  weapon deals an extra 4d8 necrotic damage (included in 
  the attack). 
   
  Innate Spellcasting. The fallen deva’s innate spellcasting 
  ability is Charisma (save DC 17, +9 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect evil and good 
  1/day each: contagion, create undead 
   
  Magic Resistance. The fallen deva has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The fallen deva makes two melee attacks, 
  only one of which can be a harming touch. 
   
  Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 
  (4d8) necrotic damage. 
   
  Harming Touch (3/Long Rest). Melee Spell Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 38 (8d8 + 2) necrotic 
  damage. 
   
  Change Shape. The fallen deva magically polymorphs 
  into a humanoid or beast that has a challenge rating 
  equal to or less than its own, or back into its true form. 
  It reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed or borne by the new 
  form (the deva's choice). In a new form, the fallen deva 
  retains its game statistics and ability to speak, but its 
  AC, movement modes, Strength , Dexterity, and special 
  senses are replaced by those of the new form, and it 
  gains any statistics and capabilities (except class 
  features, legendary actions, and lair actions) that the 
  new form has but that it lacks. 
   
  This deva has lost faith in the gods that it once served. It 
  now serves no master but its own desires. It subjugates 
  mortals and forces them to worship it, in the hopes of 
  becoming unto a god itself. 
  Immortal Nature. The fallen deva does not require 
  food, drink, or sleep. 
   
   
  
   
   
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  FALLEN LILLEND 
  Medium celestial, chaotic evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 17 (+3)  14 (+2)  14 (+2)  17 (+3)  18 (+4) 
   
   
  Skills Deception +6 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Celestial, Abyssal 
  Challenge 3 (700 XP) 
   
   
  Innate Spellcasting. The fallen lillend’s innate 
  spellcasting ability is Charisma (save DC 14, +6 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: acid splash, minor illusion 
  3/day each: inflict wounds 
  1/day each: hold person, sleep 
   
  ACTIONS 
   
  Multiattack. The fallen lillend makes two attacks, one 
  with its shortsword and one with its tail. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage, the 
  target is grappled (escape DC 13), and the fallen lillend 
  can’t make tail attacks against any other creature until 
  the grapple ends. 
   
   
  This lillend has become obsessed with the creative 
  power of lies, and the beauty of destruction. It now 
  spreads as much deceit as possible, always trying to 
  one-up its own lies, seeking to find a perfect deception 
  that will be its greatest masterpiece. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FALLEN MUSTEVAL 
  Tiny celestial (guardinal), neutral evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 28 (8d4 + 8) 
  Speed 30 ft., burrow 10 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
   7 (-2) 17 (+3)  12 (+1)  14 (+2)  13 (+1)  11 (+0) 
   
   
  Skills Perception +3, Persuasion +2, Stealth +5 
  Damage Resistances lightning, cold 
  Condition Immunities petrified 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Celestial, Undercommon 
  Challenge 2 (450 XP) 
   
   
  Innate Spellcasting. The fallen musteval’s innate 
  spellcasting ability is Intelligence (save DC 12, +4 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: detect magic, darkness, disguise self, magic 
  missile (one missile) 
  2/day each: invisibility (self only) 
   
  Unnatural Aura. Beasts within 10 feet of the fallen 
  musteval are frightened until they are no longer within 
  10 feet of it. 
   
  ACTIONS 
   
  Multiattack. The fallen musteval makes one bite attack 
  and either uses its uses its Harming Touch ability or 
  casts a spell. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
  Harming Touch (1/Long Rest). Melee Spell Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic 
  damage. 
   
   
  This musteval guardinal has spent too much time in the 
  shadows, waiting and watching as a distant observer. 
  Consumed by utter detachment, it now preys upon the 
  weak under cover of night. 
   
   
  
   
   
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  FALLEN PLANETAR 
  Large celestial, chaotic evil 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 200 (16d10 + 112) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  24 (+7) 20 (+5)  24 (+7)  19 (+4)  22 (+6)  25 (+7) 
   
   
  Saving Throws Con +12, Wis +11, Cha +12 
  Skills Perception +11 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened 
  Senses truesight 120 ft., passive Perception 21 
  Languages all, telepathy 120 ft. 
  Challenge 16 (15,000 XP) 
   
   
  Corrupt Weapons. The fallen planetar’s weapon attacks 
  are magical. When the planetar hits with any weapon, 
  the weapon deals an extra 5d8 necrotic damage 
  (included in the attack). 
   
  Divine Awareness. The fallen planetar knows if it hears a 
  lie. 
   
  Innate Spellcasting. The fallen planetar’s innate 
  spellcasting ability is Charisma (save DC 20, +12 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: detect evil and good, invisibility (self only) 
  3/day each: blade barrier, blight, create undead, dispel 
  evil and good 
  1/day each: circle of death, control weather, insect 
  plague 
   
  Magic Resistance. The fallen planetar has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The fallen planetar makes two melee 
  attacks, only one of which can be a harming touch. 
   
  Greatsword. Melee Weapon Attack: +12 to hit, reach 5 
  ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 
  22 (5d8) necrotic damage. 
   
  Harming Touch (4/Long Rest). Melee Spell Attack: +12 
  to hit, reach 5 ft., one target. Hit: 56 (12d8 + 2) 
  necrotic damage. 
   
   
  This planetar has seen too much, and become filled with 
  a desire for self-destruction. It cannot bring itself to end 
  its own existence, though, and instead rampages about, 
  hoping one of the creatures it attacks will eventually slay 
  it. 
  Immortal Nature. The fallen planetar does not 
  require food, drink, or sleep. 
   
   
   
   
   
   
   
   
  
   
   
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  FALLEN SOLAR 
  Large celestial, chaotic evil 
   
   
  Armor Class 21 (natural armor) 
  Hit Points 243 (18d10 + 144) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  26 (+8) 22 (+6)  26 (+8)  25 (+7)  24 (+7)  30 (+10) 
   
   
  Saving Throws Int +14, Wis +14, Cha +17 
  Skills Perception +14 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks 
  Damage Immunities radiant, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned 
  Senses truesight 120 ft., passive Perception 24 
  Languages all, telepathy 120 ft. 
  Challenge 21 (33,000 XP) 
   
   
  Corrupt Weapons. The fallen solar’s weapon attacks are 
  magical. When the solar hits with any weapon, the 
  weapon deals an extra 6d8 necrotic damage (included in 
  the attack). 
   
  Divine Awareness. The fallen solar knows if it hears a lie. 
   
  Innate Spellcasting. The fallen solar’s innate spellcasting 
  ability is Charisma (save DC 25, +17 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect evil and good, invisibility (self only) 
  3/day each: blade barrier, blight, create undead (7th 
  level spell slot), dispel evil and good 
  1/day each: circle of death, control weather 
   
  Magic Resistance. The fallen solar has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The fallen solar makes two melee attacks, 
  only one of which can be a harming touch. 
   
  Greatsword. Melee Weapon Attack: +13 to hit, reach 5 
  ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 
  27 (6d8) necrotic damage. 
   
  Harming Touch (4/Long Rest). Melee Spell Attack: +12 
  to hit, reach 5 ft., one target. Hit: 65 (14d8 + 2) 
  necrotic damage. 
   
  Slaying Longbow Ranged Weapon Attack: +13 to hit, 
  range 150/600 ft., one target. Hit: 15 (2d8 + 6) 
  piercing damage plus 27 (6d8) necrotic damage. If the 
  target is a creature that has 100 hit points or fewer, it 
  must succeed on a DC 15 Constitution saving throw or 
  die. 
   
  Flying Sword. The fallen solar releases its greatsword to 
  hover magically in an unoccupied space within 5 feet of 
  it. If the solar can see the sword, the solar can mentally 
  command it as a bonus action to fly up to 50 feet and 
  either make one attack against a target or return to the 
  fallen solar's hands. If the hovering sword is targeted by 
  any effect, the solar is considered to be holding it. The 
  hovering sword falls if the solar dies. 
   
  LEGENDARY ACTIONS 
   
  The fallen solar 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 solar  regains spent 
  legendary actions at the start of its turn. 
   
  Teleport. The fallen solar magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 
  feet to an unoccupied space it can see. 
  Unholy Burst (Costs 2 Actions). The fallen solar emits 
  magical, divine energy. Each creature of its choice in a 
  10-foot radius must make a DC 23 Dexterity saving 
  throw, taking 14 (4d6) fire damage plus 14 (4d6) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  Blinding Gaze (Costs 3 Actions). The fallen solar targets 
  one creature it can see within 30 feet of it. If the 
  target can see it, the target must succeed on a DC 15 
  Constitution saving throw or be blinded until magic 
  such as the lesser restoration spell removes the 
  blindness.
   
  This solar has seen the darkest corners of the multiverse 
  and the greatest atrocities mortal and immortal alike are 
  capable of. It has decided that it all has to go. It will do 
  everything in its power to ensure the complete 
  destruction of all reality. All gods, all mortals, and 
  everything in between. 
  Immortal Nature. The fallen solar does not require 
  food, drink, or sleep. 
   
   
   
   
   
   
   
   
   
  
   
   
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  FALLEN TRUMPET ARCHON 
  Medium celestial (archon), lawful evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 123 (13d8 + 65) 
  Speed 30 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  19 (+4) 18 (+4)  21 (+5)  18 (+4)  22 (+6)  18 (+4) 
   
   
  Saving Throws Wis +10, Cha +8 
  Skills Intimidation +8, Perception +9, Religion +8 
  Damage Resistances lightning, poison; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 20 
  Languages Celestial, Infernal, telepathy 120 ft. 
  Challenge 12 (8,400 XP) 
   
   
  Aura of Menace. Creatures within 20 feet of the fallen 
  trumpet archon have disadvantage on attack rolls 
  against it. A creature that hits the archon with an attack 
  is immune to this effect for the next 24 hours. 
   
  Good Health. The fallen trumpet archon has advantage 
  on saving throws against poison. 
   
  Innate Spellcasting. The fallen trumpet archon’s innate 
  spellcasting ability is Wisdom (save DC 19, +10 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: command, darkness, detect evil and good, 
  message 
  3/day each: blight 
   
  Magic Resistance. The fallen trumpet archon has 
  advantage on saving throws against spells and other 
  magical effects. 
   
  Trumpet Sword. The fallen trumpet archon can 
  transform its trumpet into a greatsword. Attacks with 
  this greatsword are magical, add +1 to attack and 
  damage, and deal an additional 4d8 necrotic damage (all 
  factored in below). 
   
  ACTIONS 
   
  Multiattack. The fallen trumpet archon makes two 
  greatsword attacks. 
   
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 18 
  (4d8) necrotic damage. 
   
  Trumpet (Recharge 6). The fallen trumpet archon lets 
  out a blast from its trumpet. Enemies that hear the 
  trumpet must make a DC 18 Constitution saving throw 
  or be stunned for 1 minute. An affected creature can 
  repeat the save at the end of each of its turns, ending 
  the effect on itself on a success. 
   
   
  This trumpet archon has become obsessed with the 
  destruction of chaos, going so far as to ignore the 
  conflict between good and evil. In punishment, it was 
  stripped of its station and power, but a powerful devil 
  has restored its power in exchange for eternal service. 
   
   
   
   
   
   
   
  
   
   
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  FORMIANS 
  Native to Arcadia, formians are also called centaur ants. 
  As their moniker indicates, they appear to be upright-
  walking ants, but their sentience is that of warm-
  blooded creatures as opposed to insects. 
  Arcadian Expansionists. Some of the most 
  magnificent cities in Arcadia are the constructions of 
  the centaur ants. Many of these metropolises can house 
  more than 10,000 formians. Though they appear to be 
  normal (that is, “human”) cities with structures and 
  walls above ground, they extend far underground for 
  many miles. The architecture underneath the ground is 
  truly extraordinary – the formian buildings are said to 
  rival that of Sigil. 
  Though they’ve always inhabited Arcadia, and sages 
  say they always will, formians are also found on other 
  planes, especially Mechanus and Acheron, where they 
  make war on all they encounter, constantly seeking to 
  expand. And while Arcadian formians of different hives 
  have learned to live together peaceably, those on other 
  planes constantly war even with other hives. 
  Flexible Tool-Users. Unlike ants, formians’ waists are 
  flexible; thus, they often move with only four legs, their 
  heads and thoraces raised. Their forelegs are jointed at 
  the wrist and have three opposing claws, which they can 
  use to manipulate objects and to attack. Formians come 
  in various subdued colors, which serve no function 
  other than to indicate their cities of origin. 
   
  Castes. There are four normal castes of formians: 
  the worker, the warrior, the myrmarch, and the queen. 
  There also exist taskmasters as part of hives outside of 
  Arcadia. Taskmasters are charged with subduing native 
  species and forcing them to work in their hive cities. 
  They are of equal caste to warriors, though they rarely 
  give orders to workers, preferring to use their 
  dominated slaves. 
   
  Formians are born into their station, and that station 
  never changes. There’s never been a revolution in the 
  annals of formian history. It seems the formians, like the 
  modrons, have no conception of aspiring to higher 
  stations. They simply are the way they are. 
   
  Hive Minded. Formian are always connected to 
  others of their hive that are nearby. Though they can 
  receive messages from their queen, they are capable of 
  acting independently of the queen if need be. However, 
  formians of lower castes automatically respond to the 
  direct commands of their superiors. Thus, a worker 
  responds to the warrior, the myrmarch, and the queen, 
  while a myrmarch can only be commanded by the 
  queen. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  FORMIAN MYRMARCH 
  Large monstrosity, lawful neutral 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 161 (17d10 + 68) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  20 (+5) 18 (+4)  18 (+4)  16 (+3)  16 (+3)  17 (+3) 
   
   
  Skills Athletics +9, Insight +7, Perception +7, 
  Persuasion +7 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Celestial, telepathy 120 ft. 
  Challenge 10 (5,900 XP) 
   
   
  Hive Mind. The formian myrmarch can communicate 
  telepathically with any other formian in its hive within 1 
  mile. If one such formian is aware of a creature, the 
  formian myrmarch is also aware of it. 
   
  Magic Resistance. The formian myrmarch has advantage 
  on saving throws against spells and other magical 
  effects. 
   
  ACTIONS 
   
  Multiattack. The formian myrmarch makes three attacks: 
  two with its claws and one with its stinger. 
   
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
   
  Stinger. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage, and the 
  target must make a DC 14 Constitution saving throw, 
  taking 33 (6d10) poison damage on a failed save, or half 
  as much on a successful one. 
   
  Teleport. The formian myrmarch magically teleports, 
  along with any equipment it is holding or carrying, to an 
  unoccupied space within 120 feet. 
   
   
  The myrmarch is the size of a horse. Its claws are 
  capable of finer manipulation than that of human hands. 
   
   
   
  
   
   
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  FORMIAN QUEEN 
  Huge monstrosity, lawful neutral 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 195 (17d12 + 85) 
  Speed 0 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  10 (+0) 6 (-2)  20 (+5)  20 (+5)  20 (+5)  21 (+5) 
   
   
  Saving Throws Con +10, Wis +10, Cha +10 
  Skills Insight +7, Persuasion +7 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Celestial, telepathy 120 ft. 
  Challenge 14 (11,500 XP) 
   
   
  Hive Mind. The formian queen can communicate 
  telepathically with any other formian in its hive within 1 
  mile. If one such formian is aware of a creature, the 
  formian queen is also aware of it. 
   
  Immobile. The formian queen cannot benefit from 
  increases to her movement speed. When an effect 
  would move her, reduce the distance by 10 feet. 
   
  Legendary Resistance (3/Day). If the formian queen fails 
  a saving throw, she can choose to instead succeed. 
  Magic Resistance. The formian queen has advantage on 
  saving throws against spells and other magical effects.  
   
  Spellcasting. The formian queen is a 15th-level 
  spellcaster. Her spellcasting ability is Charisma (spell 
  save DC 18, +10 to hit with spell attacks). She knows 
  the following sorcerer spells: 
   
  Cantrips: acid splash, dancing lights, mage hand, minor 
  illusion, poison spray, ray of frost 
  1st level (4 slots): detect magic, magic missile 
  2nd level (3 slots): misty step, scorching ray 
  3rd level (3 slots): counterspell, tongues 
  4th level (3 slots): banishment, ice storm 
  5th level (2 slots): insect plague, telekinesis 
  6th level (1 slots): mass suggestion 
  7th level (1 slots): prismatic spray, teleport 
  8th level (1 slots): dominate monster 
   
  LEGENDARY ACTIONS 
   
  The formian queen 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 queen regains spent 
  legendary actions at the start of her turn. 
   
  Command. One creature that is part of the formian 
  queen’s hive mind within 100 feet can spend its 
  reaction to take any action. 
  Cast a Spell (Costs 3 Actions). The formian queen casts 
  a spell from its list of known spells with a casting time 
  of 1 action, using a spell slot as normal.
   
   
  The queen is half again as large as a myrmarch. She is in 
  charge of administering her hive city and never leaves 
  the central hive. Her legs cannot bear her enormous 
  weight, so she moves only with magic. 
   
   
   
   
   
  
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  FORMIAN WARRIOR 
  Medium monstrosity, lawful neutral 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 16 (+3)  14 (+2)  10 (+0)  12 (+1)  11 (+0) 
   
   
  Skills Athletics +5, Perception +3 
  Damage Resistances cold 
  Damage Immunities poison 
  Condition Immunities petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Celestial 
  Challenge 3 (700 XP) 
   
   
  Hive Mind. The formian warrior can communicate 
  telepathically with any other formian in its hive within 1 
  mile. If one such formian is aware of a creature, the 
  formian warrior is also aware of it. 
   
  Magic Resistance. The formian warrior has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The formian warrior makes two attacks: one 
  with its claws or spear and one with its stinger. 
   
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing 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 
  wielded in two hands to make a melee attack. 
   
  Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 12 Constitution saving throw, taking 22 
  (4d10) poison damage on a failed save, or half as much 
  on a successful one. 
   
   
  The warrior is the size of a pony. Its claws are indicative 
  of its capability to defend the hive, but it tends to use a 
  spear rather than resort to its claws if able.. 
  FORMIAN WORKER 
  Small monstrosity, lawful neutral 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 18 (4d6 + 4) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 14 (+2)  13 (+1)  6 (-2)  10 (+0)  9 (-1) 
   
   
  Skills Athletics +3, Stealth +4 
  Damage Resistances cold 
  Damage Immunities poison 
  Condition Immunities petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands Celestial, but cannot speak 
  Challenge 1/2 (100 XP) 
   
   
  Hive Mind. The formian worker can communicate 
  telepathically with any other formian in its hive within 1 
  mile. If one such formian is aware of a creature, the 
  formian worker is also aware of it. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) 
  poison damage. 
   
  Repair (1/Short Rest). If eight workers take this action 
  together, they heal an adjacent creature 15 (3d8 + 2) hit 
  points, or completely repair a mundane object weighing 
  up to 500 pounds. 
   
   
  The worker, the smallest of the four formian types, is also 
  the most commonly encountered. It’s about the size of a 
  large dog. Its claws are somewhat clumsy, though they 
  make efficient tools for manual labor. 
   
   
   
   
   
   
   
   
   
  
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  FORMIAN TASKMASTER 
  Medium monstrosity, lawful neutral 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 16 (+3)  14 (+2)  11 (+0)  16 (+3)  19 (+4) 
   
   
  Skills Insight +6 
  Damage Resistances cold 
  Damage Immunities poison 
  Condition Immunities petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Hive Mind. The formian taskmaster can communicate 
  telepathically with any other formian in its hive within 1 
  mile. If one such formian is aware of a creature, the 
  formian taskmaster is also aware of it. 
   
  Magic Resistance. The formian taskmaster has advantage 
  on saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The formian taskmaster makes three attacks: 
  two its claws and one with its stinger. 
   
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage, and the target 
  must make a DC 13 Constitution saving throw, taking 27 
  (5d10) poison damage on a failed save, or half as much 
  on a successful one. 
   
  Dominate (1/Short Rest). The formian taskmaster casts 
  the dominate monster spell, with a save DC of 15, and a 
  permanent duration. The target does not have advantage 
  on the saving throw for being in combat with the 
  taskmaster or its allies. The taskmaster can concentrate 
  on up to four such spells at a time, and can do so even 
  while sleeping, but not if knocked unconscious in any 
  other way. 
   
  Taskmasters look much like warriors, but never carry 
  weapons. Instead, they use their slightly larger claws, and 
  a cadre of mentally enslaved guards, in addition to their 
  stingers, to defend themselves. 
   
   
   
   
   
   
  
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  GEHRELETHS (DEMODANDS)
  Few societies on the Lower Planes are stranger than that 
  of the gehreleths. These enigmatic fiends fight without 
  mercy against intruders, but have never been known to 
  attack one another. Explanations for this puzzle range 
  from instinct to intra-species empathy; no explanation 
  yet advanced answers all the facts. 
   
  Gehreleths inhabit Carceri, part of the killing grounds 
  in the eternal Blood War. However, these fiends take no 
  part in the conflict, instead roaming Carceri as random 
  agents of destruction. Gehreleths look disgusting and 
  unsightly. 
   
  Gehreleths are spawned from the decaying bodies of 
  beings that have traveled to the Lower Planes and died 
  there. Some unidentified evil power gives them life and 
  motivates them to destroy. They produce nothing of 
  value and serve no purpose to anything around them. 
   
  Fiendish Classes. Freshly transformed cadavers 
  always become farastu. If a greater gehreleth is destroyed, 
  an existing lesser rises in status and take its place; the 
  lesser farastu ranks are replenished from new corpses. 
   
  Despite their chaotic nature, the gehreleths 
  pragmatically observe their class system based on raw 
  power. The farastu are the lower class and sometimes 
  servants. Kelubar form the middle class, shators the 
  upper class and commanders. 
   
  Normally there are 3,333 of each variety of 
  gehreleth. When the Blood War on the lower planes rages 
  its strongest, the gehreleths increase their numbers to 
  twice normal. Because they never take part in the war and 
  are independent of the baatezu and tanar’ri, presumably 
  this population increase protects them from both sides. 
  The Three-Sided One. The Gehreleth are known to 
  worship or honor a patron deity they call Apomps, the 
  Three-sided One. This entity is supposed to be the father 
  of all Gehreleth, and presents each of the Gehreleth an 
  obsidian triangle, which is considered the personal link 
  they have with Him. This is their only loyalty. Should the 
  triangle for any reason be taken from them, they will do 
  much to retrieve it. 
  Possession of the triangle allows each Gehreleth to 
  possess the memories of the whole race to a limited 
  extent. They know who has summoned others of their 
  kind, and their plans of revenge can span the lives of 
  many individuals. 
   
  VARIANT: GEHRELETH SUMMONING 
   
  Some gehreleths can have an action option that allows 
  them to summon other gehreleths. 
  Summon Gehreleth (1/Day). The gehreleth chooses 
  what to summon and attempts a magical summoning. 
   
   A farastu has a 30% chance of summoning another 
  farastu. 
   A kelubar has a 50% chance of summoning a farastu. 
   A shator has a 50% of summoning a kelubar or 1d3 
  farastu. 
   
  A summoned gehreleth appears in an unoccupied space 
  within 60 feet of its summoner, acts as an ally of its 
  summoner, and can't summon other gehreleths. It 
  remains for l minute, until it or its summoner dies, or 
  until its summoner dismisses it as an action.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  FARASTU 
  Medium fiend (gehreleth, shapechanger), chaotic evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 104 (11d8 + 55) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 13 (+1)  20 (+5)   8 (-1)  12 (+1)  14 (+2) 
   
   
  Saving Throws Con +8, Cha +5 
  Skills Intimidation +5, Stealth +4 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages all 
  Challenge 5 (1,800 XP) 
   
   
  Adhesive. When a creature misses the farastu with a 
  melee weapon attack, the attacker must succeed on a DC 
  16 Strength saving throw, or the weapon becomes stuck 
  to the farastu. If the weapon's wielder can't or won't let 
  go of the weapon, the wielder is grappled while the 
  weapon is stuck. While stuck, the weapon can't be used. 
  A creature can pull the weapon free by taking an action to 
  make a DC 16 Strength check and succeeding. 
   
  In addition, creatures have disadvantage on attempts 
  to break free of the farastu’s grapples. 
   
  Magic Resistance. The farastu has advantage on saving 
  throws against spells and other magical effects. 
   
  Reckless. At the start of its turn, the farastu can gain 
  advantage on all of its attack rolls that turn, but attacks 
  against it have advantage until the start of its next turn. 
   
  Innate Spellcasting. The farastu’s innate spellcasting 
  ability is Charisma (save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no material components. 
   
  At will: detect magic, freedom of movement 
  1/day each: dispel magic, invisibility (self only) 
   
  ACTIONS 
   
  Multiattack. The farastu makes three attacks; two with its 
  claws and one with its bite. 
   
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. The farastu can 
  forgo dealing damage and instead grapple the target 
  (escape DC 14, but see Adhesive). 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
   
  Liquefy. The farastu assumes the form of a thick, tarry 
  substance. In this liquid form the farastu can take no 
  action except to return to its original form, its speed is 
  reduced to 5 feet, its size becomes tiny, and it cannot be 
  knocked prone. 
  Farastu are often stored away in bottles or small 
  containers in this liquid form to be used as a an ‘instant 
  army.
   
  The commoners of Carceri, the farastu are tall, slender 
  humanoids with long arms and heads. 
   
  Farastu delight in setting themselves up as kings of 
  stupid, easily bullied inhabitants of the Material Plane. 
  They pursue this promotion as compensation for the 
  servility they must observe in the Lower Planes. It is 
  believed that the Three-sided One promotes this 
  practice, as it permits him to know of the goings-on on 
  other planes, though Apomps seldom promotes a 
  Farastu on any plane save for Carceri. 
   
  
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  KELUBAR 
  Large fiend (gehreleth), chaotic evil 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 168 (16d10 + 80) 
  Speed 30 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  22 (+6) 13 (+1)  20 (+5)  14 (+2)  15 (+2)  18 (+4) 
   
   
  Saving Throws Dex +5, Con +9, Wis +6, Cha +8 
  Skills Athletics +10, Insight +6, Intimidation +8, 
  Stealth +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages all 
  Challenge 11 (7,200 XP) 
   
   
  Acidic Slime. The kelubar adds 2d6 acid damage to the 
  damage of its melee attacks (already added below). A 
  creature grappling or grappled by the kelubar takes 2d6 
  acid damage at the start of the creature’s turn. 
   
  Magic Resistance. The kelubar has advantage on saving 
  throws against spells and other magical effects. 
   
   
  Stench. Any creature other than a gehreleth that starts 
  its turn within 5 feet of the kelubar must succeed on a 
  DC 18 Constitution saving throw or be poisoned until 
  the start of the creature's next turn. On a successful 
  saving throw, the creature is immune to the stench of all 
  kelubar for 1 hour. 
   
  Innate Spellcasting. The kelubar’s innate spellcasting 
  ability is Charisma (save DC 16, +8 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect magic, freedom of movement 
  2/day each: dispel magic, invisibility (self only) 
   
  ACTIONS 
   
  Multiattack. The kelubar makes three attacks: two with 
  its claws and one with its bite. 
   
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) slashing damage plus 7 (2d6) 
  acid damage. 
   
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) 
  acid damage. 
   
  Liquefy. The kelubar assumes the form of a thick, tarry 
  substance. In this liquid form the kelubar can take no 
  action except to return to its original form, its speed is 
  reduced to 5 feet, its size becomes small, and it cannot 
  be knocked prone. 
   
   
   
  The middle class of Carceri, Kelubar are slimy, ebon 
  humanoids, bulbous especially in the lower torso and 
  limbs. Their hands are large and their huge heads oval: 
  the horizontal axis is longest. 
   
  The Kelubar are mad for wands and other small 
  handheld magical items. By sneaking such easily 
  concealed magical items back to the Lower Planes after 
  being summoned, the Kelubar can gain an important 
  edge in the power struggles that characterize Gehreleth 
  society. 
  
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  SHATOR 
  Large fiend (gehreleth), chaotic evil 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 207 (18d10 + 108) 
  Speed 20 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  24 (+7) 15 (+2)  22 (+6)  16 (+3)  16 (+3)  21 (+5) 
   
   
  Saving Throws Con +11, Wis +8, Cha +10 
  Skills Insight +7, Intimidation +9, Stealth +7 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 13 
  Languages all 
  Challenge 16 (15,000 XP) 
   
   
  Magic Resistance. The shator has advantage on saving 
  throws against spells and other magical effects. 
   
   
  Innate Spellcasting. The shator’s innate spellcasting 
  ability is Charisma (save DC 18, +10 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect magic, freedom of movement, vitriolic 
  sphere*, invisibility (self only) 
  1/day each: cloudkill, confusion, mass suggestion 
  3/day each: dispel magic 
  *See Elemental Evil Player’s Companion 
   
  ACTIONS 
   
  Multiattack. The shator makes three attacks: two with its 
  polearm and one with its bite. 
   
  Polearm. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 18 (2d10 + 7) slashing damage. 
   
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) piercing damage and the target 
  must make a DC 19 Constitution saving throw. On a 
  failed save, the target is paralyzed for one minute. It can 
  repeat the save at the end of each of tis turns, ending 
  the effect for itself on a successful save. 
   
   
  The nobility of Carceri, Shator are huge, squat and broad, 
  draped in shaggy skins. Their huge heads are mostly 
  mouth, with jaws like a giant bulldog. 
   
  The Shator often travel to other planes for their 
  favorite occupation – writing. Shator works are of two 
  categories: magical texts on how to summon creatures 
  from the Lower Planes other than Gehreleth (usually 
  named creatures that the Gehreleth have some 
  particular hatred for), and philosophical texts that 
  promote ideas of futility and cosmic angst. When 
  dwelling in the Prime Material Plane, the Shator hide 
  behind a human whom they set up a philosopher or 
  poet. These men and women come to bad ends when 
  the Shator has decided that its mission is done. 
   
  When dwelling on other planes, the Shators’ 
  favorite pets are chimerae. Oddly, they sometimes show 
  concern for these beings, treating them like a human 
  treats a kitten. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  GUARDINALS
  The guardinals are the people of Elysium, just as the 
  eladrin are the folk of Arborea or the demons are natives 
  of the Abyss. Most resemble beautiful, muscular 
  humans with noticeable animal traits – a thick, lion-like 
  mane for hair, a flat muzzle-like nose and mouth, or 
  paw-like hands. The degree of animalistic features varies 
  between individuals, but guardinals frequenting the 
  Beastlands appear most beastlike of all. 
   
  Guardinals are creatures of exceptional honor and 
  integrity, and do not lie, cheat, or attack needlessly 
  unless the cause at hand is in the direst jeopardy. 
   
  Few In Number. The guardinals aren’t a numerous 
  race, even compared to the eladrin or the archons. In 
  Elysium they live in small groups, watching the upper 
  layers for any signs of trouble, or roaming the 
  magnificent landscapes in nomadic bands. Guardinals 
  are quick to laugh and slow to anger on Elysium; they’re 
  living embodiments of the peacefulness of the plane, 
  and don’t lightly disturb it. 
   
  Peace And War. While guardinals are peaceful 
  enough in their home, they show a different face away 
  from Elysium. They’ve got no tolerance for evil of any 
  type and often journey into the Great Ring or the 
  Outlands to seek out evil and confront it. Guardinals 
  have even been known to mount lightning raids into the 
  first layers of the Gray Waste, Carceri, or Gehenna just to 
  strike at the evil fiends living there. Unlike the eladrin, 
  who respect mortals’ freedom of choice as much as 
  their right to live untroubled by evil, guardinals make no 
  secret of who or what they are and take whatever steps 
  are necessary to defeat evil wherever they find it. 
  Disorganized Order. Guardinals are basically 
  unorganized; in Elysium there’s little need for laws or 
  orderly societies. A mortal traveling across Elysium 
  won’t find guardinal cities or fortresses scattered across 
  the landscape. Instead, they’ll find guardinals living 
  wherever they feel comfortable – some can be found in 
  the peaceful towns of Amoria, others prefer the solitude 
  and beauty of Eronia or Belierin. Guardinals of any type 
  tend to be solitary, introspective creatures who like 
  being left to their own devices when the land’s at peace. 
  On the other hand, they’re also capable of banding 
  together with military discipline when evil threatens. 
   
  Although the guardinals don’t have any real 
  hierarchy or structure, they’re led by the mighty leonals. 
  These noble creatures are the most vigilant and 
  powerful of the guardinals and act as gathering points 
  for guardinal causes. A typical cause might be the defeat 
  of a powerful evil empire on the Material Plane, the 
  recovery of a good artifact stolen from its rightful place 
  by fiends, or the monitoring of a powerful organization 
  that might begin to lean toward evil activities. The 
  guardinals associated with a cause rarely abandon it, 
  although they might temporarily turn aside to attend to 
  a more immediate issue. 
  Talisid and the Five Companions. The mightiest 
  guardinal is the leonal prince Talisid, a wise and ancient 
  being who has survived uncounted confrontations with 
  evil. He is accompanied by his Five Companions - the 
  strongest and wisest of the avorals, the equinals, the 
  lupinals, the cervidals, and the ursinals; the mustevals 
  have yet to produce a warrior mighty enough to join. His 
  companions have powers far beyond those typical of 
  their type, and many songs are sung about their deeds in 
  battle or their wisdom in peacetime. 
   
   
   
   
  
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  AVORAL 
  Medium celestial (guardinal), neutral good 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 114 (12d8 + 60) 
  Speed 40 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  15 (+2) 21 (+5)  20 (+5)  16 (+3)  16 (+3)  15 (+2) 
   
   
  Saving Throws Dex +9, Wis +7 
  Skills Perception +7, Persuasion +6, Survival +7 
  Damage Resistances lightning, cold; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities petrified 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Celestial 
  Challenge 9 (5,000 XP) 
   
   
  Innate Spellcasting. The avoral’s innate spellcasting 
  ability is Intelligence (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: blur, light, magic missile 
  1/day each: lightning bolt 
   
   
  Keen Sight. The avoral has advantage on Wisdom 
  (Perception) checks that rely on sight. 
   
  Magic Resistance. The avoral has advantage on saving 
  throws against spells and other magical effects. 
   
  Speak With Beasts. The avoral can communicate with 
  beasts as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The avoral makes two claw attacks and 
  either uses its Screech ability, uses its Healing Touch 
  ability, or casts a spell. 
   
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) slashing damage. 
   
  Screech. Each non-guardinal creature that is within 60 
  feet of the avoral must succeed on a DC 14 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 avoral’s Screech 
  ability for the next 24 hours. 
   
  Healing Touch (3/Long Rest). The avoral touches 
  another creature. The target magically regains 15 (3d8 + 
  2) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness. 
   
   
  Avorals are guardinals with the wings of mighty eagles. 
  They’re the scouts and skirmishers of their race, keeping 
  watch over the peaceful skies of Amoria. No other 
  guardinals can fly, so aerial vigilance falls to the avorals 
  who confront any invaders who try that avenue. Avorals 
  are born with a deep-rooted wanderlust that can take 
  them on fantastic journeys through hundreds of worlds. 
  Some leave Elysium and never return because they’ve 
  just got to see what lies over the next hill or beyond the 
  next sea. 
   
  Avorals have the bodies of tall, muscular humans, 
  but their arms are long, powerful wings and their lower 
  legs feature strong talons and feathery vanes to act as a 
  tail in flight. Their faces are more human than avian, but 
  their hair seems to be a feathery cowl around their 
  heads, and their eyes are bright and golden. Avorals’ 
  chests are exceptionally deep and powerful, anchoring 
  their wing muscles; their bones are strong but hollow, 
  so even the largest avorals weigh no more than 120 
  pounds despite their appearance. 
   
  An avoral’s wings feature small hands at the 
  midpoints. When its wings are folded beside its body, 
  these wing-hands are carried about where a human’s 
  would be, and can do just about anything a human hand 
  could do. 
   
  Like most guardinals, avorals don’t often gather 
  together. They prefer to spend their time soaring on the 
  winds of Elysium. Eronia and Belierin are their favorite 
  layers, since they’re particularly fond of the isolation of 
  these wild places. On rare occasions, a family group may 
  be encountered in a temporary aerie on some 
  spectacular mountain peak. 
   
  Avorals are excellent hunters that enjoy stalking 
  small game. They don’t kill needlessly or just for sport, 
  however, and prefer their dinners prepare in a civilized 
  fashion. 
   
   
  
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  CERVIDAL 
  Medium celestial (guardinal), neutral good 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 65 (10d8 + 20) 
  Speed 35 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  17 (+3) 15 (+2)  14 (+2)  14 (+2)  13 (+1)  13 (+1) 
   
   
  Skills Perception +3, Persuasion +3 
  Damage Resistances lightning, cold 
  Condition Immunities petrified 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Celestial 
  Challenge 4 (1,100 XP) 
   
   
  Anti-Illusion Horns. If the cervidal’s horns come in 
  contact with an illusion, it is automatically dispelled. 
   
  Charge. If the cervidal moves at least 10 feet straight 
  toward a creature and then hits it with a horns attack on 
  the same turn, the must succeed on a DC 13 Strength 
  saving throw or be knocked prone. If the target is prone, 
  the cervidal can make one attack with its hooves against 
  it as a bonus action. 
   
  Innate Spellcasting. The cervidal’s innate spellcasting 
  ability is Intelligence (save DC 12, +4 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect poison, light, magic missile (two 
  missiles), purify food and drink 
  1/day each: bless 
   
  Speak With Beasts. The cervidal can communicate with 
  beasts as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The cervidal makes an attack with its horns 
  and either uses its uses its Healing Touch ability or casts 
  a spell. 
   
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 +3) bludgeoning damage. 
   
  Healing Touch (2/Long Rest). The cervidal touches 
  another creature. The target magically regains 6 (1d8 + 
  2) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness. 
   
   
  Cervidals are the most common of the guardinals. 
  They’re the people of Amoria, the uppermost layer of 
  Elysium. In times of war, cervidals and equinals form the 
  backbone of any guardinal army; one-on-one, they’re 
  more than a match for the typical rank-and-file of a 
  baatezu or tanar’ri force, even if they can’t rival the 
  numbers of a fiendish horde. Cervidals are the most 
  peaceful of the guardinals and the last to join a fight, 
  seeking physical violence only when no other solutions 
  present themselves. However, once they’re committed, 
  cervidals won’t be the first to walk away. 
   
  Cervidals bear a passing resemblance to a faun or 
  satyr, but are more regal in appearance. They’re slim but 
  strong, and their bodies are covered in short, reddish-
  brown fur. Over their chests, faces, and upper arms the 
  fur thins enough to reveal smooth, golden skin. A 
  cervidal‘s head is crowned with magnificent horns or 
  antlers, and its feet are small, hard hooves. The hands of 
  a cervidal are backed by hoof-like material, and make for 
  effective bludgeons when closed in a fist, but their 
  preferred weapons are their antlers. 
   
  Cervidals gather in small family bands in the forests 
  and woodlands of Elysium. They typically select one area 
  as their home and remain there, rarely moving or 
  wandering away. Most cervidals remain with the same 
  family group for their entire lives, leaving only to find a 
  mate or to enlist in a leonal’s cause. 
   
  Along with equinals and mustevals, cervidals are the 
  commoners of Elysium, but they’re much shyer and 
  more reclusive than their boisterous equinal kin. They 
  prefer to keep their own company and don’t welcome 
  strangers. In times of war, cervidals are light infantry, 
  skirmishers, and auxiliaries. They’d rather fight a war of 
  maneuver and skill than participate in a bloody slugfest. 
   
   
   
  
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  EQUINAL 
  Large celestial (guardinal), neutral good 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 60 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  19 (+4) 11 (+0)  16 (+3)  15 (+2)  13 (+1)  15 (+2) 
   
   
  Saving Throws Str +7, Con +6 
  Skills Perception +4, Persuasion +5 
  Damage Resistances lightning, cold; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities petrified 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Celestial 
  Challenge 6 (2,300 XP) 
   
   
  Innate Spellcasting. The equinal’s innate spellcasting 
  ability is Intelligence (save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: fog cloud, light, magic missile 
  1/day each: slow 
   
  Magic Resistance. The equinal has advantage on saving 
  throws against spells and other magical effects. 
   
  Speak With Beasts. The equinal can communicate with 
  beasts as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The equinal makes one slam attack and 
  either uses its uses its Whiney ability, uses its Healing 
  Touch ability or casts a spell. 
   
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
   
  Whiney. Each non-guardinal creature within 20 feet of 
  the equinal must succeed on a DC 15 Wisdom saving 
  throw or be stunned until the end of the equinal’s next 
  turn. Whether the save succeeds or fails, the creature is 
  immune to the avoral’s Whiney ability for the next 24 
  hours. 
   
  Healing Touch (3/Long Rest). The equinal touches 
  another creature. The target magically regains 11 (2d8 + 
  2) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness. 
   
   
   
   
  Equinals are one of the two most common types of 
  guardinals. They resemble huge humans with some of 
  the qualities of a draft horse. Their chests and shoulders 
  are of truly heroic proportions, and their long arms end 
  in thick, iron-hard fingers that make a creditable hoof 
  when curled in a fist. The equinal’s legs are even more 
  horse-like, with a reversed knee and true horse’s hooves 
  for feet. Its lower limbs are covered with short, bristly 
  horsehair, and its face is long and narrow. A long, wild 
  mane runs from the crest of their head down to the 
  center of their backs. 
   
  Equinals enjoy each other’s company and are more 
  likely to be found together than other kinds of 
  guardinals. Their home is the open fields and farmlands 
  of Amoria, and they like to gather in small bands. (Call a 
  group of equinals a “herd”, and a body’s likely to wake 
  up with hoof prints where his nose used to be.) Equinals 
  enthusiastically embrace any cause that allows them 
  stand hoof-to-toe with evil and beat it senseless. 
   
  Equinals often settle down in a favorite meadow or 
  glen, living there for months at a time before moving on. 
  They’re fond of athletic contests and games of skill, and 
  while away many hours in such pastimes. They’re good-
  natured creatures who welcome travelers, but they’re 
  often a little too boisterous and a mortal ought to be 
  careful about joining in equinal games. Equinals love a 
  good brawl, and never back down from a fight – not 
  even when anyone can clearly see the equinal’s 
  outmatched. 
   
  In times of war, equinals are the heavy foot troops 
  of Elysium. They’re tough, tenacious, and courageous; 
  once a number of equinals have it in their heads to do 
  something, they’ll make herculean efforts to achieve 
  their objective. This can be a fault when equinals 
  disregard new commands to doggedly pursue old ones 
  to their conclusion. 
   
   
   
  
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  LEONAL 
  Medium celestial (guardinal), neutral good 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 210 (20d8 + 120) 
  Speed 60 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  27 (+7) 17 (+3)  23 (+6)  21 (+5)  18 (+4)  23 (+6) 
   
   
  Saving Throws Dex +8, Con +10, Int +10, Wis +9 
  Skills Perception +9, Persuasion +11, Survival +9 
  Damage Resistances lightning, cold; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities petrified 
  Senses truesight 120 ft., passive Perception 19 
  Languages Celestial, telepathy 120 ft. 
  Challenge 16 (15,000 XP) 
   
   
  Innate Spellcasting. The leonal’s innate spellcasting 
  ability is Intelligence (save DC 18, +10 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: blur, fireball, light, magic missile (3rd level slot), 
  polymorph 
   
  Magic Resistance. The leonal has advantage on saving 
  throws against spells and other magical effects. 
   
   
  Speak With Beasts. The leonal can communicate with 
  beasts as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The leonal makes two claw attacks and 
  either uses its Roar ability, uses its Healing Touch 
  ability, or casts a spell. 
   
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 16 (2d8 + 7) slashing damage. If the leonal 
  has already hit the target with a claw attack this turn, the 
  attack deals an additional 14 (4d6) slashing damage. 
   
  Roar (Recharge 5-6). Each creature in a 60-foot cone 
  must make a DC 18 Constitution saving throw, taking 
  54 (12d8) thunder damage on a failed save, or half as 
  much on a successful one. A creature that fails this 
  saving throw also suffers an additional effect based on 
  its current hit points after taking this damage: 
   
   50 hit points or fewer: deafened for 1 minute 
   40 hit points or fewer: deafened and blinded for 10 
  minutes 
   30 hit points or fewer: blinded, deafened, and 
  stunned for 1 hour 
   20 hit points or fewer: killed instantly 
   
  Healing Touch (3/Long Rest). The leonal touches 
  another creature. The target magically regains 29 (6d8 + 
  2) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness. 
   
  Leonals are the wisest and most powerful of the 
  guardinals. They’re chieftains and leaders when 
  guardinals gather, but a leonal prefers to keep to itself 
  when the forces of good allow it to rest. A leonal 
  resembles a tall, muscular human with short, tawny-
  golden fur covering its body and a great red mane for 
  hair. Its lower legs are formed like a great cat’s, and its 
  arms conceal steal-hard talons. The leonal’s face is noble 
  and terrifying at the same time: its mouth and nose 
  meet in a subtle, flattened, lion-like muzzle, and a yawn 
  reveals long, sharp fangs. 
   
  Leonals are at home in the wilds of Eronia, but they 
  travel widely throughout Elysium. When they’re not 
  marshalling the guardinals against the threat of evil, 
  they’re often busy on some important mission or task. 
  At rest, a leonal’s a patient and regal creature; but when 
  it confronts the forces of darkness, it’s a remorseless 
  and tireless warrior of good. 
   
  Even in peaceful Elysium, leonals are loners. They 
  keep to themselves, roaming the forests and mountains 
  of the more remote areas of the plane. Among other 
  guardinals, leonals are considered to be nobility or 
  royalty; at their command, other guardinals embark on 
  missions or organize armies. The leonals use their 
  authority carefully and only when they feel that a matter 
  can’t be attended to personally. 
   
  Leonals travel the planes extensively, keeping an eye 
  open for trouble and dealing with it whenever they can. 
   
   
  
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  LUPINAL 
  Medium celestial (guardinal), neutral good 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 152 (16d8 + 80) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  20 (+5) 18 (+4)  21 (+5)  18 (+4)  18 (+4)  16 (+3) 
   
   
  Saving Throws Dex +8, Con +9, Wis +8 
  Skills Perception +8, Persuasion +7, Survival +8, 
  Stealth +8 
  Damage Resistances lightning, cold; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities petrified 
  Senses truesight 120 ft., passive Perception 18 
  Languages Celestial, telepathy 120 ft. 
  Challenge 11 (7,200 XP) 
   
   
  Innate Spellcasting. The lupinal’s innate spellcasting 
  ability is Intelligence (save DC 16, +8 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: blur, light, magic missile (2nd level slot) 
  2/day each: cone of cold 
   
   
   
  Keen Smell. The lupinal has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Magic Resistance. The lupinal has advantage on saving 
  throws against spells and other magical effects. 
   
  Speak With Beasts. The lupinal can communicate with 
  beasts as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The lupinal makes two bite attacks and 
  either uses its Howl ability, uses its Healing Touch 
  ability, or casts a spell. 
   
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage and the target 
  must make a DC 17 Strength saving throw or fall prone. 
   
  Howl. Each non-guardinal creature within 60 feet of the 
  lupinal must succeed on a DC 16 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 lupinal’s Howl ability for the 
  next 24 hours. 
   
  Healing Touch (3/Long Rest). The lupinal touches 
  another creature. The target magically regains 20 (4d8 + 
  2) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness. 
   
  The lupinals are the front-line troops of Elysium. Packs 
  of them roam all over the plane, and often into the 
  Outlands, Bytopia, or the Beastlands, searching 
  aggressively for any hint of evil intrusion. While the 
  other guardinals take their rest in Elysium, the lupinals 
  hold themselves ready for battle at a moment’s notice. 
  Their organization and outlook are distinctly lawful at 
  times, far more so than those of the other guardinals. 
   
  Lupinals are half-man and half-wolf. Their bodies are 
  long, lean, and rangy. Their rear legs are bent like a wolfs, 
  and they have long, pronounced muzzles with rows of 
  sharp teeth. Lupinals are covered in short, fine, silvery-
  gray fur. At a distance, a lupinal could be taken for a 
  werewolf in its hybrid form, but on closer inspection the 
  lupinal is far less bestial and has a much more intelligent 
  and expressive face - until it finds an evil quarry 
  encroaching on its hunting grounds. 
   
  Like the equinals, lupinals are social creatures who 
  often gather in small packs that hunt, play, and fight 
  together. However, they’re also comfortable being 
  alone, and many lupinals prefer to keep their own 
  company. 
   
  Lupinals like to run in packs, but have little loyalty to 
  any particular group. A lupinal might run with three 
  different groups on three consecutive nights, or stay 
  with the same band for months or years at a time. The 
  most intelligent or wisest lupinal is always recognized as 
  the pack leader, and the others obey them without 
  reservation. 
   
  Lupinals are naturally suspicious of strangers and 
  evaluate almost any creature they meet in terms of 
  threat potential. They’re wary of humans and the like, 
  since they regard any mortal adventurer as a disaster 
  waiting to happen. However, once the friendship of a 
  lupinal is won, you couldn’t have a more loyal or 
  steadfast companion. 
   
  Lupinals celebrate the hunt as a social gathering and 
  bonding ritual. They never take sentient prey, but love 
  the challenge and excitement of tracking a quarry that’s 
  trying to evade them. Lupinal packs are Elysium’s first 
  line of defense against invasion, and they take their 
  responsibilities seriously.
   
   
  
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  MUSTEVAL 
  Tiny celestial (guardinal), neutral good 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 28 (8d4 + 8) 
  Speed 30 ft., burrow 10 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
   7 (-2) 17 (+3)  12 (+1)  14 (+2)  13 (+1)  11 (+0) 
   
   
  Skills Perception +3, Persuasion +2, Stealth +5 
  Damage Resistances lightning, cold 
  Condition Immunities petrified 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Celestial 
  Challenge 2 (450 XP) 
   
   
  Innate Spellcasting. The musteval’s innate spellcasting 
  ability is Intelligence (save DC 12, +4 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect magic, disguise self, light, magic missile 
  (one missile) 
  2/day each: invisibility (self only) 
   
  Speak With Beasts. The musteval can communicate with 
  beasts as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The musteval makes one bite attack and 
  either uses its uses its Healing Touch ability or casts a 
  spell. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
  Healing Touch (1/Long Rest). The musteval touches 
  another creature. The target magically regains 6 (1d8 + 
  2) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Although the least powerful of the guardinals, mustevals 
  nevertheless are unstinting foes against evil. They serve 
  more powerful guardinals as spies and messengers, and 
  they often aid mortal heroes by delivering information 
  about powerful evils. They are also the only guardinal 
  variety not represented among the Five Companions of 
  Talisid. Some harbor resentment over this fact, but most 
  simply strive for greatness, in order to achieve the honor 
  of being the first of their kind to join the Companions. 
   
  Mustevals are slim humanoids, standing roughly 2 
  feet tall, with the elongated snouts, tufted ears, and 
  furtive eyes of a ferret. They have slender limbs, white 
  fur covering their bodies, and pink eyes. 
   
  Mustevals are agile and seldom remain still for long. 
  Clever use of illusions usually keep their animalistic 
  features concealed when dealing with outsiders, or 
  while traveling the planes. 
   
   
   
   
   
   
  
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  URSINAL 
  Large celestial (guardinal), neutral good 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 199 (19d10 + 95) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  23 (+6) 14 (+2)  21 (+5)  20 (+5)  18 (+4)  17 (+3) 
   
   
  Saving Throws Con +10, Int +10, Wis +9 
  Skills Arcana +10, History +10, Perception +8, 
  Persuasion +7, Survival +9 
  Damage Resistances lightning, cold; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Condition Immunities petrified 
  Senses truesight 120 ft., passive Perception 18 
  Languages Celestial, telepathy 120 ft. 
  Challenge 14 (11,500 XP) 
   
   
  Innate Spellcasting. The ursinal’s innate spellcasting 
  ability is Intelligence (save DC 18, +10 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: charm person, blur, light, magic missile (2nd 
  level slot), sleep (4th level slot) 
  3/day each: confusion, fireball, polymorph 
   
  Magic Resistance. The ursinal has advantage on saving 
  throws against spells and other magical effects. 
   
  Speak With Beasts. The ursinal can communicate with 
  beasts as if they shared a language. 
   
  ACTIONS 
   
  Multiattack. The ursinal makes two claw attacks and 
  either uses its Healing Touch ability or casts a spell. 
   
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage. If the ursinal 
  has already hit the target with a claw attack this turn, the 
  attack deals an additional 9 (2d8) bludgeoning damage. 
   
  Healing Touch (3/Long Rest). The ursinal touches 
  another creature. The target magically regains 24 (5d8 + 
  2) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness. 
   
   
  The scholars and philosophers of the guardinals are the 
  ursinals, benevolent beings who resemble huge 
  humanoids with distinctive bearlike attributes. They’re 
  advisers to the leonals, and the record-keepers of their 
  race. Ursinals are open with their knowledge but love to 
  digress endlessly and often free-associate through many 
  iterations until they’re holding forth on a subject with 
  no relation to the original topic. 
   
  Ursinals stand 8 feet tall, with thick-set bodies. 
  They’re covered with light golden, red, or golden-brown 
  fur that’s long on their forearms, backs, and lower legs 
  and too fine to see on their torsos and faces. An 
  ursinal’s face has a pronounced muzzle and high ear-
  tufts, but its expression is kindly. It’s very difficult to 
  move an ursinal to anger, but the powers pity the poor 
  sod who manages the trick – it’s said that a fighting-
  mad ursinal can tear its way through any three 
  gehreleths. 
   
  The advice of an ursinal is a much sought-after 
  commodity. As librarians, scholars, and record-keepers, 
  they carefully catalogue and sort all manner of 
  information. They’re especially knowledgeable about 
  magical matters and also have a keen interest in prime-
  material histories and linguistics. In Elysium it’s said that 
  if an ursinal doesn’t know something, it knows where to 
  go to find out. 
   
  Ursinals are solitary creatures, but almost all are 
  linked by constant correspondence and magical 
  communications. They’re also fond of the company of 
  lesser guardinals or petitioners who can “benefit” from 
  the ursinal’s wisdom. Some view ursinals as intrusive 
  busybodies, but most of their advice is strikingly 
  accurate and always well intended.
   
   
  
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  HORDLINGS
   
  Hordlings are the uncounted hordes of the Gray Wastes, and they form the majority of the population of that plane. They 
  vary widely in size and appearance. Some are large, some small; some humanoid, some animal-like, some amorphous; 
  some have wings or tentacles. No two look exactly alike, and they have no standard means of communication. 
   
   
  HORDLING, SMALL 
  Small fiend, neutral evil 
   
   
  Armor Class 13 (natural armor) 
  Hit Points 33 (6d6 + 12) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
  CHA 
  15 (+2) 11 (+0)  14 (+2)   6 (-2)  10 (+0)   7 (-2) 
   
   
  Skills one random skill: 1. Acrobatics +2, 2. Animal 
  Handling +2, 3. Athletics +4, 4. Deception +0, 5. Insight 
  +2, 6. Intimidation +0, 7. Investigation +0, 8. Perception 
  +2, 9. Persuasion +0, 10. Sleight of Hand +2, 11. Stealth 
  +2, 12. Survival +2 
  Senses darkvision 120 ft., passive Perception 10 or 12 
  if the hordling is proficient in Perception 
  Languages one random language: 1. Abyssal, 2. 
  Common, 3. Infernal, 4. Modron, 5. Slaad, 6. Sylvan 
  Challenge 1 (200 XP) 
   
   
  Varied Abilities. The hordling has one of the following 
  abilities, at random: 
  1. Acid Spit (Recharge 6). As an action, the hordling 
  can spit acid at a creature within 30 feet that it can see. 
  That creature must make a DC 12 Dexterity saving 
  throw, taking 10 (3d6) acid damage on a failed save. 
  2. Breath (Recharge 6). As a bonus action, the 
  hordling can breathe noxious fumes in a15-foot cone. 
  Each non-hordling creature in the area must make a DC 
  12 Constitution saving throw or be poisoned until the 
  end of the hordling’s next turn. 
  3. Confuse (Recharge 6). As a bonus action, the 
  hordling can magically babble at a creature within 30 
  feet that it can see. That creature must make a DC 10 
  Wisdom saving throw or act as if under the confusion 
  spell until the end of its next turn. 
  4. Gaze (Recharge 6). As a bonus action, the hordling 
  can gaze at a creature it can see, and that can see it, 
  within 30 feet. That creature must make a DC 10 
  Constitution saving throw or it deals only half damage 
  with weapon attacks that use Strength until the end of 
  its next turn. 
  5. Psychic. The hordling has telepathy with a range of 
  60 feet and adds 1 psychic damage to the damage of all 
  of its weapon attacks. 
  6. Quickness (Recharge 6). The hordling can make a 
  weapon attack as a bonus action. 
  7. Trip (1/Turn). When the hordling hits a creature 
  with a weapon attack, that creature must make a DC 12 
  Strength saving throw or fall prone. 
  8. Wings. The hordling has a flying speed of 40 ft. 
   
   
  Varied Defenses. The hordling has one of the following 
  special defenses, at random: 
  1. Resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  2. Immunity to acid and fire damage. 
  3. Immunity to cold damage and poison. 
  4. Immunity to lightning damage and magic missile. 
  5. Cannot be charmed or frightened. 
  6. The hordling heals 5 hit points at the start of each 
  of its turns as long as it has at least 1 hit point. 
   
  Varied Weakness. The hordling has one of the following 
  weaknesses, at random: 
  1. The hordling’s speed is halved. 
  2. The hordling has disadvantage on Dexterity checks 
  and saving throws. 
  3. If the hordling takes fire damage, it bursts into 
  flames, taking 3 (1d6) fire damage at the start of each of 
  its turns. It or another creature can douse the flames as 
  an action. Reroll if the hordling is immune to fire. 
  4. If the hordling takes psychic damage, it also 
  becomes confused, as the confusion spell, until the end 
  of its next turn. 
  5. If the hordling takes radiant damage, it is also 
  blinded until the end of its next turn. 
  6. If the hordling takes acid damage, its Armor Class is 
  also reduced by 1, to a minimum of 10, until it takes a 
  short or long rest. Reroll if the hordling is immune to 
  acid. 
   
  ACTIONS 
   
  Multiattack. The hordling makes two weapon attacks, 
  each with a different weapon if able. 
   
  Varied Weapons. The hordling has two of the following 
  weapon attacks, chosen at random (it has only one such 
  attack if you roll the same result twice): 
   
  1. Barb. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  2. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  3. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  4. Hoof. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 7 (1d10 + 2) bludgeoning damage. 
  5. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  6. Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) bludgeoning damage and 
  the target is grappled (escape DC 12, or 14 if the 
  hordling is proficient in Athletics). 
   
  
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  HORDLING, MEDIUM 
  Medium fiend, neutral evil 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
  CHA 
  17 (+3) 11 (+0)  14 (+2)   6 (-2)  12 (+1)   7 (-2) 
   
   
  Skills one random skill: 1. Acrobatics +2, 2. Animal 
  Handling +3, 3. Athletics +5, 4. Deception +0, 5. Insight 
  +3, 6. Intimidation +0, 7. Investigation +0, 8. Perception 
  +3, 9. Persuasion +0, 10. Sleight of Hand +2, 11. Stealth 
  +2, 12. Survival +3 
  Senses darkvision 120 ft., passive Perception 10 or 13 
  if the hordling is proficient in Perception 
  Languages one random language: 1. Abyssal, 2. 
  Common, 3. Infernal, 4. Modron, 5. Slaad, 6. Sylvan 
  Challenge 3 (700 XP) 
   
   
  Varied Abilities. The hordling has one of the following 
  abilities, at random: 
  1. Acid Spit (Recharge 6). As an action, the hordling 
  can spit acid at a creature within 30 feet that it can see. 
  That creature must make a DC 12 Dexterity saving 
  throw, taking 28 (8d6) acid damage on a failed save. 
  2. Breath (Recharge 6). As a bonus action, the 
  hordling can breathe noxious fumes in a15-foot cone. 
  Each non-hordling creature in the area must make a DC 
  12 Constitution saving throw or be poisoned until the 
  end of the hordling’s next turn. 
  3. Confuse (Recharge 6). As a bonus action, the 
  hordling can magically babble at a creature within 30 
  feet that it can see. That creature must make a DC 11 
  Wisdom saving throw or act as if under the confusion 
  spell until the end of its next turn. 
  4. Gaze (Recharge 6). As a bonus action, the hordling 
  can gaze at a creature it can see, and that can see it, 
  within 30 feet. That creature must make a DC 11 
  Constitution saving throw or it deals only half damage 
  with weapon attacks that use Strength until the end of 
  its next turn. 
  5. Psychic. The hordling has telepathy with a range of 
  60 feet and adds 1d4 psychic damage to the damage of 
  all of its weapon attacks. 
  6. Quickness (Recharge 6). The hordling can make a 
  weapon attack as a bonus action. 
  7. Trip (1/Turn). When the hordling hits a creature 
  with a weapon attack, that creature must make a DC 13 
  Strength saving throw or fall prone. 
  8. Wings. The hordling has a flying speed of 40 ft. 
   
   
   
  Varied Defenses. The hordling has one of the following 
  special defenses, at random: 
  1. Resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  2. Immunity to acid and fire damage. 
  3. Immunity to cold damage and poison. 
  4. Immunity to lightning damage and magic missile. 
  5. Cannot be charmed or frightened. 
  6. The hordling heals 5 hit points at the start of each 
  of its turns as long as it has at least 1 hit point. 
   
  Varied Weakness. The hordling has one of the following 
  weaknesses, at random: 
  1. The hordling’s speed is halved. 
  2. The hordling has disadvantage on Dexterity checks 
  and saving throws. 
  3. If the hordling takes fire damage, it bursts into 
  flames, taking 3 (1d6) fire damage at the start of each of 
  its turns. It or another creature can douse the flames as 
  an action. Reroll if the hordling is immune to fire. 
  4. If the hordling takes psychic damage, it also 
  becomes confused, as the confusion spell, until the end 
  of its next turn. 
  5. If the hordling takes radiant damage, it is also 
  blinded until the end of its next turn. 
  6. If the hordling takes acid damage, its Armor Class is 
  also reduced by 1, to a minimum of 10, until it takes a 
  short or long rest. Reroll if the hordling is immune to 
  acid. 
   
  ACTIONS 
   
  Multiattack. The hordling makes two weapon attacks, 
  each with a different weapon if able. 
   
  Varied Weapons. The hordling has two of the following 
  weapon attacks, chosen at random (it has only one such 
  attack if you roll the same result twice): 
   
  1. Barb. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (2d4 + 3) piercing damage. 
  2. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
  3. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  4. Hoof. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 14 (2d10 + 3) bludgeoning damage. 
  5. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. 
  6. Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage and 
  the target is grappled (escape DC 13, or 15 if the 
  hordling is proficient in Athletics). 
   
   
   
  
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  HORDLING, LARGE 
  Large fiend, neutral evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 102 (12d10 + 36) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
  CHA 
  19 (+4) 11 (+0)  16 (+3)   6 (-2)  14 (+2)   7 (-2) 
   
   
  Skills one random skill: 1. Acrobatics +3, 2. Animal 
  Handling +5, 3. Athletics +7, 4. Deception +1, 5. Insight 
  +5, 6. Intimidation +1, 7. Investigation +1, 8. Perception 
  +5, 9. Persuasion +1, 10. Sleight of Hand +3, 11. Stealth 
  +3, 12. Survival +5 
  Senses darkvision 120 ft., passive Perception 10 or 15 
  if the hordling is proficient in Perception 
  Languages one random language: 1. Abyssal, 2. 
  Common, 3. Infernal, 4. Modron, 5. Slaad, 6. Sylvan 
  Challenge 5 (1,800 XP) 
   
   
  Varied Abilities. The hordling has one of the following 
  abilities, at random: 
  1. Acid Spit (Recharge 6). As an action, the hordling 
  can spit acid at a creature within 60 feet that it can see. 
  That creature must make a DC 14 Dexterity saving 
  throw, taking 42 (12d6) acid damage on a failed save. 
  2. Breath (Recharge 6). As a bonus action, the 
  hordling can breathe noxious fumes in a15-foot cone. 
  Each non-hordling creature in the area must make a DC 
  14 Constitution saving throw or be poisoned until the 
  end of the hordling’s next turn. 
  3. Confuse (Recharge 6). As a bonus action, the 
  hordling can magically babble at a creature within 30 
  feet that it can see. That creature must make a DC 13 
  Wisdom saving throw or act as if under the confusion 
  spell until the end of its next turn. 
  4. Gaze (Recharge 6). As a bonus action, the hordling 
  can gaze at a creature it can see, and that can see it, 
  within 30 feet. That creature must make a DC 13 
  Constitution saving throw or it deals only half damage 
  with weapon attacks that use Strength until the end of 
  its next turn. 
  5. Psychic. The hordling has telepathy with a range of 
  60 feet and adds 1d6 psychic damage to the damage of 
  all of its weapon attacks. 
  6. Quickness (Recharge 6). The hordling can make a 
  weapon attack as a bonus action. 
  7. Trip (1/Turn). When the hordling hits a creature 
  with a weapon attack, that creature must make a DC 15 
  Strength saving throw or fall prone. 
  8. Wings. The hordling has a flying speed of 60 ft. 
   
  Varied Defenses. The hordling has one of the following 
  special defenses, at random: 
  1. Resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  2. Immunity to acid and fire damage. 
  3. Immunity to cold damage and poison. 
  4. Immunity to lightning damage and magic missile. 
  5. Cannot be charmed or frightened. 
  6. The hordling heals 10 hit points at the start of each 
  of its turns as long as it has at least 1 hit point. 
   
  Varied Weakness. The hordling has one of the following 
  weaknesses, at random: 
  1. The hordling’s speed is halved. 
  2. The hordling has disadvantage on Dexterity checks 
  and saving throws. 
  3. If the hordling takes fire damage, it bursts into 
  flames, taking 5 (1d10) fire damage at the start of each 
  of its turns. It or another creature can douse the flames 
  as an action. Reroll if the hordling is immune to fire. 
  4. If the hordling takes psychic damage, it also 
  becomes confused, as the confusion spell, until the end 
  of its next turn. 
  5. If the hordling takes radiant damage, it is also 
  blinded until the end of its next turn. 
  6. If the hordling takes acid damage, its Armor Class is 
  also reduced by 1, to a minimum of 10, until it takes a 
  short or long rest. Reroll if the hordling is immune to 
  acid. 
   
  ACTIONS 
   
  Multiattack. The hordling makes two weapon attacks, 
  each with a different weapon if able. 
   
  Varied Weapons. The hordling has two of the following 
  weapon attacks, chosen at random (it has only one such 
  attack if you roll the same result twice): 
   
  1. Barb. Melee Weapon Attack: +7 to hit, reach 15 ft., 
  one target. Hit: 11 (3d4 + 4) piercing damage. 
  2. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 + 4) piercing damage. 
  3. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 + 4) slashing damage. 
  4. Hoof. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 20 (3d10 + 4) bludgeoning damage. 
  5. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage. 
  6. Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (3d4 + 4) bludgeoning damage 
  and the target is grappled (escape DC 14, or 17 if the 
  hordling is proficient in Athletics). 
   
   
  
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  HORDLING, HUGE 
  Huge fiend, neutral evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 157 (15d12 + 60) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
  CHA 
  21 (+5) 11 (+0)  18 (+4)   6 (-2)  16 (+3)   7 (-2) 
   
   
  Skills one random skill: 1. Acrobatics +4, 2. Animal 
  Handling +6, 3. Athletics +8, 4. Deception +1, 5. Insight 
  +6, 6. Intimidation +1, 7. Investigation +1, 8. Perception 
  +6, 9. Persuasion +1, 10. Sleight of Hand +3, 11. Stealth 
  +3, 12. Survival +6 
  Senses darkvision 120 ft., passive Perception 10 or 16 
  if the hordling is proficient in Perception 
  Languages one random language: 1. Abyssal, 2. 
  Common, 3. Infernal, 4. Modron, 5. Slaad, 6. Sylvan 
  Challenge 7 (2,900 XP) 
   
   
  Varied Abilities. The hordling has one of the following 
  abilities, at random: 
  1. Acid Spit (Recharge 6). As an action, the hordling 
  can spit acid at a creature within 60 feet that it can see. 
  That creature must make a DC 15 Dexterity saving 
  throw, taking 56 (16d6) acid damage on a failed save. 
  2. Breath (Recharge 6). As a bonus action, the 
  hordling can breathe noxious fumes in a15-foot cone. 
  Each non-hordling creature in the area must make a DC 
  15 Constitution saving throw or be poisoned until the 
  end of the hordling’s next turn. 
  3. Confuse (Recharge 6). As a bonus action, the 
  hordling can magically babble at a creature within 30 
  feet that it can see. That creature must make a DC 14 
  Wisdom saving throw or act as if under the confusion 
  spell until the end of its next turn. 
  4. Gaze (Recharge 6). As a bonus action, the hordling 
  can gaze at a creature it can see, and that can see it, 
  within 30 feet. That creature must make a DC 14 
  Constitution saving throw or it deals only half damage 
  with weapon attacks that use Strength until the end of 
  its next turn. 
  5. Psychic. The hordling has telepathy with a range of 
  60 feet and adds 1d8 psychic damage to the damage of 
  all of its weapon attacks. 
  6. Quickness (Recharge 6). The hordling can make a 
  weapon attack as a bonus action. 
  7. Trip (1/Turn). When the hordling hits a creature 
  with a weapon attack, that creature must make a DC 16 
  Strength saving throw or fall prone. 
  8. Wings. The hordling has a flying speed of 60 ft. 
   
  Varied Defenses. The hordling has one of the following 
  special defenses, at random: 
  1. Resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  2. Immunity to acid and fire damage. 
  3. Immunity to cold damage and poison. 
  4. Immunity to lightning damage and magic missile. 
  5. Cannot be charmed or frightened. 
  6. The hordling heals 10 hit points at the start of each 
  of its turns as long as it has at least 1 hit point. 
   
  Varied Weakness. The hordling has one of the following 
  weaknesses, at random: 
  1. The hordling’s speed is halved. 
  2. The hordling has disadvantage on Dexterity checks 
  and saving throws. 
  3. If the hordling takes fire damage, it bursts into 
  flames, taking 5 (1d10) fire damage at the start of each 
  of its turns. It or another creature can douse the flames 
  as an action. Reroll if the hordling is immune to fire. 
  4. If the hordling takes psychic damage, it also 
  becomes confused, as the confusion spell, until the end 
  of its next turn. 
  5. If the hordling takes radiant damage, it is also 
  blinded until the end of its next turn. 
  6. If the hordling takes acid damage, its Armor Class is 
  also reduced by 1, to a minimum of 10, until it takes a 
  short or long rest. Reroll if the hordling is immune to 
  acid. 
   
  ACTIONS 
   
  Multiattack. The hordling makes two weapon attacks, 
  each with a different weapon if able. 
   
  Varied Weapons. The hordling has two of the following 
  weapon attacks, chosen at random (it has only one such 
  attack if you roll the same result twice): 
   
  1. Barb. Melee Weapon Attack: +8 to hit, reach 20 ft., 
  one target. Hit: 15 (4d4 + 5) piercing damage. 
  2. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 19 (4d6 + 5) piercing damage. 
  3. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 19 (4d6 + 5) slashing damage. 
  4. Hoof. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 27 (4d10 + 5) bludgeoning damage. 
  5. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 19 (4d6 + 5) bludgeoning damage. 
  6. Tentacle. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 15 (4d4 + 5) bludgeoning damage 
  and the target is grappled (escape DC 15, or 18 if the 
  hordling is proficient in Athletics). 
   
   
  
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  INEVITABLES
  Hailing from the lawful neutral plane of Mechanus, 
  inevitables are constructs whose sole aim is to enforce 
  the natural laws of the universe. 
   
  Their forms vary, but all inevitables are gold-and-
  silver clockwork creatures, with gears and pistons where 
  muscles would be on flesh-and-blood creatures. Their 
  eyes glow with a golden radiance. 
   
  Everything In Its Place. Each type of inevitable is 
  designed to find and punish a particular kind of 
  transgression, hunting down a person or group that has 
  violated a fundamental principle, such as “the guilty 
  should be punished,” “bargains should be kept,” or 
  “everyone dies eventually.” When an inevitable is 
  created, it receives its first mission, then finds the 
  transgressors and metes out appropriate punishment. 
  The sentence is usually death, although some inevitables 
  insist on compensation to the wronged party instead. 
  From its first step, an inevitable focuses totally on its 
  target. It continues its efforts no matter how cold the 
  trail or hopeless the task. If unable to cross an ocean any 
  other way, inevitables have been known to 
  walk into the waves, traversing the seabed to emerge on 
  another continent months later. 
   
  The Mission. Inevitables are single-minded in 
  pursuit of their quarry, but they are under orders to leave 
  innocents alone. Accomplices to their prey are fair 
  game, however, which sometimes creates conflicts 
  within their programming. Even the most effective 
  inevitables are periodically recalled to Mechanus for 
  reprogramming. 
   
  Inevitables gladly sacrifice themselves to complete 
  a mission, but they aren’t suicidal. Faced with 
  impending defeat, they are likely to withdraw and seek a 
  way to even the odds. They are determined but patient 
  foes. They ally with others if that helps accomplish their 
  mission, but they have a hard time keeping allies for 
  long. It’s apparent to anyone who spends much time 
  with one that an inevitable would sacrifice an ally to 
  fulfill its purpose without a second thought. 
   
  When an inevitable completes its task, it wanders 
  the landscape and passively observes life around it. 
  When it discerns another transgression of the principle 
  it is dedicated to, it has a new mission. Inevitables tend 
  to stick out in a crowd while they’re in observation 
  mode, but they seem oblivious to the attention. Those 
  in the know who hear about a 12-foot-tall, golden-
  armored statue roaming the countryside might seek out 
  the inevitable and present a case, hoping it will take on 
  the alleged transgressor. The decision is based on the 
  idiosyncrasies of the inevitable’s programming, so 
  there’s no guarantee. 
  Construct Nature. Inevitables do not require air, 
  food, drink, or sleep.
   
   
   
  
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  KOLYARUT 
  Medium construct, lawful neutral 
   
   
  Armor Class 17 (splint) 
  Hit Points 102 (12d8 + 48) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  18 (+4) 15 (+2)  18 (+4)  10 (+0)  18 (+4)  16 (+3) 
   
   
  Skills Investigation +3, Perception +7, Survival +7 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison, necrotic 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Common, Abyssal, Celestial, Infernal 
  Challenge 8 (3,900 XP) 
   
   
  Innate Spellcasting. The kolyarut’s innate spellcasting 
  ability is Wisdom (save DC 15, +7 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: disguise self, zone of truth 
  1/day each: hold monster 
   
  Magic Resistance. The kolyarut has advantage on saving 
  throws against spells and other magical effects. 
   
  Regeneration. The kolyarut regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. 
   
  ACTIONS 
   
  Multiattack. The kolyarut makes three attacks: two with 
  its longsword and one with its vampiric touch. 
   
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage. 
   
  Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 
  ft., one target. Hit: 18 (4d8) necrotic damage. The 
  kolyarut heals an amount of hit points equal to the 
  damage dealt. 
   
  Enervation Ray. Ranged Spell Attack: +7 to hit, range 
  120 ft., one target. Hit: 36 (8d8) necrotic damage. 
   
   
   
   
   
   
   
   
   
   
   
   
  Kolyaruts looks like a red-skinned humanoids made up 
  of mechanical parts. They dress in ornate golden armor 
  and flowing golden robes. 
  Kolyaruts represent the ultimate enforcement 
  clause in a contract—they mete out punishment to 
  those who break bargains and oaths. Originally sent 
  from Mechanus to avenge major betrayals, once on the 
  Material Plane they hunt down everyone from 
  unscrupulous merchants to army deserters. Anyone who 
  reneges on a deal could draw the ire of a kolyarut, 
  although the creature usually ignores inconsequential 
  deals and rashly sworn oaths. 
   
  Before beginning a mission against a deal-breaker, a 
  kolyarut learns as much about the contract or oath as 
  possible. It’s not interested in those who break deals 
  accidentally or against their will— only those who 
  willingly break contracts violate the principle that 
  kolyaruts are created to uphold. If a written contract was 
  broken, the kolyarut typically carries a copy of the 
  contract with it. 
   
  Kolyaruts are the most talkative of the inevitables, 
  making credible attempts at social niceties such as 
  proper greetings before getting down to the matter at 
  hand. They can use disguise self to appear as almost any 
  kind of humanoid—useful if they need to go undercover 
  to catch their quarry. 
   
   
   
   
   
   
   
   
   
   
  
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  MARUT 
  Large construct, lawful neutral 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  23 (+6) 13 (+1)  20 (+5)  12 (+1)  20 (+5)  18 (+4) 
   
   
  Saving Throws Dex +6, Wis +10, Cha +9 
  Skills Investigation +6, Perception +10, Survival +10 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison, necrotic 
  Condition Immunities charmed, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 20 
  Languages Common, Abyssal, Celestial, Infernal 
  Challenge 14 (11,500 XP) 
   
   
  Innate Spellcasting. The marut’s innate spellcasting 
  ability is Wisdom (save DC 18, +10 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: command, dispel magic, locate creature 
  1/day each: geas, hold monster, plane shift (self only) 
   
  Magic Resistance. The marut has advantage on saving 
  throws against spells and other magical effects. 
   
  Regeneration. The marut regains 15 hit points at the 
  start of its turn if it has at least 1 hit point. 
   
  ACTIONS 
   
  Multiattack. The marut makes two attacks: one with its 
  lightning fist and one with its thunder fist. 
   
  Lightning Fist. Melee Weapon Attack: +11 to hit, reach 
  5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage 
  plus 17 (5d6) lightning damage. 
   
  Thunder Fist. Melee Spell Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 
  17 (5d6) thunder damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Maruts are commonly outfitted in golden armor over 
  their onyx-colored bodies. They are humanoid in shape 
  but much larger than a human and seem to be made of 
  mechanical parts. 
   
  Maruts represent the inevitability of death. They 
  confront those who would try to deny the grave itself. 
  Any who use unnatural means to extend their life 
  span, such as a lich, could be targeted by a marut. Those 
  who take extraordinary measures to cheat death in some 
  other way, such as sacrificing hundreds of others to 
  keep oneself safe from a plague, might be labeled 
  transgressors as well. Those who use magic to reverse 
  death – raise dead spells, for example – aren’t worthy of 
  a marut’s attention unless they do so repeatedly or on a 
  massive scale. 
  When a marut has identified its target, it walks 
  surely and implacably toward the foe, never resting. 
   
  In his book Magic and Mystery, the scholar Vimalanda 
  Rey tells a legend of the marut: 
  “In the Plague Year, the god Rudra visited death 
  upon the once mighty city of Dharaputta. 
  “Prince Rajavahana claimed that with his wealth and 
  power he could deny death, dismay Rudra, and lock out 
  the plague. He locked himself in his high-domed palace. 
  Guards kept away all sickness, and even the healthy who 
  would see the Prince were bathed in strong smelling 
  herbs and given magical treatments to ensure their 
  health. The sages of Rajavahana warned him that he 
  could not avoid the maruts, but he paid wizards vast 
  amounts to set certain powerful seals upon his doors 
  that would keep the onyx giants from entering his 
  palace. 
  “As the plague reduced his great city to ruin, the 
  prince amused himself by parties and dances. One day 
  he organized a trip to the treasure room of his great-
  grandfather. There he found a statue of a marut. For a 
  moment he felt afraid, but the oldest dwellers of the 
  palace assured him that the statue had been there since 
  his grandfather’s time. He had the statue taken to his 
  ballroom to show his victory over Rudra. 
  “During his next feast, with all his guests around, 
  Prince Rajavahana stood in front of the figure and 
  taunted it. To his horror, the statue spoke! ‘Know, 0 
  Prince, that the decrees of fate are set aside by no man. 
  Patiently I have waited since the time of your 
  grandfather to bring you this.’ Whereupon the marut 
  breathed out a silvery breath. 
  “Coughing, the Prince cried, ‘what of my guards? 
  What of my spells?’ 
  “‘Spells and guards are as naught to fate.’ 
  “In an instant all had died the Silvery Death, and the 
  marut, unhampered by spells to prevent its leaving, 
  returned to Mechanus.” 
  Though the story is likely quite embellished (a 
  marut cannot kill you with its breath, for instance), it 
  speaks to the maruts’ dedication and power. 
   
   
   
  
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  QUARUT 
  Medium construct, lawful neutral 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 212 (25d8 + 100) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  19 (+4) 24 (+7)  18 (+4)  14 (+2)  20 (+5)  20 (+5) 
   
   
  Saving Throws Dex +13, Con +10, Wis +11, Cha +11 
  Skills Arcana +8, Perception +11 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison, necrotic 
  Condition Immunities charmed, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 21 
  Languages Common, Abyssal, Celestial, Infernal 
  Challenge 17 (18,000 XP) 
   
   
  Accelerated Time Frame The quarut does not roll for 
  initiative, and cannot be surprised. Instead, it takes three 
  turns during each round, at initiative counts 25, 15, and 
  5 (winning ties). 
   
  Force Strikes. The quarut deals an additional 22 (4d10) 
  force damage when it hits with a weapon attack (already 
  factored into its attacks). 
   
  Innate Spellcasting. The quarut’s innate spellcasting 
  ability is Wisdom (save DC 19, +11 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: command, dispel magic, geas, hold monster, 
  locate creature 
  1/day each: time stop, plane shift (self only) 
   
  Magic Resistance. The quarut has advantage on saving 
  throws against spells and other magical effects. 
   
  Regeneration. The quarut regains 5 hit points at the start 
  of each of its turns if it has at least 1 hit point. 
   
  ACTIONS 
   
  Multiattack. The quarut makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) bludgeoning damage, plus 22 
  (4d10) force damage, and the target must make a DC 
  19 Wisdom saving throw or be frozen in time until the 
  end of its next turn. A frozen creature is incapacitated, 
  automatically fails Strength and Dexterity saving throws, 
  and attack rolls against it have advantage. 
   
  Teleport. The quarut magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see. 
   
  Among the most powerful inevitables in existence, 
  quaruts are tasked with protecting two of the most 
  precious and tenuous things of all: time and space. They 
  instinctively know when the time-space continuum has 
  been damaged, and hunt down any who would disrupt it. 
   
  A quarut appears humanoid in form, but it has a 
  clockwork body, complete with gears and pistons. 
  Numerous small timepieces and hourglasses function 
  within its body. A quarut’s body is finely crafted metal, 
  etched with various symbols involving time. In place of a 
  head, it has a continually flowing hourglass. Sometimes 
  the sand inside the hourglass seems to be flowing up; 
  no quarut has ever explained why this is so. 
   
  Quaruts are concerned with large breaches in time 
  and space. Though they are displeased with mortals that 
  use spells like time stop, they have no qualms about 
  using such magic themselves, and recognize its 
  necessity if used responsibly. Abuses of magic like wish 
  to change the past, or any ritual that alters or damages 
  the flow of time, are their primary concerns. 
   
   
  
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  VARAKHUT 
  Large construct, lawful neutral 
   
   
  Armor Class 20 (natural armor) 
  Hit Points 250 (20d10 + 140) 
  Speed 50 ft., fly 50 ft. (hover) 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  25 (+7) 20 (+5)  24 (+7)  19 (+4)  25 (+7)  22 (+6) 
   
   
  Saving Throws Dex +11, Con +13, Wis +13, Cha +12 
  Skills Insight +13, Perception +13, Religion +10 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison, necrotic 
  Condition Immunities charmed, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 23 
  Languages Common, Abyssal, Celestial, Infernal 
  Challenge 20 (25,000 XP) 
   
   
  Innate Spellcasting. The varakhut’s innate spellcasting 
  ability is Wisdom (save DC 21, +13 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: command, dispel magic, geas, hold monster, 
  locate creature 
  3/day each: plane shift (self only) 
  1/day each: forcecage 
   
  Magic Resistance. The varakhut has advantage on saving 
  throws against spells and other magical effects. 
   
  Regeneration. The varakhut regains 20 hit points at the 
  start of its turn if it has at least 1 hit point. 
   
  ACTIONS 
   
  Multiattack. The varakhut makes two slam attacks or 
  uses its Disintegration Ray twice. 
   
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 16 (2d8 + 7) bludgeoning damage. 
   
  Disintegration Ray. Ranged Spell Attack: +13 to hit, 
  range 60 ft., one target. Hit: 42 (10d6 + 7) force 
  damage. A creature reduced to 0 hit points by this 
  attack is disintegrated. 
   
  Teleport. The varakhut magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet 
  to an unoccupied space it can see. 
   
   
   
   
   
   
   
   
  Varakhuts are defenders of the gods. While inevitables 
  themselves do not worship any entity, they understand 
  the necessity of these beings and know that their 
  demise would bring nothing but chaos to the universe. 
  They hunt down those that attempt to usurp the power 
  of the gods for themselves. 
   
  Varakhuts are abstract-looking beings roughly 
  humanoid in form. Their bodies are blocky and made up 
  of intricate clockwork. Small spheres resembling planet 
  and galaxies can sometimes be glimpsed inside their 
  metal framework. 
   
  Varakhuts do not act on behalf of any particular 
  deity and have defended the entire spectrum of 
  pantheons, moralities, and ethical outlooks. 
  
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  ZELEKHUT 
  Large construct, lawful neutral 
   
   
  Armor Class 16 (chain mail) 
  Hit Points 95 (10d10 + 50) 
  Speed 40 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  21 (+5) 11 (+0)  20 (+5)  10 (+0)  17 (+3)  15 (+2) 
   
   
  Skills Perception +6, Survival +6 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities poison, necrotic 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Abyssal, Celestial, Infernal 
  Challenge 6 (2,300 XP) 
   
   
  Innate Spellcasting. The zelekhut’s innate spellcasting 
  ability is Wisdom (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: clairvoyance, locate creature 
   
  Magic Resistance. The zelekhut has advantage on saving 
  throws against spells and other magical effects. 
   
  Regeneration. The zelekhut regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. 
   
  ACTIONS 
   
  Multiattack. The zelekhut makes two electrified chain 
  attacks. 
   
  Electrified Chain. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 4 
  (1d8) lightning damage. 
   
  A zelekhut is a clockwork creature resembling a centaur 
  in shape. It wears ornate golden armor over alabaster 
  skin. 
   
  Zelekhuts are charged with hunting down those 
  who would deny justice – especially those who flee to 
  escape punishment. Expert trackers, they use a 
  combination of natural skill and magic to find fugitives 
  wherever they may hide. 
   
  A zelekhut may initially appear rather 
  nonthreatening, but when it is about to enter combat, it 
  can cause two spiked chains to spring forth from its 
  forearms. In similar fashion, it can cause a pair of golden 
  metallic wings to emerge from its back. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  LAMMASU
  Lammasus are noble creatures that are concerned with 
  the welfare and safety of all good beings. This creature 
  has the golden-brown body of a lion, the wings of a 
  giant eagle, and the face of a human. 
   
  Ancient Wisdom. Outside of their home plane of 
  Bytopia, these creatures dwell most often in old, 
  abandoned temples and ruins located in remote areas, 
  where they contemplate how best to combat the 
  influence of evil in the world. Adventurers sometimes 
  seek them out to gain the benefit of their wisdom and 
  their knowledge of ancient mysteries. 
   
  The demeanor of a lammasu is noble and stern, but 
  these creatures can be quite compassionate. 
   
   
  LAMMASU 
  Large celestial, lawful good 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  23 (+6) 12 (+1)  17 (+3)  16 (+3)  17 (+3)  14 (+2) 
   
   
  Skills Perception +6, Persuasion +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Draconic, Celestial 
  Challenge 5 (1,800 XP) 
   
   
  Innate Spellcasting. The lammasu’s innate spellcasting 
  ability is Wisdom (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: invisibility (self only) 
  3/day each: enhance ability 
  1/day each: bless, dimension door, remove curse 
   
  ACTIONS 
   
  Multiattack. The lammasu makes two claw attacks. 
   
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage. 
   
  Fire Breath (Recharge 5-6). The lammasu exhales fire in 
  a 30-foot cone. Each creature in that area must make a 
  DC 14 Dexterity saving throw, taking 31 (7d8) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
   
  LAMMASU GOLDEN PROTECTOR 
  Large celestial, lawful good 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 147 (14d10 + 70) 
  Speed 40 ft., fly 60 ft., swim 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  23 (+6) 13 (+1)  21 (+5)  16 (+3)  18 (+4)  20 (+5) 
   
   
  Saving Throws Dex +5, Con +10, Wiz +8, Cha +9 
  Skills Insight +9, Perception +9, Persuasion +10 
  Damage Resistances fire; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 19 
  Languages Draconic, Celestial 
  Challenge 9 (5,000 XP) 
   
   
  Innate Spellcasting. The golden protector’s innate 
  spellcasting ability is Wisdom (save DC 16, +8 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: invisibility (self only) 
  3/day each: enhance ability 
  1/day each: bless, dimension door, remove curse 
   
  ACTIONS 
   
  Multiattack. The golden protector makes two claw 
  attacks. 
   
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage. 
   
  Breath Weapons (Recharge 5-6). The golden protector 
  uses one of the following breath weapons. 
   
  Fire Breath. The golden protector exhales fire in a 30-
  foot cone. Each creature in that area must make a DC 
  17 Dexterity saving throw, taking 49 (9d10) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Weakening Breath. The golden protector exhales gas in a 
  30-foot cone. Each creature in that area must succeed 
  on a DC 17 Strength saving throw or have 
  disadvantage on Strength-based attack rolls, Strength 
  checks, and Strength saving throws 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. 
   
   
  The child of a celestial lammasu and a gold dragon, this 
  golden protector has combats evil across the 
  multiverse.
  
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  LILLENDI
  The creature looks like a female human or elf with the 
  lower torso of a multicolored serpent and huge, 
  strikingly patterned wings like a bird’s. Lillendi are 
  mysterious visitors from the plane of Ysgard. Many are 
  skilled in one or more forms of artistic expression. 
   
  Art Lovers. Lillendi are lovers of music and art. Gold, 
  even food, means little to them, while a song, story, or 
  piece of artwork holds great value. The destruction of art 
  and the ill treatment of artists enrages them. They are 
  infamous for holding grudges, and they are often 
  encountered seeking violent retribution against enemies 
  of their favorite arts.  
   
  Nature Friends. These beings sometimes form 
  temporary alliances with rangers, druids, and bards to 
  defend their favorite retreats against the encroachment 
  of civilization. Sometimes a covey of lillendi adopts a 
  tract of wilderness, using any means necessary to drive 
  off despoilers. 
   
   
  LILLEND 
  Medium celestial, chaotic good 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 17 (+3)  14 (+2)  14 (+2)  17 (+3)  18 (+4) 
   
   
  Skills Performance +6 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Celestial, plus any one more 
  Challenge 3 (700 XP) 
   
   
  Innate Spellcasting. The lillend’s innate spellcasting 
  ability is Charisma (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: dancing lights, mending 
  3/day each: charm person, cure wounds 
  1/day each: hold person, identify, sleep 
   
  ACTIONS 
   
  Multiattack. The lillend makes two attacks, one with its 
  shortsword and one with its tail. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage, the 
  target is grappled (escape DC 13), and the lillend can’t 
  make tail attacks against any other creature until the 
  grapple ends. 
   
  L ILLEND MUSE 
  Medium celestial, chaotic good 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 18 (+4)  14 (+2)  14 (+2)  17 (+3)  20 (+5) 
   
   
  Skills Performance +8 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Celestial, plus any three more 
  Challenge 5 (1,800 XP) 
   
   
  Inspire. As a bonus action, the lillend muse can inspire 
  one ally that can see or hear it. That ally can add a d8 to 
  one ability check, attack roll, or saving throw, after 
  rolling but before determining the result, once before 
  the start of the muse’s next turn. 
   
  Innate Spellcasting. The lillend muse’s innate 
  spellcasting ability is Charisma (save DC 16, +8 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: dancing lights, mending 
  3/day each: charm person, cure wounds 
  1/day each: hold person, identify, sleep 
   
  Spellcasting. The lillend muse is a 5th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 16, +8 
  to hit with spell attacks). It knows the following bard 
  spells: 
   
  Cantrips: mage hand, minor illusion, vicious mockery 
  1st level (4 slots): detect magic, healing word, identify 
  2nd level (3 slots): calm emotions, enthrall 
  3rd level (3 slots): dispel magic, hypnotic pattern, speak 
  with plants 
   
  ACTIONS 
   
  Multiattack. The lillend muse makes three attacks, two 
  with its shortsword and one with its tail. 
   
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage, the 
  target is grappled (escape DC 15), and the lillend can’t 
  make tail attacks against any other creature until the 
  grapple ends.
  
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  MODRON HIERARCHS
  Above the base modron drones, there exist many more 
  varieties of modron: the hierarchs. While drones are 
  ranked from 1 (mono) to 5 (penta), hierarchs are ranked 
  from furthest to closest to the One and the Prime. Thus, 
  the secundi, second to Primus, are the greatest of the 
  hierarchs, while the decatons, tenth to Primus, are the 
  least. 
   
   
   
   
   
   
   
   
   
  DECATON 
  Medium construct, lawful neutral 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 88 (16d8 + 16) 
  Speed 30 ft., fly 10 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 14 (+2)  13 (+1)  16 (+3)  16 (+3)  14 (+2) 
   
   
  Saving Throws Con +4, Int +6 
  Skills Perception +6 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 16 
  Languages Modron, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
   
   
  Axiomatic Mind. The decaton can't be compelled to act 
  in a manner contrary to its nature or its instructions. 
   
  Disintegration. If the decaton dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else 
  it was carrying. 
   
  Magic Resistance. The decaton has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The decaton makes five twin tentacles 
  attacks. 
   
  Twin Tentacles. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Repair. One Modron the decaton touches magically 
  heals 3d8 + 2 hit points. That Modron is also cured of 
  any disease and of the blinded, deafened, poisoned, and 
  paralyzed conditions. 
   
   
   
   
   
   
   
   
   
   
  The decatons are the lowest order of officials found in 
  modron society. These creatures appear as 10-tentacled 
  spheres on stumpy legs. They are the overseers of the 
  physical welfare of the base modrons, the voice of the 
  great power to the working class. One decaton is 
  assigned to each of the 64 sectors of Mechanus, while 
  the remaining 36 serve on the staffs of the 36 legions 
  of the modron army. 
   
  The spherical decatons fly by generating a light gas 
  within their bodies, rendering them lighter than air. 
  Generally they only rise into the air in order to get an 
  overview of the situation when commanding modron 
  armies. 
   
   
   
  
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  NONATON 
  Large construct, lawful neutral 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 104 (16d10 + 16) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 14 (+2)  13 (+1)  17 (+3)  17 (+3)  14 (+2) 
   
   
  Saving Throws Con +4, Int +6 
  Skills Perception +7 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 17 
  Languages Modron, telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Axiomatic Mind. The nonaton can't be compelled to act 
  in a manner contrary to its nature or its instructions. 
   
  Disintegration. If the nonaton dies, its body 
  disintegrates into dust, leaving behind its weapons and 
  anything else it was carrying. 
   
  Innate Spellcasting. The nonaton’s innate spellcasting 
  ability is Intelligence (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect thoughts, zone of truth 
  1/day each: mirror image, slow, web 
   
  Magic Resistance. The nonaton has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The nonaton makes three triple tentacles 
  attacks. 
   
  Triple Tentacles. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage. 
   
   
  There are at least 81 nonaton posts identified in modron 
  society, and there may be more. These cylindrical 
  modrons act as commissars and chief inspectors of the 
  modron universe. Nine nonatons carry the orders of the 
  octons, 64 regulate the actions of the decatons on the 
  64 wheels of the realm, and eight monitor the loyalties 
  of the decatons of the army. Each nonaton has ten 
  decaton lieutenants, who in turn have five pentatons to 
  serve them. 
   
  Nonatons usually head investigations of rogue 
  modron units and handle small-party invasions from 
  other planes. In the latter case, they first attempt to 
  detect the invaders’ intentions, then act accordingly. 
   
   
   
  OCTON 
  Large construct, lawful neutral 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 135 (18d10 + 36) 
  Speed 30 ft., fly 30 ft., swim 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 15 (+2)  14 (+2)  18 (+4)  18 (+4)  15 (+2) 
   
   
  Saving Throws Dex +6, Con +6, Int +8 
  Skills Perception +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 18 
  Languages Modron, telepathy 120 ft. 
  Challenge 8 (3,900 XP) 
   
   
  Axiomatic Mind. The octon can't be compelled to act in 
  a manner contrary to its nature or its instructions. 
   
  Disintegration. If the octon dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else 
  it was carrying. 
   
  Innate Spellcasting. The octon’s innate spellcasting 
  ability is Intelligence (save DC 15, +7 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: water walking (self only), telekinesis 
  1/day each: haste 
   
  Magic Resistance. The octon has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The octon makes four twin tentacles 
  attacks. 
   
  Twin Tentacles. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. 
   
   
  There are at least 64 octons, one in charge of each 
  sector of the plane in the modron realm. These 
  creatures govern the wheels and can command any 
  armies stationed there. The lesser modrons of each 
  cogwheel are considered wards of the octons, who 
  guard their sectors quite rigidly and see that regulations 
  are obeyed, routine is observed, and reports are 
  invariably correct. 
   
  An octon moves through air and water by means of 
  a circular collar at shoulder level which is part of the 
  octon’s body. It forces air or liquid through the collar, 
  giving the creature lift, propulsion, and a high amount of 
  maneuverability. Eight tentacle-arms are attached to the 
  outside of this collar. 
   
   
  
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  SEPTON 
  Medium construct, lawful neutral 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 156 (24d8 + 48) 
  Speed 30 ft., swim 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 15 (+2)  14 (+2)  19 (+4)  19 (+4)  15 (+2) 
   
   
  Saving Throws Dex +6, Con +6, Int +8 
  Skills Perception +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 18 
  Languages Modron, telepathy 120 ft. 
  Challenge 10 (5,900 XP) 
   
   
  Axiomatic Mind. The septon can't be compelled to act 
  in a manner contrary to its nature or its instructions. 
   
  Disintegration. If the septon dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else 
  it was carrying. 
   
  Innate Spellcasting. The septon’s innate spellcasting 
  ability is Intelligence (save DC 16, +8 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: clairvoyance, locate creature, locate object 
   
  Magic Resistance. The septon has advantage on saving 
  throws against spells and other magical effects. 
   
  Seven Senses. The septon is always under the effect of 
  the detect magic and detect thoughts spells, with no 
  need to concentrate. If one or both are dispelled, the 
  septon can reactivate them as a bonus action. 
   
  ACTIONS 
   
  Multiattack. The septon makes seven fist attacks. 
   
  Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
   
  Septons are officials who maintain order and see that all 
  regulations have been obeyed. Seven of them serve each 
  hexton assigned to the quintons. The septons travel 
  from place to place as inspectors and examiners of work 
  and records, and they are charged with transferal of 
  information from outlying areas to the towers of the 
  regions, quarters, and the capitol tower itself. 
   
  Septons appear as humanoids with large bald heads. 
  They have shoulder collars similar to those of octons, 
  although they are smaller and, while insufficient to 
  propel them through the air, they provide excellent 
  transport underwater. 
   
  HEXTON 
  Large construct, lawful neutral 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 165 (22d10 + 44) 
  Speed 30 ft., fly 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  19 (+4) 16 (+3)  15 (+2)  20 (+5)  20 (+5)  16 (+3) 
   
   
  Saving Throws Dex +7, Con +6, Int +9 
  Skills Perception +9 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 19 
  Languages Modron, telepathy 120 ft. 
  Challenge 12 (8,400 XP) 
   
   
  Axiomatic Mind. The hexton can't be compelled to act 
  in a manner contrary to its nature or its instructions. 
   
  Disintegration. If the hexton dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else 
  it was carrying. 
   
  Innate Spellcasting. The hexton’s innate spellcasting 
  ability is Intelligence (save DC 17, +9 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: command 
  1/day each: wall of force 
   
  Magic Resistance. The hexton has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The hexton makes six attacks: two with its 
  slam and four with its claws. 
   
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) bludgeoning damage. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) slashing damage. 
   
   
  The hextons fulfill several roles in modron life. First, they 
  are the generals of the 36 modron armies. Second, six 
  are attached to each of the wheels of the realm, where 
  they maintain the chain of command in modron life. 
  Another six serve at the tower of Primus, although they 
  are not aware of his existence. There are undoubtedly 
  more hextons, although no one has ever logged all their 
  posts. 
   
  Hextons appear as humanoids with six arms – two 
  large human arms with six fingers and four tentacles 
  tipped with sharp claws below. They have thin, fanlike 
  folded wings, joined at the shoulders. 
  
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  QUINTON 
  Large construct, lawful neutral 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 180 (24d10 + 48) 
  Speed 40 ft., fly 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  20 (+5) 16 (+3)  15 (+2)  21 (+5)  21 (+5)  16 (+3) 
   
   
  Saving Throws Dex +8, Con +7, Int +10, Wis +10 
  Skills Perception +10 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 20 
  Languages Modron, telepathy 120 ft. 
  Challenge 14 (8,400 XP) 
   
   
  Axiomatic Mind. The quinton can't be compelled to act 
  in a manner contrary to its nature or its instructions. 
   
  Disintegration. If the quinton dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else 
  it was carrying. 
   
  Innate Spellcasting. The quinton’s innate spellcasting 
  ability is Intelligence (save DC 18, +10 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: detect evil and good, legend lore 
  1/day each: wall of force 
   
  Magic Resistance. The quinton has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The quinton makes five attacks: four with 
  its slam and one with its tail. 
   
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage. 
   
  Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
  Teleport. The quinton magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.  
   
   
   
   
   
   
   
   
   
   
  Quintons are the major bureau chiefs and records 
  keepers of Mechanus. Each has a sexton assistant, seven 
  septons, and one octon as its staff. There are bureaus in 
  each of the sectors and quarter towers, five main 
  bureaus in Primus’s tower at the capitol, and each of 
  these bureaus is headed by a quinton. 
   
  Quintons look like tall, stocky humanoids with four 
  flexible arms jutting out from the shoulders. Prehensile 
  tails serve as the creatures’ fifth arms. They have fanlike 
  wings similar to those of the hextons. As a symbol of 
  rank, the quintons have a diamond inscribed in their 
  foreheads. 
   
   
   
  
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  QUARTON 
  Large construct, lawful neutral 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 204 (24d10 + 72) 
  Speed 50 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  21 (+5) 17 (+3)  16 (+3)  22 (+6)  22 (+6)  17 (+3) 
   
   
  Saving Throws Dex +8, Con +8, Int +11, Wis +11 
  Skills Perception +11 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 21 
  Languages Modron, telepathy 120 ft. 
  Challenge 16 (15,000 XP) 
   
   
  Axiomatic Mind. The quarton can't be compelled to act 
  in a manner contrary to its nature or its instructions. 
   
  Disintegration. If the quarton dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else 
  it was carrying. 
   
  Innate Spellcasting. The quarton’s innate spellcasting 
  ability is Intelligence (save DC 19, +11 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: animate objects 
  1/day each: globe of invulnerability, wall of force 
   
  Magic Resistance. The quarton has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The quarton makes four slam attacks. 
   
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. 
   
  Teleport. The quarton magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Quartons administer the 16 sectors of the modron 
  realm and oversee the operation of the bureau, sector 
  governors, and army units attached to their regions. 
  Each quarton has a personal staff of those hierarchs 
  assigned to his command, plus 36 pentadrones that act 
  as a guard unit. (These pentadrones can only be told to 
  guard the object resembling the quarton, without ever 
  understanding its role or purpose in their lives.) 
   
   
   
   
   
  
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  TERTIAN 
  Large construct, lawful neutral 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 255 (30d10 + 90) 
  Speed 50 ft., fly 90 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  22 (+5) 17 (+3)  16 (+3)  23 (+6)  23 (+6)  17 (+3) 
   
   
  Saving Throws Dex +9, Con +9, Int +12, Wis +12 
  Skills Perception +12 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 22 
  Languages Modron, telepathy 120 ft. 
  Challenge 18 (20,000 XP) 
   
   
  Axiomatic Mind. The tertian can't be compelled to act in 
  a manner contrary to its nature or its instructions. 
   
  Disintegration. If the tertian dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else 
  it was carrying. 
   
  Innate Spellcasting. The tertian’s innate spellcasting 
  ability is Intelligence (save DC 20, +12 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: zone of truth 
  3/day each: banishment 
  1/day each: globe of invulnerability, wall of force 
   
  Magic Resistance. The tertian has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The tertian makes three attacks: two with 
  its slam and one with its mace tail. 
   
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. 
   
  Mace Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 27 (4d10 + 5) bludgeoning damage and 
  the target must make a DC 20 Constitution saving 
  throw or be stunned until the end of the tertian’s next 
  turn. 
   
  Teleport. The tertian magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.  
   
   
   
   
   
   
  Trial, judgement and sentencing of all creatures in the 
  modron realm is the province of the nine tertians. They 
  supervise the quartons and hear all crimes brought 
  against the rigid orthodoxy of the realm. For the bulk of 
  the modron population, the tertians are alien and 
  unfamiliar, the ultimate impartial judges. If presented 
  with a case against a duodrone, the base modron can 
  only imagine (if it can imagine at all) the tertian to be 
  some incomprehensible manifestation of the supreme 
  logic – a “super-tridrone” so to speak; something akin 
  to Primus itself. 
   
  Most judgments deal with modron rogues, i.e., any 
  modron who strays from the proper order. In addition, 
  the tertians pass on the orders of the secundi, to whom 
  they all report. 
   
  Tertians look fairly human, except for their 12-foot 
  height, the horns jutting from the sides of their bald 
  heads, and their long prehensile tails that end in a mace-
  like ball. 
   
   
   
   
  
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  SECUNDUS 
  Large construct, lawful neutral 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 340 (40d10 + 120) 
  Speed 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  24 (+7) 18 (+4)  17 (+3)  24 (+7)  24 (+7)  18 (+4) 
   
   
  Saving Throws Dex +10, Con +9, Int +13, Wis +13 
  Skills Perception +13 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses truesight 120 ft., passive Perception 23 
  Languages Modron, telepathy 120 ft. 
  Challenge 20 (25,000 XP) 
   
   
  Axiomatic Mind. The secundus can't be compelled to 
  act in a manner contrary to its nature or its instructions. 
   
  Disintegration. If the secundus dies, its body 
  disintegrates into dust, leaving behind its weapons and 
  anything else it was carrying. 
   
  Innate Spellcasting. The secundus’s innate spellcasting 
  ability is Intelligence (save DC 21, +13 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: geas 
  3/day each: globe of invulnerability, hold monster, wall 
  of force 
  1/day each: forcecage, mass suggestion 
   
  Magic Resistance. The secundus has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The tertian makes two concussive blow 
  attacks. 
   
  Concussive Blow. Melee Weapon Attack: +13 to hit, 
  reach 5 ft., one target. Hit: 39 (6d10 + 7) force damage 
  and the target must make a DC 21 Constitution saving 
  throw or be stunned for 1 minute. The creature can 
  repeating the saving throw at the end of each of its 
  turns, ending the effect on itself on a successful save. 
   
  Teleport. The secundus magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet 
  to an unoccupied space it can see.  
  The four secundi, viceroys of the quarters, are the virtual 
  rulers of Mechanus, reporting only to Primus. Each 
  secundus has a staff of two tertians, who in turn 
  command other hierarchs. 
   
  The secundi appear as incredibly thin and tall 
  humanoids with long, narrow faces and deep-set eyes. 
   
  The secundi live in great towered cities near the 
  centers of their quarters. They always live in harmony 
  with one another, except during those extremely rare 
  times when a new Primus must be chosen. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  NOBLE SALAMANDERS
  Enormous armies and huge kingdoms of salamanders  
  serve the nobles of the race, as do most other creatures 
  of heat and flame. Occasionally, however, these 
  formidable creatures wander about alone, even traveling 
  to other planes. Word is these plane-hoppers are really 
  exiles, banished for their transgressions. Others believe 
  that they simply search for means and methods of 
  seizing more power and that the wandering salamander 
  nobles are free to return to their home at any time. Both 
  theories sound plausible. 
   
  Lords of Fire. Salamander nobles recognize no 
  authority above their own. Some fiery creatures – 
  including certain elementals, grues, azer, and mephits – 
  look upon the nobles as masters. The efreet, as a rule, 
  hate the salamander nobles but grudgingly respect their 
  strength. 
   
  Despite all their underlings, these powerful bloods 
  are true loners. Since they’re not a race unto themselves, 
  they don’t take mates or raise young. Lesser 
  salamanders fear them too much to give them anything 
  but blind obedience. If life as a salamander noble has 
  any drawbacks, it’s that the tyrant has no confidants, 
  companions, or real allies – only servants. 
   
  Most nobles live in fabulous fortresses or palaces 
  on the Elemental Plane of Fire. Each is a unique 
  individual with a very different dwelling and personality. 
  But one thing you can count on is that all salamander 
  nobles are cruel masters that spend a great deal of time 
  and energy imposing order and organization upon their 
  chaotic lessers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOBLE SALAMANDER 
  Large elemental, neutral evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  22 (+6) 14 (+2)  16 (+3)  13 (+1)  12 (+1)  16 (+3) 
   
   
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Ignan 
  Challenge 7 (2,900 XP) 
   
   
  Heated Body. A creature that touches the noble 
  salamander or hits it with a melee attack while within 5 
  feet of it takes 5 (1d10) fire damage. 
   
  Heated Weapons. Any metal melee weapon the noble 
  salamander wields deal an extra 1d6 fire damage on a hit 
  (already included in its attacks). 
   
  Innate Spellcasting. The noble salamander’s innate 
  Spellcasting ability is Charisma (spell save DC 14, spell 
  attack bonus +6). The noble salamander can cast the 
  following spells: 
   
  At will: firebolt (3d10 damage) 
  3/day: burning hands 
  1/day: fireball 
   
  ACTIONS 
   
  Multiattack. The noble salamander makes two attacks: 
  one with its pike and one with its tail. 
   
  Pike. Melee or Ranged Weapon Attack: +9 to hit, reach 
  5 ft., one creature. Hit: 17 (2d10 + 6) piercing damage, 
  plus 3 (1d6) fire damage. 
   
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 
  (2d6) fire damage, and the target is grappled (escape 
  DC 16). Until this grapple ends, the target is restrained, 
  the noble salamander can automatically hit the target 
  with its tail, and the noble salamander can’t make tail 
  attacks against other targets. 
   
  
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  NOBLE SALAMANDER MAGE 
  Large elemental, neutral evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  22 (+6) 14 (+2)  20 (+5)  18 (+4)  12 (+1)  16 (+3) 
   
   
  Saving Throws Dex +7, Wis +6, Cha +8 
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Ignan, Undercommon 
  Challenge 13 (10,000 XP) 
   
   
  Heated Body. A creature that touches the noble 
  salamander mage or hits it with a melee attack while 
  within 5 feet of it takes 5 (1d10) fire damage. 
   
  Heated Weapons. Any metal melee weapon the noble 
  salamander mage wields deal an extra 3d6 fire damage 
  on a hit (already included in its attacks). 
   
  Innate Spellcasting. The noble salamander mage’s innate 
  Spellcasting ability is Charisma (spell save DC 16, spell 
  attack bonus +8). The noble salamander can cast the 
  following spells: 
   
   
  At will: firebolt (4d10 damage) 
  3/day: burning hands 
  1/day: fireball 
   
  Spellcasting. The noble salamander mage is a 9th level 
  spellcaster. Its Spellcasting ability is Intelligence (spell 
  save DC 17, spell attack bonus +9). It has the following 
  wizard spells prepared: 
   
  Cantrips (at will): mage hand, message, poison spray, 
  prestidigitation 
  1st level (4 slots): charm person, detect magic, magic 
  missile, shield 
  2nd level (3 slots): blur, ray of enfeeblement, suggestion 
  3rd level (3 slots): counterspell, fly, haste,  
  4th level (3 slots): fire shield, wall of fire 
  5th level (1 slots): conjure elemental (fire only) 
   
  ACTIONS 
   
  Multiattack. The noble salamander mage makes two 
  attacks: one with its pike and one with its tail. 
   
  Pike. Melee or Ranged Weapon Attack: +11 to hit, reach 
  10 ft., one creature. Hit: 17 (2d10 + 6) piercing damage 
  plus 10 (3d6) fire damage. 
   
  Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  creature. Hit: 13 (2d6 + 6) bludgeoning damage plus 10 
  (3d6) fire damage, and the target is grappled (escape 
  DC 16). Until this grapple ends, the target is restrained, 
  the noble salamander mage can automatically hit the 
  target with its tail, and the noble salamander mage can’t 
  make tail attacks against other targets. 
   
  In addition to being a salamander noble, this creature is 
  an accomplished wizard. 
   
   
   
   
   
  
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  RATATOSK
  Ratatosk are tree-dwelling gliders, able to leap wide 
  chasms from branch to branch of Yggdrasil with sure-
  footed ease. Ratatosk serve the World Ash as a sort of 
  messenger system, but they are also very antagonistic to 
  anything they feel doesn’t belong in their home tree. 
   
  Ratatosk look like humanoid flying squirrels, with 
  furry membranes between their arms and legs and a 
  large, flattened tail that they use to direct their gliding. 
  They wear no clothing other than harnesses for gear and 
  protective hats. Their fur is thick enough to keep them 
  comfortable in all but the coldest winter freezes. Their 
  color varies from black to gray to brown to red, though 
  each pack has almost entirely the same coloring. Their 
  tails are uniformly darker than the rest of their fur, 
  usually matching the bark of the nearby trees. 
   
  The Fireholders. Each pack has a ruling male and 
  female who are the absolute rulers of the pack, a mated 
  pair called the fireholders. Any pack member can 
  challenge the rulers, but those who lose a challenge are 
  exiled or reduced to the lowest rung of the pack’s social 
  ladder. The two leaders are the only ratatosk who mate 
  and bear litters.  
   
  The reaction of ratatosk packs to outsiders varies 
  widely. Some packs are tricksters, others are very 
  solemn – their personality is dependent on their leaders. 
  All the ratatosk strive to be like their pack leaders, 
  imitating their habits and behavior. Some pack leaders 
  imitate powerful creatures that they meet, admire, and 
  then “adopt”, and the poor adoptive parent is followed 
  around for weeks or months by dozens of bright-eyed 
  ratatosk that do whatever it does. 
   
  Ratatosk use fire sparingly, with only a single firepot 
  held by the two leaders. Most food is eaten cold, and 
  fire is used for light at night and for heat in winter. They 
  fear the effects of fire on Yggdrasil and discourage 
  others who use it. For them, burning Yggdrasil’s wood is 
  a sacred act, and others who casually toss a few logs on 
  the fire often wake up to find their mounts are loose, 
  their food is scattered, and their tent has collapsed 
  around them. 
   
  Home in the Tree. The ratatosk can’t seem to 
  decide on where they like to live. A few packs of 
  ratatosk are wanderers, nomads that range Yggdrasil 
  from roots to crown. Each night, they weave tree nests 
  from branches and leaves, as a way to avoid unwanted 
  guests. The nests are built to just hold their weight, so 
  that heavier creatures cannot reach them. When cold 
  weather threatens, these ratatosk often migrate to 
  Arborea for its mild winters. 
   
  Most ratatosk live in small lairs gnawed out of the 
  wood of the World Ash or other impressively gigantic 
  trees. Each burrow is large enough for a single adult and 
  one young ratatosk. The entrance is sealed with the 
  ratatosk’s own tail when it is sleeping, simply but 
  effectively camouflaging the entryway. If the pack grows 
  large enough, these small burrows are expanded, but 
  most packs are dispersed or kept small by predators and 
  famine. 
   
  A few tribes of ratatosk live in large hollows and 
  dens dug deep into the tree’s living wood. In winter, the 
  settlements are hibernation dens, small hollows that can 
  hold the entire pack in tightly curled, dreamless 
  slumber. Nearby, the ratatosk always hoard winter food 
  in dozens of specially prepared nut storage caches. 
   
  Riddlers. The ratatosk love riddles and sometimes 
  tease and taunt Yggdrasil’s travelers with them until the 
  squirrel-folk get an answer. Some folk have even gained 
  the respect and aid of the ratatosk with riddles of their 
  own. 
   
   
  RATATOSK 
  Small humanoid, chaotic good 
   
   
  Armor Class 13 
  Hit Points 17 (5d6) 
  Speed 25 ft., climb 25 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
   9 (-1) 16 (+3)  11 (+0)  10 (+0)  13 (+1)  12 (+0) 
   
   
  Skills Acrobatics +5, Athletics +1 
  Senses passive Perception 11 
  Languages Common, Sylvan 
  Challenge 1/4 (100 XP) 
   
   
  Glide. While falling and not incapacitated, the ratatosk 
  can slow its rate of descent to 60 feet per round and 
  take no damage from a fall. 
   
  ACTIONS 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Sling. Ranged Weapon Attack: +5 to hit, range 30/120 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  RETRIEVER
  Retrievers are living constructs, creatures of nightmare 
  manufactured by the tanar’ri lords to act as their 
  emissaries and enforcers. They are bound to obey their 
  demonic masters and relentlessly pursue their diabolical 
  objectives until they’ve accomplished their master’s 
  commands or died in the attempt. This streak of loyalty 
  and determination makes retrievers especially valuable 
  to the Abyssal Lords. Retrievers are known by that name 
  because they’re commonly ordered to find enemies or 
  misguided subordinates of the Abyssal Lord and bring 
  them back to face the music. 
   
  A retriever resembles a huge spider the size of an 
  elephant, with a black, chitinous exoskeleton and six 
  insectile eyes. The creature’s four rearmost limbs 
  actually carry most of its weight; its front four limbs end 
  in cleaver-like blades that aren’t used for walking. 
   
  Despite the monster’s bloated appearance and 
  hideous bulk, it’s frighteningly fast and nimble. The 
  retriever can’t speak, but it sometimes gives voice to 
  insidious whisperings and clickings that can’t quite be 
  understood. 
   
  Built to Serve. Retrievers don’t have an existence 
  independent of their abyssal masters. It’s extremely 
  unusual to encounter one that isn’t following some set 
  of orders. When a retriever doesn’t have orders to 
  follow, it’s probably waiting near the palace or fortress 
  of its creator for a new set of instructions. Given the 
  chance, a retriever will look for ways to introduce acts of 
  petty malice or cruelty into the execution of its 
  instructions, but above all it exists to do what it’s told. 
  Not every Abyssal Lord has mastered the making of 
  retrievers. It’s thought that Demogorgon was the first 
  tanar’ri to do so, modeling the retriever’s design on the 
  form of the bebilith, or “creeper of the Abyss.” Graz’zt, 
  Lolth, and Pazuzu are known to have retrievers in their 
  service too, but it’s impossible to say if they made the 
  creatures themselves or were given retrievers by 
  Demogorgon in exchange for some service or bargain. 
  Construct Nature. A retriever does not require air, 
  food, drink, or sleep.
   
   
  RETRIEVER 
  Huge construct, chaotic evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 230 (20d12 + 100) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
   CHA 
  24 (+7) 17 (+3)  20 (+5)   4 (-3)   11 (+0)   4 (-3) 
   
   
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understand Abyssal, but cannot speak 
  Challenge 15 (13,000 XP) 
   
   
  Find Target. When ordered to find an item or a creature, 
  the retriever does so unerringly, as though guided by a 
  locate creature or locate object spell, with no limit on 
  the range. The being giving the order must have seen (or 
  have an item belonging to) the creature to be found, or 
  have touched the object to be located. 
   
  ACTIONS 
   
  Multiattack. The retriever makes two claw attacks and 
  uses its eye ray. 
   
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 20 (3d8 + 7) slashing damage. 
   
  Eye Ray. The retriever shoots one of the following 
  magical eye rays on a target it can see within 120 feet. If 
  the retriever has been ordered to retrieve a creature 
  alive, it will attempt to petrify it rather than kill it. 
  Otherwise, without direct orders, it will use a random 
  eye ray. 
  1. Electricity Ray. The targeted creature must make a 
  DC 18 Dexterity saving throw, taking 42 (12d6) 
  lightning damage on a failed save, and half as much on a 
  successful one. 
  2. Fire Ray. The targeted creature must make a DC 18 
  Dexterity saving throw, taking 42 (12d6)  fire damage 
  on a failed save, and half as much on a successful one. 
  3. Frost Ray. The targeted creature must make a DC 
  18 Constitution saving throw, taking 42 (12d6)  cold 
  damage on a failed save, and half as much on a 
  successful one. 
  4. Petrification Ray. The targeted creature must make 
  a DC 18 Constitution saving throw. On a failed save, the 
  creature begins to turn to stone and is restrained. It 
  must repeat the saving throw at the end of its next turn. 
  On a success, the effect ends. On a failure, the creature 
  is petrified until freed by the greater restoration spell or 
  other magic. 
   
   
   
   
   
   
   
   
   
  
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  RILMANI
  Each of the cornerstones of the Great Road’s got its 
  own bloods. Baator’s home to the baatezu, the Abyss’s 
  the den of the tanar’ri, Mechanus is run by the modrons, 
  and so on. Any berk knows that. But the rarest and most 
  silent of all these planar races are the rilmani, the high-
  ups of the Outlands. They’re the creatures of true 
  neutrality, preserving its cause across the multiverse. 
   
  Keeping The Balance. Some bashers might have a 
  hard time understanding how it is that creatures like the 
  rilmani can find anything to do with themselves. After 
  all, neutrality is the absence of any other viewpoint, 
  right? So, how can a cutter support the cause that ain’t a 
  cause? The rilmani don’t care about law or chaos, they 
  stand in the middle of good and evil, so what do they 
  care about? What makes them tick? 
   
  The rilmani’ll answer that question straight-up, 
  without their customary double-talk and deceitfulness. 
  It’s all about the Balance, they’ll say. The universe exists 
  because certain forces counteract each other. If there 
  wasn’t any darkness, how could a cutter know light? 
  What if the light grew so bright that all darkness 
  everywhere ceased to be? Then light’d cease as well, the 
  rilmani say. It’s the same with the Great Wheel. If one of 
  the rim-planes were removed, there wouldn’t be a Great 
  Wheel anymore. It’d be broken, and it couldn’t work. 
   
  As creatures of neutrality, the rilmani keep the 
  Balance. Whenever one side or the other gets too 
  strong, they start aiding the disadvantaged sods until 
  things even out. Sometimes their aid is direct, but more 
  often than not rilmani even things out by pointing 
  cutters in the right direction and letting them solve their 
  own problems. ’Course, the rilmani themselves aren’t 
  entirely decided on the best way to address these 
  issues, but that’s another story. 
   
  Outlands Natives. Most rilmani inhabit the regions 
  of the Outlands that’re closest to the Spire. They’re 
  found in the regions where most or all magic is negated, 
  so the rilmani home regions can’t be accessed via 
  teleportation. The rilmani can be found farther away 
  from the Spire, in the more heavily populated areas of 
  the Outlands, but they’re generally visitors there and 
  don’t stay long. 
   
  The Concordanach. Once every hundred years, the 
  wisest and most powerful individuals of each type of 
  rilmani travel to the spire in the center of the Outlands 
  to discuss the state of the Balance. Each of the rilmani 
  views is represented, so the argenach delegate argues 
  for more covert support to threatened causes, while the 
  cuprilach and ferrumach representatives designate 
  powerful creatures of extreme alignment who require 
  elimination. However, since neutrality is the most 
  apathetic and reactive of all the planar alignments, the 
  Concordanach initiates change only in response to the 
  direst threats. 
   
   
   
   
   
   
   
   
   
   
  VARIANT: RILMANI SUMMONING 
   
  Some rilmani can have an action option that allows 
  them to summon other rilmani. 
  Summon Rilmani (1/Day). The rilmani chooses what 
  to summon and attempts a magical summoning. 
   
   An argenach has a 50% chance of summoning 1d4 
  ferrumachs or another argenach. 
   An aurumach has a 50% chance of summoning 2d4 
  ferrumachs or 1d3 argenachs.  
   A cuprilach has a 50% chance of summoning 1d3 
  ferrumachs. 
   A ferrumach has a 30% chance of summoning 
  another ferrumach. 
   
  A summoned rilmani appears in an unoccupied space 
  within 60 feet of its summoner, acts as an ally of its 
  summoner, and can't summon other rilmani. It remains 
  for l minute, until it or its summoner dies, or until its 
  summoner dismisses it as an action. 
   
   
   
   
   
   
   
  
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  ABIORACH 
  Medium monstrosity (rilmani), neutral 
   
   
  Armor Class 17 (half plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 16 (+3)  15 (+2) 14 (+2)  13 (+1)  14 (+2) 
   
   
  Skills Acrobatics +6, Perception +3 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Undercommon, Rilmani, 
  Primordial 
  Challenge 3 (700 XP) 
   
   
  Elemental Attunement. While on an elemental plane, the 
  abiorach can attune itself to that plane, gaining benefits 
  depending on the plane until it attunes to a different 
  plane: 
   Air: A flying speed of 60 feet. 
   Earth: A burrowing speed of 30 feet. 
   Fire: Immunity to fire damage. 
   Water: A swimming speed of 60 feet and the ability 
  to breath water in addition to air. 
   
  Innate Spellcasting. The abiorach’s innate spellcasting 
  ability is Charisma (save DC 12, +4 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: charm monster (elementals only), comprehend 
  languages, feather fall, shocking grasp 
  1/day each: faerie fire, mirror image; one of the 
  following, depending on the elemental plane the 
  abiorach is attuned to: flaming sphere (Fire), earthbind 
  (Earth), gust of wind (Air), or water walk (Water) 
   
  Magic Resistance. The abiorach has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. The abiorach’s weapon attacks are 
  magical. 
   
  ACTIONS 
   
  Multiattack. The abiorach makes two trident attacks. 
   
  Trident. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage, or 8 (1d8 + 4) piercing damage if 
  wielded in two hands to make a melee attack. 
   
   
   
   
  The Elemental Planes are a theater of conflict between 
  the forces of good and evil, just as the Material Plane 
  and the Outer Planes are. Malicious elementals such as 
  dao or efreet pursue wars of expansion and aggression 
  against the lawful or good residents of those planes. The 
  creatures known as the princes of elemental evil seek to 
  control all of their kind. The rilmani are as watchful over 
  these arenas of conflict as they are of any others, and 
  the abiorachs are their agents in the Elemental Planes. 
   
  Generally, abiorachs avoid conflict with the 
  powerful denizens of the Elemental Planes. They’re 
  among the weakest of the rilmani and look for ways to 
  solve problems through manipulation and trickery rather 
  than open battle. Abiorachs aren’t often called upon to 
  intervene in the affairs of the Elemental Planes, since the 
  elements have a natural inclination to neutrality, but 
  there’s always some blood who wants to change that, so 
  the abiorachs rarely let down their guard. 
   
  Abiorachs bear a passing resemblance to adolescent 
  humans, with slight builds and youthful features. 
  However, their bodies gleam with a liquid, silver shine 
  that flows and shifts with every movement. Their eyes 
  are crystalline and tend to catch a rainbow of colors. 
  Abiorachs are a little more open and carefree than most 
  of their kind, but they can be temperamental and 
  capricious creatures; they’re used to looking at things 
  from an elemental, not humanoid, viewpoint. 
   
  Abiorachs often travel the Elemental Planes in small 
  bands, easily shifting from one to the other by using 
  their elemental immunity. They rarely remain in one area 
  for long. Normally, the most intelligent and experiences 
  abiorach acts as informal captain for the group, directing 
  its activities. On the Outlands, abiorachs are more 
  subdued and reserved – being under the noses of the 
  aurumachs and argemachs brings out their serious side. 
   
   
   
   
   
   
  
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  ARGENACH 
  Medium monstrosity (rilmani), neutral 
   
   
  Armor Class 18 (plate) 
  Hit Points 170 (20d8 + 80) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  21 (+5) 17 (+3)  18 (+4) 18 (+4)  20 (+5)  23 (+6) 
   
   
  Saving Throws Wis +10, Cha +11 
  Skills Deception +11, Insight +10, Perception +10, 
  Stealth +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 20 
  Languages Common, Undercommon, Rilmani 
  Challenge 13 (10,000 XP) 
   
   
  Balanced Weapons. The argenach weapon attacks are 
  magical and inflict an additional 4d10 force damage 
  (already factored in below). 
   
  Innate Spellcasting. The argenach’s innate spellcasting 
  ability is Charisma (save DC 19, +11 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: charm person, alter self, comprehend languages, 
  feather fall, fog cloud 
  3/day each: cure wounds, major image, slow, suggestion 
   
  Magic Resistance. The argenach has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The argenach makes two longsword attacks 
  or uses its Energy Ray twice. 
   
  Longsword. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 22 
  (4d10) force damage. 
   
  Energy Ray. Ranged Spell Attack: +11 to hit, range 120 
  ft., one target. Hit: 27 (6d6 + 6) force damage. 
   
  Teleport. The argenach magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see. 
   
   
   
   
   
   
   
   
  Wherever the Balance is threatened, that’s where the 
  argenachs will be found. They’re advisers and agitators, 
  working to ensure that no one gains the upper hand for 
  long in any part of the multiverse. Argenachs are the 
  second-highest bloods among the rilmani, entrusted 
  with the execution of the most delicate and subtle parts 
  of the rilmani’s grand purpose: the careful adjustment of 
  the Balance in places where it’s out of kilter and can’t fix 
  itself. 
   
  Argenachs are especially interested in the affairs of 
  the Material Plane, since they believe that the war of 
  good and evil, law and chaos, will be fought and won in 
  the realms of mortals. Even now, they say, the powers 
  that exemplify these causes squabble over the spirits of 
  humankind. The Prime’s the only theater that counts. 
  Thus, argenachs spend a lot of time away from the 
  Outlands, mired in endless struggles on the Material 
  Plane. 
   
  The argenachs’ methods are subtle, but simple. 
  They give advice and knowledge to whatever side’s 
  threatened, trying to even things out. Argenachs often 
  conceal their true identity, since no one likes being 
  played for a puppet. They’ll be found masquerading as 
  helpful sages who aid their protégés in a struggle 
  against evil or chaos, or as cold-hearted bloods advising 
  ambitious cutters on how to go about besting the 
  forces of law or good. More often than not, argenachs 
  will take a neutral role and just watch to see how things 
  are turning out. 
   
  Argenachs are tall, slender creatures with a silvery 
  sheen to their skins. They often dress in white, flowing 
  robes on their home plane, but can take on any shape or 
  dress in the performance of their mission. Argenachs 
  favor great, wide-bladed broad swords and long-handled 
  axes in combat. 
   
  Argenachs are the loners of rilmani society, which is 
  fairly reclusive to begin with. They answer directly to the 
  aurumachs and are usually given only broad guidelines 
  instead of specific orders. For example, an argenach 
  might be ordered into a struggle with no instruction 
  more detailed than “There’s trouble on Toril. Deal with 
  it.” Of course, an argenach’s extremely intelligent and 
  resourceful, and that’s all the orders it’ll need to get the 
  job done. 
   
   
   
   
   
   
   
   
   
   
  
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  AURUMACH 
  Large monstrosity (rilmani), neutral 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 207 (18d8 + 126) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  23 (+6) 19 (+4)  24 (+7) 23 (+6)  24 (+7)  26 (+8) 
   
   
  Saving Throws Dex +10, Wis +13, Cha +12 
  Skills Arcana +12, Insight +13, Persuasion +14, 
  Perception +13 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities charmed, poisoned 
  Senses truesight 120 ft., passive Perception 23 
  Languages Common, Undercommon, Rilmani 
  Challenge 17 (18,000 XP) 
   
   
  Balanced Weapons. The aurumach’s weapon attacks are 
  magical and inflict an additional 6d10 force damage 
  (already factored in below). 
   
  Antithesis. The aurumach is constantly under the effects 
  of a protection from evil and good spell. If dispelled, the 
  aurumach can resume the effect as a bonus action. 
   
  Innate Spellcasting. The aurumach’s innate spellcasting 
  ability is Charisma (save DC 22, +14 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: charm monster, comprehend languages, detect 
  thoughts, feather fall 
  3/day each: fly, prismatic spray 
  1/day each: mass suggestion 
   
  Magic Resistance. The aurumach has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The aurumach makes two halberd attacks. 
   
  Halberd. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) slashing damage plus 33 
  (6d10) force damage. 
   
  Teleport. The aurumach magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet 
  to an unoccupied space it can see. 
   
   
   
   
   
   
   
  Very few non-rilmani have ever seen one of these 
  creatures. The aurumachs are the leaders of the rilmani 
  race, the high-ups who call the shots and pull the 
  strings. It’s said that even the powers don’t know half 
  the darks the aurumachs do. More than any other 
  creatures in the entire multiverse, they stand aside from 
  the path of things and objectively measure the state of 
  the Balance, acting to correct it when it leans too far to 
  one side or the other. 
   
  The aurumachs will almost never be found away 
  from the Spire. As leaders and organizers, it’s not their 
  job to intervene personally, and only the most 
  dangerous situations will make them change their 
  policy. Aurumachs don’t make any special effort to 
  avoid visitors, but a traveler would have to be extremely 
  lucky to find one – it’s said that there’s only a hundred 
  aurumachs on all the Outlands. 
   
  Aurumachs are tall, athletic humanoids with beatific 
  features and metallic golden skin. Their eyes are too 
  bright to look at directly, and an aura of power and 
  patience surrounds their form. 
   
  Aurumachs know no peer among the rilmani and are 
  the equal of the most powerful fiends or celestials. The 
  rilmani have no particular order, hierarchy, or system of 
  government – aurumachs function as advisers and 
  mentors to the entire race. Even though an aurumach 
  isn’t recognized as a king or an overlord, its suggestions 
  are sufficient to make any lesser rilmani leap to do its 
  bidding. 
   
  Aurumachs leave the Outlands only to deal with the 
  gravest of threats to the balance of the universe. They 
  are remorseless and coldly efficient when such a cause 
  pulls them away from the Spire: anyone who meet them 
  at these times would be wise not to get on the 
  aurumach’s bad side. 
   
   
  
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  CUPRILACH 
  Medium monstrosity (rilmani), neutral 
   
   
  Armor Class 14 
  Hit Points 90 (12d8 + 36) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 18 (+4)  16 (+3) 16 (+3)  15 (+2)  19 (+4) 
   
   
  Skills Acrobatics +8, Deception +7, Perception +6, 
  Stealth +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Undercommon, Rilmani 
  Challenge 9 (5,000 XP) 
   
   
  Innate Spellcasting. The cuprilach’s innate spellcasting 
  ability is Charisma (save DC 16, +8 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: comprehend languages, detect thoughts, 
  disguise self, feather fall, knock 
   
  Magic Resistance. The cuprilach has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The cuprilach’s weapon attacks are 
  magical. 
   
  Sneak Attack (1/Turn). The cuprilach 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 feet of an ally that isn't incapacitated and the 
  cuprilach doesn't have disadvantage on the attack roll. 
   
  ACTIONS 
   
  Multiattack. The cuprilach makes two weapon attacks. 
   
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) 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 on a successful one. 
   
  Hand Crossbow. Ranged Weapon Attack: +8 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) 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 on a successful one. 
   
   
   
   
   
  Cuprilachs are the spies, assassins, and secret soldiers of 
  the rilmani. The argenachs act as advisers, and the 
  ferrumachs stand bravely on the field of battle, but the 
  cuprilachs strike from the shadows using stealth and 
  speed to accomplish their goals. Cuprilachs believe that 
  the only way the Balance will ever be safe is by 
  neutralizing high-up creatures of extreme alignment. 
  They’re easily the most dangerous rilmani, simply 
  because they’re the ones who are most likely to decide 
  on the spot that a basher needs to be lost. 
   
  Cuprilachs appear as slight and wiry humans, with 
  the easy grace and trim build of an elf or half-elf. Their 
  features are human enough, except for the coppery 
  sheen of their skins and their featureless, ruby-red eyes. 
  There aren’t many bloods in the Outlands who’re as 
  cocky or arrogant as a cuprilach, but their attitude stems 
  from a professional pride – they’re some of the best 
  assassins on the planes, and they know it. 
   
  While cuprilachs make no secret of their calling or 
  beliefs in the rilmani strongholds of the Spire, they’re 
  extremely capable and clever spies when they’re about 
  their business. They’ll use their disguise self ability to 
  great effect, and consider no ruse, charade, or dirty trick 
  to be beneath them when there’s work to be done. It’s 
  said that no one’s ever spotted a cuprilach before it 
  struck, but this is an exaggeration… probably. 
   
  Cuprilachs rank below argenachs and above the 
  ferrumachs and abiorachs in the society of the Spire. 
  They’re hardly model citizens, though. Cuprilachs are 
  hot-tempered, violent, and rebellious at the best of 
  times. Despite this, they never refuse a target and serve 
  to the best of their ability when an aurumach tells them 
  to put someone under. 
   
  When cuprilachs aren’t on the job, they’re often 
  pursuing rigorous training and driving themselves at a 
  brutal pace, or tearing up the Spire in wild celebration. 
  Other rilmani stay out of their way when cuprilachs get 
  together and “relax.” 
   
   
   
   
   
   
   
  
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  FERRUMACH 
  Medium monstrosity (rilmani), neutral 
   
   
  Armor Class 18 (plate) 
  Hit Points 90 (12d8 + 36) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  20 (+5) 10 (+0)  16 (+3) 14 (+2)  13 (+1)  15 (+2) 
   
   
  Skills Athletics +8, Perception +4 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Undercommon, Rilmani 
  Challenge 6 (2,300 XP) 
   
   
  Innate Spellcasting. The ferrumach’s innate spellcasting 
  ability is Charisma (save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: comprehend languages, feather fall, fear 
   
  Magic Resistance. The ferrumach has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The ferrumach’s weapon attacks are 
  magical. 
   
  ACTIONS 
   
  Multiattack. The ferrumach makes two maul attacks. 
   
  Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When the rilmani are moved to take direct action in the 
  cause of neutrality, it’s the ferrumachs who answer the 
  call of duty. They’re the soldiers of the Spire, the iron 
  legions who wait to serve in battle whenever and 
  wherever they’re needed. Ferrumachs have got no 
  existence or purpose beyond soldiering, and patiently 
  await their next call to battle in misty halls on the slopes 
  of the Spire. 
   
  Ferrumachs resemble tall, grim-faced humans. They 
  are very powerfully muscled, with deep chests, wide 
  shoulders, and thick arms. There’s no hint of grace or 
  agility about them; ferrumachs are walking slabs of 
  stone. Their skin is a sooty gray – the color of bare iron, 
  with an elusive gun-metal gleam when struck by the 
  light. 
   
  As the soldiers of the rilmani, the ferrumachs hold 
  themselves ready for action at any time. They don’t mix 
  with the other rilmani, living apart in gray fortresses and 
  towers that watch over the Spire with unending 
  vigilance. The ferrumachs are the most lawful of the 
  rilmani, and obey the argenachs and aurumachs without 
  hesitation. They’re also on good terms with the 
  cuprilachs, whom they regard as fellow fighters and 
  professionals. 
   
  It’s said that the ferrumachs are created from the 
  spirits of warriors who died fighting in lost causes, but 
  this isn’t true. They’re rilmani, just like the rest of their 
  kind, and they’ve always been that way. 
   
   
  
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  PLUMACH 
  Medium monstrosity (rilmani), neutral 
   
   
  Armor Class 16 (scale mail) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 11 (+0)  14 (+2) 13 (+1)  12 (+1)  12 (+1) 
   
   
  Skills Athletics +5, Insight +3, Investigation +3 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Undercommon, Rilmani 
  Challenge 1 (450 XP) 
   
   
  Innate Spellcasting. The plumach’s innate spellcasting 
  ability is Charisma (save DC 11, +3 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: comprehend languages, feather fall 
  1/day each: fog cloud, hold person 
   
  ACTIONS 
   
  Multiattack. The plumach makes two hammer attacks. 
   
  Hammer. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
   
   
   
   
   
  The least powerful rilmani are the plumachs, the 
  common citizens of the Spire. Their brand of neutrality 
  is the simplest and most apathetic view held by the 
  rilmani: don’t get involved. The plumachs are staunch 
  isolationists who stay out of other peoples’ troubles, 
  and they’ll tell any berk who asks that they’d appreciate 
  it if other people’d keep their troubles well clear of the 
  Spire. “Who cares what those leatherheads think?” is a 
  plumach proverb. 
   
  Although plumachs go to great lengths to mind 
  their own business, they’re involved in keeping an eye 
  on things in the Outlands themselves. The other rilmani 
  pay attention to the Balance in the realms of the Great 
  Wheel, or out in the Prime or Elemental Planes, but the 
  plumachs make sure things don’t go awry at home. 
  Plumach traders and emissaries are common 
  throughout the Land, but the farther they are from the 
  Spire, the less likely they are to take action. 
   
  Plumachs are short, stocky humanoids with dull, 
  gray metallic skins. They’re broad-shouldered and thick-
  waisted, with wide, stubby hands and heavy legs. 
  Plumachs lack the grace or strength of their more 
  powerful kin, but they’re stubborn and tenacious 
  opponents. Some cutters take plumachs for stupid, but 
  that’s a risky assumption: Plumachs have got a great 
  store of practical wisdom and common sense. They 
  believe in hard work, respect where respect’s due, and 
  the common courtesy of staying out of other people’s 
  business. 
   
  As the commoners of the Spire, plumachs are 
  craftsmen, teamsters, and merchants. They carry out the 
  day-to-day business of rilmani society. A plumach is the 
  equal of the finest human craftsmen at its chosen trade. 
  Since the rilmani as a race require no food, shelter, or 
  clothing, the plumachs devote their time to creating 
  devices of comfort and convenience or works of art. 
   
  In times of great need, plumach legions are 
  mustered to defend the Balance. Plumachs aren’t afraid 
  of a scrap, and their natural strength and dense hides 
  stand them in good stead against most low-level 
  opponents. However, it takes the authority of an 
  aurumach to convince the plumachs that a cause is 
  worth fighting for. 
  
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  STEEL PREDATOR
   
   
  STEEL PREDATOR 
  Large construct, neutral 
   
   
  Armor Class 20 (natural armor) 
  Hit Points 152 (16d10 + 64) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  20 (+5) 18 (+4)  19 (+4)  11 (+0)  16 (+3)  12 (+1) 
   
   
  Skills Athletics +9, Perception +7, Stealth +8 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Damage Immunities thunder 
  Condition Immunities deafened, exhaustion, paralyzed, 
  petrified 
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 17 
  Languages Terran 
  Challenge 12 (8,400 XP) 
   
   
  Deaf. The steel predator automatically fails any 
  Wisdom (Perception) check that relies on 
  hearing, and is immune to any effect that 
  requires it to hear. 
   
  Magic Sense. The steel predator can sense the 
  presence and location of all metallic magic items 
  within 120 feet of it, even through barriers. 
   
  ACTIONS 
   
  Multiattack. The steel predator makes two claw attacks 
  and one bite attack. 
   
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 23 (4d8 + 5) piercing damage, and the steel 
  predator destroys a nonmagical object the target is 
  holding or wearing, or damages its nonmagical armor. 
  Armor damaged in this way takes a permanent and 
  cumulative -2 penalty to the AC it offers. The armor is 
  destroyed if the penalty reduces its AC to 10. 
   
  Roar (Recharge 5-6). The steel predator lets out a 
  deafening roar. Creatures in a 30-foot cone must make a 
  DC 16 Constitution saving throw, taking 56 (16d6) 
  thunder damage on a failure, or half as much on a 
  success. Crystalline or stone structures and object in the 
  area take twice as much damage. A creature that fails its 
  save is also deafened for 1 minute. 
   
   
   
  Steel predators wander the scarred metallic cubes of 
  Acheron in search of fresh metal to consume; magic 
  items made of metal are their favorite. Resembling iron-
  muscled great cats, these creatures share many 
  characteristics with their terrestrial equivalents, 
  including incredible strength and agility. Despite their 
  deafness, their powers of scent are so great as to allow 
  them to detect nearby creatures with ease. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  THOQQUA 
  The thoqqua, also known as a rockworm or a fireworm, 
  is a creature native to the border between the elemental 
  planes of Earth and Fire, and can be found just as often 
  on either plane. On the plane of Earth, it’s a hated 
  vermin, attacked on sight by most intelligent denizens 
  of the plane, yet that’s also where it’s happiest. On the 
  plane of Fire, a thoqqua is relatively ignored by the other 
  inhabitants, but its existence is misery. And on Magma, 
  it achieves a balance between the two but never finds 
  true contentment. 
   
  Dual Nature. See, the thoqqua is a creature of heat 
  and fire that loves stone. It eats minerals and lives within 
  solid rock. This dual nature has led the beast to develop 
  a choleric mood and a foul temper – a thoqqua is never 
  satisfied with its situation. When it comes across 
  another creature, it’s as likely to attack it as anything 
  else, just out of mean-spiritedness. 
   
  However, that’s not due to evil intent. The 
  thoqqua’s limited intelligence focuses mainly on self-
  preservation and finding food. It spends its time 
  burrowing through rock, which it does quite easily 
  thanks to the great heat generated by its long, wormlike 
  body. Rumor has it that even fire elementals themselves 
  can’t boast the heat produced in the heart of a thoqqua. 
  Sure, that’s probably just an exaggeration, but it’s still 
  true that the creature can melt stone and metal with 
  ease. 
   
  Not Larva. The first mortals who ever ran across a 
  rockworm thought it was the larval form of another 
  creature, perhaps a salamander. Others believed that the 
  thoqqua was a “young elemental,” though no one could 
  agree on whether it belonged to Earth or Fire. Of course, 
  today it’s known that thoqquas are full-grown creatures 
  in their own right, unrelated to any other beasts. 
   
  Fireworms reproduce by budding, and thus are 
  asexual. They feed on minerals and rocks of any kind, 
  and they attack other creatures only out of belligerence 
  or self-defense. Few beings prey on the fiery tunneler, 
  though some of the dao and efreet look upon boiled 
  rockworm as a delicacy. 
   
   
   
   
   
   
  THOQQUA 
  Medium elemental, neutral 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft., burrow 20 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 13 (+1)  13 (+1)   6 (-2)  12 (+1)  10 (+0) 
   
   
  Senses tremor sense 60 ft., passive Perception 11 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
   
   
  Heated Body. A creature that touches the thoqqua or 
  hits it with a melee attack while within 5 feet of it takes 
  3 (1d6) fire damage. 
   
  Tunneler. The thoqqua can burrow through solid rock at 
  half its burrowing speed and leaves a 2-foot diameter 
  tunnel in its wake. 
   
  ACTIONS 
   
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage, plus 3 
  (1d6) fire damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  WEMICS 
   
  Wemics are leonine counterparts to centaurs. A wemic’s 
  body consists of a leonine body with a humanoid torso 
  extending from what would be a lion’s neck. The typical 
  wemic measures ten feet from head to rump. When 
  standing erect in centaurian posture, the wemic stands 
  6 to 7 feet tall. Most of the body is covered in dusky 
  golden fur. The tail is tipped by a brush of long, black 
  hair. Adult males also have a mane of long black hair; the 
  mane covers the top and back of the head and extends 
  to the neck and shoulders. Male cubs develop this mane 
  in their third year. The underbelly is covered in short, 
  white fur. The nose may be black or russet. The eyes are 
  gold with vertically slit pupils. The digits on all limbs end 
  in claws. The claws on the forelegs are retractable. 
   
  Wemic live in groups called prides, and possess a 
  Stone-age culture, using fire and possessing modest 
  manufacturing skills with which they can create stone 
  weaponry, pottery, and ornaments. 
  Able Guides. They are excellent trackers and guides, 
  and may hire out their services in exchange for treasure 
  and tools, such as weapons and magical items. They may 
  also charge travelers a toll for safe passage through their 
  nation’s territory. 
   
  The Pridelands. Though natives of the Material 
  Plane, many wemics make their home in the Pridelands, 
  an area of Krigala, the first layer of the Beastlands. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WEMIC 
  Large monstrosity, neutral 
   
   
  Armor Class 13 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 17 (+3)  14 (+2)   9 (-1)  13 (+1)  11 (+0) 
   
   
  Skills Athletics +5, Perception +3, Survival +3 
  Senses passive Perception 13 
  Languages Common, Wemic 
  Challenge 2 (450 XP) 
   
   
  Pack Tactics. The wemic has advantage on an attack roll 
  against a creature if at least one of the wemic’s allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated. 
   
  Pounce. If the wemic moves at least 20 feet straight 
  toward a creature and then hits it with a claws 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 melee weapon attack 
  against it as a bonus action. 
   
  Running Leap. With a 10-foot running start, the wemic 
  can long jump up to 25 feet. 
   
  ACTIONS 
   
  Multiattack. The wemic makes two attacks: one with its 
  warhammer and one with its claws, or two with its 
  longbow. 
   
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 
  8 (1d10 + 3) bludgeoning damage when wielded in two 
  hands. 
   
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
   
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
   
   
   
   
   
   
   
   
  
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  WEMIC PRIDE LEADER 
  Large monstrosity, neutral 
   
   
  Armor Class 14 (hide) 
  Hit Points 85 (10d10 + 30) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 17 (+3)  16 (+3)   13 (+1) 15 (+2)  17 (+3) 
   
   
  Skills Athletics +6, Intimidation +5, Perception +4, 
  Survival +4 
  Senses passive Perception 14 
  Languages Common, Wemic 
  Challenge 4 (1,100 XP) 
   
   
  Pack Tactics. The wemic pride leader has advantage on 
  an attack roll against a creature if at least one of the 
  wemic’s allies is within 5 feet of the creature and the 
  ally isn't incapacitated. 
   
  Pounce. If the wemic pride leader moves at least 20 feet 
  straight toward a creature and then hits it with a claws 
  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 melee 
  weapon attack against it as a bonus action. 
   
  Running Leap. With a 10-foot running start, the wemic 
  pride leader can long jump up to 25 feet. 
   
  ACTIONS 
   
  Multiattack. The wemic pride leader uses its battle cry 
  ability if able, then makes two attacks: one with its 
  warhammer and one with its claws, or two with its 
  longbow. 
   
  Warhammer. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 
  9 (1d10 + 10) bludgeoning damage when wielded in 
  two hands. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
   
  Battle Cry (Recharge 6). The wemic pride leader lets out 
  a battle cry, granting its allies within 60 feet a +5 bonus 
  to weapon damage rolls until the end of the pride 
  leader's next turn. 
   
   
  This wemic has learned to lead by example, and 
  commands its allies respect as well as their action. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  XILL 
  The vaguely reptilian xill are natives of the Ethereal 
  Plane. Four-armed, leathery-skinned humanoids 
  brilliantly colored red, these beings are feared on all 
  planes that border the Ethereal (in other words, the 
  Material Plane and the Inner Planes). Some xill claim that 
  these fears are unfounded, but many members of other 
  races believe that even the so-called civilized xill harbor 
  a dark secret. 
   
  All xill communicate telepathically – fact is, they 
  have no spoken language – and they can travel back and 
  forth from the Ethereal Plane as they wish. 
   
  High and Low Clans. Xill can be classified as 
  members of the Lower Clans or the High Clans. Lower 
  Clan xill rarely use weapons, preferring the strength of 
  their claws, and they never create anything of their own. 
  They seemingly live only to reproduce, and thus raid 
  other planes looking for intelligent hosts for their eggs. 
  Interestingly, the xill of the Lower Clans don’t refer to 
  themselves as “Lower Clans”, don’t even acknowledge 
  the High Clans, and can’t look upon any other race as 
  anything more than prey. 
   
  High Clan xill lead more sophisticated lives, crafting 
  tools, weapons, clothing, and other necessities for 
  themselves. The High Clans rarely leave the Ethereal, but 
  if they’re encountered, they don’t automatically size up 
  the situation as predator/prey. In fact, many High Clan 
  xill trade goods and information with travelers to the 
  Misty Shore. Anyone looking for such xill can find them 
  in the Deep Ethereal, dwelling in refined cities built on 
  chunks of what’s known as solid ether. Some High Clan 
  xill can even be paid to serve as guides to the 
  mysterious plane. 
  Rumor has it, however, that the High Clans xill still 
  need to use intelligent creatures as hosts in which to 
  hatch their young. According to these dark rumors, 
  somewhere hidden in the Deep Ethereal is a vast 
  hatchery/nursery where human slaves are bred and 
  grown like cattle to serve as hosts for xill eggs. Most 
  folk hope that this rumor isn’t true and try not to think 
  about it too much. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  XILL 
  Medium aberration, lawful evil 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 16 (+3)  15 (+2)  12 (+1) 12 (+1)  11 (+0) 
   
   
  Skills Athletics +4, Acrobatics +5 
  Senses passive Perception 11 
  Languages telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
   
   
  Ethereal Jaunt. As a bonus action, the xill can magically 
  shift from the Material Plane to the Ethereal Plane, or 
  vice versa. 
   
  ACTIONS 
   
  Multiattack. The xill makes three attacks: two with its 
  shortswords and one with its claws or bite. An unarmed 
  xill can instead make two attacks with its claws, or one 
  with its claws and one with its bite. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage and the target 
  is grappled (escape DC 14). 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature grappled by the xill. Hit: 7 (1d8 + 3) piercing 
  damage. If the target is a living creature, it must succeed 
  on a DC 12 Constitution saving throw or be infected 
  with a disease – a batch of miniscule xill eggs. 
  A humanoid host can carry only one batch of xill 
  eggs to term at a time. Over the next four days, the eggs 
  gestate and grow into dozens of newborn xill. In the 12-
  hour period before giving birth, the host starts to feel 
  unwell, its speed is halved, and it has disadvantage on 
  attack rolls, ability checks, and saving throws. At birth, 
  the xill devour the host from the inside, killing it almost 
  instantly. 
  If the disease is cured before the xill emerge, the 
  unborn xill are disintegrated. 
   
   
   
   
   
  
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  YETH HOUND
   
  YETH HOUND 
  Medium fiend, neutral evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 40 ft., fly 60 ft. (hover) 
   
   
    STR 
    DEX 
    CON   INT 
    WIS 
    CHA 
  17 (+3) 13 (+1)  14 (+2)  4 (-3)  12 (+1)  14 (+2) 
   
   
  Skills Perception +3, Stealth +5 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks that aren’t silvered 
  Senses darkvision 60 ft., passive Perception 13 
  Languages understands Infernal but can't speak 
  Challenge 3 (700 XP) 
   
   
  Keen Smell. The yeth hound has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Shadow Blend. The yeth hound can hide while lightly 
  obscured by dim light. 
   
  Sunlight Hypersensitivity. The yeth hound takes 20 
  radiant damage when it starts its turn in sunlight. While 
  in sunlight, it has disadvantage on attack rolls and ability 
  checks. 
   
  ACTIONS 
   
  Multiattack. The yeth hound uses its Bay ability then 
  makes a bite attack. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. If the 
  target is a creature, it must make a DC 13 Strength 
  saving throw or be knocked prone. 
   
  Bay. Each enemy within 60 feet of the yeth hound must 
  make a DC 12 Wisdom saving throw. On a failed save, 
  the creature is frightened for 1 minute. A creature that 
  fails this save by 5 or more is paralyzed while frightened 
  in this way. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on a success. 
   
  A creature that makes a successful saving throw 
  against this ability is immune to that particular yeth 
  hound's bay for 24 hours. 
  These fearsome flying hounds, magical creatures of the 
  night, hunt humanoids and faerie folk. 
  The yeth hound pack, with its baying bell-like cries, 
  causes fear to any being. Even those who stand their 
  ground know fear, and that fear returns to them in the 
  night or in dark places. Indeed, some metaphysicians 
  have theorized that the hounds embody fear itself. 
  Standing five feet at the shoulder, yeth hounds 
  weigh around 400 pounds. Their short fur is dull, non-
  reflective black; in darkness only the cherry-red glow of 
  their eyes is visible. Their heads are almost human, flat 
  with protruding noses instead of muzzles. Their short 
  pointed ears curve up and away from the head, making 
  them look like short horns. They give off an odor like 
  chilled smoke. 
  Unnatural Flight. Yeth hounds have the chilling 
  ability to fly through the air, gliding silently through the 
  night. However, their ghastly howl chills the blood up to 
  a mile away. These unnatural creatures frequently run 
  with evil huntsmen or other powerful evil forces. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  YUGOLOTHS
  In addition to the yugoloths found in the Monster 
  Manual, the following additional varieties can be found 
  throughout the planes. 
   
   
   
   
  VARIANT: YUGOLOTH SUMMONING 
   
  Some yugoloths can have an action option that allows 
  them to summon other yugoloths, though baernaloths, 
  guardian yugoloths, and yagnoloths never have such an 
  action, and skeroloths are too weak. 
  Summon Yugoloth (1/Day). The yugoloth chooses 
  what to summon and attempts a magical summoning. 
   
   A canoloth has a 30% chance of summoning another 
  canoloth. 
   A dergholoth has a 20% chance of summoning a 
  mezzoloth. 
   A gacholoth has a 50% chance of summoning 
  another gacholoth. 
   A hydroloth has a 30% chance of summoning another 
  hydroloth. 
   A marraenoloth has a 60% chance of summoning a 
  hydroloth. 
   A piscoloth has a 40% chance of summoning 1d4 
  mezzoloths. 
   
  A summoned yugoloth appears in an unoccupied space 
  within 60 feet of its summoner, acts as an ally of its 
  summoner, and can't summon other yugoloths. It 
  remains for l minute, until it or its summoner dies, or 
  until its summoner dismisses it as an action. 
   
  
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  BAERNALOTH 
  Large fiend (yugoloth), neutral evil 
   
   
  Armor Class 19 (natural armor) 
  Hit Points 207 (18d10 + 108) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
     WIS 
    CHA 
  23 (+6) 17 (+3)  22 (+6)  16 (+3)  19 (+4)  20 (+5) 
   
   
  Skills Arcana +8, History +8, Perception +9 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Abyssal, Infernal, telepathy 120 ft. 
  Challenge 16 (15,000 XP) 
   
   
  Innate Spellcasting. The baernaloth's innate spellcasting 
  ability is Charisma (save DC 18, +10 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  At will: darkness, dispel magic, fear 
  3/day each: cloudkill, contagion 
   
  Magic Resistance. The baernaloth has advantage on 
  saving throws against spells and other magical effects. 
   
   
  Magic Weapons. The baernaloth's weapon attacks are 
  magical. 
   
  Wound Control. As a bonus action, the baernaloth can 
  control the damage it has dealt to a creature it can see 
  within 30 feet. It can choose one of the following 
  options, but cannot affect the same creature again for 
  24 hours. 
   
  Close Wound. The creature is healed of all damage the 
  baernaloth has dealt to it in the last 24 hours. 
  Reopen Wound. The creature takes necrotic damage 
  equal to the damage the baernaloth has dealt to it in 
  the last 24 hours. 
   
  ACTIONS 
   
  Multiattack. The baernaloth makes three attacks: two 
  with its claws and one with its bite. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) slashing damage. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 24 (4d8 + 6) piercing damage. 
   
  Teleport. The baernaloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet 
  to an unoccupied space it can see. 
   
   
  Long, gangly limbs covered by purulent gray flesh; an 
  over-sized, horned head with an obscene mouth 
  comprising nothing but teeth and tongue; distant, 
  glazed yellow eyes dripping fluid far more vile than tears 
  – all these things are a baernaloth, yet it is more. The 
  essence of the creature is callous detachment, never 
  seeing the suffering and pain that it ceaselessly creates; 
  an unending, insatiable need for misery and affliction; a 
  monster that mechanically, methodically hurts, harms, 
  foils, impairs, and hinders all other creatures. 
   
  In many ways, the baernaloths are the outcasts 
  among the ranks of the yugoloths. They rarely associate 
  with other yugoloths, and some people wonder it 
  perhaps the baernaloths are not true yugoloths at all, but 
  rather some older, even more primal creatures. If this is 
  true, baernaloth and yugoloth alike are propagating 
  some sort of intentional deception (not that such a 
  thing is at all inconceivable). 
   
  
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  CANOLOTH 
  Medium fiend (yugoloth), neutral evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
    CHA 
  19 (+4) 10 (+0)  15 (+2)   5 (-3)  17 (+3)  12 (+1) 
   
   
  Skills Athletics +6, Perception +7 
  Damage Resistances cold, fire, lightning 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft, (blind beyond that radius) 
  passive Perception 17 
  Languages understands Abyssal and Infernal, but cannot 
  speak; telepathy 60 ft. 
  Challenge 3 (700 XP) 
   
   
  Magic Resistance. The canoloth has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. The canoloth's weapon attacks are 
  magical. 
   
  ACTIONS 
   
  Tongue. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) piercing damage, and if the 
  target is a creature, it must make a DC 12 Constitution 
  saving throw or be paralyzed until the end of the 
  canoloth’s next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Canoloths are specialized yugoloths who serve as 
  scouts, skirmishers, and trackers for the yugoloth 
  mercenary companies. They’re not as common as the 
  mezzoloths that make up the bulk of these units, but a 
  couple of canoloths can greatly increase the 
  effectiveness of a yugoloth company by providing the  
  nycaloth commanders with excellent intelligence and 
  reconnaissance reports. 
   
  Canoloths resemble great semi-instectile mastiffs, 
  their hulking forms plated in chitinous armor. Their 
  bodies have a distinctly bulldog-like shape to them, with 
  massive jaws and short, squat, forelegs. Their mouths 
  are made up of both a horizontal set of teeth and a 
  vertical set of teeth just behind, and a vile barbed 
  tongue often lolls out of the creature’s mouth. The 
  canoloth’s nostrils are gaping wounds in the front of its 
  skull, and it has no eyes – it relies on its uncanny senses 
  of smell and hearing to find its quarry. 
   
  Although canoloths are among the weakest 
  yugoloths, they’re considered valuable by the leaders of 
  the yugoloth armies. It’s not uncommon for greater 
  yugoloths to have several canoloths at their beck and 
  call; canoloths make excellent guards, assassins or 
  retrievers. Their lack of intelligence makes canoloths the 
  most loyal of the race, and they’ll follow the orders of 
  their masters to the death – a rare trait among the lesser 
  yugoloths. 
   
  Canoloths are well aware of their favored status and 
  use it to bully and pester mezzoloths or hydroloths. 
  When they’re not employed with a mercenary company, 
  canoloths spend their time bounding through the foul 
  wastes of the Lower Planes in search of lesser creatures 
  to torment and slay. 
   
   
   
  
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  DERGHOLOTH 
  Large fiend (yugoloth), neutral evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 60 (8d10 + 16) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
   CHA 
  16 (+3) 12 (+1)  14 (+2)    6 (-2)  10 (+0)  7 (-2) 
   
   
  Skills Athletics +5 
  Damage Resistances cold, fire, lightning 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 4 (1,100 XP) 
   
   
  Magic Resistance. The dergholoth has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The dergholoth‘s weapon attacks are 
  magical. 
   
  Many Arms. The dergholoth can take an extra reaction, 
  which can be used only to make opportunity attacks or 
  to use its Parry ability. 
   
  ACTIONS 
   
  Multiattack. The dergholoth makes three claw attacks. 
   
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage. 
   
  Chitter (Recharge 5-6). One creature within 30 feet of 
  the dergholoth that can hear it must make a DC 12 
  Wisdom saving throw, or act as if under the confusion 
  spell for one minute. An affected creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a successful save. 
   
  Teleport. The dergholoth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see. 
   
  REACTIONS 
   
  Parry. The dergholoth adds 2 to its AC against one 
  melee attack that would hit it. To do so, the dergholoth 
  must see the attacker. 
   
   
   
   
   
   
   
   
  Dergholoths, insect-like creature with round bodies, five 
  arms, and three legs, serve as rank-and-file mercenaries 
  in the Blood War; a cheaper, more expendable option 
  compared to their more common mezzoloth brethren. 
  Dergholoths are treated poorly in yugoloth society. 
  Not as powerful as many of the other types, they receive 
  constant abuse from their betters. This makes the 
  dergholoths mean, which in turn serves the yugoloths 
  well. 
  Dergholoths make up many yugoloth mercenary 
  companies, but despite their stupidity, they are 
  stubborn and difficult to control. They fight only 
  because more powerful yugoloths compel them. They 
  do not understand the Blood War or know of the profits 
  that higher yugoloths make from their fighting.  
  
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  GACHOLOTH 
  Large fiend (yugoloth), neutral evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 90 (12d10 + 24) 
  Speed 40 ft., climb 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  17 (+3) 18 (+4)  15 (+2)  12 (+1)  12 (+1)  16 (+3) 
   
   
  Skills Deception +9, Intimidation +9, Perception +4, 
  Stealth +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 6 (2,300 XP) 
   
   
  Alert. The gacholoth has advantage on initiative checks 
  and cannot be surprised. 
   
  Innate Spellcasting. The gacholoth’s innate spellcasting 
  ability is Charisma (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  2/day each: darkness, dispel magic, fear 
  1/day each: mirror image 
   
  Magic Resistance. The gacholoth has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The gacholoth‘s weapon attacks are 
  magical. 
   
  Shock. If the gacholoth hits a surprised creature with an 
  attack, that creature must make a DC 14 Wisdom saving 
  throw or be magically frightened for 1 minute. A 
  frightened target is also paralyzed, but can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a successful save. 
   
  ACTIONS 
   
  Multiattack. The gacholoth makes three attacks: one 
  with its bite and two with its claws. 
   
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
   
  Teleport. The gacholoth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see. 
   
  Gacholoths are the infiltrators and terrorists of the 
  Blood War, causing havoc and spreading panic behind 
  enemy lines. They also might spend months, years, even 
  centuries serving in the army of a temporary master with 
  unquestioned loyalty, while secretly waiting for the best 
  moment to reveal their true allegiance and begin a reign 
  of slaughter and terror. 
   
  Gacholoths have a roughly humanoid appearance. 
  Their bodies are an ebony black, and they have four long 
  and powerful legs, each tipped with three sharp claws to 
  aid in climbing. Their well-muscled torsos have two 
  arms, each ending in a hand with four fingers that are 
  tipped with savage, retractable claws. Gacholoth skulls 
  are bony, their ears are triangular and flare back, and 
  thick shocks of dark hair flows back from their receding 
  hairlines. Sharp fangs thrust forward prominently, while 
  their sunken eyes are cold and inhuman. 
   
  The gacholoths’ fondness for deceit and terror 
  make them favored troops in yugoloth conflicts, and 
  many have risen to minor positions of power as a result.  
  
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  GUARDIAN YUGOLOTH, LEAST 
  Small fiend (yugoloth), neutral evil 
   
   
  Armor Class 14 (natural armor) 
  Hit Points 45 (10d6 + 10) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  12 (+1) 15 (+2)  12 (+1)    8 (-1)  12 (+1)  10 (+0) 
   
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities acid, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 11 
  Languages all 
  Challenge 2 (450 XP) 
   
   
  Guardian. While assigned to guard an object, the least 
  guardian yugoloth cannot willing move further than 270 
  feet from that object. If forced further away, the 
  guardian must use its movement, and the Dash action if 
  necessary, to move towards the object by the shortest 
  path it knows, until it is within 270 feet again. If it 
  cannot move towards the object, it can only take the 
  Dodge action. 
   
  Magic Weapons. The least guardian yugoloth‘s weapon 
  attacks are magical. 
   
  ACTIONS 
   
  Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage. 
   
  Fire Breath (Recharge 5-6). The least guardian yugoloth 
  exhales fire in a 30-foot cone. Each creature in that area 
  must make a DC 11 Dexterity saving throw, taking 21 
  (6d6) fire damage on a failed save, or half as much 
  damage on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Guardian yugoloths are summoned by evil spellcasters 
  to guard something of importance, and they always 
  defend their charge with great ferocity. 
   
  There are three types of yugoloth guardians: least, 
  lesser, and greater. The least and lesser yugoloth 
  guardians vary in form, often appearing frog-like (least) 
  or ape- or boar-like (lesser), but all sporting large sets of 
  horns. Greater yugoloth guardians always appear as 
  gigantic, winged bears with ram horns protruding from 
  their foreheads and eagle talons for hands. 
   
  Guardian yugoloths were created in order to heed 
  the summonings of mortals foolish enough to attempt 
  to call a yugoloth without knowing its true name. True 
  to the letter of the binding, the summoner indeed 
  receives a yugoloth, although guardians are not true 
  members of that race, but instead creations made to 
  serve as lackeys and summoning stock.  
   
   
  
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  GUARDIAN YUGOLOTH, LESSER 
  Medium fiend (yugoloth), neutral evil 
   
   
  Armor Class 15 (natural armor) 
  Hit Points 65 (10d8 + 20) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 15 (+2)  14 (+2)  10 (+0)  12 (+1)  12 (+1) 
   
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities acid, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 11 
  Languages all 
  Challenge 3 (700 XP) 
   
   
  Guardian. While assigned to guard an object, the lesser 
  guardian yugoloth cannot willing move further than 270 
  feet from that object. If forced further away, the 
  guardian must use its movement, and the Dash action if 
  necessary, to move towards the object by the shortest 
  path it knows, until it is within 270 feet again. If it 
  cannot move towards the object, it can only take the 
  Dodge action. 
   
  Magic Weapons. The lesser guardian yugoloth‘s weapon 
  attacks are magical. 
   
  ACTIONS 
   
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) bludgeoning damage. 
   
  Fire Breath (Recharge 5-6). The lesser guardian yugoloth 
  exhales fire in a 30-foot cone. Each creature in that area 
  must make a DC 12 Dexterity saving throw, taking 24 
  (7d6) fire damage on a failed save, or half as much 
  damage on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GUARDIAN YUGOLOTH, GREATER 
  Large fiend (yugoloth), neutral evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft., fly 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 12 (+1)  16 (+3)  12 (+1)  14 (+2)  14 (+2) 
   
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities acid, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 12 
  Languages all 
  Challenge 5 (1,800 XP) 
   
   
  Guardian. While assigned to guard an object, the greater 
  guardian yugoloth cannot willing move further than 270 
  feet from that object. If forced further away, the 
  guardian must use its movement, and the Dash action if 
  necessary, to move towards the object by the shortest 
  path it knows, until it is within 270 feet again. If it 
  cannot move towards the object, it can only take the 
  Dodge action. 
   
  Magic Weapons. The greater guardian yugoloth‘s 
  weapon attacks are magical. 
   
  ACTIONS 
   
  Multiattack. The greater guardian yugoloth make three 
  attacks: one with its horns and two with its claws. 
   
  Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) bludgeoning damage. 
   
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage. 
   
  Fire Breath (Recharge 5-6). The greater guardian 
  yugoloth exhales fire in a 30-foot cone. Each creature in 
  that area must make a DC 14 Dexterity saving throw, 
  taking 28 (8d6) fire damage on a failed save, or half as 
  much damage on a successful one. 
   
   
   
   
   
  
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  HYDROLOTH 
  Large fiend (yugoloth), neutral evil 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 30 ft., swim 60 ft. 
   
   
    STR 
    DEX 
    CON    INT 
     WIS 
    CHA 
  17 (+3) 13 (+1)  17 (+3)  10 (+0)  12 (+1)  15 (+2) 
   
   
  Skills Athletics +6, Perception +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 17 
  Languages Abyssal, Infernal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
   
   
  Innate Spellcasting. The hydroloth’s innate spellcasting 
  ability is Charisma (save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  1/day each: conjure elemental (water only), control 
  water, darkness, dispel magic, fear 
   
  Magic Resistance. The hydroloth has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The hydroloth’s weapon attacks are 
  magical. 
   
  Protected Memory. The hydroloth is immune to any 
  effect that alters or removes memory, including the 
  River Styx. 
   
  ACTIONS 
   
  Multiattack. The hydroloth makes two attacks: one with 
  its claws and one with its bite. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target 
  must make a DC 14 Constitution saving throw, taking 7 
  (2d6) poison damage on a failed save. 
   
  Teleport. The hydroloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see. 
   
   
   
   
   
   
  Hydroloths are elite fighting forces commonly used in 
  yugoloth ambushes or amphibian attacks. They are squat 
  humanoids with underarm gliding flaps, frog-like faces, 
  and warty yellow skin. 
   
  These grotesque amphibians can swim the river 
  Styx without losing their memories. They travel in 
  groups of 10 or more wherever the Styx enters the 
  Lower Planes. 
  Hydroloths prefer to dwell in water, but can be 
  found anywhere. The yugoloth community respects 
  them for their role in amphibious and underwater 
  warfare, especially in covert and guerrilla attacks. 
   
  Hydroloths use their prestige among their betters 
  to gain power and influence: extra wealth, or a share of 
  the mortal life forces paid for the job they do. Greater 
  yugoloths have the strength to force the hydroloths’ 
  obedience, but they wisely appease these creatures’ 
  demands. 
  Few yugoloths are motivated like the hydroloths. 
  These monsters delight in fighting the Blood War and 
  draw strength from the terror they inflict on mortals. 
  
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  MARREANOLOTH 
  Medium fiend (yugoloth), neutral evil 
   
   
  Armor Class 17 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 16 (+3)  14 (+2)  13 (+1)  14 (+2)  16 (+3) 
   
   
  Skills Deception +6, Perception +5 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities charmed, poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 15 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Innate Spellcasting. The marreanoloth’s innate 
  spellcasting ability is Charisma (save DC 14, +6 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components. 
   
  At will: alter self, charm person, darkness 
  3/day each: dispel magic, phantasmal killer 
   
  Magic Resistance. The marreanoloth has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The marreanoloth weapon attacks are 
  magical. 
   
  Protected Memory. The marreanoloth is immune to any 
  effect that alters or removes memory, including the 
  River Styx. 
   
  ACTIONS 
   
  Multiattack. The marreanoloth uses its fear gaze if able, 
  then makes two bite attacks. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
   
  Fear Gaze. (Recharge 5-6). Each creature of the 
  marreanoloth’s choice within 30 feet of it that can see it 
  must make a DC 14 Wisdom saving throw or be 
  frightened for 1 minute. An affected creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a successful save. 
   
  Teleport. The marreanoloth magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 
  feet to an unoccupied space it can see. 
   
   
   
   
  The marraenoloths are a special type of yugoloth. The 
  thin, gray, pale-eyed humanoids are easily identified by 
  their skeletal faces, somber hooded robes, and eyes that 
  glow red when they are angry. They are a cold species, 
  mercenary at heart, like all yugoloths. 
   
  Marraenoloths are unique among the yugoloths in 
  that they have an established task: They are boatmen 
  who pilot small skiffs on the black waters of the River 
  Styx. Unlike many other fiends, the marraenoloths can 
  pass from plane to plane without arousing suspicion in 
  the minds of others. They are ferrymen and ferrymen 
  only. Other fiends would love to subvert the 
  marraenoloths to spy on their Blood War enemies, but 
  these creatures are only concerned with their 
  passengers. 
   
  Marraenoloths have an innate understanding of the 
  twists and bends of the River Styx’s channels, so they 
  never get lost (unless it’s convenient to do so). These 
  creatures also can pilot their crafts through the Astral 
  Plane and to the boundary of the Material Plane.
   
  Marraenoloths carry passengers but never cargo, 
  always demanding immediate payment for their 
  services. They may demand a magical item, a bag of 10 
  platinum coins, two gems of a specific value, or any 
  other material wealth you could imagine. 
   
  Even if a marraenoloth is paid, there is still a small 
  chance that the creature will betray the passengers, 
  either by delivering them to the incorrect destination or 
  plane or by leading them into an ambush. 
   
  All marraenoloths are aware of each other, so all 
  know of any person who cheats or harms any of their 
  kind. They won’t come to each other’s aid (that would 
  indicate concern for their fellows), but the identity of 
  the transgressor is noted, and future services from any 
  of these yugoloths will require greater payments and 
  incur a significantly higher risk of treachery. 
   
   
   
  
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  PISCOLOTH 
  Medium fiend (yugoloth), neutral evil 
   
   
  Armor Class 16 (natural armor) 
  Hit Points 110 (13d8 + 52) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
     WIS 
    CHA 
  19 (+4) 11 (+0)  18 (+4)  11 (+0)  10 (+0)  16 (+3) 
   
   
  Skills Intimidation +6, Perception +3 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 13 
  Languages Abyssal, Infernal, telepathy 120 ft. 
  Challenge 8 (3,900 XP) 
   
   
  Innate Spellcasting. The piscoloth’s innate spellcasting 
  ability is Charisma (save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components. 
   
  3/day each: darkness, dispel magic, fear 
  1/day each: phantasmal killer, cloudkill 
   
  Magic Resistance. The piscoloth has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The piscoloth’s weapon attacks are 
  magical. 
   
  ACTIONS 
   
  Multiattack. The piscoloth makes three attacks: two with 
  its pincers and one with its tentacles. 
   
  Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage, and the 
  target must make a DC 15 Constitution saving throw or 
  be paralyzed until the end of the piscoloth’s next turn. 
   
  Teleport. The piscoloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see. 
   
   
   
   
   
   
   
   
   
  Piscoloths are the sergeants and overseers of yugoloth 
  mercenary armies. These creatures hold dictatorial sway 
  over companies of dergholoths and mezzoloths 
  throughout the lower planes. 
   
  The fish-tailed, walleyed piscoloth has the chitinous 
  body of a strange, humanoid lobster, the talons of a bird, 
  and the head of a carrion crawler. The piscoloth’s arms, 
  though humanoid, end in a set of crab-like pincers. 
  Piscoloths maintain order, or a semblance thereof, 
  in the armies of the yugoloths; a task akin to passing a 
  planet through the eye of a needle. They have short life 
  spans, having to answer to their easily angered 
  superiors. Nonetheless, piscoloths enjoy their work, for 
  they are cruel, hateful, and bullying creatures. 
   
  Piscoloths are among the few yugoloths that 
  naturally cooperate in groups. They are commonly found 
  in groups of five or six, ruling over one or more 
  companies of mezzoloths or dergholoths. They maintain 
  order through destruction of those who do not obey 
  them. Of course, fighting at the head of hordes of 
  abused underlings, piscoloths become subject to 
  frequent “friendly fire.” 
   
  Piscoloths are the yugoloths most often presented 
  with chances to turn against their employers. 
   
   
  
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  SKEROLOTH 
  Small fiend (yugoloth), neutral evil 
   
   
  Armor Class 12 
  Hit Points 25 (6d6 + 4) 
  Speed 40 ft., climb 40 ft. 
   
   
    STR 
    DEX 
    CON   INT 
   WIS 
  CHA 
  11 (+0) 14 (+2)  12 (+1)   5 (-3)    8 (-1)   11 (+0) 
   
   
  Skills Sleight of Hand +5, Stealth +5 
  Damage Resistances cold, fire, lightning 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft, darkvision 60 ft., passive 
  Perception 9 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 1 (200 XP) 
   
   
  Magic Weapons. The skeroloth’s weapon attacks are 
  magical. 
   
  Sneak Attack (1/Turn). The skeroloth deals an extra 3 
  (1d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally that isn't incapacitated and the 
  skeroloth doesn't have disadvantage on the attack roll. 
   
  ACTIONS 
   
  Multiattack. The skeroloth makes two claw attacks. 
   
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
  ACTIONS 
   
  Cringe. When it is attacked, the skeroloth can cringe, 
  magically compelling the attacker to feel bad for it. The 
  attacker must make a DC 10 Wisdom saving throw or 
  the attack misses automatically. A creature that cannot 
  be charmed is immune to this ability. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skeroloth are spies, thieves, infiltrators and wretched 
  scum. They are the dregs of the yugoloth armies who 
  serve because they must, fawning over the nearest 
  powerful yugoloth and betraying former masters 
  whenever given a glimpse of richer rewards. They are 
  quick to attack the weak, and even quicker to beg for 
  mercy when threatened by more powerful foes. 
   
  The insectoid skeroloth has six legs and moves 
  about equally well on two, four, or all six of its limbs. 
  The pale red-gray skin of a skeroloth fades to a milky 
  white whenever the creature is frightened, which is 
  nearly all the time. 
   
  Other yugoloths regard skeroloths as weak and 
  worthless. Although they are driven into battle ahead of 
  more formidable fighting units, no one really thinks of 
  the wretches as a real fighting force. Skeroloths are at 
  their most useful as spies, and they are often sent on 
  scouting missions. 
   
  
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  YAGNOLOTH 
  Large fiend (yugoloth), neutral evil 
   
   
  Armor Class 18 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  22 (+6) 14 (+2)  19 (+4)  15 (+2)  15 (+2)  16 (+3) 
   
   
  Skills Deception +6, Intimidation +6 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 12 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 7 (2,900 XP) 
   
   
  Magic Resistance. The yagnoloth has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The yagnoloth’s weapon attacks are 
  magical. 
   
  ACTIONS 
   
  Multiattack. The yagnoloth makes a lance attack and a 
  muscular arm attack. 
   
  Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 12 (1d12 + 6) piercing damage. 
   
  Muscular Arm. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. 
   
  Acid Breath (Recharge 5-6). Each creature in a 30-foot 
  cone must make a DC 17 Dexterity saving throw, taking 
  35 (10d6) acid damage on a failed save, or half as much 
  on a successful one. 
   
  Teleport. The yagnoloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see. 
   
  Yagnoloths are nobles of the yugoloth society, despised 
  lords of fiefs and all who enter these fiefs. They are 
  large, horrible humanoid creatures with two unequal 
  arms, one man-sized and the other giant-sized. They 
  have scaly red skin, bulky muscles, and horrid heads 
  with wing-like ears. Their facial features, like their 
  personalities, are ugly and alien. 
  Yagnoloths are princes of sorts. Yugoloth territories 
  are divided into regions, each with a governing 
  yagnoloth. Although yagnoloths are not exceptionally 
  powerful, ultroloths (who determined the regions in the 
  first place) enforce their authority. 
   
  Yagnoloths frequently order the execution of more 
  powerful yugoloths, to increase their own already lofty 
  status. Needless to say, all yugoloths other than 
  ultroloths despise the yagnoloths and savagely betray 
  them when feasible. 
   
  These creatures pay little attention to the rest of 
  yugoloth society. They are greedy and gluttonous, and 
  they abuse their power greatly. 
   
  Yagnoloths care little for mercenary issues or the 
  Blood War. Consumers in the purest sense, these 
  creatures live by the labors of their fellows and produce 
  nothing of value. No one knows what inspired the 
  ultroloths to place these creatures in command of the 
  provinces of the Lower Planes. Their merits are well 
  hidden. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  NPCS
   
  The following NPCs follow the same format as those 
  found in the Monster Manual, and can be customized in 
  the same ways. 
   
   
   
   
   
   
  ANARCHIST REVOLUTIONARY 
  Medium humanoid (any), any chaotic alignment 
   
   
  Armor Class 13 
  Hit Points 77 (14d8 + 14) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 16 (+3)  13 (+1)  11 (+0)  12 (+1)  17 (+3) 
   
   
  Skills Intimidation +5, Sleight of Hand +5, Stealth +5 
  Senses passive Perception 11 
  Languages Common, any one other 
  Challenge 4 (1,100 XP) 
   
   
  Freedom Or Death. The revolutionary has advantage on 
  saving throws against being charmed. 
   
  ACTIONS 
   
  Multiattack. The revolutionary makes two weapon 
  attacks and then uses its Bomb ability. 
   
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
   
  Light Crossbow. Ranged Weapon Attack: +5 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
   
  Bomb. The revolutionary lights and throws a bomb at a 
  space up to 30 feet away. The bomb explodes in a 10-
  foot radius. Each creature in that area must make a DC 
  13 Dexterity saving throw, taking 10 (3d6) fire damage 
  on a failed save, or half as much on a successful one. 
   
   
  The Revolutionary works to achieve the Revolutionary 
  League’s agenda: take down the system of factions in 
  Sigil, by any means necessary. Alternatively, this stat 
  block can be used to represent any bomb-throwing 
  freedom fighter, or, by removing its Freedom Or Death 
  ability, any dexterous fighter with explosives. 
   
   
   
   
   
   
   
   
   
   
  ATHAR PROPHET HUNTER 
  Medium humanoid (any), any alignment 
   
   
  Armor Class 16 (studded leather) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  11 (+0) 18 (+4)  14 (+2)  13 (+1)  10 (+0)  15 (+2) 
   
   
  Skills Deception +6, Insight +4, Perception +4, 
  Religion +3, Stealth +5 
  Senses passive Perception 14 
  Languages Common, any one other 
  Challenge 3 (700 XP) 
   
   
  Denier of the Powers. The prophet hunter is immune to 
  any spell or magical effect that originates from a deity, 
  including cleric and paladin spells and abilities, and the 
  magic of angels. 
   
  Sneak Attack (1/Turn). The prophet hunter 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 feet of an ally that isn't incapacitated 
  and the prophet hunter doesn't have disadvantage on 
  the attack roll. 
   
  ACTIONS 
   
  Multiattack. The prophet hunter makes two weapon 
  attacks. 
   
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60, 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 on a successful 
  one. 
   
  Hand Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage, and the target must make a DC 13 Constitution 
  saving throw, taking 10 (3d6) poison damage on a failed 
  save, or half as much on a successful one. 
   
   
  The Prophet Hunter works as a spy and assassin for the 
  Athar, working to take down religions that gain too 
  much traction in Sigil. The stat block could also 
  represent a non-Athar mid-point between the Spy and 
  Assassin by removing its Denier of Powers ability.  
   
   
  
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  BLEAKER SURGEON 
  Medium humanoid (any), any alignment 
   
   
  Armor Class 13 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  10 (+0) 17 (+3)  13 (+1)  15 (+2)  16 (+3)  11 (+0) 
   
   
  Skills Insight +5, Medicine +7 
  Senses passive Perception 13 
  Languages Common, any one other 
  Challenge 2 (450 XP) 
   
   
  Desensitized. The surgeon has advantage on saving 
  throws against being frightened. 
   
  ACTIONS 
   
  Scalpel. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage and the target 
  must make a DC 13 Constitution saving throw or begin 
  bleeding, taking 7 (2d6) necrotic damage at the start of 
  each of its turns. Such a creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on a successful save. As an action, a creature can make a 
  DC 10 Wisdom (medicine) check or expend a use of a 
  healer’s kit to end the bleeding for itself or an adjacent 
  creature. 
   
  Healer. The surgeon can allow itself or an adjacent 
  creature to heal 1d6 + 4 hit points, plus an additional 
  amount equal to the creature’s maximum number of hit 
  dice. A creature can benefit from this healing only once 
  before it finishes a short or long rest. 
   
   
  Though most consider them off their rockers, the Bleak 
  Cabal runs the almshouses and hospitals in Sigil, and 
  this Surgeon works hard to heal the sick and the poor. 
  Alternatively, you could use this stat block to represent 
  any non-magical doctor. For a less steadfast doctor, 
  remove its Desensitized ability. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CIPHER ASCETIC 
  Medium humanoid (any), lawful neutral 
   
   
  Armor Class 16 
  Hit Points 37 (5d8 + 15) 
  Speed 40 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  16 (+3) 16 (+3)  16 (+3)  16 (+3)  16 (+3)  16 (+3) 
   
   
  Skills Acrobatics +5, Athletics +5, Insight +5, 
  Perception +5 
  Senses passive Perception 15 
  Languages Common, any one other 
  Challenge 1 (450 XP) 
   
   
  Unarmored Defense. The ascetic adds its Wisdom 
  modifier to its armor class while unarmored (already 
  included above). 
   
  ACTIONS 
   
  Multiattack. The ascetic makes three unarmed strike 
  attacks or two dart attacks. 
   
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. 
   
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. 
   
   
  The Transcendent Order believes in achieving a higher 
  state of being by perfecting body and mind. This Ascetic 
  exemplifies this belief through meditation and martial 
  study. Alternatively, this stat block can be used to 
  represent a regular monk. 
   
   
   
   
   
   
  
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  DOOMGUARD ENTROPY WARRIOR 
  Medium humanoid (any), neutral evil 
   
   
  Armor Class 16 (chain mail) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
   WIS 
   CHA 
  17 (+3) 10 (+0)  15 (+2)   9 (-1)  11 (+0)   12 (+1) 
   
   
  Skills Intimidation +3, Stealth +2 
  Senses passive Perception 10 
  Languages Common, any one other 
  Challenge 2 (700 XP) 
   
   
  Entropy Aura. Enemies within 5 feet of the entropy 
  warrior suffers disadvantage on attack rolls, saving 
  throws, and ability checks. 
   
  ACTIONS 
   
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. 
   
   
  The Doomguard believe in entropy, and hate anyone 
  that gets in the way of everything ending. This Entropy 
  Warrior fights in the factions’ numerous crusades. 
  Alternatively, this stat block could represent any dark or 
  cursed knight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUSTMAN APPRENTICE 
  Medium humanoid (any), any alignment 
   
   
  Armor Class 11 (14 with mage armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
   8 (-1) 12 (+1)  10 (+0)  15 (+2)  11 (+0)  10 (+0) 
   
   
  Skills Arcana +4, Investigation +4, Medicine +2 
  Senses passive Perception 10 
  Languages Common, any one other 
  Challenge 1/2 (100 XP) 
   
   
  Dead Truce. Undead creatures cannot attempt to harm 
  the apprentice unless the apprentice first attacks or 
  harms the undead creature or its allies. 
   
  Spellcasting. The apprentice is a 2nd-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). The apprentice has the 
  following wizard spells prepared: 
   
  Cantrips (at will): chill touch, prestidigitation, mage 
  hand 
  1st level (3 slots): detect magic, mage armor, ray of 
  sickness 
   
  ACTIONS 
   
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60, one target. Hit: 3 (1d4 + 1) 
  slashing damage. 
   
   
  The Dustmen operate the Mortuary and handle Sigil’s 
  dead. While many practice embalming, scribing, or other 
  professions, this Apprentice also studies magic. 
  Alternatively, this stat block could represent any 
  necromancer’s apprentice by removing its Dead Truce 
  ability, or any other apprentice mage by also modifying 
  its spell list. 
   
   
  
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  FATED SORCERER 
  Medium humanoid (any), any evil alignment 
   
   
  Armor Class 11 (14 with mage armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  12 (+1) 13 (+1)  12 (+1)  13 (+1)  10 (+0)  17 (+3) 
   
   
  Skills Intimidation +5, Investigation +3 
  Senses passive Perception 10 
  Languages Common, any one other 
  Challenge 5 (1,800 XP) 
   
   
  Spellcasting. The sorcerer is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). The sorcerer knows the following 
  sorcerer spells: 
   
  Cantrips (at will): firebolt, friends, minor illusion, poison 
  spray, prestidigitation 
  1st level (4 slots): mage armor, magic missile 
  2nd level (3 slots): invisibility, knock, suggestion 
  3rd level (3 slots): counterspell, fireball 
  4th level (1 slot): polymorph 
   
  ACTIONS 
   
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60, one target. Hit: 3 (1d4 + 1) 
  slashing damage. 
   
   
  The Fated believe that anything you can take belongs to 
  you. This Sorcerer has been gifted with inborn magic, 
  and has taken that to mean it is entitled to even more 
  power. Alternatively, this stat block could represent any 
  normal sorcerer. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GODSMAN MEDIATOR 
  Medium humanoid (any), any good alignment 
   
   
  Armor Class 13 (leather) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  10 (+0) 14 (+2)  15 (+2)  10 (+0)  11 (+0)  15 (+2) 
   
   
  Skills History +2, Persuasion +6 
  Senses passive Perception 10 
  Languages Common, any three others 
  Challenge 2 (450 XP) 
   
   
  Inspiration (2/Long Rest). As a bonus action, the 
  mediator can inspire one other creature within 60 feet 
  that can hear it. Once within the next 10 minutes, the 
  inspired creature can add a d6 to one ability check, 
  attack roll, or saving throw it makes, after rolling but 
  before determining the result. 
   
  Spellcasting. The mediator is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It has the following bard spells 
  prepared: 
   
  Cantrips (at will): friends, minor illusion, vicious 
  mockery 
  1st level (4 slots): charm person, healing word, heroism, 
  disguise self 
  2nd level (3 slots): phantasmal force, suggestion, 
  enhance ability 
   
  ACTIONS 
   
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
   
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., Hit: 4 (1d4 + 2) piercing damage. 
   
   
  This Mediator helps keep the peace in Sigil, while 
  spreading the good word of the Believers of the Source: 
  that all beings have the potential to become gods. 
  Alternatively, you could use this stat block to represent 
  a regular bard. 
   
   
  
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  GUVNER LAWMAGE 
  Medium humanoid (any), any lawful alignment 
   
   
  Armor Class 15 (scale mail) 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  10 (+0) 13 (+1)  12 (+1)  16 (+3)  11 (+0)   9 (-1) 
   
   
  Skills Arcana +5, Investigation +5, History +5 
  Senses passive Perception 10 
  Languages Common, any one other 
  Challenge 3 (700 XP) 
   
   
  Spellcasting. The lawmage is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks). It has the following wizard 
  spells prepared: 
   
  Cantrips (at will): blade ward, ray of frost, shocking grasp 
  1st level (4 slots): charm person, detect magic, shield 
  2nd level (3 slots): blindness/deafness, hold person, ray 
  of enfeeblement 
  3rd level (2 slots): counterspell, dispel magic 
   
  ACTIONS 
   
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) 
  bludgeoning damage if wielded in two hands. 
   
   
  The Fraternity of Order are the judges and lawyers of 
  Sigil. This Lawmage is dedicated to law and order. 
  Alternatively, this stat block could be used to represent 
  any abjurer. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HARMONIUM OFFICER 
  Medium humanoid (any), any lawful alignment 
   
   
  Armor Class 18 (chain mail, shield) 
  Hit Points 26 (4d8 + 8) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 12 (+1)  14 (+2)  10 (+0)  13 (+1)  12 (+1) 
   
   
  Skills Investigation +2, Perception +3 
  Senses passive Perception 13 
  Languages Common, any one other 
  Challenge 1 (200 XP) 
   
   
  Harmony In Action (1/Long Rest). The officer can cast 
  charm person with a save DC of 11. 
   
  Leadership. If the officer is not incapacitated, the 
  officer's allies have advantage on attack rolls against any 
  creature within 5 feet of it. 
   
  ACTIONS 
   
  Multiattack. The officer makes two melee attacks. 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. or 7 (1d10 
  + 2) slashing damage if used with two hands. 
   
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., Hit: 5 (1d8 + 1) piercing damage. 
   
   
  The Harmonium act as the police force in Sigil, and this 
  Officer commands a number of Guards. Alternatively, 
  this stat block could represent any captain of the guard 
  or minor military officer by removing its Harmony In 
  Action ability. 
   
   
  
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  INDEPT BODYGUARD 
  Medium humanoid (any), any alignment 
   
   
  Armor Class 17 (scale mail, shield) 
  Hit Points 13 (3d8 + 3) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  15 (+2) 12 (+1)  13 (+1)  10 (+0)  11 (+0)  10 (+0) 
   
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Common, any one other 
  Challenge 1/2 (100 XP) 
   
   
  ACTIONS 
   
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. or 7 (1d10 
  + 2) slashing damage if used with two hands. 
   
  REACTIONS 
   
  Interpose. When an ally within 5 feet of the bodyguard is 
  attacked, the bodyguard can interpose itself between 
  the ally and the attacker, causing the attack to take 
  disadvantage. 
   
   
  This Bodyguard belongs to no faction, hiring out their 
  services for anyone willing to pay. Alternatively, this stat 
  block could represent any normal bodyguard. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  MERCYKILLER JUSTICIAR 
  Medium humanoid (any), lawful neutral 
   
   
  Armor Class 20 (plate, shield) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  18 (+4) 14 (+2)  16 (+3)  10 (+0)  14 (+2)  16 (+3) 
   
   
  Skills Insight +5, Intimidation +6, Perception +5 
  Senses passive Perception 15 
  Languages Common, any one other (usually Celestial) 
  Challenge 8 (3,900 XP) 
   
   
  Sense Quarry. When called to duty, the justiciar 
  performs a special ritual in order to locate its quarry. The 
  ritual grants an innate sense of direction that gives the 
  justiciar a feeling for how far its quarry is and in which 
  direction. Even the planes themselves do not bar the 
  justiciar’s special sense. 
   
  The ritual takes 10 minutes an requires a piece of 
  evidence from the crime or something belonging to the 
  criminal. The justiciar must keep this on its person for 
  its special sense to operate. 
  When the ritual is completed, the quarry becomes 
  instantly aware of the fact that it is now being hunted 
  for its crimes. 
   
  Smite. The justiciar’s weapon attacks deal an additional 
  1d8 points of radiant damage (already factored in to its 
  attacks). 
   
  Spellcasting. The justiciar is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). It has the following paladin spells 
  prepared: 
   
  1st level (4 slots): bane, command, cure wounds, 
  hunter’s mark, searing smite 
  2nd level (3 slots): branding smite, hold person, misty 
  step, zone of truth 
  3rd level (2 slots): blinding smite, dispel magic, haste, 
  protection from energy 
   
  ACTIONS 
   
  Multiattack. The justiciar makes two weapon attacks. 
   
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage plus 4 
  (1d8) radiant damage. 
   
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage plus 4 (1d8) radiant damage. 
   
   
   
  Justiciars are the ultimate seekers of justice within the 
  Mercykillers. They relentless hunt the worst of the worst 
  criminals throughout the planes. Alternatively, you 
  might use this stat block for any vengeance paladin by 
  removing the Sense Quarry ability. 
   
   
  
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  SIGNER ILLUSIONIST 
  Medium humanoid (any), any alignment 
   
   
  Armor Class 11 (14 with mage armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  10 (+0) 12 (+1)  13 (+0)  15 (+2)  12 (+1)  11 (+0) 
   
   
  Skills Arcana +4, Perception +3 
  Senses passive Perception 13 
  Languages Common, any one other, read and write any 
  three others 
  Challenge 2 (450 XP) 
   
   
  Know Illusion. The illusionist has advantage on checks 
  and saving throws made against or to identify illusions. 
   
  Spellcasting. The illusionist is a 4th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 
  to hit with spell attacks). It has the following wizard 
  spells prepared: 
   
  Cantrips (at will): firebolt, prestidigitation, minor illusion 
  1st level (4 slots): illusory script, mage armor, silent 
  image 
  2nd level (3 slots): invisibility, mirror image, phantasmal 
  force 
   
  ACTIONS 
   
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60, one target. Hit: 3 (1d4 + 1) 
  slashing damage. 
   
   
  The Sign of One is a collection of folks that believe 
  everything is the figment of someone’s imagination, and 
  they’d all like to be “The One.” This Illusionist uses its 
  imagination and perception to make others see what it 
  sees. Alternatively, this stat block could be used to 
  represent any illusionist. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SENSATE ZOOKEEPER 
  Medium humanoid (any), any alignment 
   
   
  Armor Class 14 (leather) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  13 (+1) 16 (+3)  15 (+2)  10 (+0)  13 (+1)  12 (+1) 
   
   
  Skills Arcana +4, Perception +3 
  Senses passive Perception 13 
  Languages Common, any one other 
  Challenge 2 (450 XP) 
   
   
  Zookeeper. Attacks of opportunity against the 
  zookeeper have disadvantage. 
   
  ACTIONS 
   
  Multiattack. The zookeeper uses its Critters ability then 
  makes two attacks: one net attack and one whip attack. 
   
  Net. Melee or Ranged Weapon Attack: +5 to hit, reach 5 
  ft. or range 15 ft., one Large or smaller creature. Hit: The 
  creature is restrained until freed. A creature can use its 
  action to make a DC 10 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. 
   
  Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage. 
   
  Critters. The zookeeper unleashes distracting tiny 
  animals on a creature within 15 feet. The creature 
  suffers disadvantage on its next attack roll before the 
  end of its next turn, and if it is concentrating, must 
  make a DC 13 Constitution saving throw or lose 
  concentration, since the critters are very distracting. 
   
   
  The Society of Sensation believe in accumulating as 
  much experience as possible in life. This Zookeeper has 
  taken to raising all manner of bizarre animals in order to 
  grant their fellows the unique experience of seeing 
  these creatures. Alternatively, this stat block could be 
  used to represent a normal zookeeper. 
   
   
  
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  XAOSITECT CHAOS SPEAKER 
  Medium humanoid (any), any chaotic alignment 
   
   
  Armor Class 13 (hide) 
  Hit Points 26 (4d8 + 8) 
  Speed 30 ft. 
   
   
    STR 
    DEX 
    CON    INT 
    WIS 
    CHA 
  14 (+2) 13 (+1)  15 (+2)  10 (+0)  13 (+1)  16 (+3) 
   
   
  Skills Deception +4 
  Senses passive Perception 13 
  Languages Common. Thieves’ Cant, any one other 
  Challenge 1 (200 XP) 
   
   
  ACTIONS 
   
  Multiattack. The chaos speaker uses it Babble ability 
  then makes two weapon attacks. 
   
  Mace. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 4 (1d6 + 2) bludgeoning damage. 
   
  Babble. Babbles confusion that in a manner causes 
  speaker the mismatched chaos. One creature within 30 
  feet of the chaos speaker that can hear it must make a 
  DC 13 Wisdom saving throw, or act as if under the 
  confusion spell until the end of its next turn. 
   
   
  The Xaositects believe that the chaos of existence is the 
  only real truth. The Chaos Speaker is a true believer, 
  always looking to confuse the world around it at every 
  turn. Alternatively, this stat block could represent a 
  cultist or other agent of chaos. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  APPENDIX I: CREATURES BY CHALLENGE 
   
  Creature 
  Challenge 
  Legion Devil 
  (Merregon) 
  1/4 
  (special) 
  Ratatosk 
  1/4 
  Bariaur 
  1/2 
  Bladeling 
  1/2 
  Coure 
  1/2 
  Dabus 
  1/2 
  Dustman 
  Apprentice 
  1/2 
  Formian Worker 
  1/2 
  Indept Bodyguard 
  1/2 
  Nupperibo 
  1/2 
  Rutterkin 
  1/2 
  Thoqqua 
  1/2 
  Cipher Ascetic 
  1 
  Harmonium Officer 
  1 
  Hordling, Small 
  1 
  Lantern Archon 
  1 
  Plumach 
  1 
  Skeroloth 
  1 
  Uridezu 
  1 
  Xaositect Chaos 
  Speaker 
  1 
  Abishai, White 
  2 
  Bariaur Ranger 
  2 
  Bleaker Surgeon 
  2 
  Chaggrin (Earth 
  Grue) 
  2 
  Doomguard Entropy   
  Warrior 
  2 
  Fallen Musteval 
  2 
  Godsman Mediator 
  2 
  Guardian Yugoloth, 
  Least 
  2 
  Harginn (Fire Grue) 
  2 
  Ildriss (Air Grue) 
  2 
  Musteval 
  2 
  Sensate Zookeeper 
  2 
  Signer Illusionist 
  2 
  Varrdig (Water 
  Grue) 
  2 
  Wemic 
  2 
  Abiorach 
  3 
  Abishai, Black 
  3 
  Achaierai 
  3 
  Athar Prophet 
  Hunter 
  3 
  Bladeling Captain 
  3 
  Canoloth 
  3 
  Fallen Lillend 
  3 
  Formian Warrior 
  3 
  Guardian Yugoloth, 
  Lesser 
  3 
  Guvner Lawmage 
  3 
  Hordling, Medium 
  3 
  Lillend 
  3 
  Noviere 
  3 
  Xag-Ya (Positive 
  Energon) 
  3 
  Xeg-Yi (Negative 
  Energon) 
  3 
  Yeth Hound 
  3 
  Nabassu, Juvenile 
  3 (or 4) 
  Abishai, Green 
  4 
  Anarchist 
  Revolutionary 
  4 
  Cervidal 
  4 
  Dergholoth 
  4 
  Hound Archon 
  4 
  Jovoc 
  4 
  Wemic Pride Leader 
  4 
  Xill 
  4 
  Abishai, Blue 
  5 
  Babau 
  5 
  Bladeling 
  Slavedriver 
  5 
  Farastu 
  5 
  Fated Sorcerer 
  5 
  Guardian Yugoloth, 
  Grater 
  5 
  Hordling, Large 
  5 
  Lammasu 
  5 
  Lillend Muse 
  5 
  Owl Archon 
  5 
  Abishai, Red 
  6 
  Bralani 
  6 
  Decaton 
  6 
  Equinal 
  6 
  Fallen Bralani 
  6 
  Ferrumach 
  6 
  Gacholoth 
  6 
  Hydroloth 
  6 
  Zelekhut 
  6 
  Armanite 
  7 
  Ayperobos Swarm 
  7 
  Cavalry Devil 
  (Narzugon) 
  7 
  Formian Taskmaster 
  7 
  Hordling, Huge 
  7 
  Marreanoloth 
  7 
  Noble Salamander 
  7 
  Nonaton 
  7 
  Warden Archon 
  7 
  Yagnoloth 
  7 
  Hound Archon 
  Hero 
  8 
  Kolyarut 
  8 
  Mercykiller Justiciar 
  8 
  Octon 
  8 
  Piscoloth 
  8 
  Shiere 
  8 
  Avoral 
  9 
  Bulezau 
  9 
  Cuprilach 
  9 
  Lammasu Golden 
  Protector 
  9 
  Sword Archon 
  9 
  Fallen Deva 
  10 
  Firre 
  10 
  Formian Myrmarch 
  10 
  Nabassu, Mature 
  10 
  Septon 
  10 
  Kelubar 
  11 
  Lupinal 
  11 
  Bebilith 
  12 
  Fallen Trumpet 
  Archon 
  12 
  Hexton 
  12 
  Steel Predator 
  12 
  Trumpet Archon 
  12 
  Argenach 
  13 
  Elder Air Elemental 
  13 
  Elder Earth 
  Elemental 
  13 
  Elder Fire Elemental 
  13 
  Elder Water 
  Elemental 
  13 
  Ghaele 
  13 
  Noble Salamander 
  Mage 
  13 
  Formian Queen 
  14 
  Marut 
  14 
  Quinton 
  14 
  Ursinal 
  14 
  Retriever 
  15 
  Shiradi 
  15 
  Xerfilstyx 
  15 
  Baernaloth 
  16 
  Fallen Planetar 
  16 
  Leonal 
  16 
  Quarton 
  16 
  Shator 
  16 
  Aurumach 
  17 
  Quarut 
  17 
  Throne Archon 
  17 
  Molydeus 
  18 
  Tertian 
  18 
  Tulani 
  19 
  Secundus 
  20 
  Varakhut 
  20 
  Fallen Solar 
  21 
  
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  APPENDIX II: CREATURES BY OUTER PLANE 
   
  Listed here are the creatures native to a given outer 
  plane, or that is especially common there (more so than 
  any other outer plane). The source is either the Monster 
  Manual (MM) or the Planar Bestiary (PB). They are sorted 
  by Challenge. 
   
  THE ABYSS 
  Creature 
  Challenge 
  Source 
  Manes 
  1/8 
  MM 
  Dretch 
  1/4 
  MM 
  Rutterkin 
  1/2 
  PB 
  Quasit 
  1 
  MM 
  Uridezu 
  1 
  PB 
  Nabassu, Juvenile 
  3 (or 4) 
  PB 
  Jovoc 
  4 
  PB 
  Lamia 
  4 
  MM 
  Shadow Demon 
  4 
  MM 
  Babau 
  5 
  PB 
  Barlgura 
  5 
  MM 
  Chasme 
  6 
  MM 
  Vrock 
  6 
  MM 
  Armanite 
  7 
  PB 
  Hezrou 
  8 
  MM 
  Bulezau 
  9 
  PB 
  Glabrezu 
  9 
  MM 
  Nabassu, Mature 
  10 
  PB 
  Yochlol 
  10 
  MM 
  Bebilith 
  12 
  PB 
  Nalfeshnee 
  13 
  MM 
  Retriever 
  15 
  PB 
  Marilith 
  16 
  MM 
  Goristro 
  17 
  MM 
  Molydeus 
  18 
  PB 
  Balor 
  19 
  MM 
   
  ACHERON 
  Creature 
  Challenge 
  Source 
  Goblin 
  1/4 
  MM 
  Hobgoblin 
  1/3 
  MM 
  Bladeling 
  1/2 
  PB 
  Orc 
  1/2 
  MM 
  Bugbear 
  1 
  MM 
  Goblin Boss 
  1 
  MM 
  Orc Eye of 
  Gruumsh 
  2 
  MM 
  Orog 
  2 
  MM 
  Achaierai 
  3 
  PB 
  Bladeling Captain 
  3 
  PB 
  Bugbear Chief 
  3 
  MM 
  Hell Hound 
  3 
  MM 
  Hobgoblin Captain 
  3 
  MM 
  Orc War Chief 
  4 
  MM 
  Bladeling 
  Slavedriver 
  5 
  PB 
  Steel Predator 
  12 
  PB 
   
  ARBOREA 
  Creature 
  Challenge 
  Source 
  Coure 
  1/2 
  PB 
  Dryad 
  1 
  MM 
  Pegasus 
  2 
  MM 
  Noviere 
  3 
  PB 
  Unicorn 
  5 
  MM 
  Bralani 
  6 
  PB 
  Shiere 
  8 
  PB 
  Treant 
  9 
  MM 
  Firre 
  10 
  PB 
  Ghaele 
  13 
  PB 
  Shiradi 
  15 
  PB 
  Tulani 
  19 
  PB 
   
  ARCADIA 
  Creature 
  Challenge 
  Source 
  Formian Worker 
  1/2 
  PB 
  Formian Warrior 
  3 
  PB 
  Formian Taskmaster 
  7 
  PB 
  Formian Myrmarch 
  10 
  PB 
  Formian Queen 
  14 
  PB 
   
  THE BEASTLANDS 
  Creature 
  Challenge 
  Source 
  Centaur 
  2 
  MM 
  Wemic 
  2 
  PB 
  Wemic Pride Leader 
  4 
  PB 
   
  Beasts of all kinds, both awakened and not, are also 
  found here. 
   
  BYTOPIA 
  Creature 
  Challenge 
  Source 
  Lammasu 
  5 
  PB 
  Lammasu Golden 
  Protector 
  9 
  PB 
   
  CARCERI 
  Creature 
  Challenge 
  Source 
  Farastu 
  5 
  PB 
  Kelubar 
  11 
  PB 
  Shator 
  16 
  PB 
   
  ELYSIUM 
  Creature 
  Challenge 
  Source 
  Musteval 
  2 
  PB 
  Cervidal 
  4 
  PB 
  Equinal 
  6 
  PB 
  Avoral 
  9 
  PB 
  Lupinal 
  11 
  PB 
  Ursinal 
  14 
  PB 
  Leonal 
  16 
  PB 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only                                                 Planar Bestiary | 130  
  GEHENNA 
  Creature 
  Challenge 
  Source 
  Skeroloth 
  1 
  PB 
  Guardian Yugoloth, 
  Least 
  2 
  PB 
  Canoloth 
  3 
  PB 
  Guardian Yugoloth, 
  Lesser 
  3 
  PB 
  Dergholoth 
  4 
  PB 
  Guardian Yugoloth, 
  Grater 
  5 
  PB 
  Mezzoloth 
  5 
  MM 
  Gacholoth 
  6 
  PB 
  Hydroloth 
  6 
  PB 
  Marreanoloth 
  7 
  PB 
  Yagnoloth 
  7 
  PB 
  Piscoloth 
  8 
  PB 
  Nycaloth 
  9 
  MM 
  Arcanaloth 
  12 
  MM 
  Ultroloth 
  13 
  MM 
  Baernaloth 
  16 
  PB 
   
  HADES 
  Creature 
  Challenge 
  Source 
  Hordling, Small 
  1 
  PB 
  Hordling, Medium 
  3 
  PB 
  Nightmare 
  3 
  MM 
  Yeth Hound 
  3 
  PB 
  Hordling, Large 
  5 
  PB 
  Night Hag 
  5 
  MM 
  Hordling, Huge 
  7 
  PB 
   
  LIMBO 
  Creature 
  Challenge 
  Source 
  Slaad Tadpole 
  1/8 
  MM 
  Githzerai Monk 
  2 
  MM 
  Red Slaad 
  5 
  MM 
  Githzerai Zerith 
  6 
  MM 
  Blue Slaad 
  7 
  MM 
  Green Slaad 
  8 
  MM 
  Gray Slaad 
  9 
  MM 
  Death Slaad 
  10 
  MM 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MECHANUS 
  Creature 
  Challenge 
  Source 
  Monodrone 
  1/8 
  MM 
  Duodrone 
  1/4 
  MM 
  Tridrone 
  1/2 
  MM 
  Quadrone 
  1 
  MM 
  Pentadrone 
  2 
  MM 
  Decaton 
  6 
  PB 
  Zelekhut 
  6 
  PB 
  Nonaton 
  7 
  PB 
  Kolyarut 
  8 
  PB 
  Octon 
  8 
  PB 
  Septon 
  10 
  PB 
  Hexton 
  12 
  PB 
  Marut 
  14 
  PB 
  Quinton 
  14 
  PB 
  Quarton 
  16 
  PB 
  Quarut 
  17 
  PB 
  Tertian 
  18 
  PB 
  Secundus 
  20 
  PB 
  Varakhut 
  20 
  PB 
   
   
  MOUNT CELESTIA 
  Creature 
  Challenge 
  Source 
  Lantern Archon 
  1 
  PB 
  Hound Archon 
  4 
  PB 
  Owl Archon 
  5 
  PB 
  Warden Archon 
  7 
  PB 
  Hound Archon 
  Hero 
  8 
  PB 
  Sword Archon 
  9 
  PB 
  Trumpet Archon 
  12 
  PB 
  Throne Archon 
  17 
  PB 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only                                                 Planar Bestiary | 131  
  THE NINE HELLS 
  Creature 
  Challenge 
  Source 
  Lemure 
  0 
  MM 
  Legion Devil 
  (Merregon) 
  1/4 
  (special) 
  PB 
  Nupperibo 
  1/2 
  PB 
  Imp 
  1 
  MM 
  Abishai, White 
  2 
  PB 
  Spined Devil 
  2 
  MM 
  Abishai, Black 
  3 
  PB 
  Bearded Devil 
  3 
  MM 
  Abishai, Green 
  4 
  PB 
  Abishai, Blue 
  5 
  PB 
  Barbed Devil 
  5 
  MM 
  Abishai, Red 
  6 
  PB 
  Ayperobos Swarm 
  7 
  PB 
  Cavalry Devil 
  (Narzugon) 
  7 
  PB 
  Chain Devil 
  8 
  MM 
  Bone Devil 
  9 
  MM 
  Horned Devil 
  11 
  MM 
  Erinyes 
  12 
  MM 
  Rakshasa 
  13 
  MM 
  Ice Devil 
  14 
  MM 
  Xerfilstyx 
  15 
  PB 
  Pit Fiend 
  20 
  MM 
   
  OUTLANDS 
  Creature 
  Challenge 
  Source 
  Bariaur 
  1/2 
  PB 
  Dabus 
  1/2 
  PB 
  Plumach 
  1 
  PB 
  Bariaur Ranger 
  2 
  PB 
  Abiorach 
  3 
  PB 
  Ferrumach 
  6 
  PB 
  Cuprilach 
  9 
  PB 
  Argenach 
  13 
  PB 
  Aurumach 
  17 
  PB 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PANDEMONIUM 
  Almost nothing lives in this place. 
   
  YSGARD 
  Creature 
  Challenge 
  Source 
  Ratatosk 
  1/4 
  PB 
  Bariaur 
  1/2 
  PB 
  Bariaur Ranger 
  2 
  PB 
  Lillend 
  3 
  PB 
  Hill Giant 
  5 
  MM 
  Lillend Muse 
  5 
  PB 
  Cyclops 
  6 
  MM 
  Stone Giant 
  7 
  MM 
  Frost Giant 
  8 
  MM 
  Cloud Giant 
  9 
  MM 
  Fire Giant 
  9 
  MM 
  Storm Giant 
  13 
  MM 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Chris Goober Ramsley - Planar Bestiary.pdf